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Which ammunition system would you prefer in ME:Next? (Poll inside)


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#51
CrazyCatDude

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Definitely the Lancer/Prothean Beam rifle system from ME3.  Best weapons in all three games.



#52
MrFob

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In ME2, you could edit the coalesced to get a hybrid system of the two, where your ammo would slowly regenerate but you still had the heat sinks.

It did have an number of drawbacks (probably mostly because it thrown out during development and was never meant to be in the final game) but in principle, that could be interesting.

So if you shoot precise and conserve ammo, you may never have to reload but you do have the option to to go all rambo if you want. spare heat sinks should of course be a bit more rare in this case. Could also make for interesting opportunities for weapon mods that tweak the system.

It would also make a lot of sense in the lore.


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#53
Larry-3

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A mix of both.

Pistols, Machine Pistols, and lasers should recharge.

Sub-machine Guns, Rifles, and Heavy Weapons require clips.

Rechargeable weapons would be weaker, but instantly recharge; clip-required weapons would be stronger but have constant reload times.

Basically...
weaker weapons recharge; stronger weapons require clips.
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#54
Drone223

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Basically...
weaker weapons recharge; stronger weapons require clips.

I'd be okay with this.


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#55
Judas Bock

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I'm pretty indifferent as to which system they use. They both have their advantages and disadvantages, though I did like the originality of the weapon cooldown in ME1.

 

Which leads me to preferring the cooldown system from ME1 for the Next Mass Effect. If they are indeed going to a new galaxy via an Ark, it wouldn't really make sense that this new galaxy would have loads of thermal clips just lying around. And I doubt this little colony of ships would have the ability to mass manufacture them unless they've already been established for a few decades in this galaxy.

 

I just feel the cooldown system fits better with this new world and exploration in general. You need something reliable, and when you're out exploring, the last thing you need is your weapon running out of ammo in the middle of a desolate planet. Just my point of view

 

This is a very good point. If they truly are going for large, expansive, uncharted areas for you to explore in the new game, it would make no sense for there to be random thermal clips lying about. So that would mean either having thermal clip-based weapons which would undoubtedly run out before long in an extended exploratory session, or overheat-based weapons which you could rely on to work indefinitely. I know which weapon I would choose 10 times out of 10 in such a scenario.


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#56
BabyPuncher

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Pretty much all shooting games ever made have had ammo or health or armor or weapons or some combination of the sort lying around in places that don't 'make sense.' I really don't think that's something to be made a fuss over now.

 

6) Rail extensions, not barrel extensions.

 

...What is the difference supposed to be?



#57
Rasande

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Never really gotten the appeal of the heating system. It wasn't a deal breaker or anything but i never thought it was that great. I either forgot it was there or had to sit and do nothing while it cooled down. I prefer ammo. Though a mix of both wouldn't be to bad.

 

I mean, where are you going to find heatsinks on planet Bumfuck in the Next to nowhere system?


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#58
StealthGamer92

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...What is the difference supposed to be?

Rail Extension lengthens the barrel so as to add a longer magnetic rail, whereas the the High Cal. Barrel destroys how ME guns work in the first place by letting the gun shoot larger projectiles than normal(which in lore is a metal shaving from an internal block about the size of a grain of sand). It's one of those lil details that matter to some(myself included).


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#59
Jaquio

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Pretty much all shooting games ever made have had ammo or health or armor or weapons or some combination of the sort lying around in places that don't 'make sense.' I really don't think that's something to be made a fuss over now.

 

Actually, back in the late 1990s, shooters were even more random.  Random pickups behind windows and secret doors, etc. etc.

 

Then, Half Life came out.  They bucked that trend as much as they could and tried to have pickups and ammo be in logical places (medical stations in labelled medical offices, ammo in storage lockers, etc.)  And people responded in a big way.  You can go back and read the reviews for how much people appreciated the immersion that this added.  Half Life went on to forge a video game distribution empire.

