The Effect of Limited Ammunition on Intensity in Mass Effect 2
#51
Posté 29 janvier 2010 - 11:10
#52
Posté 29 janvier 2010 - 11:15
this I think was a great solution retcon ? hell I don't care plenty of stories are retconned
#53
Posté 29 janvier 2010 - 11:30
I would prefer a somewhat weaker weapon that did use the unlimited ammo from ME1, with the damage toned down to generate less heat, so no need for the new system, however you want to explain it. At early levels on my infiltrator (lvl 8 right now, still early going) I'm running out of ammo for my sniper rifle and my hand cannon way too quickly for my tastes. The SMG lasts a good bit longer, but I'm just not really liking that weapon. I like long ranged/peek-out-from-cover-and-BOOM-headshot combat, and the SMG isn't good at that like the SR. Hopefully the situation gets better as I get better equipment.
#54
Posté 29 janvier 2010 - 11:40
Now if my XBox didnt sound like a swampfan for this game and this game only, Id play it more (bigger HDD after next paycheck I guess, oh and the loading times are long, but w/e)
#55
Posté 29 janvier 2010 - 11:53
Basically, once I run out of sniper ammo, I stealth flamethrower everything as my only option since the pistol has a ludicrously small clip size as well.
It seems odd that they would add limited ammo to make combat more intense, but also add regenerating health which makes it less intense.
Modifié par Nautica773, 30 janvier 2010 - 12:07 .
#56
Posté 30 janvier 2010 - 12:09
I feel that they could have increased the ammo capacity for Infiltrators only.
#57
Posté 30 janvier 2010 - 12:15
#58
Posté 30 janvier 2010 - 12:18
#59
Posté 30 janvier 2010 - 12:25
#60
Posté 30 janvier 2010 - 12:25
Keadil wrote...
I hate the new ammo system. It's even worse given the fact that the biotics completely suck in this game too. I made a terrible choice by thinking the vanguard class would be as good this time around as it was in ME 1. Instead, I get few weapon choices, low ammo, and biotics that can't work until I no longer need them. What was the reason for the ammo? It didn't make anything more intense, only more frustrating. The worst part about it is you no longer get to CHOOSE which weapon you would rather use. Instead, you use 1 until it empties and then move to another weapon.
I was frustrated by the Vanguard at first too, but it's partially helped by the fact that you can pick an additional weapon training not too far into the game.
#61
Posté 30 janvier 2010 - 12:29
Problem with this is it doesnt make sense. Cerberus is supposedly got mega bucks to spend so its slightly unrealistic that scarping enough ammo to get by becomes a major headache.
#62
Posté 30 janvier 2010 - 12:46
#63
Posté 30 janvier 2010 - 02:21
Edit: crappy grammar
Modifié par mottaaf, 30 janvier 2010 - 02:24 .
#64
Posté 30 janvier 2010 - 02:40
But for assault rifles? Pistols? SMGs? These weapons are used (at least by me) in a burst or sigle shot manner...they did not overheat much. Efficiency reduced.
BUT I will say it makes you care whether or not you hit with that pistol shot when you can run out. Intensity has been increased!
#65
Posté 30 janvier 2010 - 02:52
#66
Posté 30 janvier 2010 - 02:55
#67
Posté 30 janvier 2010 - 02:55
OsirisMonster wrote...
New system is so much better. In Mass Effect 1 I had an Adept that beat the game on hardcore using an assault rifle (achievement unlock) without needing to worry about heat (due to upgrades). I only used biotics to move enemies out from cover. Other then that all I did was hold down the trigger and shoot everything to death.
So what? If you wanted to mix it up you COULD HAVE. You CHOSE to play that way. In my game I chose to use a sniper with exploding rounds and two rails. I would over heat every shot and have to take cover. I would need to avoid the new enemy attention, and snipe valuable targets first or go for groups.
I really haven't had that much fun with a weapon in game in a long time. I don't get the same feeling with ME2.
Modifié par Destructo-Bot, 30 janvier 2010 - 03:01 .
#68
Posté 30 janvier 2010 - 02:58
newcomplex wrote...
Yes, I liked it, and it encouraged using more then one weapon.
FORCED to use more than one. Be honest. They should have just tweaked what they had and used the ejectable heatsinks as optional panic buttons.
Modifié par Destructo-Bot, 30 janvier 2010 - 02:59 .
#69
Posté 30 janvier 2010 - 03:33
i have had fights where i had to switch guns because i ran out of a specific ammo tho.
i felt that this did make me think more strategically when going into a fight ex snipe a couple of guys run up use the assault rifle get closer and shotgun
so all in all i like the new system
#70
Posté 30 janvier 2010 - 03:36
Sidney wrote...
still think it would have been better to just have 2 heat sinks that you had to periodically swap out for each other. Gives you both the unlimited ammo but also a need to reload but without having to scrounge around for lost heat sinks.
the only problem i see with this is where would you put a red hot heatsink while waiting for it to cool?
#71
Posté 30 janvier 2010 - 03:54
I'm still only level 9 though, so there might be some change. From what the power descriptions say though, it doesn't look like my shields are going to go up by much though.
#72
Posté 30 janvier 2010 - 04:08
I didn't manage to get my shields fully upgraded after one full play-through...still looking for one more. 2nd Play-through here I come!!!
#73
Posté 30 janvier 2010 - 04:20
And the final fight was decided with the very last shot left in my Widowmaker. You can't get that thrill with recharging ammo.
#74
Posté 30 janvier 2010 - 04:39
#75
Posté 30 janvier 2010 - 04:41
We could set out loadout to have weapons that never overheat, and also with a few that will overheat a few shots in but pack a wallop. I had the Shotty and Sniper setup to pack a killer punch in one hit with the pistol and assualt rifles as fallbacks when I got rushed.
A pox on the boring regular ammo system and any of its supporters in ME2.
Modifié par Destructo-Bot, 30 janvier 2010 - 04:44 .




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