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Who here thinks the new ammo mechanic sucks?


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#601
Kalfear

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madskillet wrote...

works perfectly fine for me.


me to.

I recently had a freind play Mass Effect 1 for first time ever so before game I asked him to tell me if ME combat was broken and why?

This was his responce yesterday

I did NOT think Mass Effect combat was broken in any way. However! The AI is really dumb, bro. When comparing it on a tactical shooter,
I can see why someone could complain about it. Whereas in some of the modern day shooters enemies act smart, take cover, try to attack
from the flank etc etc in Mass Effect it's mostly dumb cannonfodder geth running toward you.

You know what, hes right on that aspect, the mobs were dumb but they were also dumb in FallOut3 and Halo games I played. So why dont those games need to be redone completely?

You will notice that his reply didnt mention ammo or holding down button to fire non stop once because like me, hes a RPG player who it wouldnt occur to design the modifications and ammo to allow this. Thats a shooter player thing!

So we back to, the only people that held down the trigger is the shooter players, if I tried I over heated fast cause of the mods and ammo I used. Game worked perfectly well for me. Shooter fanatics just asking to be saved from themselves.

Im all for smarter Mobs, you didnt need to redo the codex to get smarter mobs though.

#602
Murmillos

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The system MAY have been fine and good enough in ME1 - but would have been broken for ME2 with head shots. If there is no penalty (limits) on the number of head shots one can achieve before running out of ammo, then there is no skill required.. just aim for the head or top of the hiding spot and wait for the enemies head to pop up into line of fire for your instant head shot.



And again. no lore has been broken. Heating issues has always been the lore - thus the mechanics of dealing with that issue has been changed.



Again, (tho I doubt you won't respond to this) you could "break" the lore in ME1. Slap in your frictionless mods in the AR - hold down the fire button and in 5-6 mins break the 5000-6000 'rounds per metal block' lore.

#603
keeheen

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Well my own personal opion there were alot of things about the ME1 combat sys that didnt make sense the biggest one for me was how I had infinite ammo and once you got the high level weapons and skills you could shoot forvever with no overheating problems so yeah the sys was broke glad Bioware fixed it.

#604
Kalfear

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keeheen wrote...

Well my own personal opion there were alot of things about the ME1 combat sys that didnt make sense the biggest one for me was how I had infinite ammo and once you got the high level weapons and skills you could shoot forvever with no overheating problems so yeah the sys was broke glad Bioware fixed it.


once again, shooter fans asking to be saved from themselves.

Did it occur to you at all that if you didnt want unlimited ammo with no over heating to redesign the gun in other ways?

I know for a fact you could design gun to overheat in one shot (hehe I tried, was fun)

Not our fault you all went for the same gun build to exploit the rules best you could. Thats ALL ON YOU!

#605
JrayM16

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This thread is so original.

#606
Satanicfirewraith

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JrayM16 wrote...

This thread is so original.

Kinda like your lame ass reply huh?

#607
TheBestClass

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Satanicfirewraith wrote...

JrayM16 wrote...

This thread is so original.

Kinda like your lame ass reply huh?


Ha. your avatar's expressions match this exchange perfectly.

#608
eye basher

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I don't care by the end of the first game the fact that guns bearly overheated made the game way too easy even in insanaty i think it will be better this way

#609
Velcro5000

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I like the new ammo mechanic. Ducking into cover and popping in a new clip has always been essential to the flow of shooter gameplay to me, but I have to admit I hate the new lore. I hated the old lore too.



I never really got how small arms where able to slice tiny bits of metal of a block, suspend those pieces in a mass effect field, then hurl them off at great speed using a mass accellerator (alá a railgun) and never run out of batteries...



Is Shepard carrying a fusion reactor around in his suit? If mass effect field require so little energy to create why are they not integrated more outside of guns and space travel? You could make the Mako super light and use the jets to fly every where for instance.



I think the whole "guns with unlimited ammo thing" started when Bioware realised their inventory system was going to be pretty cumbersome without also having to manage ammo supplies, so they decided to simply leave it out. Then somebody came up with some lore for it and put it in the game.



Now with ME2 the inventory system is streamlined and ammo can be implemented into the game, except now they have this piece of lore in the way so they can't have bullets in the clips. Instead you have to change the heat sink every once in a while or the gun never cools down...



I'm just gonna ignore the lore and pretend Shepard's using clips with bullets rather than heat sinks and always have.



tl;dr Like the ammo, hate the lore

#610
Murmillos

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Velcro5000 wrote...

I'm just gonna ignore the lore and pretend Shepard's using clips with bullets rather than heat sinks and always have.

tl;dr Like the ammo, hate the lore


Here's this for a thought.  Pretend the clips are using cooling liquid that burns away as the weapon is used (shots fired).  Thus the weapon never has a chance to over heat up in the first place.  You can't cool off what is never hot.  Still waiting for the offical ME2 codex.  As often as the game has been "leaked" you would think somebody would have posted the new lore by so far.  <_<

#611
Soruyao

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Kalfear wrote...

keeheen wrote...

