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I hope there's no ammo


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#76
pdusen

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They should design the lore first, write rules to fit the lore, and then design the encounters within the rules. They're doing it backward.

 

No, you're describing how to write a book. We're talking about a game, not a book. The correct order is first design encounters that are fun, then design rules to facilitate said fun, then use the lore to justify those rules.

 

(Now, whether they succeed at any of those steps is another issue, but they are in fact doing it in the correct order.)


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#77
Wolf_in_the_Meadow

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L2P seems an appropriate response to this thread. 

 

I mean, if you're mostly illiterate, then sure, that's a great response because you'd have been unable to read any of the actual posts. You'd need to get somebody else to write it though.

 

Did you have help? It's always heartwarming when people step up to help those who need it.



#78
NuclearTech76

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I mean, if you're mostly illiterate, then sure, that's a great response because you'd have been unable to read any of the actual posts. You'd need to get somebody else to write it though.

 

Did you have help? It's always heartwarming when people step up to help those who need it.

Let me break it down a little more simply for you, if you have the functional skill and coordination of a potato you can aim, shoot and pick up thermal clips. The current mechanics on most weapons allow the player less down time between shots, incorporate skill based mechanics like reload canceling, reward those that can hit the head of the enemy and punish those with faulty aim. Current mechanics push it more to a skill based shooter while having a sliding difficulty that makes it accommodating to those that aren't as skilled or comfortable with shooters.

 

Let's see if you can articulate an argument better than you aim a weapon with finite shots.


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#79
Wolf_in_the_Meadow

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Let me break it down a little more simply for you, if you have the functional skill and coordination of a potato you can aim, shoot and pick up thermal clips. The current mechanics on most weapons allow the player less down time between shots, incorporate skill based mechanics like reload canceling, reward those that can hit the head of the enemy and punish those with faulty aim. Current mechanics push it more to a skill based shooter while having a sliding difficulty that makes it accommodating to those that aren't as skilled or comfortable with shooters.

 

Let's see if you can articulate an argument better than you aim a weapon with finite shots.

 

Well, you see, there we go again. Perhaps you should "L2R"? That's "Learn To Read" in English.

 

The vast majority of people in this thread, including myself, have said the reason we hate the change is purely from a lore perspective. All three have been very easy games, even on the highest difficulty, with a couple of notable exceptions.

 

Unfortunately, learning to play, or "L2P" can't change the crappy job they did on the lore. I honestly wish it could, but it can't.

 

Good job to whoever you have helping you though.

 

Edit: Some have also said they just found it annoying. Having to pick up ammo when there is more than enough to last is generally pointless. Ammo only matters when it's actually limited. Learning to play cannot alleviate that either.



#80
UKStory135

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Well, you see, there we go again. Perhaps you should "L2R"? That's "Learn To Read" in English.

 

The vast majority of people in this thread, including myself, have said the reason we hate the change is purely from a lore perspective. All three have been very easy games, even on the highest difficulty, with a couple of notable exceptions.

 

Unfortunately, learning to play, or "L2P" can't change the crappy job they did on the lore. I honestly wish it could, but it can't.

 

Good job to whoever you have helping you though.

 

Edit: Some have also said they just found it annoying. Having to pick up ammo when there is more than enough to last is generally pointless. Ammo only matters when it's actually limited. Learning to play cannot alleviate that either.

So you'd prefer bad game play mechanics over good game play mechanics because lore > fun?



#81
chris2365

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I actually think now that we are moving to a new galaxy, it would make plenty of sense to revert back to the old cooldown system of ME1. Since we are headed to a new galaxy, there obviously won't be thermal clips in said galaxy. And unless they haul along the resources to make a thermal clip manufacturing plant or a galactic haul of thermal clips with them across the wormhole/with the ark, having thermal clips wouldn't really make sense.

 

In a frontier world, where you are going into the unknown and have no idea what to expect, it would make more sense to have weapons that can last for a long time and fire indefinitely. Because if you run out of thermal clips in the middle of a desolate planet, good luck  ;)



#82
Wolf_in_the_Meadow

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So you'd prefer bad game play mechanics over good game play mechanics because lore > fun?

 

As I've said, I don't feal the ammo mechanic really added anything. It was only an issue for me once, across all playthroughs, with every class on every difficulty, and that I'm pretty sure was a glitch. If you're given more than enough ammo, what's the difference between a reload and a pause to cool? The gameplay didn't change for me, the lore just became rediculous.



#83
NuclearTech76

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The problem with pausing in ME2 was that, unlike ME1, there was a very annoying split second after you unpause during which you can't fire. Loved pausing to aim in ME1. You pause, turn around, aim your shotgun with HighEx rounds at their face, hold the trigger and unpause. Shepard whips around like a rubber band and BOOM. Didn't come up that often, but...

