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What exactly was wrong with class gimmicks?


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#1
Binary_Helix 1

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Each class had a signature weapon which was more or less it's primary. Soldiers = assault rifles, vanguards = shotguns, infiltrators = sniper rifles, and casters = powers/pistols. If you really wanted to switch it up you could pick a non-class weapon as a bonus. Apparently this wasn't satisfying to some and we got the weight system instead which I really hate.

Modifié par Binary_Helix 1, 19 octobre 2012 - 09:54 .


#2
RedCaesar97

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I dislike the weapon weight system, but not because it prevents class-weapon gimmicks, but because it is tied into the whole power recharge system which I think is terrible.

During the leadup to Mass Effect 3, Curunen had an interesting idea about a weapon encumbrance system. Basically, each weapon had an encumbrance, and each class had an encrumbance value. Soldiers would have the greatest encumbrance value allowing them to take the most weapons, and Adepts/Engineers the least encumbrance. This way, every class could still take the Claymore/Revenant/Widow, but the weapons-based classes could still take other weapons as well.

And here was another discussion I found during the leadup to ME3. For a few pages there is some good discussion about having no weapon restrictions based on class.

When I have more time I will try to put together a more proper response. I apologize if i did not properly address your argument.

#3
Doofe2012

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It wasn't realistic. There's no reason why a military would train its ground troops to only be able to use specific weapons when they can just as easily get their hands on all type. And if you can fire one kind of weapon, you can almost certainly figure out how to fire other kinds. Show me a military sniper who doesn't know how to fire an assault rifle and I'll literally eat my phone.

#4
capn233

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I don't want to get into the realism argument with what weapons each class should be able to use. Suffice it to say, it is very realistic that most soldiers will get the bulk of their training on a single weapon. An infantryman will be trained with his rifle and get some pistol training. They aren't going to train on every single weapon that they use, at least not to become proficient.

There wasn't much of a reason to go with the system that we got. It would work better though if the guns' usefulness was more linear with their weight. And it would also be better if the weapons all had their roles as in ME2. In this game there isn't much reason to go with 2 weapons outside of having more thermal clips with which to shoot at enemies. Armor DR is a red herring with mods or ammo, shield gate largely isn't an issue either.

Besides fixing the weapons, there should have been a larger difference between encumbrance for the Soldier and the casters, with Vanguard and Infiltrator in the middle. In addition, a "weapon slot" system should have been in place, or something mentioned above where different classes of weapons have a different value. Say Pistols and SMGs take up 1 unit, and the long guns all take up 2. Give Engineer and Adept perhaps a max value of 3, Infiltrator and Vanguard a cap of 4, and Soldier his cap of 7 (would make the ME1/ME2 loadout possible, even if not optimal).

The idea of weight versus recharge speed for powers does make some sense from a design standpoint.  The idea is to balance weapon and power use.  So if you want more of one, you have to give up some of the other.  A good idea when you aren't restricting weapon classes or the "advanced" versions of certain guns.

Modifié par capn233, 19 octobre 2012 - 03:01 .


#5
Drayce333

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The weight system is fine HOWEVER Soldier should be able to carry WAAAY more weight naturally and so should Infiltrator and Vanguard. Sentinel should have the option to spec into much higher weight capacity to reflect the classes flexibility.

There should be a much bigger gap for weight capacity between classes.

For Reference Soldier is 20/50/100*, Adept/Engi are 10/30/50* *spec'd into it. A difference of 50 more weight for a weapon based class... They didn't balance it right.

#6
Abraham_uk

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I generally prefer the more flexible weight capacity system.

But it's a shame that heavy weapons are only specific to certain sections.

#7
Asch Lavigne

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I thought ME1 did it well where you could unlock a weapon not for your class as a bonus item on future playthroughs. ME2 had this with the powers like ME1, but saved the weapon thing till the Collector Ship. Though I would have a heck of a hard time deciding between a weapon and a power in 2 & 3. It was easier in 1, for me anyways.

#8
StarcloudSWG

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The skill needed to fire a sniper rifle is the skill needed to fire a shotgun is the skill needed to fire an assault rifle is the skill needed to fire a machine gun is the skill needed to fire an SMG is the skill needed to fire a pistol.

Seriously. Firearms are *not* so incredibly different from each other that you need to have special skills for them in games. Yes, it helps to practice with each one, but guess what? In the game, that's the *player's* job, not the *characters*.

#9
vonSlash

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The only objection I had to the weight system is how the weapon weight scaled from between I-X. For example, playing as a max weight capacity Sentinel in SP, using the Revenant at rank I is terrible for your cooldowns, but at rank X you can have 200%. The same would hold true for any other heavy weapon. So class weapon choice is still for all practical purposes restricted until NG+, and it really detracts from the experience when you have to complete an entire playthrough in order to be able to play the game with the setup you'd like to.

#10
Alien Number Six

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Weight barely effects single player as long as your weapons are at level ten.

#11
InTheZone

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This discussion is brought to you by people playing video games who have never fired a gun in their life.

#12
StarcloudSWG

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InTheZone wrote...

This discussion is brought to you by people playing video games who have never fired a gun in their life.


Having fired several weapons, I assure you, the *largest* difference between the weapon types is whether they're semi-automatic or fully-automatic.

Everything else, you use exactly the same principles; hold the firearm firmly, brace it however you can, line the sights up, pull the trigger without jerking it. Fully auto adds 'keep the bursts short to control recoil.'

And given this is a game, most of that is done automatically. The only thing the player has to do is aim by pointing and clicking to fire.

Modifié par StarcloudSWG, 21 octobre 2012 - 12:43 .


#13
Drayce333

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InTheZone wrote...

This discussion is brought to you by people playing video games who have never fired a gun in their life.


Its a scifi video game.

#14
StarcloudSWG

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The 'weight' system is a bit silly, but at least it does properly simulate the fact that carrying too many weapons just gets in your way.

#15
JaegerBane

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Abraham_uk wrote...

I generally prefer the more flexible weight capacity system.

But it's a shame that heavy weapons are only specific to certain sections.


Somewhat.

The weight system is something that I think, in theory, was a great idea as it seperated the player's choice of weapon from the choice of class. I *hated* the approach they took in ME2 where the developers essentially decided for you what you would use if you decided you wanted to be a biotic or tech-focused character.

On the other hand, the way the weight system was implemented in ME3 was awful. Quite why you actually get a *bonus* for carrying fewer weapons was never made clear, but it did cause balance to go off into oblivion.

Personally, I modded it out. Frankly I enjoy the game far more when your choice of weapons is completely independant of your choice in class.

#16
JaegerBane

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InTheZone wrote...

This discussion is brought to you by people playing video games who have never fired a gun in their life.


1. This is a complete assumption on your part.

2. Whether someone has or hasn't fired a gun in their lives has no bearing on what their views of the weight system are.