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Bring back the sexy heavy weapons!


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#51
iM3GTR

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Yes friend, yes you are :)


It was the only (non DLC) heavy weapon that looked OK on Shepard's back.

#52
rocklikeafool

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Some of the "sexy" heavy weapons didn't have any use beyond a specific situation...



#53
MrFob

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I basically never use them and I think they look ugly when strapped to Shepard's back so in the ME2 coalesced, I change the loadout of the classes to get rid of them. There are maybe 3 enemies in the game where they are actually half way useful and even those can be easily defeated with normal weapons. So I don't really need them back, at least not in the form they had in ME2.

 

That said, I don't mind heavy weapons in terms of gameplay, it's more a fashion choice :). As long as their loadout is optional, if there are big enemies around regularly where these weapons do come in handy and maybe if we have some cooler ones that don't look like we have to carry a fricking suitcase on our backs, then I'd be thrilled.

 

For example, how about a laser pointer (and no, a laser pointer doesn't have to be as big as the one we used on Rannoch), to paint targets for orbital strikes. It would only work in open air spaces of course (which gives the devs a convenient excuse if they want to design a boss battle where you cant just pull the trollface weapon on them) and we could store it in our fron pocket.


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#54
NKnight7

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I always liked the Avalanche and Arc Projector heavy weapons in ME2. I agree.



#55
Cyberstrike nTo

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I honestly didn't miss them much in ME3, tho it was silly that whenever you needed one it just happened to be lying around nearby.

 

I didn't really use them much tbh.  I'm a pistol and sniper rifles girl, so I liked being able to only carry them in ME3 and nix the others in favour of a quicker biotics regen time.  So if heavy weapons were optional then I'm up for that, but not if I'm forced to lug them around with me.  I've literally spent all of ME1 and 2 carrying around shotguns, assault rifles and heavy weapons that I never once used.  I appreciate having a choice to ditch them from my armour.

 

The same here. I'm an assault/sniper/pistol/SMG guy, so heavy weapons and shotguns were basically useless for me, I probably wouldn't use them unless the story demanded it but I'm not against it as long as I have a choice not to carry weapons that I don't use. 



#56
Eleonora

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Never really needed them, but they were an absolute bliss to use. Nothing beats a good Cain to the face (occasionally your own).

#57
DaemionMoadrin

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I only used the missile launcher in ME2. You could just fire it without a target and the missiles would find an enemy on their own. Across the entire map.

 

Also really good for cheesing that one mission with the three mechs shooting up containers. Hide behind your shuttle, fire a missile, wait for a mech to come stomping up to you, destroy it, repeat. Win the mission with all containers intact.



#58
Eckswhyzed

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Oh, I absolutely agree for MP. I was just talking about SP.

 

When talking about guns like the Geth Spitfire or the Flamer I'd actually like to move those into some other category. Something pseudo-heavy, because they're not as damaging as something like a Blackstorm or a Cain.

Maybe a "support" category. Here we'll have all this pseudo heavy weapons like the shitty M-77, the Flamer, the Geth Spit Fire (with actual good damage this time around), etc. Just an idea though.

 

Ah, either solution works. I just want to see them as proper heavy weapons so that the devs can go crazy with the buffs. Like have the Typhoon and Spitfire do 10x the damage and shoot out thousands of rounds per second, that sort of thing.



#59
KaiserShep

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I only used the missile launcher in ME2. You could just fire it without a target and the missiles would find an enemy on their own. Across the entire map.

 

Also really good for cheesing that one mission with the three mechs shooting up containers. Hide behind your shuttle, fire a missile, wait for a mech to come stomping up to you, destroy it, repeat. Win the mission with all containers intact.

 

 

The Cain is the ridiculous cheat weapon in that mission. I just fire at it when the mechs are on their way to the crates and the mission is over immediately. Really the crates should've been destroyed as well but whatcha gonna do?



#60
Silvery

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I did not use the heavy weapons that much but when I did they were fun to use. I would be fine if they were brought back, the more options the merrier. 



