JaegerBane wrote...
The problem with such an assumption is that its made perfectly clear that kinetic barriers create a situation where single-shot weapons are inherently disadvantaged.
Well, that's why I think AMR should be able to dispose mostly anything in one shot, regardless whether their is barrier or not. Otherwise, I fail to see why they add them in game at all.
With existing system I don't understand whole meaning having very heavy rifle (W/BW) with performance slightly better than Mantis (minus penetration). Plus BW power drop comparing it with W, IIRC it's about 40%. I mean BW shot inflicting 60% of damage of W. Not sure of losing 40% of energy fits "without losing stopping power" description.
JaegerBane wrote...
They're performing precisely in situations where they're sub-optimal - the equivalent of attempting to use an AMR on something like a UAV today.
If we had ME1 projectiles velocity (a.k.a. instahit) - why not? You have no lead, windage or elevation, just catch target in crosshair and pull the trigger - avatar of point and click interface. But they took those projectiles and gave us airguns instead.
JaegerBane wrote...
Hence, I can't honestly agree that an AMR should shoot through multiple enemies or one-shot everything.
But they already shoot through multiple enemies and one shot most things.
JaegerBane wrote...
Were it realistic to design a rifle that could do this and still be man-portable, things like kinetic barriers and barrier circumventing techniques would never have been developed. There's an internal logic to the universe that is in conflict with the suggestion.
ME2 desription:
"Weighing in at 39 kilograms, the Widow Anti-Material Rifle is primarily used by sniper teams in assault missions against armored vehicles or krogan. While kinetic barriers offer effective protection on vehicles, the kind generated by conventional military field generators are far too weak against the Widow.
The Widow was never designed to be carried and fired by a human. Although this modified model can be carried, no ordinary human could fire it without shattering an arm."
There are many conflicts with logic, by my opinion, starting with "sniper teams" yet "never designed for humans" (for who then, asari?). I don't remember Geth sniper teams with it.
JaegerBane wrote...
I think its really straining the boundaries of plausibility to suggest that the only reason why things like muskets and whatnot were retired were down to range. The fact that their reliability, practicality and capability were all rubbish in comparison to cartridges played far more part than range.
There were many reasons why muzzleloaders slowly faded away. Somewhat situation with them resembled situation with bows - amount of training required for proper and efficient usage was greater than averege recruit (and most importantly - ruler of than recruit) were willing to spare.
JaegerBane wrote...
I could accept it if there was some kind of reasoning to explain why firearm progression had not moved on, like the fact that they were still extremely effective in their role. The point is that, in Halo's case, they aren't - often needing the best part of a 60 round 7.62mm clip to down a single shield. There are vastly more effective weapons lying all over the place in the form of plasma weapons, and yet the UNSC still sticks with ancient stuff? No way.
If main weapon of certain army is fleet, missiles and some "MAC", why waste money in attempt to give infanrtymen more effective weapon, if existing is adequate? Russians still keep their 7.62x54R, it's more than century old. Hard to say whether AR-15 performance is "morally adequate" these days, but it still used, and according to recent news, even Remington got awarded with small contract (about 24K of rifles, IIRC). If high command consider infantry firearms "shootas", why would they spent millions of currency to re-arm them? Same Remington contract is worthy of $16000000 or so. Now reasses that on Halo military.
JaegerBane wrote...
This was one of the reasons why I like ME's take on weapons. They were technologies that were clearly the result of conventional firearm design being applied to a radical and newly developed scientific phenomenom (in this case Mass Effect fields, but in other fiction could be electronic ballistic pulses from Aliens or Gauss weaponry from Starcraft). But they are nonetheless based around totally different fictional technologies, so on that basis, the idea that should pose any more than a passing resemblance to modern day weapons doesn't really make sense, and certainly not something the developers should seek to achieve.
Several questions, if you don't mind.
- Why some weapon have not only muzzle blast, but sort of smoke erupting from muzzle? IIRC Raptor has it. Mass effect is combustible propellant?
- How come those "grains of sand", chipped from internal blocks of metal and sped up to lightspeed not melting or overheating? Wrapped in MEF?
- If weapon shoots "grains of sand", why barrel diameter is that great? To allow MEF wrapping? I'm not asking about polygonal rifling, obviously it's just 3d modelling, but what a pun!

- AP mod/Barrel extension issue. Why increasing barrel's length increases velocity, but not penetration and how penetration increase happens, if it doesn't increase "flat" damage?
- Why SMG light materials has no effect on recoil?

If you will be able to answer those questions, maybe I'll regain normal sleep.

Some humor intended.
ithurtz wrote...
going off topic here, but since we're in the discussion of weapons...
I am a little surprised that no one has mentioned certain oddities with the weapon mods. it is great that BW reimplemented weapon modifications, but stuff like weapon scopes and extended barrels just seem so...out of place. I mean, modern-day looking scopes and extended barrels on futuristic mass accelerator weapons is just weird.
it is particularly aggravating that they butchered the default models of some of the older assault rifles like the avenger and mattock simply to implement the scope addition.
There was thread on that. Reversed ACOG, some Belarus/Russian scope (mod V, I think), Red Dot sights, cage style or Barrett flash-hider as barrel extention (and something looking like suppressor) and my "favorite" - AR-15 style handguard and front-sight post as barrel mod V for AR. Brilliant, yo. Ventilated rib revolver barrel looks just as funny.
I guess that's byproduct of cooperation with DICE.
+1 on Avenger and Mattock, plus Avenger and Vindicator "since ME2" barrel location. Gah.

SaturnRing wrote...
There is a clear intent to give guns a more generic look and visual modularity. I personally think that those mods don't look space age enough - if it means something. But they make sense in the game context. I can attribute their basic* or unpolished* shape to the fact that Reapers invasion put a stop - or slowed down - mods developement; as a result they were fielded in their roughest form. We also have to consider the fact that those mods have to be designed to be be easily replaced on the field.
I wish they didn't change the Avenger look tho.
*Up for debate. Just my opinion.
I think they could imply "lights" variant for scopes or just write "Mk II scope" for weapons like Mattock, Vindicator or Avenger. Or adjust exsiting "scope" model.
Plus I don't get the idea of "visualizing" those changes. Paladin doesn't have few of those changes, as well as BW and Wraith. Does it makes them worse? Not for me. There is no time to look on new receiver colour, really.
Modifié par Rudy Lis, 27 avril 2012 - 07:55 .