In Mass Effect 1, the weapon customization was much more in depth. Each weapon had its own mods (On N7s up to 3), and their own individual ammunition powers. Sadly, in Mass Effect 2, that all went away. All that was left were the Soldiers ammo powers & what ever stats were preset. The RPG feeling of personalization & gamer individuality was gone.
RPG/Shooter %:
ME1 = 70/30
ME2 = 30/70
ME3 = 45/55
Gladly, in ME3, parts of this missing element were brought back. This is a good thing. But they forgot some of it. The feeling off ME1 is present, but not there. I think we can all agree that adding more customization can only be a good thing. And that some of these things need to be, and realistically can be, brought back. There are many
things that could be revived from previous games. But right now we'll just focus on the prementioned.
That's what this thread will be: A place to spark the enthusiasm and fandom of those who have, and haven't, played the previous games and recall the awesome presence of ammo powers. My hope is to spark new idea's for future DLC in you, the community, and to show Bioware the support we have for the return of them. So that maybe, just maybe, they will bring them back.
I have provided links to the wiki pages above. But in case something else, here is a quick
List of Ammo Types:
- Anti-Personnel/Shredder Rounds - Designed to shred flesh and other organic matter, these rounds are particularly effective against living targets due to their nature of shearing apart on impact. They are similar to hollow point rounds. (A general increase to damage vs organics)
- Armor Piercing/Tungsen Rounds - Specifically designed to puncture metal, these rounds are made of a more dense metal than regular lead and are particularly effective against synthetic targets. (The difference in ME1 being that they did extra damage to geth and mechs)
- Incendiary/Inferno Rounds - Rounds made up of a thermite paste which melts or burns through virtually all known substances. (The difference in ME1 being that they also reduced the accuracy of those effected)
- Cryo/Snowblind Rounds - Cooling lasers collapse ammunition into small Bose-Einstein condensate, a mass of super-cooled subatomic particles, capable of snap-freezing impacted objects while destabalizing them and reducing their accuracy. (The difference in ME1 being that rather then just freezing or chilling the target, it reduced accuracy of the target, and bypassed shields in Cryo Rounds, while Snowblind Rounds reduced the enemies RoF)
- High Explosive Rounds - Designed to detonate on impact, high explosive rounds are devestating to enemies, but also cause a massive increase in the users weapon overheat time. (Gave the bullets an explosive blast radius, more force, a slight damage bonus, and made the users weapon overheat faster. Due to their being no weapon overheating in ME3, this could be substituted by drastically increasing kick or reducing accuracy. Another solution they could have is to simply make it less explosive. Or another balance. Bioware will find a way)
- Hammerhead/Sledgehammer Rounds - These rounds, also called squash projectiles, are designed to flatten on impact, increasing the amount of physical force transferred to the target. (While Hammerhead Rounds just increased force, Sledgehammer Rounds reduced heat absorption, added force, and also added toxic damage. I'm assuming that if Bioware were to bring these back, they would take away the toxic damage to stay true to the base principle. They would most likely also make the extra force very significant to put them on par with the other ammos)
- Phasic/Proton Rounds - Instead of projectiles, modified weapons release charged particle bolts that can bypass kinetic barriers and shields. However the actual damage done to the target is typically less than what's done by a standard round. (These rounds are unique in that they provide a large bypass rate towards shields, but reduce actual damage)
- Chemical/Polonium Rounds - These rounds layer the enemy in a toxin that prevents healing and forces the target to regenerate through the toxin before they can actual heal. (These rounds primarily prevented the enemy from healing. They would apply a percentage of toxin onto the enemy in relevance to the amount of weapon damage. The Polonium Rounds applied a slight corrosive effect to the enemy. These were a little underpowered compared to other rounds. This could be buffed by adding a stronger form of the corrosion, comparable to a burning effect)
- Radioactive Rounds - These rounds are stamped with a miniscule amount of radioactive material, inducing low levels of radiation sickness in targets. The sickness makes it more difficult for biotic or tech abilities to be deployed. (These rounds provided a increase in cooldown time for the enemy. This could be changed to also give a possibility for their weapons to overheat or some other buff)
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As you can see, there are very divergent ammo types from previous games that could be brought back and be a great addition to ME3. Variety is the spice of life and Mass Effect needs more of it. Hopefully the community misses or likes these as much as I do. So make sure to show your thoughts, ideas, and support!!
Modifié par BaconBitz.KB, 09 mai 2012 - 05:14 .





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