#61
CrutchCricket

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I liked that the weight system because it me to be selective about which weapons I carried on different missions rather than imposing things like a certain class that was never "train-able" in a certain type of weapon.  I think it's perfectly realistic that even biotics could have had individual preferences for weapons and probably some would have relied more heavily on their weapons than others.  I've played several different soldier builds... a couple of those didn't carry an assault rifle, but rather carried a sniper rifle instead or just a pistol & smg instead.  I would select a different bonus power to compliment the type of weapon(s) my soldier(s) preferred to use.  It was a way of mixing up the game play a little bit without actually changing the class of Shepard I had.

 

I think the player should be able to make their own selection based on their preferred game play and giving them a weight consideration was a way to allow the player to do just that without allowing them to just carry everything.  Bah on speculating whether or not carrying weight should "logically' affect the casting of tech or biotic powers.  Tech and biotic powers are pure fiction anyways.  As a game play mechanic... the weight thing added a little "extra" factor that I could manipulate in order to just play the game... and I LIKED IT.

 

You say you'd like the idea of abilities getting progressively worse throughout a mission.  I wouldn't mind it personally... but I bet a lot of other people would complain as they typically put the toughest battles with the toughest enemies at the end of a mission level rather than the beginning.  Perhaps cool downs and such should lengthen if your health bar isn't right up to snuff and limit it so that you can only use a Medi-Gel to boost yourself after your health bar is down, say, 2 or even 3 whole sections.

I don't advocate the complete lockout of weapon types like ME2 or having them as dead weight a la ME1. But the weight system was a poor way of balancing it. I played legit my first playthrough but I modded out of it as soon as I could afterwards. Preference is one thing, but again why does having an extra weapon on your back prevent your overload kajigger from firing as quickly? Doesn't make sense, mate, and "it's all fictional" doesn't cut it.

 

I understand gameplay and story segregation. Lorewise we should only be able to use biotics once or twice, maybe three times during a fight if we're a beast then it's off to the buffet to replenish that energy. But that would suck as gameplay. I'm willing to make some concessions of logic and lore to make playing the game more fun but when it's both illogical and crappy, then I'll have no part in it. I believe my suggestions are better in every way, though they could be tweaked since they're just off the top of my head.



#62
Sartoz

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Another epic creation that was birth from the sweet womb of ME2, besides each class unique individualism, was the many heavy weapons the player had at their disposal. For some reason unknown to me ME3 scrapped these beauties and replaced them with a generic missile launcher, and two cameo appearances from the M-920 Cain. I want my Arc Projector, and M-490 Blackstorm back. Heavy weapons added another dimension to combat. Hell, let the enemies be able to utilize them as well for an added challenge to gameplay. Come on EAware do it, give them back.    
 

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I prefer powerful biotics to boy toys. .. 'causea gunners can't curve a bullet around a corner.



#63
malloc

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Heavy Weapons should be penalized for not having the right stat allocation. 



#64
Sartoz

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Heavy Weapons should be penalized for not having the right stat allocation. 

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The correct stats may throw off their balance tweaks. :angry:



#65
malloc

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The correct stats may throw off their balance tweaks. :angry:

Ahhhh :/ I really love playing heavy weapons characters because the fun is that they become so OP at the end lol



#66
CHRrOME

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Maybe something like

 

Heavy weapons/Specialty weapons- Type: Heavy, Slot: Center back.

AR/Sniper/Shotgun- Type: Medium, Slot: Upper Right, Left, Lower back, respectively.

Pistols/SMGs- Type: Light, Slot: Left/Right Hip

 

I was thinking how the game could work with a slot system, too.

Thinking in ME2 and how Shep was able to equip a lot of weapons, as you mention.

*One small weapon (pistol or machine pistol a.k.a. SMG) on each side of the hip.

*One medium length on the lower back (like a shotgun or maybe selected ARs)

*Two large weapons (upper right and upper left as in ME2) on the back. Or one, depending on class maybe.

 

Not going too far like class restricted, but maybe doing something weight based. Like a vanguard cannot carry as many weapons as a soldier and so on, but let them pick whatever weapon they want. Just with an actual restriction this time, like 100 maximum carry weight and then you cannot equip anything else.

