Really? Come on, let's keep it real. EAware games are never challengeing to begin with. One of the main reasons being is the AI never fights on the same footing as the player, the player always has advantages; class abilities being one. Which is why I think the only challenging fights in Shepard's trilogy were Tela Vasir and Shepard's clone. They were the only ones basically on the same playing field as the player. So that geth colossus wasn't really challenging to begin with. With or without a heavy weapon, it could get rekt with charge shotgun combo straight out of the gate or any combo from any class if the player knew how to use their class effectively. The only thing heavy weapons did was let you kill things a bit faster; challenge was never effected.I think the reason why they took out HWs is because the game would be kinda hard to balance.
An example of this was back in ME2, using the Cain to rekt the Geth Colossus. That was supposed to be a challenging scene, and yet with one click you pretty much won the fight (insanity required a bit more of shooting, but still).
I'm assuming this is what they wanted to avoid in ME3.
If balancing was EAware reason for not giving up heavy weapons then they should have taken a step back and really examined ME3, because it was not at all balanced. Prime example: Vanguard class; it is broken. You can literally use charge and nova non-stop, killing everything. Those two abilities synergize so well there was barely a cool down for charge.
Charge cool down is what balanced it in ME2. The player had to be careful of how they charged. A lot of players handicapped themselves, restricting themselves from using nova, just to make insanity more challenging. Adding heavy weapons would have been the least of their problems, as far as balancing goes.





Retour en haut








