The Effect of Limited Ammunition on Intensity in Mass Effect 2
#26
Posté 29 janvier 2010 - 03:25
#27
Posté 29 janvier 2010 - 03:41
Maybe I've just been playing too many regular shooters the last couple of years, but I love the feeling of ducking down behind cover, reloading my gun and then popping out for another round of salvos.
#28
Posté 29 janvier 2010 - 03:54
#29
Posté 29 janvier 2010 - 03:55
GranitemonkeyX wrote...
Yes its so fun scouring the ground/floor for pulsing d*ldos to ram into my gun. Doesn't slow down the combat progression or break immersion at all.
Endlessly running around firing a pistol without the need for aiming really immersed me in the combat in ME1.
#30
Posté 29 janvier 2010 - 04:40
Vagivan wrote...
allowsforces players to use a variety of guns, rather than sticking tojust onetheir favorite
Fixed it for you.
#31
Posté 29 janvier 2010 - 04:42
#32
Posté 29 janvier 2010 - 04:43
The way they described it pre-release confused me, but honestly I only find myself running out of ammo with certain weapons, and part of that is due to my aim.
#33
Posté 29 janvier 2010 - 04:46
Newguy 3I3I wrote...
As I'm sure everyone's aware, the inclusion of limited ammunition in the form of ejectable heatsinks into Mass Effect 2 has stirred mixed feelings. We know from Christina Norman that many systems were experimented with:
"We tried many approaches
- self-cooling weapons
- weapons that self-cool slowly but can be quickly cooled by ejecting a heat sink
- some weapons cooling, some weapons using the new heat sink system
In the end, the approach that worked the best was the heat sink system applied to all weapons.
I know this is a topic of endless debate on the forums (and probably will be forever) but I encourage everyone to give it a try for a few hours!"
Source: http://meforums.biow...forum=144&sp=45
Unfortunately I cannot find an applicable quotation, but I do remember one of the devs stating that the reason the current system was adopted over the others was it created a feeling of intensity in the game - giving the player limited ammunition added the extra incentive to "make every bullet count."
Now, with many people having given Mass Effect 2 and its new ammunition system a try, my question is this: did it work? Has a limited supply of ammunition increased the intensity of the experience? Is it a positive effect? Or is it simply annoying or distracting from the rest of the game? Would the implementation of a different system (such as one of Christina's alternatives listed above) have been more effective?
Please keep all discussion civil!
It definitely does add intensity to the combat. Not having unlimited ammo and able to turtle your way through everything if you're a lousy shot and actually have to make your shots count adds a lot for me anyway. I'm not too keen on the way the biotics work yet as far as the cooldown, but I may change that opinion after some upgrades and skill points.
Another thing I'm not really sold on yet is the idea that specific guns are better for specific types of damage absorbtion. This is essentially the same thing as the different types of ammo you would constantly have to swap in and out from the first game, but currently I've found contradictions in what the weapons say they are good against and how they function in actual combat. Some quick firing weapons that are "bad" against armor still seem to strip it quicker than the more slow firing weapons that are supposedly good against it. This is largely due to the constant movement and having to aim and then take cover I think.
Modifié par Graunt, 29 janvier 2010 - 04:49 .
#34
Posté 29 janvier 2010 - 04:50
Bigeyez wrote...
I'm glad they went with a standard ammo system. The unlimited ammo from the first game make combat seriously dull. All you had to do was slap frictionless materials onto your guns and you could just hold down the trigger until everything died.
That is about what I think of the issue as well. I enjoyed ME1 but the combat was in the back seat for the whole game for me. It was very simplistic and you could just stick with one type of gun and mow your way through anything and everything.
Now they have changed things up a bit in ME2 I find I'm enjoying actually getting involved with combat, not just seeing it as something getting in the way of the storyline. I swtich between a couple of guns depending on the range and types of enemies or if one gun is out of ammo
I think I would have enjoyed a mixture of the things mentioned in the Dev ideas though as that would work better for this style of RPG game. Gives you a couple more choices on your loadout, but not as much junk as the first ME had.
#35
Posté 29 janvier 2010 - 12:11
It does make me weapon swap more frequently (as does the new shotgun range)
Each new weapon or weapon upgrade appears to affect peformance a lot more
I use my squadmates more to save my own shots
It makes exploiting enemy AI with the sniper rifle harder (as does the new enemy AI)
Although do in part to my own anal nature it makes me play very conservatively (boring)
#36
Posté 29 janvier 2010 - 12:26


EDIT that last part wasn't intended to anyone on this thread by the way. don't wanna fire up the barbecue on accident lol
Modifié par JarodKane, 29 janvier 2010 - 12:28 .
