[quote]SaturnRing wrote...
I second that. But you see, this is the reason why i like the Avenger/Predator so much. As versatile as they are, they're far from perfect. They will do the job that an AR or a pistol are supposed to do but not more. That is genius and balance. It forces me to be innovative, and put in place the best strategy/loadout i can for every missions. Now spread that approach for all weapons, and each of them becomes relevant and has its very defined function.
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Well, that's the problem and it occurs always as soon as developers decide to "broaden arsenal". When you pour a lot of guns, each being barely distinct from another, it is practically unevitable to run into situation when you will have brain meltdown in attempt to make guns useful. That's especially horrible when there are different variants of "arsenal", depending on game version (collector's, pre-order), plus there is policy "we don't want them to miss any of content". Or like endings. They either be vastly different (not our case) or blended to smoothiness (our case exactly).
[quote]Athenau wrote...
This isn't a realistic shooter. [/quote]
Excuse me, but this is oxymoron. If it is "realistic", it'll never be "shooter", it will be "sim". If this is "shooter", it'll never be realistic - "believable", tops.
[quote]Athenau wrote...
Bioware made a conscious choice to truncate engagement ranges in ME2 and that isn't ever going to change. Making comparisons to actual military/police sniping is totally pointless.[/quote]
Well, given their policy to make modding difficult, I'd agree. But some of us play many different games, and some of discussions here may lead to useful ideas, which could be used in modding of other games. Or, maybe, though personally I really doubt that, some of them will be used by developers in their future projects. Of course, our persuasiveness+D20 should beat artistic integrity first...
[quote]JaegerBane wrote...
I'm not so sure - I think I'd have to disagree with a number of points there. [/quote]
Since I'm no artist and have no integrity, I have no problems with that.
[quote]JaegerBane wrote...
Firstly, the relative power. Sure, I'm all for Sniper Rifles being very powerful, but lets not forget that within the fiction, kinetic barriers are *designed* to provide protection from sniper rounds. We have no modern day equivalent. Firing straight through shields should be something reserved for weapons beyond the point of being man-portable.[/quote]
Don't forget that we talk here about AMR. Or anti-tank-rifles from WWII era (by concept, of course, modern South African NTW-20 or Austrian Steyr IWS, IIRC sort of "relatives" to those rifles). They designed to deal with materiel and there were no strict words, saying that materiel isn't protected either by thick layer of armor or kinetic barrier. So we can assume "future AMR" will have enough power to deal with them somehow. (Speculations from everyone!) They may be designed for work in special purpose sniper pairs or team, when one, first sniper, use, say, "Heavy disruptor ammo", overloading shields and then, second, almost instantly, fires normal round to deal with target directly. Of course, tapping adrenaline rush will automatically reloads you now so you can play as that pair. But this is just a version.
[quote]JaegerBane wrote...
Encumbarance is one of those things that sound great on paper but in most games, sucks. More often than not, getting slowed down is more of an irritant and an annoyance than it is an increase in challenge. I can see why they left it out.[/quote]
Nah, it's fine. I play a lot in OFP/ArmA (BIS ones, not from codelamers), there you cannot sprint forever, you have crosshair sway (and it depends on your fatigue and injuries), you can't roll, jump, ammo is highly limited and generally enemy use completely different weapon, so you cannot just pick up his mags. More than that, there is DISTANCE. So you can be killed by enemy sniper at, say, 800 metres after crawling through rainy forest for 5 hours, just because at very beginning of the mission another enemy sniper killed your medic and wound you in the leg, so you can't run, walk, stand or sit - only lay down and crawl. And it wouldn't be script-kill - it will be natural kill from enemy sniper.
Of course, I know ArmA is different kind of game. I know that. ME3 maps so small, so I really don't know how it is possible to got tired, annoyed or irritated by slow-walking there. And I never been avatar of tranquility, quite the contrary.
I never played vanguard seriously, but there is a saying about "high-risk>high-reward". AMR should be that kind of weapon. And other than encumbrance I see no other way, because I really don't care about overload - they can replace -200% with -40K% percent, I don't give a damn, because if I use it, I generally use it once. Or don't use it at all.
[quote]JaegerBane wrote...
Typically I'm always a little unsure about making weapons in sci-fi games *too much* like modern day stuff. They made that mistake in the Halo series and it resulted in the patently ridiculous situation of having conventional guns (even using the same calibres as we have today) being used in an interstellar conflict 500 years in the future, that had been raging for 30 years despite significantly better technology being available for the majority of that time. Its like depicting MW3 with people using flintlocks and muskets, it doesn't fit.
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Come on! History always developing in cycles!
No, seriusly. Flint-locks and muskets? You may not believe me, but we just discussed them. From my point of view, first rifles... Well, they weren't rifles due lack of "rifling". Whatever, they were somewhat similar to modern AMR/ATR in purpose - to stop advancing heavily-armoured cavalry (and infantry, of course). As one of factors there was range (or lack thereof), about 50 metres... Oh, wait.
I think we both can find real reasons justifying usage of "modern calibres" in Halo universe.
[quote]SaturnRing wrote...
I probably contributed to establishing a paralel between fiction and reel guns. Deep down i prefer not to as i think that having a knowledge of modern fire arms shouldn't be relevant - at least not significantly - in sci fi weaponry discussion. [/quote]
That's the problem with Sci-fi - if you created something you have to base it on something, and back it up by something. Space magic works in fantasy, but not in sci-fi.
[quote]SaturnRing wrote...
I thought the game makers took a huge risk by coming up with a concept of overheating guns with almost unlimited ammo in ME1. But i was more than willing to go along with that concept. My only wish was to see that approach developed in a consistent way. Apart from Spectre gear - too good to be" true" - i was somewhat satisfied with the different weapon's loadouts in ME1 - maybe with a little more flexibility and weapon variety...[/quote]
Why Spectre gear is too good to be true? IIRC correctly, their parametres weren't significantly better than, say, Rosenkov's. Yes, they still were better, but in percents, not times. And theirexorbitant prices (irrelevant in ME1 economics) sort of reflecting that. If you drop down "name price" for famous gun maker now, especially custom one, removes any exteriour "bells and whistles", irrelevant to gun performance (like etched portrait of your wife on stock of your hunting rifle - did it really gives +5 to accuracy and +10 to morale?), gun's prices from that segment could be exorbitant too. And they will be better than their "stock" counterparts. In times? No. Percents? Maybe.
[quote]SaturnRing wrote...
While i don't think the introduction of thermal clip is a bad idea - far from it - it was a step back from that original concept; from that point on comparisons were inevitable; thermal clip scarcity made it even worse. [/quote]
May I add that their respawn made it even worse than worse.
I don't think that clips are bad idea, I don't like how they were implemented and that's why I think they are bad "as is".
[quote]SaturnRing wrote...
Fixing those complaints or shortcomings for ME3 led us to something even closer to reality. I'm nostalgic of the time when all you had to worry about was fitting you guns with frictionless Materials and watch you rof to prevent overheating. The weapons upgrade system was complex enough to require good strategy in how mods were best utilized.
The particle Beam concept is where i wish things stood.
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No disagreement on that. Because current mod system is not developed well too.