Well my own personal opion there were alot of things about the ME1 combat sys that didnt make sense the biggest one for me was how I had infinite ammo and once you got the high level weapons and skills you could shoot forvever with no overheating problems so yeah the sys was broke glad Bioware fixed it.


once again, shooter fans asking to be saved from themselves.

Did it occur to you at all that if you didnt want unlimited ammo with no over heating to redesign the gun in other ways?

I know for a fact you could design gun to overheat in one shot (hehe I tried, was fun)

Not our fault you all went for the same gun build to exploit the rules best you could. Thats ALL ON YOU!


So here's my take on the matter from what I know about psychology and game design.  I'm by no means an expert on either so take what I say with a grain of salt, but I'm majoring in one and I read as much as I can about the other.  I'm convinced they're very deeply connected though, since games are designed to be used by humans.  However, when it comes down to it, christina norman said exactly what I've been trying to say this whole time.   I'm paraphrasing but it went something like this:  "The ammo change was implimented to stop people from playing in a boring and strange way."  (She said that during the xfire stream on the 22nd, where she was a vanguard. I can find a link if you want.)  I take this as encouragement that at least I'm partly on the right track here.

It's human nature to want to do things in the most effective and simple way they can.   If they can have both then they will do both.     It's bad game design to make the same playstyle allow both at once because the majority of gamers will never play it any other way.

Sure, you COULD load up with explosive rounds, or dual rail extentions and then go around shooting for a little while and take cover while your long overheat time ticked down.  But you would be killing things more slowly and you would understand that you were weakening yourself for the sake of making the combat more interesting.  

For example, I ran around with an explosive round laden sniper rifle for a while on insanity mode.    I struggled with it for several fights on virmire and then did the math.  It went something like this:  "Okay, took me like 20 hits to kill this krogan instead of 30, but it took me  more than twice as long between shots, so technically I'm reducing my dps by about 20%.    Also, I spend most of my time listening to an annoying overheat klaxxon.  There's no way my shepard would want to fight like this.   I think I'll go back to my frictionless inferno/snowblinds now..."    Then I realized that with a single medical interface slotted in my armor, I could perma marksman with my pistol and kill things about 3 times faster.    It was really hard to justify doing anything else at that point, since whenever I did, things never seemed to die.   I was bored when I nerfed myself by using the worse system because things didn't die, and I was bored when I did things the right way because the right way was boring.

Good game design is about choice.   But for most gamers, a choice between being more effective and being less effective is not a choice at all.   (And if you think about it in roleplay terms, what shepard wouldn't choose to be as powerful as possible at all times? The fate of all life in the galaxy is at stake!)

Now (ME2) you have to choose.  Do you want to play in a complex and effective way and be more successful, or do you want to play in a simple and less effective way and possibly die?   It's essentially the same choice as in ME1, except now there are actual consequences for playing in a simple way.  (Less strategy in what guns you use and when and what powers you use and when.)

Now, why steer people away from the simple route?   Because the less things you're doing the more easily you can get bored.    If most players are being encouraged to play in a way they find boring, then they are going to have a less enjoyable experience than if they played in a way that was fun.    The flip side of this is if you are rewarding players for playing the boring way through combat effectiveness, then by definition you are punishing the players who want to play in a more complex and strategic fashion for playing that way.

I think I also know why you're seeing a lot of players who have shooter experience say negative things about the fighting system in ME1:  They know how much more interesting and complex a game with shooting elements can be.  They know how interesting it can be to look at a battlefield tactically and make real gameplay decisions based on the surroundings, the situation, and their remaining resources. (Be it ammo or grenades or fuel or what have you.)   They see that these changes are things that worked well to reward interesting play in other games they have played, and can see how it would work well to fix what was wrong with ME1.

Anyway, when it comes down to it, no one is forcing you to play in the way that is most effective.  (In a way, this is like your same argument, where you were saying nobody is forcing me to put frictionless materials in my weapon.)  You are the one who wants to continue playing the same way even though it won't work as well, and it is on you to adapt.  

But I've said it before and I'll say it again:  You could always move to an easier difficulty setting and play the same way.   It sounds insulting, but in no way am I intending any insult to your skill.  I'm only trying to suggest ways to glean fun from the new system.  In fact, I did the very same thing for my last ME1 run.   I lowered my difficulty from insanity to hardcore so that I could use a slightly more reckless and simple strategy and still be successful, and I had more fun.

Modifié par Soruyao, 25 janvier 2010 - 12:54 .


#612
Satanicfirewraith

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And what some of us have been saying is they could have improved the old system to make it so that couldn't happen again instead of scrapping it for the generic shooter mechanic.

