best smg?
#51
Posté 05 avril 2012 - 08:27
#52
Posté 05 avril 2012 - 08:38
#53
Posté 05 avril 2012 - 10:37
#54
Posté 05 avril 2012 - 10:41
#55
Posté 05 avril 2012 - 10:44
#56
Posté 06 avril 2012 - 01:23
#57
Posté 06 avril 2012 - 02:08
#58
Posté 06 avril 2012 - 12:51
But for an Infiltrator I'd really really stress how great a good sniper rifle and a shotgun work together. I went all of New Game + with a Black Widow X and Wraith X. It was great.
#59
Posté 06 avril 2012 - 02:44
Fortack wrote...
Yes, but that is not how it works in ME3. The ME2 version of Charge was great because of its fixed cooldown, it was neither too quick nor too slow. In ME3 its up to the player to either make themselves invincible or make Charge useless. The restrictions used in ME2 are key to make this ability (and class) work, ME3 has ruined this with its "customization" obsession. The system actually reduces customization because the Vanguard does NOT have the option to use multiple (decent) weapons. The popular ME2 Scimitar-Viper setup equals gimping your Vanguard's combat potential instead of giving it more options like it's supposed to be.
I agree, I wasn't trying to claim ME3 worked and ME2 didn't. What I was trying to point out was that getting hot and bothered about restricting the player caused them to go overboard with it back in ME2, and trying to get back to that kind of thing isn't going to fix the situation in ME3.
The general gist of what I'm saying is that the only thing flawed with ME3 was the way the system was implemented, not the system itself. ME2 was the opposite - the basic idea of rigidly tying weapon types to classes is typically a big no-no for most RPGs for the simple reason that it destroys player choice and causes issues with balancing the weapons themselves (the first symptom is this is when you start getting functionally identical weapons popping up that are only differentiated by the weapon class they occupy - rather than just allow a class to take an assault rifle and a sniper rifle, they hack in stuff like the Locust and Phalanx etc).
Indeed. Cooldowns ought to be left alone because they have a huge impact on balance. Weapons are another thing, I frankly don't see what they have got to do with cooldown. The connection the game makes is absurd. To balance weapons they should have given each weapon mass based on their performance, and every class a fixed number (with reasonable upgrade options through passive powers) to use for weapons. I believe Curunen proposed such a system a long time ago, and most of us loved his idea.
To be honest, while I'm a fan of the weight system, I'd agree that its such a mess at the moment, with insane variances in cooldowns and totally ridiculous weight levels for different guns, that on my next playthrough I'm just going to mod it out completely. I've already figured out how to set the maximum and minimum encumberance bonus down to zero and I'm just going to leave it at that - let my skill ranks, intel bonuses and armour be the sole modifications to cooldown.
#60
Posté 06 avril 2012 - 02:45
CanonShepard wrote...
Instead of having an ammo clip and a heat sink upgrade (which is pointless since SMGs have the most bullets anyway),
Actually its only pointless on the rubbish SMGs. On the good ones (the Hurricane and Hornet) their clip capacities are a little on the small side for what they are... having the heat sink and thermal clip upgrades help a great deal, their.
#61
Posté 06 avril 2012 - 03:05





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