Heavy weapon removal was a step backward
#26
Posté 16 janvier 2013 - 09:27
#27
Posté 16 janvier 2013 - 10:00
#28
Posté 16 janvier 2013 - 03:39
Chain Overload is more powerful than what the Arc Projector was in ME2.RedCaesar97 wrote...
Abraham_uk wrote...
Some of the heavy weapons are around in the form of light weapons.
Collector Particle Beam ---> Prothean Particle Rifle
Grenade Launcher ----> Falcon
Firestorm Flamethrower ---> Reegar Carbine
Arc Projector ---> Arc Pistol (sort of)
Firestorm Flamethower = Flamer
Also, the Cobra Missile Laucher effectively was a hugely upgraded Cain pre-buff. Now there's no comparison at all.
#29
Posté 16 janvier 2013 - 05:30
#30
Posté 16 janvier 2013 - 05:43
omega_alpha-619 wrote...
I don't really miss um.. in me2 all I ever used was Collector Particle Beam on heavy targets.
Now we have the Particle Rifle that does more damage, and has regenerative ammo. Not to mention being extremely powerful with incendiary/disruptor ammo attached.
The one good thing about the Collector Particle Beam was the Zero weapon overheating.
Then again you'd instinctively stop shooting every time your paper shields went down. Taking "the shields down must take cover" issue into account, the bursts on both weapons would be about the same.
Also the prothean particle rifle has three phases.
The lame damage phase.
The overpowered to the point of being broken phase.
Then the face palm, I've overheated the weapon phase.
The Collector Particle Beam started at phase 2 and never reached the face palm phase.
It was one of the best heavy weapons, since it had loads of ammunition before finally running out.
Both weapons however, require you to be out of cover for extended periods of time to be most effective though. When you're out of cover for an extended period of time, you take a lot of hits.
Tanks benefit the most from both weapons, wheras squishy classes might ending up doing very little damage since they'll probably be spending a lot more time behind cover.
Modifié par Abraham_uk, 16 janvier 2013 - 05:49 .
#31
Posté 16 janvier 2013 - 06:00
Heavy Trooper
Heavy troopers are specialists in heavy weapons.
They are the only class that can choose a heavy weapon before each mission.
They're the only class that can attach mods and upgrade heavy weapons.
They have the highest ammo capacity for heavy weapons.
They are not limited to heavy weapons left lying on the battlefield.
They are the only class able to add ammo mods on heavy weapons.
Powers:
Incendiary Ammo
Disruptor Ammo
Cryo Ammo
Launchers (this passive improve proficency with missile and grenade launchers, and cain)
Elemental (this passive affect elemental and biotic weapons such as firestorm, avalanche, arc projector, and blackstorm. In addtion, this passive improves your ammo powers)
Chain Guns: (this passive affect continuous fire weapons, such as the Collector Particle Beam and the Gattling Gun)
Fitness: Same as other fitness passives.
Tank Slayer: This improves your damage output with all heavy weapons. Also improves ammo capacity of your heavy weapons.
Bonus Power Slot:
You will run out of heavy weapon ammunition. So you can bring 2 backup weapons.
Unless you have a bonus power, you never have to worry about cooldowns.
Modifié par Abraham_uk, 16 janvier 2013 - 06:08 .
#32
Posté 16 janvier 2013 - 06:08
Each mission you have a limited stock of heavy weapon ammo.
You will have more ammo available for longer missions, but very little ammo for shorter missions.
Once you run out of heavy weapon ammo, you won't be able to use your heavy weapons till the next mission.
Heavy weapons do much more damage than any other weapons or powers in the game.
They can now be modded like other weapons, and can take ammo powers into account (sometimes changing the annimations).
Due to the nature of this class, you have to conserve your ammo rather than spam it all at once.
The Heavy trooper can carry one heavy weapon only 2 backup weapons (these could be a sniper rifle, assault rifle, shotgun, SMG or pistol).
Modifié par Abraham_uk, 16 janvier 2013 - 06:11 .
#33
Posté 16 janvier 2013 - 07:48
That's kind of why I didn't like heavy weapons in 2. I so rarely used them but I was forced to carry one.hawkens982 wrote...
I hardly ever used the HW in ME2 and with ME3, class combos are so easy what with cooldown reduction, you probably won't ever need it. Plus I didn't like the aesthetics of carrying around a HW all the time in ME2, always something stuck on Shep's back =(
#34
Posté 17 janvier 2013 - 05:03
#35
Posté 17 janvier 2013 - 05:25
GwenShep71 wrote...
That's kind of why I didn't like heavy weapons in 2. I so rarely used them but I was forced to carry one.hawkens982 wrote...
I hardly ever used the HW in ME2 and with ME3, class combos are so easy what with cooldown reduction, you probably won't ever need it. Plus I didn't like the aesthetics of carrying around a HW all the time in ME2, always something stuck on Shep's back =(
I use heavy weapons for bosses.
#36
Posté 17 janvier 2013 - 06:25
Cain on the Reaper Reactor.Abraham_uk wrote...
GwenShep71 wrote...
That's kind of why I didn't like heavy weapons in 2. I so rarely used them but I was forced to carry one.hawkens982 wrote...
