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Omni tool and biotic arsenal for ME4


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15 réponses à ce sujet

#1
Fozze

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In ME 3's multiplayer we got introduced to weapons such as the omni-bow and biotic abilities such as the whips. I would love to see more stuff like this, an expanded arsenal for the omni tool and more close combat centered biotic abilities.

 

Just wanted to put it out here and hear other peoples opinions on this. 



#2
Vazgen

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I'm against omni-weapons the way they are now. Codex explanation makes little sense. I'd prefer to have them removed and replaced by physical weapons, or, at least, give some other explanation that makes more sense.

I'm all for close combat biotic abilities


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#3
RoboticWater

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In general, I want the "omni-weapon" system to make more sense lore-wise. IIRC, the omni-blade's "mini-fabricators" aren't used anywhere else. Something similar to Republic Commando's knuckle blade would feel more consistent with the universe.

 

I couldn't agree more about Biotics. The player should have access to a wider array of powers which can be useful in a number of situations. The variety of powers in MP is hopefully an indication of BioWare's future plans for Biotics.

 

As for the omni-bow (or other ranged omni-weapons), I just don't think they make much sense. Mass Effect's weaponry uses mass accelerators to shoot projectiles at absurdly high speeds, so why use an omni-bow? I'd prefer something more akin to the Phantom's wrist launcher thing; that seems more plausible. My point is: BioWare should try to keep the combat coherent with the lore. Omni-bows and omni-halberds might seem like a cool idea, but they don't make much sense in the context of future warfare.


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#4
GalacticWolf5

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I love omni-weapons. I pretty much like anything related to the omni-tool. I think they're so awesome and I definitely want more in ME:Next.

 

Agreed on the biotics. We need some more powers.

 

 

IIRC, the omni-blade's "mini-fabricators" aren't used anywhere else.

 

I believe the Batarian characters in MP use mini-fabricators when they use the Blade Armor ability.

 

Skip to 7:10 to see him use the ability.

 



#5
RoboticWater

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I believe the Batarian characters in MP use mini-fabricators when they use the Blade Armor ability.

In that case: outside of multiplayer, I don't think BioWare used mini-fabricators. As a fan of Star Trek, I can totally get behind the concept, but they feel out of place in Mass Effect. It just seems like BioWare shoehorned them in as an excuse for the omni-blade. Generally, I'm down with a bit of lore bending if it's to the benefit of the gameplay (e.g. thermal clips); however, I don't think it was necessary in this case.

 

While wrist-mounted contraptions are totally cool, BioWare should try to integrate them with a bit more finesse. I don't see a reason to devolve into techno-babble when a simple retractable blade will do. Firstly, it just makes more sense but secondly, it prevents more of BioWare's patented magical excuses. We already have enough "because Mass Effect fields," and I don't want to start seeing "because mini-fabricators."



#6
Vazgen

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Mini-fabricators were in place from Mass Effect 1. The problem I have with omni-blades is that codex in ME1 says: "The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment". Seemingly "a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent." works just fine. But in gameplay, when you can summon it almost every second, even without having armor on, it does not really fit. And this comes from someone who completed the game using only melee.

I have the same problem with Combat Drone, Cryo Blast, Incinerate, Defense Drone, exploding Decoy and Energy Drain. All these powers make tech seem more like magic and less like technology


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#7
RoboticWater

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Mini-fabricators were in place from Mass Effect 1. The problem I have with omni-blades is that codex in ME1 says: "The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment". Seemingly "a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent." works just fine. But in gameplay, when you can summon it almost every second, even without having armor on, it does not really fit. And this comes from someone who completed the game using only melee.

I have the same problem with Combat Drone, Cryo Blast, Incinerate, Defense Drone, exploding Decoy and Energy Drain. All these powers make tech seem more like magic and less like technology

Ah, I never really thought too much about the ME1's fabrication system. It's rarely brought up outside of upgrades and inventory. I think that may be my problem; the technology exists within the universe, but it rarely seems to be used (or at least brought up). 

 

Regardless, it's probably in BioWare's best interest to keep things simple. No need to constantly fabricate a blade when a retractable one will do. The more practical they are about combat, the better; introducing all sorts of whimsical contraptions doesn't help with narrative cohesion.


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#8
L. Han

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Trying to decide what's weirder. Omniblades or the tiny electric rods on wrists used by Cerberus troopers.



#9
StealthGamer92

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Double post.



#10
StealthGamer92

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I belive "mini-fabrication" was in ME1. It was something like the omni-tool useing matter to fabrigate Tech-mines out of junk in the field. It explained how tech-mines were infinite and sounds like it might be able to fit into exploration as well as combat.

 

Mini-fabricators were in place from Mass Effect 1. The problem I have with omni-blades is that codex in ME1 says: "The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment". Seemingly "a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent." works just fine. But in gameplay, when you can summon it almost every second, even without having armor on, it does not really fit. And this comes from someone who completed the game using only melee.

I have the same problem with Combat Drone, Cryo Blast, Incinerate, Defense Drone, exploding Decoy and Energy Drain. All these powers make tech seem more like magic and less like technology

Missed this. I agree. The omni-tool should've had a cooldown after makeing a blade to simulate the energy/heat buildup that prcess should cause.

