Hello, what do you guys think about the possible weapons that will be on this coming game?, what do you expect? and what do you wish?
Weapons
#1
Posté 07 juillet 2016 - 04:32
#2
Posté 07 juillet 2016 - 06:54
I loved the N7 Valkyrie and 98 widow in the trilogy. I would like to see the return of these two weapons.
and my wish list is:
1) pistols: I want some kind of futuristic revolver. And the sound of the shot should be absurdly noisy. Like thunder.
2) SMG: a really, REALLY small SMG

I think it would be cool to roleplay a character who practically only uses power, but when all else fails, he always has this trusty weapon as a second choice.
shotguns: the shotguns are cute, but it's time for children to go to bed and the adults claim what belongs to them. a DOUBLE BARREL shotgun

and finally, a COMPACT grenade launcher
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dont like the M2´s option. It´s too big.
#3
Posté 07 juillet 2016 - 07:38
I was thinking about weapons the other day, and I hope they expand on what they did with Mass Effect 3, but maybe also take inspiration from Dragon Age Inquisition, in terms of customization. We're gonna need to manufacture weapons, gonna need materials and such for that... also maybe give us a choice between thermal clips or heat sink weapons and obviously new tech would be found in Andromeda, maybe our allies gives us some schematics for new weapons.
#5
Posté 07 juillet 2016 - 07:46
I have no expectations really, but I'm hoping for a nice mix of everything we had so far. I'd definitely like mods and different ammos, but I'm pretty sure that's a given.
I'm also curious whether they bring back the style from ME1 weapons, that they can overheat. Because I just KNOW that if we find clips in a brand new galaxy that are exactly what our weapons need, some people will rage ![]()
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#6
Posté 07 juillet 2016 - 07:52
It's heresy, I know; but the Doom 2016 SuperShotgun > Mass Effect My Lord Claymore
Give me Claymore love X 2 to fix this.
#8
Posté 07 juillet 2016 - 09:02
I'd like to have my favorite show up again:
ME3 version would be spectacular.
Yep, well no one would want the ME1 version!
#9
Posté 07 juillet 2016 - 09:25

Vanguard Gravity Hammer. Slam it into the ground for Super-Nova. Alternately, beefed up biotic fists of fury. Really, I just want to smash into things with dark energy in the coolest possible way.

Oh, and I like the idea of a gun that's held together by Mass Effect fields, like the Boltshot - and most of the other Forerunner weapons - from Halo.
- Halfdan The Menace, Tex, Kamal-N7 et 1 autre aiment ceci
#10
Posté 07 juillet 2016 - 09:29
I'd like to have my favorite show up again:
ME3 version would be spectacular.
Yeah have to admit the M7 that came up in the citadel DLC was much better than the M8 from the start of the game
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#11
Posté 07 juillet 2016 - 09:39
ho, ho ! are you kidding me ? where are my sniper rifles ?
Widow and Mantis ![]()