If we have a full-weapon class, let them carry as many weapons as they can (an example here would be an N7 Destroyer, that gives zero fuc*s about weapon weight).

 

Ah, either solution works. I just want to see them as proper heavy weapons so that the devs can go crazy with the buffs. Like have the Typhoon and Spitfire do 10x the damage and shoot out thousands of rounds per second, that sort of thing.

 

Yeah, I know what you mean. The Spitfire in campaign was fan-bloody-tastic, was my favorite HW after the Cain.

 

When I saw what they did to it on multiplayer though...

 

Infarto.gif


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#67
UpUpAway

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I don't advocate the complete lockout of weapon types like ME2 or having them as dead weight a la ME1. But the weight system was a poor way of balancing it. I played legit my first playthrough but I modded out of it as soon as I could afterwards. Preference is one thing, but again why does having an extra weapon on your back prevent your overload kajigger from firing as quickly? Doesn't make sense, mate, and "it's all fictional" doesn't cut it.

 

I understand gameplay and story segregation. Lorewise we should only be able to use biotics once or twice, maybe three times during a fight if we're a beast then it's off to the buffet to replenish that energy. But that would suck as gameplay. I'm willing to make some concessions of logic and lore to make playing the game more fun but when it's both illogical and crappy, then I'll have no part in it. I believe my suggestions are better in every way, though they could be tweaked since they're just off the top of my head.

 

"It's fiction" is the ONLY logical explanation for any of it from the start so don't try to pile logic on top of fantasy and try to tell me that your "reasoning" is any more valid than mine.  We can each like whatever system better... that's fine... but neither is representative of anything close to reality.



#68
CrutchCricket

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Yeah, you could equip any weapon in any category combination that your class supports. But you would also have the option of speccing for additional carrying capacity, albeit at the cost of powers or movement speed.

 

Another way to make it interesting is to incoporate a suggestion someone else posted: get your squad to carry some weapons, and implement a swap system so you can switch guns with them on the field. Or just take control of them which I believe has been requested in teh past.



#69
CrutchCricket

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"It's fiction" is the ONLY logical explanation for any of it from the start so don't try to pile logic on top of fantasy and try to tell me that your "reasoning" is any more valid than mine.  We can each like whatever system better... that's fine... but neither is representative of anything close to reality.

Uhm, no. Any good fiction still has internal logic, even about things it asks you to suspend your disbelief for. And outside of those things you suspend your disbelief for, everything else should work as in RL unless they too are different as part of the setting. And there is nothing in real life or Mass Effect that logically makes your omnitool give a damn how much weight you have on your back.

 

I'm not discussing your preference. You can like the system all you want. That doesn't mean it makes sense.


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#70
KotorEffect3

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I approve of bringing back heavy weapons.



#71
UpUpAway

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Uhm, no. Any good fiction still has internal logic, even about things it asks you to suspend your disbelief for. And outside of those things you suspend your disbelief for, everything else should work as in RL unless they too are different as part of the setting. And there is nothing in real life or Mass Effect that logically makes your omnitool give a damn how much weight you have on your back.

 

I'm not discussing your preference. You can like the system all you want. That doesn't mean it makes sense.

 

The canon "internal" logic of ME3 (fiction) was that excess weight did slow down power usage.  It's a fact built into the game.  You're just challenging the author based on bringing in your own outside logic with a "why should it" because you didn't like the system.  Not liking the system is your prerogative, liking it is mine.  My interpretation of the author's logic is every bit as valid as yours... note every bit as valid... not more valid... not less valid.  The RL author's logic was most likely that they wanted to introduce some variety between the 3 games so they switched up the mechanics a little bit.  They also gave you the ability to arbitrarily change your soldier Shepard into an Adept if you wanted; they also changed and then eventually eliminating hacking; and they also changed how planets were scanned, etc.  It was change for the sake of change just to keep the 3 different games a bit fresh. 

