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Do you prefer this explanation for thermal clips?


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#1
MyChemicalBromance

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Note: I wrote this thinking there was still a fan-fiction forum, so sorry I went way beyond the length of a codex entry on the explanation.

 

 

While I understand that the change to thermal clips was done for gameplay purposes, I always felt that the explanation for it was pretty lacking. Looking at the original Mass Effect's gameplay mechanics, I can safely say there would never be a net gain from trading effectively infinite ammo for effectively faster cool-down times. This is slightly addressed in ME3 by Shepard stating (during the Conrad Verner segment) that the new internal layout of the weapons allows them to hit harder (presumably longer coil chains/rails), but again, this isn't really reinforced anywhere by the mechanics. In most situations, it's a step backwards, so I feel that the justification should be a situation where it isn't. Here's my attempt at something that could be shortened down to a codex entry (assume this would have been in Mass Effect 2).

 

 


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The transition to modern thermal clip heat mitigation practices arose as a matter of practicality, serving as a cautionary tale to those tempted to view weapons development as a linear process.

 

Following the Battle of the Citadel, Alliance forces were tasked with neutralizing remaining Geth forces in the Attican Traverse. The Geth appeared to be isolated from each other, choosing to spread their forces between what appeared to be listening posts rather than attempting the raids that had become characteristic of the earlier parts of the war. While intel gathered during the war gave the Alliance reason to believe these Geth were not truly isolated from each other, it became apparent that the disparate outposts never reinforced each other when attacked. Though the Alliance assured the public that this was evidence that the enemy was running out of resources, intelligence specialists, aware of the expendability of Geth troops, searched for a different explanation.

 

 

The first major shift in tactics began in late 2183. A previously undetected Geth outpost on Trebin deployed a weather manipulation device. This device generated a constant storms across over several kilometers of the surface, severely reducing the Alliance's ability to identify targets from orbit, while at the same time making the existence of the outpost obvious. Aware that they were likely being baited into potentially costly ground engagements, the Alliance dispatched their best operatives to neutralize the outpost.

 

The first team deployed to Trebin reported minor resistance under the storm, and quickly identified the device generating it. After confirming the coordinates for orbital strike, the team prepared to exfil when they discovered they'd been flanked under the cover of the storm. The team returned fire, only to discover that their weapons were already overheated. Battle telemetry of the event revealed no indication of hacking attempts, nor that any current had been forcibly induced in the firing system. The team retreated towards the center of the storm in hope that their weapons would cool down, though they never did. The Geth, seemingly immediately aware of this issue, pursued them without regard for cover, and eventually eliminated them.

 

Though the structure was destroyed from orbit and the remaining Geth eliminated, similar events began to be reported during engagements at all other outposts, again with no explanation for why the weapons malfunctioned. Alliance forces quickly found themselves forced to engage exclusively from orbit, which had grim implications should the Geth ever attack a colonized world again.

 

The breakthrough came when analysis of the first team's weapons revealed microscopic foreign matter had collected around the weapon's heat management system. Further analysis indicated this material may be of Geth origin, though how it got there remained a mystery. Using the enemy's own tactics against them, Alliance Intelligence convinced command to send a ground team with heavily monitored equipment against another outpost. The team and their weapons were recovered, and the Alliance had their answer.

 

The Geth had adapted nanomachines, typically used for repairing units in the field as, as an offensive weapon. These nanites were constructed using a highly advanced SiC-SiC composite, possessed precise maneuvering capabilities by using miniscule amounts of element zero, were virtually invisible, and would quickly target the heat venting sections of enemy weapons. From there, they would coat any surface used for heat transfer, effectively blocking both radiative and convective heat transfer. These nanites were coordinated by subroutines occupying nearby Geth combat units, which meant they could react extremely effectively while devoting minimal resources to processing power.

 

Not possessing the means to fight war at the molecular scale, and fearing the Geth were moving towards using this technology against the colonies, the Alliance began to desperately search for any means of combating this new threat. They found it in an older form of weapon construction that actually predated humanity's entrance to the galactic community. By reducing the heat mitigation systems to a single ejectible heat sink, weapons afflicted by the nanites could be restored to full operation in a matter of seconds.

 

This new technique proved effective, and eventually the use of the nanites became extremely rare. It's presumable that the Geth saw diminishing returns when it came to the processing power required to control the nanites versus the few seconds it would reduce a soldier's ability to fire.

