Aller au contenu

Photo

There are too many weapons


  • Veuillez vous connecter pour répondre
69 réponses à ce sujet

#51
Nitrocuban

Nitrocuban
  • Members
  • 5 767 messages
The problem isn't the amount of weapons, it's the fact that a lot of them just ain't good for nothing.
I know it is hard to balance weapons, even more if in SP early game weapons are meant to be weaker than late game weapons, but as we all know: The Avenger isn't deadly even when fired full auto and leveling it up is a waste of time.

#52
JPN17

JPN17
  • Members
  • 1 289 messages
I like the variety of weapons in the game and use most of them from time to time (some much more frequently than others of course) but I would argue that the amount of UR guns in the game is absurd. There's a bunch of guns that the majority of people who ever play this game will never get to use and to me that's just wrong. Slightly more than one third of the guns in this game are UR. That's ridiculous.

#53
EP3nquin

EP3nquin
  • Members
  • 107 messages
[quote]hostaman wrote...

My main problem is that too many weapons are too similar to others. E.g Valkyrie, Mattock, Argus

I think some weapons need a greater differential and more unique abilities.[/quote]
[/quote]

but what unique abilities would you want to see? built in scop on an AR? a shotgun attachment? 

Modifié par EP3nquin, 16 janvier 2014 - 08:50 .


#54
Tokenusername

Tokenusername
  • Members
  • 11 157 messages

EP3nquin wrote...


hostaman wrote...

My main problem is that too many weapons are too similar to others. E.g Valkyrie, Mattock, Argus

I think some weapons need a greater differential and more unique abilities.


but what unique abilities would you want to see? built in scop on an AR? a shotgun attachment? 

Abilities really go beyond just attachments. Things such as arc pistol 3 shot charge, or venom micro grenades, javelin wall had. Interesting abilities that are unavailable on any other weapon, and open up tactics unique to that specific weapon. Even things as simple as wall bounce opens up avenues to complety New strategies.

Modifié par Tokenusername, 16 janvier 2014 - 09:03 .


#55
EP3nquin

EP3nquin
  • Members
  • 107 messages

Tokenusername wrote...

EP3nquin wrote...


hostaman wrote...

My main problem is that too many weapons are too similar to others. E.g Valkyrie, Mattock, Argus

I think some weapons need a greater differential and more unique abilities.


but what unique abilities would you want to see? built in scop on an AR? a shotgun attachment? 

Abilities really go beyond just attachments. Things such as arc pistol 3 shot charge, or venom micro grenades, javelin wall had. Interesting abilities that are unavailable on any other weapon, and open up tactics unique to that specific weapon. Even things as simple as wall bounce opens up avenues to complety New strategies.


ok we have that.. with the weapons you listed and the Falcon can wall bounce its shots if you know how to use it, 
I do think we got a few clones in the pile but I think over all there are a good amout of options. 
personally I like to see more Powers the weapons, but what do I know I sotped caring about weaposn after the GPS and the Matlock lol 

#56
EP3nquin

EP3nquin
  • Members
  • 107 messages

Jack989 wrote...

We need a Turian shotgun

Also, no, never enough weapons.


last thing i want is a turian anything....
*jaded responce thanks to lack of TGI* 

#57
Shophet Palaiologos

Shophet Palaiologos
  • Members
  • 294 messages
Nope, still want the Blackstorm or Arc Projector from ME2

#58
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

Tokenusername wrote...

EP3nquin wrote...


hostaman wrote...

My main problem is that too many weapons are too similar to others. E.g Valkyrie, Mattock, Argus

I think some weapons need a greater differential and more unique abilities.


but what unique abilities would you want to see? built in scop on an AR? a shotgun attachment? 

Abilities really go beyond just attachments. Things such as arc pistol 3 shot charge, or venom micro grenades, javelin wall had. Interesting abilities that are unavailable on any other weapon, and open up tactics unique to that specific weapon. Even things as simple as wall bounce opens up avenues to complety New strategies.


Like what? Got any bright ideas or are you just going to be 'that guy' who complains about something but never offers up any solutions?

#59
N7 Banshee Bait

N7 Banshee Bait
  • Members
  • 1 780 messages
Only 2 weapons for me. Lancer & Collector SMG. Thermal clips & reloading be damned!