 

Also, the Infiltrators Shock melee I can justify but I could never justify the Engineers flame-based heavy melee. We already have the magicishness in the Biotic skills and that was fine. Now(ME3) though the Tech abilities have become magic-y also. With fire and ice blasts and the holo-drone that can hurt people and get hurt(holo should mean it is visible but not physicaly there). They should try to go back to ME1 style Tech as in making tech mines hacking maybe a scrambler that temporarily suts down mechs and such for a short time. Stuff an electronis guy would do. Maybe thats just my flawed idea of Tech though.


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#11
Element Zero

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I agree SG92. The tech was getting a bit too far out there for my tastes. Obviously, it's Science Fiction, so the whole series is built around a bit of space magic. It has to be internally consistent, though. The first game felt very believable. The second game pushed it a bit further to add some cool stuff to gameplay. Okay, fine. (I still hate the transition to thermal clips, lore-wise. I get why they did it, but ugh. The Lancer is my favorite gun in ME3.)

With ME3, though, I think things were pushed a bit too far. The flashy new melee abilities came at the expense of verisimilitude. There are many MP powers I'd cringe to see in SP, such as the whips and omnitool weapons. I do think they'll draw some inspiration from MP when designing the new abilities, though. How could they not? They'd be crazy to ignore so many fun gameplay ideas.

I do hope we can reestablish the space magic/hard scifi line a bit more in the direction of hard scifi. Mass Effect has never been hard scifi, but it did start out with a very cool and internally consistent baseline.

#12
Nitrocuban

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I'd say gamplay comes before codex-lore-autism.

Omiblades are fun, kay?

 

If you really think about ME-physics, there is nothing that provides protection against high energy radiation. That would IRL not only render insterstellar travel an impossibility but also make something like an X-ray laser the ultimate weapon. And yet we see only projectile weapons in game


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#13
StealthGamer92

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I'd say gamplay comes before codex-lore-autism.

Omiblades are fun, kay?

 

If you really think about ME-physics, there is nothing that provides protection against high energy radiation. That would IRL not only render insterstellar travel an impossibility but also make something like an X-ray laser the ultimate weapon. And yet we see only projectile weapons in game

 

Yes, and Tech gameplay isn't fun because it became electronic Biotics in ME2 and especialy ME3. I never played a Biotic anything in ME1(not even a sentinel) but in ME2 & 3 it wasn't really different enough gameplay wise from Biotics so I said wtf and played them all. it made me hate Tech and biotics to the point where now I just use the Soldier.



#14
RoboticWater

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I'd say gamplay comes before codex-lore-autism.

Omiblades are fun, kay?

 

If you really think about ME-physics, there is nothing that provides protection against high energy radiation. That would IRL not only render insterstellar travel an impossibility but also make something like an X-ray laser the ultimate weapon. And yet we see only projectile weapons in game

Obviously, gameplay comes before lore, but this is one case where the two aren't in direct competition. The action of stabbing someone with a deployable blade is super fun regardless of what the stabbing apparatus actually is, so why not have it make more sense? 

 

However, omni-blades aren't the highest priority on my list of things that need to be fixed. I'm more concerned with stuff like omni-bows, which seem wholly unnecessary in a universe that uses high-powered sniper rifles. Again, the issue isn't the gameplay, rather it's the fact that the omni-bow could be so easily be a "wrist-mounted kinetic launcher," instead of a replica of outdated medieval weaponry. As of now, I'm perfectly content if only MP takes such liberties with lore and setting so it can have fun and visually distinct classes, but BioWare should tread more carefully when handling the main game. When BioWare bends the lore needlessly or otherwise, the credibility of the universe suffers, so for the sake of both fun and believability, they should only change things if it makes the game demonstrably better.



#15
Element Zero

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Obviously, gameplay comes before lore, but this is one case where the two aren't in direct competition. The action of stabbing someone with a deployable blade is super fun regardless of what the stabbing apparatus actually is, so why not have it make more sense?

However, omni-blades aren't the highest priority on my list of things that need to be fixed. I'm more concerned with stuff like omni-bows, which seem wholly unnecessary in a universe that uses high-powered sniper rifles. Again, the issue isn't the gameplay, rather it's the fact that the omni-bow could be so easily be a "wrist-mounted kinetic launcher," instead of a replica of outdated medieval weaponry. As of now, I'm perfectly content if only MP takes such liberties with lore and setting so it can have fun and visually distinct classes, but BioWare should tread more carefully when handling the main game. When BioWare bends the lore needlessly or otherwise, the credibility of the universe suffers so for the sake of both fun and believability, they should only change things if it makes the game demonstrably better.

Agreed. SciFi necessitates a certain amount of credulity. Some things, though, push beyond the boundary acceptable to an individual's credulity-threshold and destroy verisimilitude. For some of us, the MP powers do that.

Calling people autistic, Nitrocuban? Really?

#16
Nitrocuban

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Yeah, ok, sorry for that.

And I admit Omi Bow is kinda stupid.


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