What kind of kush was Bioware smoking with the thermal clips?
#26
Posté 16 février 2010 - 05:47
#27
Posté 16 février 2010 - 06:04
#28
Posté 16 février 2010 - 06:11
To find thermal clips just laying around in a level is in bad creative taste to me, especially inside the final battle level. Why would they have them in the first place their weapons aren’t based on Geth or Alliance ones? Or the crew of Jacob’s father’s ship? How would they even get them being marooned on a planet for the last 10 years? The distribution of these thermal clip using weapons on a galactic scale was obviously never considered as well as the development time it would to even make your first prototype weapon that used them. Two years from development, prototype testing, manufacturing and distribution is so believable, right? Especially the distribution on the galactic scale.
BioWare just threw out the old lore/history of the first game to cater to the 1st/3rd person shooter audience.
They couldn’t even get their facts right in the game. Are they thermal clips or ammo? If their thermal clips then why do I have an armor upgrade called Off-Hand Ammo Pack. It clearly states “increases spare ammo capacity by 10%”.
#29
Posté 16 février 2010 - 06:22
#30
Posté 16 février 2010 - 06:23
#31
Posté 16 février 2010 - 06:24
RighteousRage wrote...
Also, if you seriously used frictionless materials then you had to be out of your mind
Frictionless Materials + Spectre Sniper Rifle / Assault Rifle + High Explosive Rounds = WIN!
Modifié par Sidac, 16 février 2010 - 06:25 .
#32
Posté 16 février 2010 - 06:28
There is a very strong lore argument (using MATH!) for how ammo as it exists in ME2 right now.
There are some small inconsistencies in the lore relating especially to jacob's loyalty mission, but other than that, it isn't a very large stretch to believe that weapons could change from their ME1 versions to the ME2 versions within two years, especially considering how easily omni-tools can create objects through simple materials.
#33
Posté 16 février 2010 - 06:28
#34
Posté 16 février 2010 - 06:29
#35
Posté 16 février 2010 - 06:39
Darth Drago wrote...
They couldn’t even get their facts right in the game. Are they thermal clips or ammo? If their thermal clips then why do I have an armor upgrade called Off-Hand Ammo Pack. It clearly states “increases spare ammo capacity by 10%”.
I think that's just simplifying it for the benifit of the player. When they say "increases ammo capacity" they likely mean thermal clips. If you got a problem with that or how it fits in the lore then take it up with Bioware.
Personally i like the new system and the way it's explained in the codex makes sense. One thing i do wish they had is an auto targeting option for all weapons, i think that would appease the hardcore RPG crowd while still retaining the 3rd-person shooter elements for everyone else.
#36
Posté 16 février 2010 - 06:59
itsdynamitebaby wrote...
Perhaps combine the two? Wait for a slow cooldown or slap a thermal clip and be ready to fire in 2 secs. For my two cents I liked the thermal clips until insanity mode where a charging boss/krogan/harbinger would get too close and negate my cover and render my weapons almost useless because I couldn't maintain a steady stream of fire. A few extra shots would definitely limit the frustration.
That's what i thought it would be like originally but i geuss they changed that mid development.
One suggestion i had was have just the heavy pistol use the old overheat system while the rest of the guns use thermal clips. Lots of shooters have unlimited firing pistols for situations when your main gun runs out so why not use it here?
#37
Posté 16 février 2010 - 07:06
JedTed wrote...
itsdynamitebaby wrote...
Perhaps combine the two? Wait for a slow cooldown or slap a thermal clip and be ready to fire in 2 secs. For my two cents I liked the thermal clips until insanity mode where a charging boss/krogan/harbinger would get too close and negate my cover and render my weapons almost useless because I couldn't maintain a steady stream of fire. A few extra shots would definitely limit the frustration.
That's what i thought it would be like originally but i geuss they changed that mid development.
One suggestion i had was have just the heavy pistol use the old overheat system while the rest of the guns use thermal clips. Lots of shooters have unlimited firing pistols for situations when your main gun runs out so why not use it here?
Is there a possiblity they tried that method and realized that they couldn't make it work in a way that was fun and abandoned it for a system that actually did work well?
I will agree that having a weapon that never runs out of ammo would be fine, but I would suggest the SMG for this, since that thing has nearly unlimited ammo anyway. The SMG (and the AR) are weapons I have literally never run out of ammo for.
Modifié par Soruyao, 16 février 2010 - 07:07 .
#38
Posté 16 février 2010 - 07:29
Soruyao wrote...
I will agree that having a weapon that never runs out of ammo would be fine, but I would suggest the SMG for this, since that thing has nearly unlimited ammo anyway. The SMG (and the AR) are weapons I have literally never run out of ammo for.
Yeah but how often do you use the heavy pistol compared to the AR or SMG? Pistols a grenerally the "fallback" weapons for when you eventually run out of AR ammo you got something to defend yourself.
#39
Posté 16 février 2010 - 07:48
JedTed wrote...
Soruyao wrote...
