If Thermal Clips are universal...
#26
Posté 07 avril 2013 - 07:14
#27
Posté 07 avril 2013 - 07:19
#28
Posté 07 avril 2013 - 08:21
That's why I'd put two "frictionless materials" on my assault rifle. Basically you hold the trigger down, and it keeps firing as long as you're willing to listen to it.SinerAthin wrote...
I actually hated overheating.
Having a gun overheat and become non-functional for the rest of the mission was a paaaain >.<
#29
Posté 07 avril 2013 - 09:28
#30
Posté 07 avril 2013 - 09:50
Also consider how big Thermal Clips are made out to be in cutscenes, and then look at the size of some of the Pistols and SMG's, i mean how the hell do you fit it in there (be mature derps)?
Its the little things that matter when the big things make you want to look away. Would have been a nice detail. Clips could, i dunno, act kind like the Halo SMG magazine, and hook into the side of the gun. But then again this is the game where a barrel extension increases damage, not range...nevermind that it would do nothing on a weapon that doesn't use rifling as its dependent on ME fields to do all the work, and is just a weak implementation to appease those who want ALL the attachments on their guns.
RIP Assault Rifle scopes, i miss you guys....
David7204 wrote...
Better to fix up the combat in ME 2 than have sucky combat for the entire trilogy and beyond.
They broke it again in ME3 anyway.
Modifié par EnvyTB075, 07 avril 2013 - 09:51 .
#31
Posté 07 avril 2013 - 10:17
I feel for the people who are an easy pushover when it comes to not bothering to pay attention to detail and thinking things through.CDR David Shepard wrote...
I feel for the people who let every little thing get to them.
#32
Posté 07 avril 2013 - 10:19
/SinerAthin wrote...
I consider my weapon becoming permanently damaged a -little- more serious than just running out of ammo, for while the first problem can be solved by just finding a new clip, the latter won't be solved until the mission ends.
What version have you been playing? Nothing permanent happens, you've just got to wait a little while longer for it to cool down again.
#33
Posté 07 avril 2013 - 12:00
yes it would have been more "complex" to code it this way, but if they wanted to stay consistant with their own lore they should have had a "Thermal Clip Pool" that kept track of the number of clips you had (and the amount you could HOLD depended on armor/upgrades/etc)
THEN have had each weapon only display the number of shots you had PER CLIP before that clip had to be ejected and discarded.....
that way..fitting with their own lore the number of clips you had determined if you were able to use any of your weapons.....but if you had a partial clip you got less shots out of it.
again..more complicated to code..and while I can't remember the game..I do remember an OLDER PC game doing something just like this...it kept track of each clip..if you reloaded too soon you lost those bullets left over from that clip...but anyway..this is how it SHOULD work by their very own lore "retcon" of weapons and ammo in the ME universe.
As it is the way they did ammo is stupid...I actually prefer having ammo...but again..as with many things BioWare implementation was lacking and half-arsed done.
#34
Posté 07 avril 2013 - 12:05
EnvyTB075 wrote...
Yep. Doesn't make sense.
Also consider how big Thermal Clips are made out to be in cutscenes, and then look at the size of some of the Pistols and SMG's, i mean how the hell do you fit it in there (be mature derps)?
well to be honest BioWare has NEVER been good on scaling of things....look at how big some of the SMG's are in their hands..just "off"
same things is true in most of thier games if not all of them.
the weapons in Dragon Age come to mind as the worst offenders....Daggers the size of Longswords....Longswords the size of Greatswords almost....Staves that are so thick a sneeze would knock it out of the wielder's hand...etc.
#35
Posté 07 avril 2013 - 12:37
Leonardo the Magnificent wrote...
Gameplay/story segregation. Though you can collect any thermal clip and put it into any weapon.
Yep this. It could be changed for the next game due to the better consoles and engines however
#36
Posté 07 avril 2013 - 12:43
You know, I use sniper rifles a lot, and initially, on a first play through, the one you get is single shot. It reloads automatically after you fire. So I'm not sure what you're getting at. Waiting for a cooldown/watching yourself reload the weapon seems pretty much the same to me. Sure, I could manually reload, but I didn't have to manually reload.Indy_S wrote...
SinerAthin wrote...
Reloading isn't that much different from waiting for a weapon to cool down
Also, I actually haven't run into any problem in Mass Effect where I've actually been desperate on ammo. It only happened once in all three games.