 

Despite the disappearance of these nanites, Alliance Officials are wary to return to a weapons system with such a critical known weakness, and have instead chosen to continue use of this "new" system while other means of combating this flaw are developed. Alien governments, many of which were already shaken by the apparent vulnerability of the Citadel, were quick to adopt this change as well. Though all militaries are seeking a return to the day of internalized weapon systems, most analysts project it could be several years before research bears fruit, attributing this to the cost of repairing the damage caused by the Geth Attack on the Citadel. For areas that depend on military surplus, such as the Terminus systems, it could be even longer.

 

So that's that. I tried to invent as little lore about the mechanics as possible. That bit about induced current is my explanation for how "sabotage" works in ME1. The main part that's a little fuzzy to me is how the guns actually vent heat, as in ME1 they seem to be able to do it just as effectively in vacuum as they do in-atmosphere, which would seem to indicate they do it by radiative transfer. Thing is, that's characteristically pretty slow, and while I know that without any numbers that's just my gut feeling, I will point out that the ships in Mass Effect employ other methods to cool faster (something about liquid silicon droplets I think). I could try to make an argument about Mass Effect fields helping out, but then I'd have to get into the territory of how those fields affect things at the atomic/molecular level, and that's pretty much where all the space magic is in the lore.


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#2
themikefest

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#3
SporkFu

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The awesomeness that is Conrad Verner.

Liked for Conrad. 


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#4
Iakus

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I still want to know who went back in time about a decade and left a bunch of thermal clips on Aiea.


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#5
StarcloudSWG

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Honestly, they should not have been called 'thermal clips' and mysteriously be anti-entropic, capturing heat while in the weapon and getting red-hot enough to ignite fuel vapors while not damaging the firearm they're in. They should have been called 'coolant cartridges.'

 

It makes much more sense. Disposable, replaceable coolant cartridges would allow the weapon to fire faster, more often, or more powerful projectiles while not having to wait an extended period of time for the weapon to cool off in the 'old fashioned' tech way.

 

It's also an incremental change that would be much easier to implement than a radical one that requires completely retooling existing firearms.

 

That's how I think of 'thermal clips.' They don't store heat, so much as they cycle a fresh coolant supply in and capture the spent, aka hot, stuff.

 

Of course, the game-mechanic reason that ammo magazines were implemented in ME 2 was because of the SMG introduced in that game. Under the old 'cooling' mechanism, a percentage of shots were restored every second. SMGs have ridiculous amounts of ammo. Using the old 'cooling' mechanism, you can fire constantly for incredibly long periods of time, and 'reloading' to the point of being able to shoot effectively is practically instantaneous. Certainly taking less time than just moving from one piece of cover to another. Even a very minor bit of trigger discipline rendered the SMG into a rapid fire, infinite ammo god-mode weapon.

 

If the rate were slowed down enough to make it meaningful for SMGs, then other weapons would suffer to the point of uselessness. Ammo recharge rate is a global effect, so they couldn't implement one for SMGs and one for all the other firearms.


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#6
Vazgen

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I'm actually quite content with thermal clip system explanation in the codex. 

They do hit harder - just try taking down a krogan with an Avenger in ME1 and in ME2. Waiting for the gun to cool down takes the soldier out of combat for that time. The shorter the time, the better. Combined with more powerful guns, enemies are dealt with quicker. Soldiers are also more careful when firing, unlimited ammunition allows for a very large margin of error. 

In my headcanon, the guns are also more durable with thermal clip system. Constant overheating and cooling down damages the gun.


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#7
RedCaesar97

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I recall in a very old ME2 thread (no chance I will ever find it so don't ask), someone mentioned that they thought thermal clips should have been explained as a solution to 'Sabotage'. 

 

Because if someone uses space tech to stop your gun from working, you need a quick solution to make it start working again.


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#8
cap and gown

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I recall in a very old ME2 thread (no chance I will ever find it so don't ask), someone mentioned that they thought thermal clips should have been explained as a solution to 'Sabotage'. 

 

Because if someone uses space tech to stop your gun from working, you need a quick solution to make it start working again.

 

Hmm. I guess they also introduced anti-biotic armor capacitors at the same time so soldiers wouldn't spend an entire battle against biotics lying on the ground helpless (well, except for the bad guys. good thing they kept that tech ultra-secret.)



#9
Excella Gionne

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Yeah, the whole cooling down thing never really worked well for me. Reloading with badassness is badass. Also, the whole sabotage thing was too much for cooldown weapons.