 

The idea of "everyone else uses this obviously flawed system, why bother to improve upon it" is a terrible mindset in any industry.


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#60
Forge

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IMO It would be nice if there would be ME2-3 heat sink but instead of information about spare ammo, there should be information about spare heat sinks for all weapons. (something like in titanfall)



#61
Pasquale1234

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Actually, back in the late 1990s, shooters were even more random.  Random pickups behind windows and secret doors, etc. etc.
 
Then, Half Life came out.  They bucked that trend as much as they could and tried to have pickups and ammo be in logical places (medical stations in labelled medical offices, ammo in storage lockers, etc.)  And people responded in a big way.  You can go back and read the reviews for how much people appreciated the immersion that this added.  Half Life went on to forge a video game distribution empire.
 
The idea of "everyone else uses this obviously flawed system, why bother to improve upon it" is a terrible mindset in any industry.


It never made much sense to me that Shepard is supposed to be this elite N7, but doesn't seem to have the common sense to take adequate munitions on missions, and instead has to rely on stuff found along the way.
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#62
Jaquio

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It never made much sense to me that Shepard is supposed to be this elite N7, but doesn't seem to have the common sense to take adequate munitions on missions, and instead has to rely on stuff found along the way.

 

Yeah.  Maybe instead of carrying four weapons, he should carry two and use all that freed up weight and space for extra ammunition?

 

But no, instead he'll just wing it and hope he can scrounge up some ammo that fits his weapon in this abandoned Krogan temple that hasn't been visited for centuries.  Makes sense.


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#63
Larry-3

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If you all enjoy clips so much, then what about a hybrid system? Heat sinks could cool down after awhile and become usable again. They would eventually be un-usable after heating up and cooling down so many times.

For example, your gun would not have an ammo count, but if it overheats you load in a new clip and put the warm one back on your belt while it cools off and turns back from red to blue.

#64
laudable11

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Why not both? High impact lower rate of fire weapons could require a thermal clip. For punch. Lower impact high rate of fire weapons could use heat sinks.

#65
Revan Reborn

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Thermal clips all the way. Why? Balancing purposes. ME1's combat and gameplay is largely broken because of how heat sinks function and a lack of thermal clips. Even in ME3, you can see how overpowered the Prothean Particle rifle is. That kind of weapon just merely cheapens the overall experience, in my opinion. With limitations on ammo, you actually have to wisely use your weapons and conserve ammunition. Nobody should have an unlimited amount of firepower to just spray at the enemy. There is no challenge or risk, thus no reward or sense of achievement when you win.



#66
Vazgen

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Is Particle Rifle overpowered? With an ammo power it might but all by itself it's not that great. It requires you to stay exposed for longer periods of time and on Insanity it might end up bad for you.



#67
Revan Reborn

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Is Particle Rifle overpowered? With an ammo power it might but all by itself it's not that great. It requires you to stay exposed for longer periods of time and on Insanity it might end up bad for you.

Not at all. I only play Mass Effect on Insanity (beaten all three games on Insanity multiple times). The Particle Rifle makes the campaign a breeze. In fact, I feel guilty for using it. Especially if you are a soldier, constantly use adrenaline rush, coordinate squad mates on your target, and increase the clip size and damage of the rifle. You shred through everything. Even Atlases are easy to take down if you are a precision shooter. It's even more ridiculous if you place an armor penetration mod on the rifle. It's seriously broken and it's largely because it doesn't really have a limit.



#68
Vazgen

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Not at all. I only play Mass Effect on Insanity (beaten all three games on Insanity multiple times). The Particle Rifle makes the campaign a breeze. In fact, I feel guilty for using it. Especially if you are a soldier, constantly use adrenaline rush, coordinate squad mates on your target, and increase the clip size and damage of the rifle. You shred through everything. Even Atlases are easy to take down if you are a precision shooter. It's even more ridiculous if you place an armor penetration mod on the rifle. It's seriously broken and it's largely because it doesn't really have a limit.

