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How should Bioware handle weapon mechanics for ME:A multiplayer?


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#26
LoonySpectre

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So, to summarize - dual-wielding Javelins that shoot Claymores onto enemies.


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#27
Abramsrunner

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So, to summarize - dual-wielding Javelins that shoot Claymores onto enemies.

They also explode into Venoms.


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#28
SethGecko

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Now, I don't wanna get into a debate about Jay and all that... But...

https://www.youtube....h?v=yAyvKfj4-9w

Watch at 4:00. Dat sound... And dat feed...

Perfection :wub: :wub: :wub:

Sabreroticism....
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#29
DaemionMoadrin

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Sabreroticism....

 

Claymore + Subwoofer = good vibrations. :P


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#30
SpaceV3gan

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The way things were in ME3 are great. DA:I weapon mechanics was a fiasco - and that is coming from someone who put over 3k hours in that game. There are only one weapon per weapon class worth using; the ultimate weapon of the game, worth hundreds to thousands of hours of grind can only be wielded by 2 out of 17 characters. Not to mention that true power in that game comes from promoting, promoting and promoting. If you have time and patience, you need zero skill. Playing the highest difficult on DA:I for highly promoted players can be easier than Silver on ME3, probably even easier than Bronze.
All there is to learn from DA:I is that those gamebreaking flaws must not happen again.

Things that I would like to see in ME:A weapon mechanics-wise when compared to ME3 are: A ) Sharp balance among weapons - the gap between starter weapons and high-end gear is too wide, and would be better and make the game more interesting if minimized; B ) more rewarding RNG - the journey to a 'maxed manifest' or whatever equivalent for that should be less grindy, attainable to the masses.
And please, no power reward via Promoting.


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#31
Abramsrunner

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^It's like the team who made DAIMP took all the lessons, & good things out of ME3MP & throw it out of the airlock.

 

The only thing that DAIMP had over ME3MP was you can craft characters instead of wishing for a RNG drop, but that was irrelevant because there was 12 characters. (That's how many I remember back then, I think there might be a few more now.)


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#32
TheBunz

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Also get rid of useless amps and either fix them or replace. Explosive ammo, still have not found a use for
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#33
RidiculousMammal

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Also get rid of useless amps and either fix them or replace. Explosive ammo, still have not found a use for

 

  Its a clear example of ideas with no execution.  Cryo Ammo is just as useless.



#34
Abramsrunner

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  Its a clear example of ideas with no execution.  Cryo Ammo is just as useless.

At least Cyro Ammo can be fun.



#35
DarkOrgasm

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Every gun has a built in shield boost button on a timer so pug volus wont lock up your guns

 

A shotgun that shoots out ABombs for those necessary comedic moments we all need

 

A rocket weapon that double taps like you know who

 

An engineer with 2 pets that can stun lock nasties


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#36
Abramsrunner

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A rocket weapon that double taps like you know who

We used too have one, back when the Krysae had it's "charge function" you could double tap it, then it was removed for "curing" the missile glitch. I used to put on a GE & act like who shall not be named.



#37
7twozero

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Cryo Ammo is just as useless.


Oh it's on now
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#38
Saikyo_McRyu

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I don't really care, so long as they make me dual wield Claymores.



Let's hope we don't have to keep making sacrifices to the Rng gods to get decent gear.
Also, all praise to the High lord!



Because of ME3 I think I have developed a perverse fetish for gameplay sounds.

Sabre, Claymoar, the list goes on....

And the resulting sound of a headshot is a definite keeper. No debate on that one.


 

Nice! I guess it's kinda comparable to when you shoot two claymores at the same target at the same time:
 
giphy.gif

 
 

Dat Javelin sound  B)

 
 

So long as the Claymore comes back with the same sound and reload cancel mechanics then I'll be happy

 

Spare me your uncivilized portable Bombards and gun-mode Galvatron sniper rifle and give me the M-76 Revvay from ME2. With piercing mods and incendiary ammo XVI. And stability mod one jillion.

So what if I miss sometimes.

craters-in-strange-places-islands-photog


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#39
Abramsrunner

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^You'd miss that island  :P


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#40
Deerber

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^You'd miss that island :P


Nah...

Not if he was shooting at another planet :lol:
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#41
Saikyo_McRyu

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Nah...

Not if he was shooting at another planet :lol:


Stop giving away my strategies, villain! :rolleyes:


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#42
filippopotame

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I wish they'd abolish the stupid weapon upgrade system. If I get a gun, then that's it. There don't have to be 9 better versions of it out there. Same goes for the weapon mods.

 

It would be much better if there were more guns and more mods with more variety instead of all those pointless evolutions. Of course these items need to be pre-defined and not the result of a RNG. Let's say 20 weapons for each category with a dozen mods each. That's still 160 items, plus consumables evolutions. More than enough to keep players interested. If the game is as good as ME3MP, then they'll continue playing even with maxed manifests.

 

Something I wanted since ME2: Allow us to config the weapon slots individually. If I want to carry two pistols, then I should be able to do so. I only get to use one weapon at a time though. This would allow for more flexibility, too.

You said everything sir ! Yeah, what you describe is ideal. I'm afraid they'll want more room for microtransactions.

Another solution could be not to make the upgrades random so you only pay for those you want.


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#43
LoonySpectre

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With the shop, I'd go with experience (not the N7 level, but total experience points) unlocking new options. The more you play, the more chance you get to buy a cooler weapon.



#44
Alfonsedode

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Let's hope we don't have to keep making sacrifices to the Rng gods to get decent gear. 

$$$$ are better for everybody then



#45
smeckie

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I don't care what they do, I'm just sick of Mass Effect 3 and I'm ready for the new game.

#46
Alfonsedode

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just buff the reegar biovare please


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#47
Alfonsedode

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UHtJkuM.png



#48
capn233

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Take PRS and throw it out the airlock.

 

Pretty much as long as they don't do something as insane as base power damage on the weapon's base damage, we should be ok.



#49
TheNightSlasher

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For the most part, I am quite happy with ME3's weapon mechanics. I'd be content if they implemented a similar scheme in ME:A but a couple of changes I'd like are:

  • Remove the glitch with the mods that add weight. While I've exploited it in ME3, I'd rather not have such a thing in ME:A
  • Nerf the smart choke, or have raider/piranha like accuracy for all shotguns. Having a shotgun that can shoot across maps are silly. (powers like MM, DM, HM shouldn't affect shotgun spread IMO)

Besides that, I've no issues. Weapons require better balancing and some additional variety would be nice but the mechanics related to upgrading, mods and mod slots are fine by me.

 

I don't have any preference for SP to be honest, but I liked ME2's research based upgrades a bit more than ME3's. In particular, the special bonuses after two/three weapon upgrades were kinda neat.


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#50
Mission_Scrubbed

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Nerf the smart choke, or have raider/piranha like accuracy for all shotguns. Having a shotgun that can shoot across maps are silly.

It would be a terrible thing for all shotguns to have Raider/Piranha accuracy. Those two shotguns have more dps, but wider spread. I don't want to have the same weapons over and over, I want new stuff and mechanics.

Nerfing smart choke is not necessary, accuracy on Mass Effect 3 is totally fine. And I don't think shotguns can shoot across maps, considering how bigger maps are compared to the previous game. example: shooting the Claymore on Hydra (Geth Pyro, headshot, ~10m away) took 3 squares of his shields. Not a big deal. Sniper rifles are still the kings of long-range gameplay.


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