new ammo system makes no sense
#51
Posté 26 janvier 2010 - 10:15
It's just a computer game.
#52
Posté 26 janvier 2010 - 10:16
That said it's laughable that people think ME2s thermal clips make less sense than ME1s passive cooling. As people have constantly stated in these threads and some people continue to ignore passive cooling would have been affected by many factors.
#53
Posté 26 janvier 2010 - 10:20
Heat is going to be a problem. A big one. Your gun can't radiate heat away in high temp environments.
#54
Posté 26 janvier 2010 - 10:20
Then suddenly everybody changes to something less combat effective that requires more logistical considerations (in the form of heat sinks)? Sorry, you can't sell me on that. The combination system would have made perfect sense because it allows more flexibility without losing performance.
#55
Posté 26 janvier 2010 - 10:25
The problem with the infinite ammo of ME1 is that, with the right attachments, you could have a weapon that could fire constantly without it ever overheating unless you got hit with a tech ability. (AR's or Pistols of Rank 7 [best with the Spectre Master gear] or higher, 2x cooling attachments) It made some abilities almost useless.
#56
Posté 26 janvier 2010 - 10:27
adam_grif wrote...
The problem isn't that heat sinks don't make sense, it's that it's totally inconsistent with the Mass 1 universe. You can't ever justify it, because it was shown to work perfectly fine and it was a nigh universal system.
Then suddenly everybody changes to something less combat effective that requires more logistical considerations (in the form of heat sinks)? Sorry, you can't sell me on that. The combination system would have made perfect sense because it allows more flexibility without losing performance.
This.
It doesn't matter if the original system made any sense, the fact is, however they did it, they did it, and it worked fine for the ENTIRE GALAXY.
It's not about sense, it's about inconsistancy. If in Star Wars, the Jedi suddenyl went back to vibroblades 'cos people decided they were unreliable, despite thousands of years of contrary evidence, people would be like, "WTF??"
#57
Posté 26 janvier 2010 - 10:27
adam_grif wrote...
The problem isn't that heat sinks don't make sense, it's that it's totally inconsistent with the Mass 1 universe. You can't ever justify it, because it was shown to work perfectly fine and it was a nigh universal system.
Then suddenly everybody changes to something less combat effective that requires more logistical considerations (in the form of heat sinks)? Sorry, you can't sell me on that. The combination system would have made perfect sense because it allows more flexibility without losing performance.
This is it exactly. As I've said many times in this thread, from a gameplay stance, I support the change because the old system made the game less tactical than it should have been. However, the in game explanation they give is total bunk.
#58
Posté 26 janvier 2010 - 10:29
#59
Posté 26 janvier 2010 - 10:33
#60
Posté 26 janvier 2010 - 10:33
According to cannon, they took care of this problem, that's fine. That's established. Now they've taken a less efficient system and run with it. It makes no sense.
#61
Posté 26 janvier 2010 - 10:40
Modifié par Sypher_Kyaeon, 26 janvier 2010 - 10:41 .
#62
Posté 26 janvier 2010 - 10:42
Wolf_in_the_Meadow wrote...
According to cannon, they took care of this problem, that's fine. That's established. Now they've taken a less efficient system and run with it. It makes no sense.
Nope they didn't. One, your weapon was overheating too frequently. Two, your weapon was subject to tech attacks that would render it useless for a long while. Three, the damage the weapon could do had to be limited to compensate for heat dissipation.
Now, the weapon is going to overheat soley on the availibility of thermal clips. If you're out of thermal clips, your gun will overheat. But, the damage likely has been upped massively with the invention of thermal clips. It'd be like firing your weapon with High Explosive rounds in ME1 without your thermal clips avalible. So with a freaking armory on your back, just switch to another weapon.
So, thermal clips mean better heat mitigation, more damage (theoretically; as in game we'd likely never notice) and immunity to attacks like "Sabotage". With the ubiquitous nature of thermal clips, there really isn't a problem.
It's two steps forward. It's allowing military hardware designers to create more powerful weapons, at the exchange of a more conventional ammo-type system. Only, news flash, humanity should have no problem with this, they've been doing for two and half goddamn centuries. The galaxy loves it as well, it proliferates from the time of it's invention till shep wakes up, and - WHAMMO - new style of combat has emerged.
It's completely believable. Quit your ****ing and enjoy the game, already.
Modifié par Sialboats, 26 janvier 2010 - 10:43 .
#63
Posté 26 janvier 2010 - 10:43
#64
Posté 26 janvier 2010 - 10:44
#65
Posté 26 janvier 2010 - 10:45
#66
Posté 26 janvier 2010 - 10:47
Modifié par Sypher_Kyaeon, 26 janvier 2010 - 10:50 .
#67
Posté 26 janvier 2010 - 10:48
Als ofor those that never seen combat in the vids Shotgun has 15 shots before it's out of "ammo" the heavy pistol has like 20 how much sense does it make to drop your troops into combat with 15 rounds in there gun?
#68
Posté 26 janvier 2010 - 10:52
#69
Posté 26 janvier 2010 - 10:52
#70
Posté 26 janvier 2010 - 10:53
Sypher_Kyaeon wrote...