 

 

Well, you see, there we go again. Perhaps you should "L2R"? That's "Learn To Read" in English.

 

The vast majority of people in this thread, including myself, have said the reason we hate the change is purely from a lore perspective. All three have been very easy games, even on the highest difficulty, with a couple of notable exceptions.

 

Unfortunately, learning to play, or "L2P" can't change the crappy job they did on the lore. I honestly wish it could, but it can't.

 

Good job to whoever you have helping you though.

 

Edit: Some have also said they just found it annoying. Having to pick up ammo when there is more than enough to last is generally pointless. Ammo only matters when it's actually limited. Learning to play cannot alleviate that either.

Yes, lore. Is pausing time to line up the perfect shot lore friendly?



#84
Wolf_in_the_Meadow

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Yes, lore. Is pausing time to line up the perfect shot lore friendly?

 

Pausing the game doesn't ruin the internal consistency of the world. It doesn't impact the lore at all, so yes, it's lore friendly.



#85
mickey111

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I don't care about the lore and the ME3 ammo was best. 



#86
CrutchCricket

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It should really be that weapons run on a ME1esque overheating mechanic by default, but that you can opt to eject a heatsink with stored excess heat instead of waiting for the cooldown if you need/want to keep firing immediately. Say you want a quick one-two with a high powered sniper rifle that's modded for firepower and overheats after each shot (think ME1 SR w/ HE rounds for example), first shot -> overheats -> pops heatsink -> second shot with a much shorter delay.

My half thought through thought:
Make the guns fire up to X shots before their heatsink overheats and you can't fire. At any time you can vent the gun which is effectively the same as an ME2 reload but rather than eject the clip you just expose the heatsink so it can cool rapidly. So basically it works like ME2 mechanically but you can't run out of clips.

Both good suggestions and things they should've done since ME2.
 

<<<<<<<<<<>>>>>>>>>>
 
Frankly, if the Andromeda events are occuring long after the trilogy is gone, as per Conal's introduction,  I'd wager technology advanced beyond the ME3 universe.  It is reasonable to say that weapon tech also advanced, especially in such a current chaotic environment..... as in necessity is the mother of invention.
 
 
Here are some ideas:
 
1. Hand beam weapons with a low, medium and high setting.  frequency of changing the energy clip depends on the power used.
2. Smart "missle bullets".  Once they have acquired your energy signature, homing in on the target is easy.
3. Flying bug size scouting units providing enemy emplacement data.
 
Universal thermal clips here won't work or rather should not. Why? Easy! The Helious Cluster is home to you and alien cultures with nothing in common or recognized Central Authority. Each culture will have developed their own tech base. Picking up thermal clips from the enemy to insert into your own weapons is a silly idea. Having said that, Bio may go ahead anyway, in order to simplify game play for the "new broader market".

I agree. You could also devise a system to weaponize the vented heat, resulting in both fast cooling and a combat option if you do overheat that's more effective and more high tech then "use gun as club".
 
 

The current mechanics on most weapons allow the player less down time between shots, incorporate skill based mechanics like reload canceling, reward those that can hit the head of the enemy and punish those with faulty aim. Current mechanics push it more to a skill based shooter while having a sliding difficulty that makes it accommodating to those that aren't as skilled or comfortable with shooters.
 
Let's see if you can articulate an argument better than you aim a weapon with finite shots.

None of this indicates a necessity for finite shots. At best it's an argument for a reload mechanic and headshot damage.

 

Care to try again?



#87
Mad Cassidy

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I really liked the cool-down method of replenishment in ME1. It was a piece of story fluff that informed gameplay crunch and made the game feel unique and grounded in its own lore. I don't feel that thermal clips added anything but frustration for me. I'd be okay with slightly longer cool-down periods and optional thermal clip use. That way you still have some resource use, but it's up to the player whether to manage their rate of fire to avoid overheating, switch weapons to avoid overheating, or replace scarce thermal clips to maintain a more constant fire rate. Also, if we're in another galaxy, I would expect arms technologies to be incompatible, so having thermal clips randomly appear at the feet of certain enemies wouldn't make any sense.



#88
Maniccc

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Well, it makes total sense that in another galaxy where presumably the Reapers did not build any mass effect tech for anyone (since they presumably never went to Andromeda), for their to be mass effect weapons with ammo lying around on the floor randomly.  As a gun owner myself, I like having ammo lying around the floor here and there in my house, just in case, you know.  I also sprinkle some about the front and back yards.



#89
Jeremiah12LGeek

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After three games, my lore and mechanics concerns no longer include smaller details like how my gun keeps shooting.