I hardly ever used the HW in ME2 and with ME3, class combos are so easy what with cooldown reduction, you probably won't ever need it. Plus I didn't like the aesthetics of carrying around a HW all the time in ME2, always something stuck on Shep's back =(
I use heavy weapons for bosses.
Double Cain on Arnie.
classic.
#37
Posté 19 janvier 2013 - 02:48
To start with the entire concept broke with the aesthetic style of technology in Mass Effect being sleek, efficient, and light in favor of the neanderthal-like Gears of War big-gun bulky equipment mentality.
It was immersion breaking that my Adept did not know how to use a simple shotgun, and/or assault rifle, and/or a sniper rifle in ME2 but somehow she was perfectly proficient in the use of brand new prototype heavy weapons such as homing missile launchers, cryo blast devices, collector particle beams made of living tissue biotic components, experimental flame throwers, a miniature nuclear bomb, and a "black hole gun".
It was likewise immersion breaking that she could run around with a massive piece of heavy artillery on her back yet somehow not get fatigued when using her biotics ad infinitum.
Nevermind the absurdity that Shepard, as an active operative or a terrorist organization, could walk around civilian populated Zakera Ward on the Citadel with a NUCLEAR WEAPON on her back meanwhile while a turian at the docking bay could not carry a ceremonial knife past the customs agent...
In terms of combat, heavy weapons were completely unnecessary as well, even on Insanity. I could count on a Volus' hand the number of times I needed or wanted to use a heavy weapon in ME2 in all of my play-throughs combined (i.e. the hand of a Volus has two fingers and one thumb).
Moreover, on your first play through of a mission you would have no idea when it was the 'right' moment to expend all of your heavy weapon power cells because there could just as easily be yet another YMIR Heavy Mech, pair of Scions, or Praetorian around the corner. With the exception of the Human Reaper Larvae, Thresher Maw, and Geth Colossus there were relatively few instances where the intensity of the scene compelled the use of heavy artillery.
In Mass Effect 3 they handled heavy weapons perfectly. They were placed where they were needed and were it was expected that you might need to use them. They could be picked up on missions where there was moderate necessity of use, while still having a plausible reason within the mission story for why such a weapon would be found there. More importantly they could be COMPLETELY avoided by those players who would prefer not to use them, either for the challenge or because they would rather use their powers or conventional armaments.
Modifié par Darkstar Aurora, 19 janvier 2013 - 02:49 .
#38
Posté 21 janvier 2013 - 05:29
capn233 wrote...
In this game they do give you Hydras and Spitfires when you are in a section that might benefit from them. Not that they do all that often. Largely I wouldn't say that the level design or the opposing force composition really requires it. It feels to me like in general we fight less enemies this time around, and the are spaced further apart.
This.
#39
Posté 22 janvier 2013 - 08:53
#40
Posté 22 janvier 2013 - 12:12
ewhalen wrote...
Darkstar Aurora has won this thread IMHO.
Has someone confused a discussion with a debate?
No one won this thread.
That said, I think Darkstar Aurora made a valid point.
Bulky, clunky designs make little sense in the Mass Effect universe.
Having no training in shotguns, sniper rifles and assault rifles, yet being proficient in prototype heavy weapons is silly.
Also if someone from a terrorist organisation went into a public area with a mini-nuke on their backs, I'd be frightened.
#41
Posté 31 janvier 2013 - 06:18
Abraham_uk wrote...
ewhalen wrote...
Darkstar Aurora has won this thread IMHO.
Has someone confused a discussion with a debate?
No one won this thread.
It's just a figure of speech.
#42
Posté 31 janvier 2013 - 07:51
PnXMarcin1PL wrote...
I don't miss HW. Actually I've never used them since my third insanity ng+ playthrough in me2. Yet I was forced to use it on Hades Cannon !! PRE ORDER CANCELLEED
Ha, good one!
I never used HW either. I kept my ammo full so any HW ammo boxes gave me that tiny bit of XP instead (or was it a bit of cash? Cant remember now).
I only used HW once in each of my playthroughs in ME2. It was the Cain on the mission [SPOILER] where the heavy mechs were destroying the boxes, as it virtually wipes them all out before they break any [/SPOLIER].
Modifié par SeanBahamut, 31 janvier 2013 - 07:52 .
#43
Posté 01 février 2013 - 05:46
Abraham_uk wrote...
That said, I think Darkstar Aurora made a valid point.
Bulky, clunky designs make little sense in the Mass Effect universe.
Having no training in shotguns, sniper rifles and assault rifles, yet being proficient in prototype heavy weapons is silly.
I don't think anyone would actually disagree with this, but it doesn't quite fit with what they did with Heavy Weapons. The idea of some top-grade special forces soldier of the future not having any training at all in basic military hardware didn't make sense whether heavy weapons were available or not.
And, frankly, ME weapons minimised bulk where they could. That didn't necessarily mean they weren't bulky, it just meant they were space efficient. Hell, the main gun of a dreadnought was nearly a kilometre long - all it meant were that guns were the minimum size they needed to be. A gun that actually fires tactical nukes in all but name is fairly damn small by being man-portable, don't you think?
Modifié par JaegerBane, 01 février 2013 - 05:47 .





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