THANK YOU! The system from Mass Effect 1 would have been an absolute nightmare for tactical commanders trying to actually win a full-scale battle. All we saw were relatively small squads in combat, and the one time we did hear larger-scale combat (Virmire) Kirrahe was having all kinds of problems. Granted he wasn't used to fighting Geth, but still...
That may be true however, In siege situations like Listening Post Alpha the thermal clip system would ultimatly result in the soldiers deaths. Unless ofcourse you had one person dedicated to the manufacturing of thermal clips. So in that situation it would be better to only worry about one thing instead of your block of ammo and thermal clips as Terror K pointed out.
#71
Posté 26 janvier 2010 - 10:55
But, seriously, the codex never covers how the cooling systems work, and neither did the novels. Therefore, now that Mass Effect 2 is out, the cooling systems always functioned as they do now. Gameplay mechanics should pretty much NEVER be taken as to be how the story world functions, unless the game actually tells you as much. Unless, of course, you'd like to believe that smashing trash cans and castle walls really will yield delicious meats that restore health.
#72
Posté 26 janvier 2010 - 10:56
mewarmo990 wrote...
It's all explained fairly reasonably in the Codex, that mass accelerator firearms technology was thought to have reached a plateau with effectively limitless ammunition, but there was still the problem of overheating (the way guns were in ME1). The Geth came up with a reloadable thermal clip system that is better because you don't have to waste very valuable time waiting for a gun to cool down in the middle of a firefight. Everyone else copied the Geth sometime during the two years Shepard was under reconstruction. Trained soldiers can switch thermal clips in under a second.
That's bull, because:
a) You waste A LOT MORE TIME on reloading and LOOKING FOR NEW CLIPS in the middle of a firefight (yes, it happens, in the most gruesome fights!). This does not even compare to waiting for cooldown in ME1, especially since you could reduce cooldown to almost zero with upgrades.
c) Not only the reload issue, but the AMMO CAP. I play an Adept. Whenever I use a biotic power in ME2, ALL my powers go into cooldown. So I'm forced to use weapons most of the time. The only weapon which can be used effectively at medium to long range, for the Adept, is the Heavy pistol. Tier 2 heavy pistol (the Carniflex) has a 24 round ammo cap. That's not even enough to last half a fight.
That's the in-universe explanation. The gameplay rationale is obviously to force the player to have more tactical consideration before entering combat, and to promote shooter skill. Still, if you're playing a Soldier and enemies are too far away for you to pick up new clips without getting killed, it really does suck. I haven't had any problems with anyone besides Soldier, since they have powers. Go for the eyes!
That's also bull, because now ME plays like a third-rate no-plot shooter instead of a first-rate Sci-fi shooter/RPG. The limitless ammo mechanic was not "newbish", it was an element of gameplay closely tied to the scientific basis of the ME universe (i.e. the ubiquitous "mass effect" being applied to small arms), and made reasonable sense from what we know today of electro-magnetic accelerators (the weapons of the future, if U.S. Department of Defense is to be believed). Limitless ammo coupled with weapon overheating and various upgrades was actually pretty revolutionary, since 99% of shooters rely on ammo clips. And overheating definitely made you play "tactical", as well as "strategic" (should I put 2 heatsinks and nullify cooldown, or 1 heatsink + 1 damage upgrade to have more killing power with some cooldown, or maybe go with High Explosive rounds and 2 scramrails for maximum single shot damage?) Now instead of all these choices, and feeling like a soldier of the future, you have thermoclips and feel like a contemporary grunt.
Thermoclips were introduced to allure the casual crowd, because that's what they're used to from all those dumb FPS games. And they suck, along with the entire new mechanic surrounding them.
Modifié par Malcroix, 26 janvier 2010 - 10:58 .
#73
Posté 26 janvier 2010 - 10:57
Modifié par Sypher_Kyaeon, 26 janvier 2010 - 11:00 .
#74
Posté 26 janvier 2010 - 10:57
It's a thing that may make sense from a gameplay perspective but makes little sense from an in-universe and lore perspective. A step forward and upgrade in game design doesn't necessarily mean it would translate to a step forward and upgrade in real life.
For example, if a ship was heavily damaged and had to make a crash landing on a planet full of varren and/or other dangerous creatures that didn't carry clips, the surviving crew would be left with a limited supply of "ammunition" on a planet filled with dangers that they have no idea how long they'll be stranded on. With the ME1 system, it would take a helluva long time for their weapons to become useless. With the ME2 system they'd be out as soon as their last clip went. And judging from the numbers in ME2, that wouldn't be long.
#75
Posté 26 janvier 2010 - 10:58
Kronner wrote...
It makes perfect sense. Also, the new heat-sink (ammo) system is great. Combat is definitely better in ME2 than it was in ME1. No question about that.
oh ok next time you go out to fight 30 guys I'll give you 15 rounds to do it with....
From what I've seen so far with reading and seeing it in action, Bioware opted for a "rock paper sissors" type of play. Soem guns work good on barriers, soem work good on Armor and so forth so they basicly force you to continually swapp out weapons for different ones as you fight. If yo ujus tstick with your favorite one your run out of "ammo" fairly quickly. The only guns that holds significant ammo copacity are the AR and submachine guns and later on the upgrade for the AR the LMG. All other guns have something like 25 rounds or less. HWY weapons have there own seperate ammo stocks.
Modifié par Andaius20, 26 janvier 2010 - 11:02 .





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