Wido
- Rabinson et TurianSpectre aiment ceci
#12
Posté 07 juillet 2016 - 09:39
What game is this? Halo 5?
Yeah have to admit the M7 that came up in the citadel DLC was much better than the M8 from the start of the game
good weapon....a little broken though =p
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#13
Posté 07 juillet 2016 - 09:39
ho, ho ! are you kidding me ? where are my sniper rifles ?
Widow and Mantis
Wido
I'll buy them for you when we get there ![]()
- Scarlett aime ceci
#14
Posté 07 juillet 2016 - 10:12
Personally I'd like to see more DMR (Designated Marksman Rifles) in the game. Like the Viper or the Raptor. More gun customization would be pretty cool, too.
- Serza aime ceci
#15
Posté 07 juillet 2016 - 10:52
AK-47. I can't imagine why they wouldn't still use it 150 years in the future.
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#16
Posté 07 juillet 2016 - 10:58
and finally, a COMPACT grenade launcher
I don't think you have a very good idea. The M79 (or the M32 MGL, for that matter) is roughly 70-80cm long, which is about the size of the ME2 launcher if we consider Shepard being a 180cm person. If you want a COMPACT GL, you need the M203, M320, or the EGLM. All of which are actually underslung with standalone ability.
I'd like to have my favorite show up again:
ME3 version would be spectacular.
*assault rifles intensify*
Yes. Every Marine a Rifleman, Every Rifleman Zero Gravity Certified!
Yeah have to admit the M7 that came up in the citadel DLC was much better than the M8 from the start of the game
I consider it the best rifle in the game to date.
Although there's a serious wrench in that statement. Beginning with the fact that THERMAL CLIPS ARE LITERALLY EVERYWHERE.
I did laugh when I got an email in Citadel from someone saying they want to prove someone that thermal clips are not a disadvantage over auto-coolers... then finished said challenge with the M7.
Personally I'd like to see more DMR (Designated Marksman Rifles) in the game. Like the Viper or the Raptor. More gun customization would be pretty cool, too.
I agree. Because DMRs are cool.
And I recently started using a lot of these higher caliber weapons in ArmA, mostly for their stopping power. Why fire half your magazine, if you can fire a single round, right?
- Spectre-61 aime ceci
#17
Posté 07 juillet 2016 - 10:59
AK-47. I can't imagine why they wouldn't still use it 150 years in the future.
I know of one perfectly good reason they wouldn't: AK-74.
#18
Posté 07 juillet 2016 - 01:14
I hope we'll get a flamethrower.
Funnily the flamethrower is one of the oldest complex weapons of Mankind and despite the dramatic change of warfare and armament its still as deadly as it used to be 2000 years ago. Biotic shields, ballistic armor, even armored vehicles - spray them with a sticky burning liquid that creates flames that cannot be put out and cooks enemies and you've got a seriously deadly and spectacular weapon. A total screamer - literally.
Awesome video: https://youtu.be/aPQYK5ZMbWY?t=19m20s