#37
Posté 29 janvier 2010 - 01:13
I actually feel kind of awesome now. XD
#38
Posté 29 janvier 2010 - 01:57
So in short, I think it forces me to play in a certain way regardless of my class, effectively making infiltrator a completely useless class when soldier is available. The whole draw of the class is the fact that you can play with hide & snipe tactics. Unfortunately, because of the ammo capacity, the sniper rifle cannot be used as a part of one's primary tactics.
EDIT: Answering the original question, yes, the ammo system makes combat a hell of a lot more intense, which is exactly what I wanted to counter by choosing the sniper class.
Modifié par Houkkaaja, 29 janvier 2010 - 02:03 .
#39
Posté 29 janvier 2010 - 02:19
Vagivan wrote...
allows players to use a variety of guns, rather than sticking to just one
By allow, I wonder if you mean force.
#40
Posté 29 janvier 2010 - 03:09
Newguy 3I3I wrote...
Now, with many people having given Mass Effect 2 and its new ammunition system a try, my question is this: did it work? Has a limited supply of ammunition increased the intensity of the experience? Is it a positive effect? Or is it simply annoying or distracting from the rest of the game? Would the implementation of a different system (such as one of Christina's alternatives listed above) have been more effective?
Please keep all discussion civil!
Well I can only speak for the soldier class with - as expert for nearly all weapons in the game - is most likely the class being influenced the most. Or maybe even the class less influenced, because classes with only two available weapons may run out of ammo much quicker. But...I'm a soldier on my first playthrough.
And for me personally it seems that the new "ammunition"-system (insiders already know it's cooling-clips) improves the battles. I regulary switch guns. I plan my attacks accordingly, to get to fallen enemies in order to pick up their ammunition when I'm nearly out of it. I choose the positions of my squadmates carefully so that they assist me.
All I can say is that the battles in Mass Effect 2 ARE more fun, but whether it's because or despite the new system I cannot tell with absolut certainty. But this of course means that at least it's doesn't diminish the fun.
#41
Posté 29 janvier 2010 - 03:46
#42
Posté 29 janvier 2010 - 05:55
Vagivan wrote...
allows players to use a variety of guns, rather than sticking to just one
FORCES players to use a variety of guns. Let's all mandate fun now, you are having too much fun with that Shotgun, time to switch to a pistol
Modifié par Destructo-Bot, 29 janvier 2010 - 05:56 .
#43
Posté 29 janvier 2010 - 10:00
I didn't like in the first game how guns were inaccurate but I love the lore and mechanics behind the ammo system. Big step back by Bioware here, taking an interesting and somewhat unique universe mechanic and scrapping it for "yet another space shooter" mechanic.
Modifié par Destructo-Bot, 29 janvier 2010 - 10:02 .
#44
Posté 29 janvier 2010 - 10:11
#45
Posté 29 janvier 2010 - 10:20
Genojr wrote...
Does anyone know how I link my gamertag with this website?
wow! sorry dude but that was totally random... I don't know maybe check with one of the technical forums?
#46
Posté 29 janvier 2010 - 10:26
Its positive when its balanced. For example, you can't just spam the Sniper Rifle everywhere. And since ammo is limited, it gives the devs leeway to ramp up its damage.
Its bad when it isn't balanced. For example, the Carnifrex Heavy Pistol does low damage and has a low amount of ammo. Its pretty much a squaddie weapon. Useless on Shepard.
#47
Posté 29 janvier 2010 - 10:27
As appose to ME1 I definitely have to slow down my combat and hit it up with a more tactical approach. Like a poster said earlier "you feel more involved" dare I say role-playing? Yep, that's right. Ibelieve the ammo clips add to the RPG element of the game. It may not in the classical sense, but this game isn't like the classics is it?
#48
Posté 29 janvier 2010 - 10:49
#49
Posté 29 janvier 2010 - 10:53
#50
Posté 29 janvier 2010 - 10:56
Kulgrim wrote...
rumination888, not sure whats wrong with your Hand Cannon, but mines a beast, and just like the add says it sure is handy when a Krogan is chargin your arse. If you dont mind me asking are you aiming at the head with the Hand Cannon, or just going for center mass?
The head. This is on Hardcore/Insanity. You'll kill about 3-7 enemies before you run out of ammo. The Tempest SMG kills waaaaaaaaay more than that before it runs out of ammo(and it usually doesn't if you aim carefully).




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