Perhaps. My dislike of it has nothing to do with difficulty; just enjoyment. If the design goal was to ramp up difficulty, it was not very effective. I never came close to running out of ammo overall, just ammo for the particular weapon I'd prefer to use.
I vaguely remember one particular scenario - Mordin's LM - where I'd mostly use the pistol or SMG to conserve sniper ammo for the boom squads in the balconies - but that requires metagaming. Otherwise, you're doing what? Constantly switching weapons to make sure you'll always have some of each type of ammo, just in case?
Most people would complain about Mantis spare ammo, it seems.
But the game does not force anybody to kill the pyros with sniper shots. In fact the Predator is more than capable of dispatching them.
There is freedom in how you can approach scarcity of clips. You can rotate weapons, you could use powers, you could ensure that you ragdoll enemies on health for more ammo efficiency, etc.
I don't see much difference in using a single weapon for the whole mission versus using one specific power the whole mission. The game shouldn't be simple (as in not complex) enough that this is optimal on high difficulty. I am tempted to just go replay Professor with whatever class and force a single gun. Probably the only fight this will matter will be the transition to Blood Pack territory. Depends partly on if the player bothered to buy a weapon upgrade beforehand. They are available and bought ones don't require the research terminal.
Ammo capacity does not change according to difficulty setting.
Right but enemy scaling is different and there are fewer protections. The end result is essentially higher ammo efficiency. Which means it is more likely that it can be done. I haven't played anything but Insanity in a long time as well, which is why I was asking. I think this is a fair question in relation to whether clip scarcity and weapon choice matters to difficulty.
I'm sorry, but I don't see that. What I see is Cyonan backing up my assertion that the game did not provide enough ammo per weapon to use a pet weapon exclusively.
Well here are the posts.
ME3 gives you so much ammo there isn't any point in having it because you have to be really bad at aiming to actually run out.
The weight thing was also highly ineffective at doing anything it was aimed at doing.
The way ME2 was designed if they all pulled from the same pool of clips, I just would have used my sniper rifle or shotgun 95% of the time. The main reason I stopped using one of those weapons on my Infiltrator or Vanguard is because they ran out of bullets if I tried to use them all the time.
I prefer the overheat system as well but that's just a variation of infinite ammo.
It is fine with me if somebody prefers overheat, but it is clear that ammo scarcity is there to attempt to punish missed shots in ME3 (where it fails), and in ME2 to also to punish ignoring weapon multipliers. The followup clarifies further...
It gives me so much ammo that I don't really want to say it's that limited. Like I said, you have to be pretty bad to actually fully run out of ammo in that game. Either that or you're bringing nothing but a Harrier.
To be honest I never really had an issue in ME2 without clip hunts. I just didn't try to use the same gun 95% of the time and it worked out fine for me.
I've heard the clips were added to make it more like "traditional shooters" though you could also do the Overwatch system where we have infinite ammo but have to reload. Omni-tools already seem to be capable of fabricating objects in the field, so it wouldn't have been lore breaking either. ME3 was pretty much doing that anyway since it threw so much ammo at us.
At some point I generally don't mind enforcing certain playstyles based on class choices especially since abilities will kind of do that. I find it good design to make the player have to sometimes think on their feet and switch up their approach to combat.
I agree with several points he made, didn't quote them all. Didn't edit out the part about overheat.
I think you're being hyperbolic here.
The only references I've made using the term playstyle are directly related to ammo constraints per weapon. I would be much less resistant to ammo management in a meta sense, but the design dictated how my thermal clip supply would be allocated between weapons.
I don't find it all that hyperbolic. I don't find ammo scarcity in ME2 that huge a problem unless you start using weapons against the wrong protections. This isn't to say that it doesn't affect difficulty at all, it is simply recognition that if somebody knows the mechanics it doesn't turn into a huge deal. If you are exclusively running one gun, then it is implied you are doing that, at least with any class / weapon that we could be discussing early game before DCC.
What if I only like Incinerate as a power and want to use that? Pretty inefficient against synthetics, somewhat inefficient against health. Probably would need to fire a weapon to fill in the gaps. There isn't a huge difference between that and mixing weapons / powers in my mind to use your favorite weapon. The only thing the game actually forces you to do is create a cohesive strategy.