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Weapon Weight Affecting Cooldowns


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#26
Ralfufigus

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tell me you did play ME3 and just not installed it on your system :P 
 
 

 
 
Yeah I found it interesting in ME3trying to manage what to carry with what abilities I had. It's always been an interesting challenge.
 
 

Yeah I donj't think I'd miss it if it weren't in MEA but it is an interesting challenge to master in ME3

Exactly. It was annoying that you couldn't really get the combinations that you wanted. But, once you found something that worked well with the cool downs you had, it felt like you'd overcome a challenge, or something along those lines.

#27
nfi42

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Big fan of it.  Made me think.  I like to think  (about rockkkss).

 

Could do with a bit of tweaking.  So I could think more (more rockkksss).


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#28
Chealec

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Yes, but they should try to tweak it so that carrying multiple weapons isn't hit so badly. The balance was pretty good for individual weapons, but it really encouraged just carrying one.

My suggestion would be for class skills that give you more weight capacity to instead give a flat reduction in weight per weapon. With Soldiers getting the best of course, so they can carry a nice arsenal with them.

 

By the time they'd finished patching and balance changes though, some of the best weapons in the game were also the lightest:

 

Talon

Arc Pisol

Wraith

Acolyte

Hurricane

 

... even the Harrier didn't weigh that much.

 

Which kinda negated a good chunk of the purpose of weight/cooldown balancing; in SP, apart from style points, there wasn't much reason to use anything other than the Harrier no matter what class you played.

 

The system itself wasn't flawed though I don't think - it was a good idea - just the implementation was a bit off.


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#29
Sylvius the Mad

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I really liked how this worked in MEA. If you wanted the versatility of carrying multiple weapons, you had to pay for that. But if you primarily used powers you could carry as little weapon as possible.

If the system does return, I hope we have the option to go weaponless and really focus on minimizing cooldowns.
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#30
nfi42

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I really liked how this worked in MEA. If you wanted the versatility of carrying multiple weapons, you had to pay for that. But if you primarily used powers you could carry as little weapon as possible.

If the system does return, I hope we have the option to go weaponless and really focus on minimizing cooldowns.

 

That wood be fun.  Wouldn't want the cooldown to go to long in an instance.  Waiting for powers is not fun.



#31
Sylvius the Mad

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That wood be fun. Wouldn't want the cooldown to go to long in an instance. Waiting for powers is not fun.

I don't entirely agree. Waiting for powers is something that can be done while changing position, or waiting for an enemy to pop out from behind cover.

In ME3, I found I never had to actively wait for my cooldowns, even though I almost never fired my weapon, because the enemies were hiding. I could leave cover and get myself shot, or I could just wait.

A cover-based shooter should have quite a bit of waiting in its ordinary gameplay. The cooldowns can fit there.

#32
nfi42

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I don't entirely agree. Waiting for powers is something that can be done while changing position, or waiting for an enemy to pop out from behind cover.

In ME3, I found I never had to actively wait for my cooldowns, even though I almost never fired my weapon, because the enemies were hiding. I could leave cover and get myself shot, or I could just wait.

A cover-based shooter should have quite a bit of waiting in its ordinary gameplay. The cooldowns can fit there.

 

 

The reason I say that is that a certain other game that shan't be mentioned recently had a bug that reduced cool down of powers.  It made it more fun for me because it reduced the evasion rolling or stepping away in combat.

 

But I like faster combat and yes,  doesn't really effect a cover based shooter as much.



#33
AlanC9

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Exactly. It was annoying that you couldn't really get the combinations that you wanted. But, once you found something that worked well with the cool downs you had, it felt like you'd overcome a challenge, or something along those lines.


I thought this was actually a bit of a problem -- my playstyle got a little stale since I could always get my optimal loadout.

#34
Kali073

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As long as they don't return to the ME2 system. The gameplay was fine in that game aside from that it made it annoyingly difficult for Biotics. I mean, almost every enemy had armour, shields or both which biotics didn't work so well with and the cooldowns were too long. I really enjoyed ME3 gameplay more than ME2.



#35
Pasquale1234

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I rather liked the weight / cooldown system in ME3.

I found it particularly interesting in choosing which mods to use, since some of the weapon mods were for weight reduction while others gave you more firepower. You could tailor your loadout for your playstyle, whether you wanted, for example, to do your major dps via pew-pew or powers.

#36
Ralfufigus

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I thought this was actually a bit of a problem -- my playstyle got a little stale since I could always get my optimal loadout.

Hmm. You see, it always forced me to do what I wouldn't do normally.

#37
capn233

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If they aren't going to adhere to basic rules that would make this mechanic work, then it should not return.  It was not remotely effective at its intended purpose in ME3 for several reasons.

 

The ME1 and ME2 systems of nominally restricting weapon class, and I say nominally because every character class could use every weapon class (except for ME2 Soldier ironically), was actually better in their end results.  Namely creating some distinction between classes and not creating "good at everything" classes.