 

It may not have made the 3 works as consistent as they could have been, but it was probably a good real world move on their part from the very real world perspective of maintaining sales.  In the real world, the author can (if they want) be inconsistent in a work of fiction.  You can criticize it for being not good fiction.  That is also your prerogative.  It's also my prerogative to treat each game as a separate work of fiction and not let it bother me. 

 

However, we weren't discussing the quality of the fiction here.  I was merely stating that I liked the particular game mechanic of using a weight factor and I game my reasons for liking it.  You're the one who, in your response to my post, presumed to tell me that your suggestions were "superior" to mine "in every way."  BS I say... your likes are different than mine, your suggestions are different than mine, and, obviously, your ego is larger than mine.

 

Furthermore, there is nothing holding ME:A to ME1-3's already inconsistent "logic."  Bioware has openly stated an intention to stray from the events of ME1-3 and they WILL most likely change a number of the mechanics of the game... and no doubt people here will instantly rag on them for it because ragging on Bioware is what they "like" to do.  However, I would be surprised if people would be happy if they just went back to all the "logic" of ME1 only and released ME:A with all the same game mechanics they had in that game.



#72
Luke Pearce

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I would go further and make some areas inaccessible unless you have equipped the right heavy weapon (yet also have the ability to swap out heavy weapons at the mako at any time).

 

For example, one planet could have extremely dense foliage hiding some secret areas and you have to burn your way through with the firestorm.

 

Another planet could have rubble and you clear it all with the black hole gun.

 

One could use the arc projector gun to power something, another could use the Avalanche to douse extreme heat, particle beam for the opposite (melt ice away) and the almighty Cain could be used to blow a damn big crater in the ground to access secret paths.

 

Just to add a bit more variety and rewards players who explore.


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#73
Khrystyn

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Shepard: What noise is this? Bring me my Arc Projector, ho!

Liara: A crutch! A crutch! Why call you for a projector?

Shepard: My Projector I say! Harbinger has come and flourishes his sword in spite of me!

Harbinger: Thou villain organic, hold me not! Let me go.

Liara: Thou shalt not stir one tentacle to seek a foe.

Harbinger: The cycle must continue.

 

Very well done. I tip my hat to you and offer a crisp Salute!

 

I'm going off topic for a moment, I know, but I can't resist this golden opportunity. Thanks ZZ2K!

 

           "You have not experienced Shakespeare until you've read it in the original Klingon."

 

 

Kirk: "Ships Log: The Enterprise hosted Chancellor Gorkon and company to dinner last night. Our manners weren't exactly Emily Post. Uh, note to the galley-Romulan ale no longer to be served at diplomatic functions.


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#74
Chealec

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...

 

The weight system was garbage. How does having more weight on my back affect the deployment time of tech abilities, or even biotocs? Sure biotics require energy and stamina to cast but if you follow that logically it'd mean you could perfect cast at the start of a mission but your abilities would get progressively worse.

That might make for an interesting game mode actually.

Also inb4 "balance". A better way to do that would be to just restrict the amount of weapons you could carry again but allow you to buy into carrying more but at the cost of some powers (the exception of course being soldier).

...

 

 

I actually prefer the weight/CD system to restricted weapons, especially if they're restricted by class - it allows for more variety. I'm not really sure restricting the number of weapons slots would "solve" anything anyway; Claymore QFE in MP is pretty badass - and she's only carrying one gun. Ditto on the HI.

 

You can carry the same sort of logic across to SP unless you're desperate to pack a sniper rifle. I'm pretty sure my last ME3 play-through (as a soldier) I only carried one gun through virtually the whole game ... OK, it was the Harrier which is a bit like easy mode but still.

 

The Weight/CD system means that you'll suffer at least some negative side-effect from packing a hand-cannon in either SP or MP (certain MP classes notwithstanding - Demogirl for instance) - swapping powers for weapons slots would just be mitigated by slapping on a single Claymore/Harrier/Reeger etc.


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#75
10K

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I prefer powerful biotics to boy toys. .. 'causea gunners can't curve a bullet around a corner.

Nether can a biotic :P