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#90
NuclearTech76

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None of this indicates a necessity for finite shots. At best it's an argument for a reload mechanic and headshot damage.

 

Care to try again?

I wouldn't think I would need to try again. 

 

Infinite ammo Harrier, infinite ammo Claymore, etc. Idk if you play multiplayer but that would be completely broken if you didn't have ammo constraints. Also you have some diversity amongst weapons as well, some are finite, ammo box filled, some are infinite ammo cooldown weapons, thermal clipping in MP works for all though. 



#91
UKStory135

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As I've said, I don't feal the ammo mechanic really added anything. It was only an issue for me once, across all playthroughs, with every class on every difficulty, and that I'm pretty sure was a glitch. If you're given more than enough ammo, what's the difference between a reload and a pause to cool? The gameplay didn't change for me, the lore just became rediculous.

You may not feel like it added anything, but the ability to control your ammo did add a lot to the gameplay.  It sped the game up and added an emphasis on skill. I don't mind if they go to infinite ammo, but I will mind if I have to sit in cover for 3 seconds after every claymore blast.


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#92
OhNoWhyHow

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I'm fairly neutral on the ammo question.  If I had to pick, I'd probably say I prefer ME1's system marginally.  The one thing I don't want, however, is for aiming to be irrelevant as it is in ME1.  As all the ME games are quite easy, having stat based aiming at high levels turns the combat into little more than "push this button to win" and at low levels you have the ridiculous problem of an elite soldier missing with a shotgun from 10 feet away.



#93
NuclearTech76

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There will probably still be cooldown based weapons like the Lancer, CSMG, CSR, PPR. Hopefully those weapons are there at the beginning. 


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#94
Wolf_in_the_Meadow

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I wouldn't think I would need to try again. 

 

Infinite ammo Harrier, infinite ammo Claymore, etc. Idk if you play multiplayer but that would be completely broken if you didn't have ammo constraints. Also you have some diversity amongst weapons as well, some are finite, ammo box filled, some are infinite ammo cooldown weapons, thermal clipping in MP works for all though. 

 

I solo'd Gold regularly, and while I could never solo past Wave 5 or so on Platinum, I never had an issue with ammo.



#95
NuclearTech76

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I solo'd Gold regularly, and while I could never solo past Wave 5 or so on Platinum, I never had an issue with ammo.

Gold is pretty easy to solo. Plat the ammo constraints actually come into play on a weapon like the Harrier where the ammo boxes suck ass and the enemies are bullet sponges, playing with teammates especially on maps like Dagger Hazard ammo constraints become a significant factor if you're not hitting headshots and budgeting your ammo.



#96
UKStory135

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Gold is pretty easy to solo. Plat the ammo constraints actually come into play on a weapon like the Harrier where the ammo boxes suck ass and the enemies are bullet sponges, playing with teammates especially on maps like Dagger Hazard ammo constraints become a significant factor if you're not hitting headshots and budgeting your ammo.

The ammo drop at Hazard Dagger is ridiculous.



#97
NuclearTech76

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The ammo drop at Hazard Dagger is ridiculous.

Condor is pretty bad as well for an ammo eater like the Harrier.


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#98
Wolf_in_the_Meadow

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So just to be clear, you're saying that ammo makes absolutely no difference unless you're in multiplayer, on the hardest difficulty, with a specific weapon, on a specific map? But then it informs your experience.

 

Well, I'm sold.



#99
GnusmasTHX

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So just to be clear, you're saying that ammo makes absolutely no difference unless you're in multiplayer, on the hardest difficulty, with a specific weapon, on a specific map? But then it informs your experience.

 

Well, I'm sold.

 

And your main complaint is that it conflicts with one line of lore that somehow shadows your entire gameplay experience for two games.

 

Well then.


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#100
CrutchCricket

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I wouldn't think I would need to try again. 

 

Infinite ammo Harrier, infinite ammo Claymore, etc. Idk if you play multiplayer but that would be completely broken if you didn't have ammo constraints. Also you have some diversity amongst weapons as well, some are finite, ammo box filled, some are infinite ammo cooldown weapons, thermal clipping in MP works for all though. 

I play plenty of multiplayer and like others have mentioned, I've never run out of ammo once. And even if you do, pop a lolThermalPack and you're back in business, instantly.

 

There are other ways to provide challenge. This is one of the cheapest, and ultimately it doesn't even work.

 

The variety argument doesn't hold either. Take the Lancer vs Avenger. You don't fire those guns any differently, you can just fire the Lancer for slightly longer. Woohoo. Obviously the damage is higher on the Lancer and they made the ROF faster as well but even if those stats were equal there's still no reason to choose the Avenger over the Lancer.