I will agree that having a weapon that never runs out of ammo would be fine, but I would suggest the SMG for this, since that thing has nearly unlimited ammo anyway. The SMG (and the AR) are weapons I have literally never run out of ammo for.
Yeah but how often do you use the heavy pistol compared to the AR or SMG? Pistols a grenerally the "fallback" weapons for when you eventually run out of AR ammo you got something to defend yourself.
Once upon a time a pistol was the only weapon you could use for some classes. Now you get to a certain point and suddenly I get to choose a sniper rifle or assault rifle to specialize in, assuming I don’t give the shotgun to Grunt.
#40
Posté 16 février 2010 - 07:59
While the ammo system may be annoying to some I think it helps balance combat oriented classes to those who get by without gunfire.
#41
Posté 16 février 2010 - 08:01
Darth Drago wrote...
JedTed wrote...
Soruyao wrote...
I will agree that having a weapon that never runs out of ammo would be fine, but I would suggest the SMG for this, since that thing has nearly unlimited ammo anyway. The SMG (and the AR) are weapons I have literally never run out of ammo for.
Yeah but how often do you use the heavy pistol compared to the AR or SMG? Pistols a grenerally the "fallback" weapons for when you eventually run out of AR ammo you got something to defend yourself.
Once upon a time a pistol was the only weapon you could use for some classes. Now you get to a certain point and suddenly I get to choose a sniper rifle or assault rifle to specialize in, assuming I don’t give the shotgun to Grunt.
In your second and every subsequent playthough you had the ability of giving any class any other weapon you wanted. Alternatively you could just use the Geth Pulse Rifle X for its high accuracy even if you didn't have training in it.
#42
Posté 16 février 2010 - 09:03
The heat sink explanation is a cover for using a standard ammo system. The only variation from, say, Doom, is that you only have to pick up one ammo type - well, two. One for heavy weapons and one for everything else.
#43
Posté 16 février 2010 - 09:21
A more "realistic" system would likely frustrate gamers, since heavy weapons would all need their own ammo for obvious reasons like how a Cain can't shoot a cryo blast and the other standard weapons would also require as such unless they're all magically chambered for the same cartridge, which is actually more counter-realistic since only SMGs and heavy pistols could use the same catridge and make sense. Rifles, Snipers and Shotguns (especially shotguns) have their own catridges, which explains their firepower difference.
Modifié par Fluffeh Kitteh, 16 février 2010 - 09:22 .
#44
Posté 16 février 2010 - 09:23
It's powerful but the danger is that it runs out of ammo. This is why I would reccomend the SMG as the infinite ammo weapon, if we were to make one, since that's the one weapon I literally have never run out of ammo with.
#45
Posté 16 février 2010 - 09:27
#46
Posté 16 février 2010 - 09:41
Fluffeh Kitteh wrote...
It's a gameplay element. I doubt it's supposed to make much sense.
A more "realistic" system would likely frustrate gamers, since heavy weapons would all need their own ammo for obvious reasons like how a Cain can't shoot a cryo blast and the other standard weapons would also require as such unless they're all magically chambered for the same cartridge, which is actually more counter-realistic since only SMGs and heavy pistols could use the same catridge and make sense. Rifles, Snipers and Shotguns (especially shotguns) have their own catridges, which explains their firepower difference.
They don't use cartridges. The thermal clip system isn't how the gun gets rounds to fire, but how they deal with the intense heat these kinds of weapons generate.
#47
Posté 16 février 2010 - 10:41
Which is why I think some of the people who hate the system simply hate it because gameplay-wise, the thermal clips are ammo, completely ignoring that it's a gameplay element that simply has a fancy name based on heat sinks. It's not supposed to make realistic sense (which is quite obvious since thermal clips just absorb the heat, they don't provide the physical ammunition to be fired out)
#48
Posté 16 février 2010 - 10:56
#49
Posté 16 février 2010 - 11:04
#50
Posté 16 février 2010 - 11:09
I mean really, wouldn't an element-zero explanation have made more sense? Something along the lines of how in order to maintain the integrity of the delicate components used for targeting and calculating the amount of mass to shave off for a slug, from static discharge? It's slightly less retarded than magic heat-absorbing cylinders. As the element zero core is used in the weapon, it builds charge, "Reloading" is manually discharging the static into a well insulated sink that can then be ejected away from the weapon and thus away from sensitive electrical components or even and unwary and ungrounded soldier.
Think about the details, Small-arms Mass Accelerators do use Element Zero cores (Tiny ones) which are passing negative current to reduce the mass of the slug in order to allow higher velocities. Much like how a drive core builds charge (all relative) faster for larger vessels (Being more mass) weapons firing higher energy yield weapons would generate more charge in less time than something sending less potential energy down range per shot, and thus less "Ammo" per sink. It writes itself, and lets anyone short of a Ph.D in theoritical physics bask in lore-sense.
Modifié par Deflagratio, 16 février 2010 - 11:13 .





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