Heck, its far in the future, how about something like a plasma thrower? ![]()
- Serza aime ceci
#19
Posté 07 juillet 2016 - 02:01
I like to see a weapon similar to the M203. Good weapon.
- Serza aime ceci
#20
Posté 07 juillet 2016 - 02:18
I would like for there to be a coherent distinction between the weapon classes, or else there is not point in have multiple weapon classes. Could just have one giant drop down called "guns" or "shooty things" otherwise.
I would bring back "base" defense multipliers for the weapon classes (which also implies reworking the defense scheme of enemies), and then allow mods to be equipped that could tune them. Doesn't mean outright change to absurd stats, but could boost one of the multipliers a little while reducing another.
I would not have a special shotgun that fires slugs. Instead a mod slot could be devoted to altering whatever shotgun to slugs, although at a bit of a penalty compared to total "pellet" damage.
Also I would hope that instead of clear hierarchy of power, the weapons are more balanced with the alternatives being based on handling or "style" moreso, or even specialization. I could live with fewer weapons than ME3 if there was respectable balance and a reason that you might actually want to use more than half of the weapons in the game.
On the subject, if accuracy is going to be a weapon stat that is heavily important for weapon balance, you probably can't give gigantic accuracy bonuses with a couple mods, or a few powers.
There also needs to be practical weapon restrictions for the player classes. ME3 did not have effective limits, and the PRS system makes weapon and power balance more complicated than it needs to be. I would be in favor of an "in between" system relative to ME1 or ME2 where the classes have a "default" weapon set, but you can pick a different one at character creation. So Adept, Sentinel, Engineer would default to Pistol / SMG, but you could trade them both for a single long gun. Vanguard would default with shotgun and pistol, Infiltrator sniper and smg.... something to this effect. It would basically just be like a "slot" system where the long guns take 2 spots, but pistol and smg take one. Later in the game you could have the choice to add another slot or take advanced training in a weapon class you started with.
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#21
Posté 07 juillet 2016 - 03:45
^^
Ditto.
#22
Posté 07 juillet 2016 - 04:06
I would like for there to be a coherent distinction between the weapon classes, or else there is not point in have multiple weapon classes. Could just have one giant drop down called "guns" or "shooty things" otherwise.
I would bring back "base" defense multipliers for the weapon classes (which also implies reworking the defense scheme of enemies), and then allow mods to be equipped that could tune them. Doesn't mean outright change to absurd stats, but could boost one of the multipliers a little while reducing another.
I would not have a special shotgun that fires slugs. Instead a mod slot could be devoted to altering whatever shotgun to slugs, although at a bit of a penalty compared to total "pellet" damage.
Also I would hope that instead of clear hierarchy of power, the weapons are more balanced with the alternatives being based on handling or "style" moreso, or even specialization. I could live with fewer weapons than ME3 if there was respectable balance and a reason that you might actually want to use more than half of the weapons in the game.
On the subject, if accuracy is going to be a weapon stat that is heavily important for weapon balance, you probably can't give gigantic accuracy bonuses with a couple mods, or a few powers.
There also needs to be practical weapon restrictions for the player classes. ME3 did not have effective limits, and the PRS system makes weapon and power balance more complicated than it needs to be. I would be in favor of an "in between" system relative to ME1 or ME2 where the classes have a "default" weapon set, but you can pick a different one at character creation. So Adept, Sentinel, Engineer would default to Pistol / SMG, but you could trade them both for a single long gun. Vanguard would default with shotgun and pistol, Infiltrator sniper and smg.... something to this effect. It would basically just be like a "slot" system where the long guns take 2 spots, but pistol and smg take one. Later in the game you could have the choice to add another slot or take advanced training in a weapon class you started with.
You make some good points there. Distinctive weapon types are very important and give the game a little more tactical flair to it. Weapon customization could also be a big factor in ME:A. Just think of the different firing modes on some of the weapons like the GST or the Blood Pack SMG. Custom weapon mods that would give those kinds of upgrades, but give you penalties in other stats like ammo capacity or accuracy.
I didn't like how the guns in ME3 were tiered. It sorta forced you to use specific guns and leave maybe a gun you like more alone. Because of style or gunplay.
Of fixed weapon restrictions I'm personally not a huge fan of. What BW could do however, is bringing back the weapon types skill tree from the first ME. You are in character creation and just chose your class. After that you choose 2 weapon types you want to specialize at. The more you progress, the more powerful your weapon gets. You can still use more than 2 guns at once but that would give the player more of a feeling to really master their favorite guns. That could be skills like higher ammo cap, additional damage to Shields or armor, unlock more mod slots etc.
#23
Posté 07 juillet 2016 - 04:51
Of fixed weapon restrictions I'm personally not a huge fan of. What BW could do however, is bringing back the weapon types skill tree from the first ME. You are in character creation and just chose your class. After that you choose 2 weapon types you want to specialize at. The more you progress, the more powerful your weapon gets. You can still use more than 2 guns at once but that would give the player more of a feeling to really master their favorite guns. That could be skills like higher ammo cap, additional damage to Shields or armor, unlock more mod slots etc.
I suppose it depends on how the weapons are tiered and balanced.
ME1 didn't have much variation in the weapons, it was basically like you start with a very basic "iron" pistol and then eventually as you level you can get the steel, carbon fiber, nanoceramic, and then thresher-bone versions where the stats just climb with each one. You could make a case that the standard guns were depowered a bit just because the weapon talents themselves are supposed to grant accuracy, heat dissipation, and damage.
As far as untrained weapon use goes, there wasn't much practical benefit to this in ME1, at least not at high difficulty. If it is allowed in MEA I wouldn't care so long as the penalty is high enough. The main thing is that there should be tradeoffs such that no class simultaneously has top weapon capability and power capability.
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#24
Posté 07 juillet 2016 - 05:02
You know what I'm confused that there's no scope on it like previous games.Yeah have to admit the M7 that came up in the citadel DLC was much better than the M8 from the start of the game
#25
Posté 07 juillet 2016 - 06:02
You know what I'm confused at is that there's no scope on it like previous games.
Because BW turned the scope into an attachable weapon mod.





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