#613
Inferno Sock

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Tap X to start cooldown and can shoot while its cooling but it interupts and stops further cooling down until u stop fireing and Tap X again

Kind of reloading, and adds moments were u cant shoot coz u wanna cool your gun

#614
Zulu_DFA

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Satanicfirewraith wrote...

And what some of us have been saying is they could have improved the old system to make it so that couldn't happen again instead of scrapping it for the generic shooter mechanic.


Like prohibit dual heat-sinking a weapon.

#615
Satanicfirewraith

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Zulu_DFA wrote...

Satanicfirewraith wrote...

And what some of us have been saying is they could have improved the old system to make it so that couldn't happen again instead of scrapping it for the generic shooter mechanic.


Like prohibit dual heat-sinking a weapon.


Or just remove those mods all together.... solving one of the problems....

There were ways to balance out the old system to make it better without scrapping it completely.
Hell most of us complaining are complaining because of the fact weapons can no longer cool down thenselves. I mean what the hell even our moddern day weapons can cooldown themselves!

#616
Zulu_DFA

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Satanicfirewraith wrote...
what the hell even our moddern day weapons can cooldown themselves!


The military, huh? Dumb jarheads! They don't know where the best gameplay mechanic is!

Modifié par Zulu_DFA, 25 janvier 2010 - 02:21 .


#617
brgillespie

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I'm sure there will be a forthcoming player-created mod that changes or removes this function. That being said, don't rage at it right away. It might be cool.

#618
Kronner

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Have you played the game? I have and I can tell you that combat is MUCH better than it was in ME1. Do not judge the game if you have not tried it yet.

#619
Shepard Lives

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I will be pissed if the lore explanation for the change from cooldown to heatsinks is stupid (but then again, it's BW's game, so anything they say about is to be taken as an entirely canon explanation), but what is the actual problem with the ammo?



I take it that a number of ME players is not very good (no offense, obviously) at shooters and as such is afraid that they might run out of ammo too frequently. Is this the case? I think that ammo is going to be distributed just right. I mean, has any action game been criticized because ammo was too scarce? I don't think so: it's such a basic mechanic that everyone knows perfectly how to implement it without f***ing up the gameplay.



I have faith in Bioware.

#620
daemon1129

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The old ways are silly, although the heat sink idea is not really original. Its acceptable I suppose, depends on how they explain it lore wise. Like sherpad_lives said, you can't really f up ammo mechanics. But the fact that you can't just let the gun cool off without using the heat sink is stupid. What if i want to just seat and wait for my gun to cool down, so I don't have to worry about not enough heat sinks later, and spray my assault rifle like crazy, just for the heck of it. But then again, if there are more than enough heat sinks for me to miss 99% of my shots and still get to destroy my enemies, i guess its ok.

#621
Zulu_DFA

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shepard_lives wrote...

I will be pissed if the lore explanation for the change from cooldown to heatsinks is stupid (but then again, it's BW's game, so anything they say about is to be taken as an entirely canon explanation), but what is the actual problem with the ammo?

I take it that a number of ME players is not very good (no offense, obviously) at shooters and as such is afraid that they might run out of ammo too frequently. Is this the case? I think that ammo is going to be distributed just right. I mean, has any action game been criticized because ammo was too scarce? I don't think so: it's such a basic mechanic that everyone knows perfectly how to implement it without f***ing up the gameplay.

I have faith in Bioware.


Combat in ME1 was sure to be fun already just because of the another kind of experience. In ME2 it's "just like in all the other shooters". And the shift can't get any good lore explaination, because of the fact that all hot things *naturally* cool down over time. I wouldn't mind thermal clips at all, if there was even the slowest passive cooldown (like the one when geth hoppers overheated your weapon in ME1, and you had to switch for another, or even longer).
And I play CoD at the highest difficulty.

Modifié par Zulu_DFA, 25 janvier 2010 - 02:50 .


#622
Hells_eAngel

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Having unlimited ammo while being able to target body parts would be fairly unbalanced.



Would you really rather have the dumb punchbag "shoot them in the chest till it explodes" with unlimited ammo, or limited ammo while being able to headshot your enemies and shoot their limbs to cripple them? The latter provides better gaming experience,imho.

#623
Zulu_DFA

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Hells_eAngel wrote...

Having unlimited ammo while being able to target body parts would be fairly unbalanced.
.


This could have been easily answered with higher overheat rate.

#624
darth_lopez

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meh in hind sight non essential rabel over ammo type limitations

Modifié par darth_lopez, 25 janvier 2010 - 04:09 .


#625
darth_lopez

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Satanicfirewraith wrote...

Seriously, there was no logical reason for them to cut the passive cooling system out completely making it so you cant use your weapon...

Completely retarded.


agreed completely it is a highly confusing move i want to see the retcon article please

previous post of mine is primarily directed at ammo types