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#10
Display Name Owner

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I always thought that in-universe thermal clips worked exactly like heatsinks, just ejectable. So instead of a set number of shots fired for each clip, they heat up more gradually with controlled fire, and cool down over time exactly like heatsinks did in ME1. But gameplay-wise it wouldn't really work, so we got the ME2-3 system.



#11
Excella Gionne

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Also, not to mention that we would get insanely nerf'd weapons in ME3 if they still kept the cooldown weapons.



#12
SporkFu

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But... but... the M-7 Lancer is the best assault rifle in the game  :D



#13
Danimals847

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I think it would have been better to just change the gameplay mechanic and retcon the existence of thermal clips. It's a lot easier to "pretend" we were using them in ME1 than to fill all the holes created by the canon explanation. At any rate, I really like OP's explanation and it fits right in with lore. So well, in fact, that it could be confirmed as true in some forthcoming series canon entry without disrupting anything.

 

The M7 Lancer in ME3 "has been refurbished by an unknown master weaponsmith, and it now uses the higher-velocity rounds of today's weaponry". The implication of this entry is that with the advent of thermal clips, the power of firearms saw a significant increase, which translates directly into gameplay as the weapons seem to get more powerful from ME1 to ME2 and again from ME2 to ME3.



#14
Vit246

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What they should've done was this: use both the cooldown system and thermal clips.

 

You have a set number of clips. Lets say 10 clips. You fire your gun. You can either wait for the clip to cooldown or use it up. And then you lose that one clip. None of that "recycling the clips" that they were testing in ME2. And if you run out of clips, your gun reverts back to the internal cooldown system, which means your gun can still fire WITHOUT ABSOLUTELY NEEDING thermal clips.

 

Mass Effect was supposed to take place in the future where ammunition and the supply logistics were no longer an issue. I liked that.



#15
Obadiah

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OP, interesting expansion on the given in-game explanation, and very well written.

#16
Cknarf

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I thought the 'when you're out of clips you can't fire' thing was kinda dumb. When you ran out, your gun should have just reverted to the old-style cooldown.  Make it a few times longer than a standard 'reload'.


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#17
SporkFu

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I thought the 'when you're out of clips you can't fire' thing was kinda dumb. When you ran out, your gun should have just reverted to the old-style cooldown.  Make it a few times longer than a standard 'reload'.

Thermal clips and a cool-down? Now you're talking crazy talk  :P



#18
Kenshen

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With a spectre AR and the rail upgrade X x2 you could hold the trigger down and fire endlessly.  After doing that for countless games in ME1 I absolutely hated the thermal clips change and how rare they are in ME2.  It would have been one of my first requests to TIM after waking up to the change is to get an old school gun.  I liked your write-up and while I still don't care for the change it makes some sense looking at like that.



#19
Vazgen

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With a spectre AR and the rail upgrade X x2 you could hold the trigger down and fire endlessly.  After doing that for countless games in ME1 I absolutely hated the thermal clips change and how rare they are in ME2.  It would have been one of my first requests to TIM after waking up to the change is to get an old school gun.  I liked your write-up and while I still don't care for the change it makes some sense looking at like that.

I actually hated that. It makes assault rifles boring. Pistols with Marksman too. Plus, once you got Spectre weapons you could just throw other guns out of the airlock. Nothing even gets close to it. At least in ME2 and 3 each weapon has its uses



#20
MegaIllusiveMan

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From the Deleted Content: Mass Effect 2 Files - Codex Entry, Thermal Clips:

 

"Over the last two years, firearms have undergone a major enhancement to manage their waste heat. When the Systems Alliance analyzed detailed battle telemetry, they found that the geth were able to keep up a more sustained rate of fire, giving them a significant advantage over Alliance marines. So the Alliance retrofitted every weapon in service, making a full conversion to the thermal clip system. Thermal clips hold disposable universal heat sinks. Instead of waiting for an overheated weapon to cool down, combatants simply eject the spent heat sink and the clip feeds in a new one. This allows for a greater sustained rate of fire and more numerous impacts on targets down range. Armorers are hurriedly adapting to this increased lethality with new defensive technology like self-sustaining barrier amps, hardened shield generators, and mass field-integrated armor. But for the moment, the aggressor has the advantage, resulting in the clips' widespread adoption by the galaxy's arms manufacturers."



#21
ImaginaryMatter

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I would still prefer the system.

 

It was unique among shooters, even if it was just a gimmick. And I like different.