I never used it much tbh, it never felt good to me. Kept overheating and took too long to kill regular mooks who always do their combat rolls and avoid the beam. :D I like giving it to Javik.



#69
StealthGamer92

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Not at all. I only play Mass Effect on Insanity (beaten all three games on Insanity multiple times). The Particle Rifle makes the campaign a breeze. In fact, I feel guilty for using it. Especially if you are a soldier, constantly use adrenaline rush, coordinate squad mates on your target, and increase the clip size and damage of the rifle. You shred through everything. Even Atlases are easy to take down if you are a precision shooter. It's even more ridiculous if you place an armor penetration mod on the rifle. It's seriously broken and it's largely because it doesn't really have a limit.

It got me killed alot on Insanity. The Lancer however had the problem you mention, but only if I put the ammo mod and extended barrel mod on it with AP ammo. Otherwise it seemed well ballanced. Especially since running out of ammo was never even remotely an issue in my playthroghs so why have ammo in the first place?



#70
Dr. rotinaj

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I'd like a tweaked hybrid. Reduce the amount of thermal clips to make their usage a tactical choice.

 

I think weapon overheating was a cool idea and if Bioware tweaked it properly then it would make ME combat a more unique and fun experience.

 

Bioware removed weapon overheating in ME2 to make the combat more intense and fluid. But the idea that weapon overheating contributed to ME1's sluggish combat is just wrong. ME1 had bullet sponges, Immunity spam, no locational damage and no enemy reactions to being shot. Those are the things that made ME1 combat mediocre (or frustratingly bad if you're playing on Insanity.) If overheating was tweaked to work with thermal clips, then ME2 would have had a more interesting and unique game mechanic.



#71
Revan Reborn

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I never used it much tbh, it never felt good to me. Kept overheating and took too long to kill regular mooks who always do their combat rolls and avoid the beam. :D I like giving it to Javik.

I suppose everybody has a different approach. For my playstyle, it was definitely too powerful. I forgot to mention putting a heat modification on top to deal fire damage made it even deadlier. The base weapon, itself, might be somewhat reasonable. You can turn it into an absolute behemoth if you customize it properly.

 

It got me killed alot on Insanity. The Lancer however had the problem you mention, but only if I put the ammo mod and extended barrel mod on it with AP ammo. Otherwise it seemed well ballanced. Especially since running out of ammo was never even remotely an issue in my playthroghs so why have ammo in the first place?

I actually think ammo collection should be more of an issue going forward. I liked playing Citadel on Insanity at the very beginning where all you have is a silencer pistol with limited ammo. It really makes you time your shots and play smart if you aren't a biotic or engineer. I think BioWare makes the experience far too easy when they just have rounds of ammunition laying all over the place to be picked up. It's also a major cue/indication when a big fight is about to come up.



#72
Revan Reborn

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I'd like a tweaked hybrid. Reduce the amount of thermal clips to make their usage a tactical choice.

 

I think weapon overheating was a cool idea and if Bioware tweaked it properly then it would make ME combat a more unique and fun experience.

 

Bioware removed weapon overheating in ME2 to make the combat more intense and fluid. But the idea that weapon overheating contributed to ME1's sluggish combat is just wrong. ME1 had bullet sponges, Immunity spam, no locational damage and no enemy reactions to being shot. Those are the things that made ME1 combat mediocre (or frustratingly bad if you're playing on Insanity.) If overheating was tweaked to work with thermal clips, then ME2 would have had a more interesting and unique game mechanic.

I disagree because, again, an unlimited source of ammunition is one of the major reasons that broke ME1 combat. Yes, the shooter mechanics were atrocious and all Insanity difficulty offered was enemies with larger health bars that hit harder (I don't miss the Krogans in that game...). However, the ammunition equally contributed to bad gameplay that didn't make a lot of sense nor was it practical for balancing. When people have a limit to how much they can use a weapon, it changes how they approach the experience. There was no risk in ME1, especially once you leveled up all the weapons and maxed out your level. It actually became quite difficult to overheat some weapons by endgame.