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#38
Giantdeathrobot

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Yes. Weapon restrictions never made sense. Why can't a Vanguard use a rifle right out the gate? Why can't an engineer use a shotgun? Let people use what weapon they want, with trade-offs.

 

That said, I'd also make the system a bit more generous. One gun shouldn't have an effect on your cooldowns unless it's an especially heavy one (Claymore, Revenant, so forth). Having two light guns should be viable.



#39
Sekrev

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Weapon restrictions were awful tbh, so I would not want to go back to that.

 

The weight penalty system is a bit flawed as well, but does sorta make sense in a gameplay-mechanics light. Not so much in a lore kind of way.

 

I actually did like the way it worked especially in MP, as it added some variety to the kits so you can't just slap the most powerful weapons on everything and go to town. Specific weapon damage builds that don't need to spam powers to do most of their damage can be loaded up with the heavy stuff, and power-heavy builds can use the lighter weapons. Worked really nice for the MP, felt a bit restrictive for the SP to me.

 

All in all I think the weight system is worth optimizing a bit more rather than ditching. It allows people to finetune their own balance between cooldowns, shooting, movement, pacing, etc. I think that's a great thing for a game to offer.



#40
Norhik Krios

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Hate me for this, but I'd love to have a secondary resource like "tech energy" or "biotic energy" for the different classes, a mana like resource that replenishes over time, which you can improve to have more resource points and faster replenishing points. On top, independent cooldowns for the skills, and just for some big hard hitters, a short global cooldown and an independent longer cooldown.

Just throwing it out there. I just want to play an awesome adept with high skill frequence, that can control the battlefield and focus on biotics alone later in the game. An intellectual tactician, that rules the battlefield from mid range.



#41
Pasquale1234

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Hate me for this, but I'd love to have a secondary resource like "tech energy" or "biotic energy" for the different classes, a mana like resource that replenishes over time, which you can improve to have more resource points and faster replenishing points. On top, independent cooldowns for the skills, and just for some big hard hitters, a short global cooldown and an independent longer cooldown.


Could bring back biotic amp and omni-tool upgrades, too, like in ME1. They had multiple stats, including impacts on overall power and cooldown.

#42
capn233

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The "doesn't make sense" argument is a poor one when you are talking about a balance mechanic.  Nevermind that half the time this is just a segue to a request for win-button class design.

 

Why does it make sense that you get to pick weapons at all?  Maybe they should be picked for you by a bureaucrat on the Ark.



#43
sjsharp2011

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Exactly. It was annoying that you couldn't really get the combinations that you wanted. But, once you found something that worked well with the cool downs you had, it felt like you'd overcome a challenge, or something along those lines.

 

 

Yeah I didn't really have a big problem with it becaquse I could carry enough of a vaiety of guns/bullets and that I could overcome it just fine anyway so it wasn't a huge problem. So it's moer of a challeng eabout what weapons to carry on what missions than a big problem.



#44
aoibhealfae

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I only use the heaviest weapon in the game (Widow/Black Widow). Don't care much about anything else. As long as no more magical assault rifles.



#45
Patricia08

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I have no idea what weapons weight cooldown exactly means because i only played ( and still playing ME 1 ) ME 1 but i hope there is no cooldown for your weapon what so ever in Andromeda.

 

So my answer would be NO no cooldown what so ever. 


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#46
Sekrev

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I have no idea what weapons weight cooldown exactly means because i only played ( and still playing ME 1 ) ME 1 but i hope there is no cooldown for your weapon what so ever in Andromeda.

 

So my answer would be NO no cooldown what so ever. 

 

It means all weapons have a weight value assigned, and the heavier stuff you carry, the slower your power cooldowns. In ME3 powers don't work on individual cooldowns as they do in ME1, actually you can get off a lot *more* powers with the ME3 system if you bring light weapons, rather than the slower cooldowns in ME1.

 

Rather than having a separate cooldown for every power, you get a global cooldown (the length depends on what power you use, and how much weight you're carrying).

 

Weapons have no cooldown as long as they work with thermal clips (ME1 does not use those). The ones that have infinite ammo do go on cooldown if you overheat them after a number of shots, same as ME1.


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#47
Patricia08

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It means all weapons have a weight value assigned, and the heavier stuff you carry, the slower your power cooldowns. In ME3 powers don't work on individual cooldowns as they do in ME1, actually you can get off a lot *more* powers with the ME3 system if you bring light weapons, rather than the slower cooldowns in ME1.

 

Rather than having a separate cooldown for every power, you get a global cooldown (the length depends on what power you use, and how much weight you're carrying).

 

Weapons have no cooldown as long as they work with thermal clips (ME1 does not use those). The ones that have infinite ammo do go on cooldown if you overheat them after a number of shots, same as ME1.

 

Thank you for the clarification Sekrev  ;)


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#48
planehazza

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I'm not familiar with the system, but why would weight affect cooldowns?


I always liked weight being an issue for cooldowns. It's a good way to model a stamina.