Modifié par N7 Banshee Bait, 16 janvier 2014 - 10:25 .


#60
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

N7 Banshee Bait wrote...

Only 2 weapons for me. Lancer & Collector SMG. Thermal clips & reloading be damned!


No PPR or CSR?

#61
cato potato

cato potato
  • Members
  • 3 930 messages

JPN17 wrote...

I like the variety of weapons in the game and use most of them from time to time (some much more frequently than others of course) but I would argue that the amount of UR guns in the game is absurd. There's a bunch of guns that the majority of people who ever play this game will never get to use and to me that's just wrong. Slightly more than one third of the guns in this game are UR. That's ridiculous.


Can't really disagree with that. I suppose they're a reward for the more dedicated players but we all paid the same price for the game so it's still not very fair.

#62
Evil

Evil
  • Members
  • 2 392 messages

cato_84 wrote...

JPN17 wrote...

I like the variety of weapons in the game and use most of them from time to time (some much more frequently than others of course) but I would argue that the amount of UR guns in the game is absurd. There's a bunch of guns that the majority of people who ever play this game will never get to use and to me that's just wrong. Slightly more than one third of the guns in this game are UR. That's ridiculous.


Can't really disagree with that. I suppose they're a reward for the more dedicated players but we all paid the same price for the game so it's still not very fair.

I still think the guns should all have had levels I-IV be commons, V-VII be uncommons, VII-IX be rares, and the X versions be UR's.

It'd remove the frustration of not being able to unlock that one gun you really want to try, (looks at the empty space where my BPP should be<_<) while still offering people a reward for using the old skinner box.

It'd make weapon balancing a hell of a lot easier too, as you wouldn't have to overbuff UR's to make them decent at low levels, because there wouldn't be any such thing as a low level UR, and you wouldn't have to make any guns garbage to compensate for their common status since they wouldn't be commons after you've leveled them up.

Imagine a shuriken X that was comparable to the hurricane X in terms of weight-utility ratio, or a vindicator X that was a worthy alternative to the harrier X.

Or an eviscerator X that wasn't rendered obsolete by a wraith X.<_<

The guns stats would probably have to have a non-linear level progression to make the higher level unlocks more exciting.

Imagine a guns stat's growing something like this:

I (common) 100% (base stats)
II (common)105% (+5%)
III (common)110% (+5%)
IV (common) 115% (+5%)
V (uncommon) 125% (+10%)
VI (uncommon) 135% (+10%)
VII (uncommon) 145% (+10%)
VIII (rare) 160% (+15%)
IX (rare) 175% (+15%)
X (ultra-rare) 200% (+25%)

The actual numbers aren't all that important, it's more about each tier requiring more work to achieve than the last, but giving a more noticeable reward in exchange.

I know I've said all this before, still, it seemed relevant to this thread.

#63
corporal doody

corporal doody
  • Members
  • 6 037 messages

ALTBOULI wrote...

Nope, a few too many bad ones maybe - but variety is a good thing



#64
DaryAlexV

DaryAlexV
  • Members
  • 199 messages
What? Other guns?
All I need is M-300 Claymore.

#65
Shadohz

Shadohz
  • Members
  • 1 662 messages

Evil Mastered wrote...
[The guns stats would probably have to have a non-linear level progression to make the higher level unlocks more exciting.

Or just skip all the BS and switch to using customizable gun options. You get a baseline gun (hand, shotgun, AR, SR, SMG) or several baselines with different properties. You then can buy different gun parts with different effects (explosive rounds, 2x-4x zoom, stability, shield/barrier/armor damage, bleed effect, rampe-up, etc). Depending on how you put your gun together, the gun takes on different bonus and drawbacks based on the options used (lower capacity, one-shot, high-ROF). The gun options could have varying level say 1-5 on how potent the effect is.

#66
Evil

Evil
  • Members
  • 2 392 messages

Shadohz wrote...

