Weapon Customization.
#1
Posté 21 juin 2016 - 05:06
#2
Posté 21 juin 2016 - 05:10
Most likely. They will probably expand on ME 3's mod system. But can't say for sure. I am looking forward to new alien weapons we might stumble across
#3
Posté 21 juin 2016 - 05:10
Other than that, I have no idea. A few expansions on ME3's system will be enough.
#4
Posté 21 juin 2016 - 05:55
Perhaps it will be excessive but I'd like more than just two mod slots per weapon. I would love for the weapons to have barrel, stock, magazine, scope, etc slots that we can put mods into. Not everyone weapon needs every slot, but modding guns like that is a lot of fun in games and would hopefully let people use weapons in the ways they want too.
It would also be nice if the mods themselves did not change the gun's color and that we could alter the color ourselves.
- DarthLaxian, Element Zero et SKAR aiment ceci
#5
Posté 21 juin 2016 - 07:55
I liked how ME3 had a great variety of mods, and sharkyboy's idea of expanding them further is fine by me. The thing I didn't care for was how they leveled 1-5. I preferred how it worked in ME2. In many cases in ME2, you either had a mod, or you didn't. You didn't have to keep scrounging and shopping to level it up (weapon damage excepted).
I'd prefer a system in which we don't repeatedly find or purchase the same mods, again and again, leveling them up as in ME3. That seems silly and breaks verisimilitude. I'd even prefer we not have to keep leveling our weapon damage. That's way too "gamist" for me. That could easily happen behind the scenes, and be tied to character level, or something. Do you think real life SpecOps guys "level up" their gear? No. They gear up as they prefer, and their skill does the rest. I'd like the game to simulate that.
- DarthLaxian, capn233 et Monk aiment ceci
#6
Posté 21 juin 2016 - 10:14
Really when you get down to it, there aren't very many mods that are actually useful in ME3, and some are outright superseded by others.
Also just straight bonuses to mundane things like damage and accuracy are fine, but some of the later mods were more interesting. For instance, Cranial Trauma giving a headshot bonus. Expanding on that, it would have been nice if there were mods to alter defense multipliers like some sort of shield piercing module.
#7
Posté 21 juin 2016 - 10:31
Really when you get down to it, there aren't very many mods that are actually useful in ME3, and some are outright superseded by others.
Also just straight bonuses to mundane things like damage and accuracy are fine, but some of the later mods were more interesting. For instance, Cranial Trauma giving a headshot bonus. Expanding on that, it would have been nice if there were mods to alter defense multipliers like some sort of shield piercing module.
True.
Though we were swimming in options, I always used the same small selection of optimal mods.
I wouldn't mind the ability to use more than two mods at a time. Obviously, this would've broken ME3 wide open, but anything is possible when you're designing a new system from the ground up. I don't think we need to go overboard, but the ability to use a handful of modest mods at a time would be nice. (I had a few examples, but it will have to wait. I have distractions around me, at present.)
- DarthLaxian aime ceci





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