#73
Terca

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Something else. I want there to be variation in how we use weapons. Thermal Clip styles can stay, as well as overheat, as well as charge weapons.

 

I kind of want battery-based weapons to show up. That is to say, weapons that have a significant buff to their damage output for 60 rounds or somesuch but once they're out of juice you need to wait for them to recharge, which isn't something you can influence without mods like 'multicapacitor' or 'spare voltage' or whatever.

 

But overall... I want more weird weapons. Warframe-style almost. Things like the Opticor, the Panthera, beam weapons like the PPR but more prevalent. But I have all sorts of wants so :P

 

But yeah, battery-powered weapons showing up could be cool.



#74
Vazgen

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I disagree because, again, an unlimited source of ammunition is one of the major reasons that broke ME1 combat. Yes, the shooter mechanics were atrocious and all Insanity difficulty offered was enemies with larger health bars that hit harder (I don't miss the Krogans in that game...). However, the ammunition equally contributed to bad gameplay that didn't make a lot of sense nor was it practical for balancing. When people have a limit to how much they can use a weapon, it changes how they approach the experience. There was no risk in ME1, especially once you leveled up all the weapons and maxed out your level. It actually became quite difficult to overheat some weapons by endgame.

I think a hybrid system can work and be pretty well balanced. Consider, the main drawback (or advantage, depending on who you ask) of the unlimited ammunition is that it allows the player not to care about ammo. This can be changed by introducing a hybrid system. I hate doing this but I'll quote myself:

 


I voted for another system. I'd prefer classic overheating system working alongside thermal clips. The time that gun will require to cool down will be increased, to about 10 seconds with the ability to cancel the cooldown by ejecting a thermal clip. The number of thermal clips will be limited to, say, 5 from the start. There will be possibility to either increase the number of available thermal clips or to reduce the cooldown time. Same weapon differences will still be present, though they will require some fine balancing. So a weapon like a Saber will overheat if you fire, say, 3 shots in quick succession but you'll need to shoot, say, 70 shots from Lancer for it to overheat.

 

This system will require very careful balancing though.


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#75
Broganisity

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I advocate both.

Guns become heavier, but by having both systems and a bag universal thermal clips, it requires you to decide which weapon you want to have to reload faster (I.E. pop a thermal clip into) and which weapon you'll use in reserve. With each weapon having a different heat-up and cool-down time, it means you'll have to worry more about what to fire when:

 

do you want your heavy 'machine gun' to be cooling down right now since you're low on Thermal Clips? Pull out that pistol, it cools down fast enough and does pretty good damage...but you only get eight shots or so...Do you want to pop the thermal clip into the machine gun now and be ready to fire should something happen, or let it cool down while you keep using that pistol...or maybe your pistol is overheated now and you need to keep firing and your machine gun is still cooling down from it's overheating. Now you have to decide if you want to use that thermal clip on the pistol or the machine gun...if you use it on the pistol you can plug shots out well and not overheat it this time, or you can pop it into the machine gun and spray out bullets, but then have to deal with the overheat again as it was your last clip.

Then, maybe throw in some 'lighter' (relatively speaking) variants or exotic weapons that only have one type or the other: Pull out that thermal-clip chugging typhoon or maybe use that classic Lancer? Either way, having a lighter weapon without both features would be a trade-off for a power heavy user. That power-user would have to decide between having more weapon damage, variety, and versatility based on the number of weapons, the types of the weapons, and the weight of the weapons. They could have a weapon with more versatility in its munition, but it weighs more than the weapon with only one of those options in it...

...and we haven't even gotten into weapon modifiers that add weight to gain benefits or reduce weight and take up a slot, and then power passives and variants...

It's a bag of consequence and benefits: You have to decide between ease of use, tactical firing, power usage, when to be or not to be in cover, blah blah blah. People like this level of RPG strategy elemental silliness.