Or just skip all the BS and switch to using customizable gun options. You get a baseline gun (hand, shotgun, AR, SR, SMG) or several baselines with different properties. You then can buy different gun parts with different effects (explosive rounds, 2x-4x zoom, stability, shield/barrier/armor damage, bleed effect, rampe-up, etc). Depending on how you put your gun together, the gun takes on different bonus and drawbacks based on the options used (lower capacity, one-shot, high-ROF). The gun options could have varying level say 1-5 on how potent the effect is.

Sounds a bit like the gun customisation system from Dead Space 3.

It was a fun system, and it fit the "engineer with a bunch of modified industrial tools" theme of that game quite well (shame about the game itself not being creepy any more), but I'm unsure how well it'd fit the ME universe.

Having only one gun or each type with a million subvariants with only a small difference between each one seems unappealing to me, ME1 was a little like that, and that was changed for a good reason.

I'd rather the differences between each gun be like a  "red, orange, yellow, green, blue, violet" analogy where there's a clear difference between each colour/gun, than a RGB (255.255.255), (255.255.254), (255.255.253), ect , where each colour/gun is almost indistinguishable from the next, personally.

Still, a limited customisation option that let you improve certain features of each gun, while still retaining the essence of what made each gun unique, could be worthwhile.

Too many customisation options makes for a balancing nightmare, take a look at the "create a character" threads to get an idea of what happens when you don't impose bouderies on customisation, people just make the most OP things they can.

#67
Tokenusername

Tokenusername
  • Members
  • 11 157 messages
I hated the system in DS3. All the weapons totally lost any character and as soon as you make a sniper/force gun, the game is over.

#68
SpaceV3gan

SpaceV3gan
  • Members
  • 2 379 messages
I am currently playing Single Player with no DLC/Promotional Content whatsoever and boy, the lack of guns is just shocking. I had to use a Katana I for 1/3 of the game! Where is my Hurricane, my Typhoon, my Piranha??
At least I got a Talon Pistol capped at V which is by far the greatest weapon you can get on a naked, Raw Vanilla Edition of ME3.

#69
Shadohz

Shadohz
  • Members
  • 1 662 messages

Evil Mastered wrote...
Sounds a bit like the gun customisation system from Dead Space 3.

It was a fun system, and it fit the "engineer with a bunch of modified industrial tools" theme of that game quite well (shame about the game itself not being creepy any more), but I'm unsure how well it'd fit the ME universe.

Having only one gun or each type with a million subvariants with only a small difference between each one seems unappealing to me, ME1 was a little like that, and that was changed for a good reason.

I'd rather the differences between each gun be like a  "red, orange, yellow, green, blue, violet" analogy where there's a clear difference between each colour/gun, than a RGB (255.255.255), (255.255.254), (255.255.253), ect , where each colour/gun is almost indistinguishable from the next, personally.

Still, a limited customisation option that let you improve certain features of each gun, while still retaining the essence of what made each gun unique, could be worthwhile.

Too many customisation options makes for a balancing nightmare, take a look at the "create a character" threads to get an idea of what happens when you don't impose bouderies on customisation, people just make the most OP things they can.

I wasn't aware of any game that already used this particular format. This was a system we devised along time ago when I assisted with admistration on an RPG. We created an internal skill point system that didn't allow for abusing customizable weapons. Each weapon was limited to 100 units. Each skill/power had a individual base amount. So if Player decided to inbue a Staff with 3 powers, then he couldn't exceed the 100-unit limitation. Power A may have 30-units per level, power B could have 15-units per level and Power C could have 45-units per level. So the player would have to carefully pick which powers to use and how much to use. We avoided OP-ish weapons because as you can see from the example the "best" powers (e.g. power C) required the most units.  Our character customization worked sort of the same way. The 'open customization' I've read from other users didn't limit characters to class-specifc powers. Preset kits are a pain because you are consistantly trying to balance them, which requires buffing/nerfing their powers as well as their innate abiliities. This usually results in impacting other kits. If the power distribution is consistent, then you really only have to modify innate abilities if the character/class is too strong or too weak.

Modifié par Shadohz, 17 janvier 2014 - 02:04 .


#70
Oni Changas

Oni Changas
  • Banned
  • 3 350 messages
ME2 had it perfect. Quality over quantity. Every weapon from Avenger to Rev was good and unique. That's what ME4 needs, more balance and utility.