I consider my weapon becoming permanently damaged a -little- more serious than just running out of ammo, for while the first problem can be solved by just finding a new clip, the latter won't be solved until the mission ends.
Also, enemies could overheat your weapons, and if you were already firing, that was like an insta-overheat with little to zero warning.
Waiting for a cooldown is automatic while reloading is not.
As to the weapon becoming damaged, the priority is on the short-term. Running out of ammo creates no-win situations while an overheating issue is resolved in several seconds.
And theoretically, since heat is still how the weapons work, they should be able to overheat the guns with thermal clips anyway.
#37
Posté 07 avril 2013 - 12:55
I've always advocated a hybrid system. Keep the unlimited ammo. Have heavier weapons use more heat per shot, make the cool down longer than ME1 so it's more costly to overheat. If you hit the overheat limit, you have to eject and reload, or you can reload any time to save waiting for the cool down (just like the lore says). It's up to the soldier to dictate what strategy is required.
#38
Posté 07 avril 2013 - 08:29
robertthebard wrote...
You know, I use sniper rifles a lot, and initially, on a first play through, the one you get is single shot. It reloads automatically after you fire. So I'm not sure what you're getting at. Waiting for a cooldown/watching yourself reload the weapon seems pretty much the same to me. Sure, I could manually reload, but I didn't have to manually reload.
For weapons with more than 1 shot clip capacity, you may sometimes have to press 'R' or whatever button you've bound reload to in order to reload, whereas overheating will steadily decrease by itself, or sometimes require a venting mechanic in certain games.
Reorte wrote...
Dunno, I played MA1 at a friend's place. All I know is that 30-40% of the time when a weapon overheated, it would never recover.
Seemed to happen mainly when the enemy used abilities to overheat your weapon.
Modifié par SinerAthin, 07 avril 2013 - 08:30 .
#39
Posté 07 avril 2013 - 08:58
Thermal clips make more logical sense, but also should have been implemented much better than they were. Also I feel thermal clips create a much more strategic playstyle and promotes you to be critical in how you use your guns and powers.
Unlike ME1, where it was just a simple slap on cooldown mods so your gun never overheats to create an instant I win weapon.
#40
Posté 07 avril 2013 - 09:23
While I have reloaded weapons by choice, every weapon in the game will reload if you have thermal clips for it, or if you pick up a thermal clip after it runs out and try to fire it.SinerAthin wrote...
robertthebard wrote...
You know, I use sniper rifles a lot, and initially, on a first play through, the one you get is single shot. It reloads automatically after you fire. So I'm not sure what you're getting at. Waiting for a cooldown/watching yourself reload the weapon seems pretty much the same to me. Sure, I could manually reload, but I didn't have to manually reload.
For weapons with more than 1 shot clip capacity, you may sometimes have to press 'R' or whatever button you've bound reload to in order to reload, whereas overheating will steadily decrease by itself, or sometimes require a venting mechanic in certain games.Reorte wrote...
Dunno, I played MA1 at a friend's place. All I know is that 30-40% of the time when a weapon overheated, it would never recover.
Seemed to happen mainly when the enemy used abilities to overheat your weapon.
#41
Posté 07 avril 2013 - 09:28
what do you mean for the rest of the mission?SinerAthin wrote...
Indy_S wrote...
As to the weapon becoming damaged, the priority is on the short-term. Running out of ammo creates no-win situations while an overheating issue is resolved in several seconds.
Overheating is not an issue when it only lasts a few seconds, but when the weapon doesn't work anymore for the rest of the mission; then it becomes a really big problem, lol
#42
Posté 07 avril 2013 - 09:29
robertthebard wrote...
While I have reloaded weapons by choice, every weapon in the game will reload if you have thermal clips for it, or if you pick up a thermal clip after it runs out and try to fire it.
Yeah, that's why I meant by that sometimes you had to press R, but not always.
#43
Posté 07 avril 2013 - 09:57
Samtheman63 wrote...
what do you mean for the rest of the mission?SinerAthin wrote...
Indy_S wrote...
As to the weapon becoming damaged, the priority is on the short-term. Running out of ammo creates no-win situations while an overheating issue is resolved in several seconds.
Overheating is not an issue when it only lasts a few seconds, but when the weapon doesn't work anymore for the rest of the mission; then it becomes a really big problem, lol
Apparently the 20 seconds or so that it takes for that tech power to wear off constitutes "rest of the mission". Who knew?





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