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ME2 Squad Ammo


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50 réponses à ce sujet

#26
SpartanCharger

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DecayingLight wrote...

So the only way to stop it is to not put points in squad ammo?


Correct!?  Which really sucks because unless you have some savegame editor like mentioned above, us 360 users are simply s*** outta luck.  The only halfway solution is to pick your teammates wisely, and if possible, choose at least one party member that does not have an ammo skill (i.e. Miranda, Legion good choices).  Also, be VERY careful about making other teammates ammo powers squad.

#27
kalpain

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Bump

#28
in a bit of a pickle

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I've noticed it. I don't mind it much but only because I play as a soldier so I get to decide what ammo type we use (I typically train squad disruptor and squad warp).



On my second go I went with Heavys for me and my squaddies. I really liked the way it came out. I would get rid of the pesky barriers/armor with my heavy warp, Zaeed would overheat the heck out of everybody with heavy disruptor while Jacob/Grunt would have them doing the sillyomgimburning dance with me finishing things off with a grenade or two.



I do get your point OP and I do hope this gets fixed. In the mean time maybe you could give heavy-ammo-for-all a shot? Maybe you'll like it?

#29
SpartanCharger

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I was just mindlessly assigning points to character and then something hit me. If you are ever in the case where you have multiple squad members with squad ammo, an "easy" way to avoid the mess when they constantly switch ammo types over and over again is to have a squad member use their ammo on the gun you want them to use. Before that however, switch the weapon of the other squad member to the weapon they are probably not going to use. Then switch weapons for both members and repeat the process. The end result is both party members are using their primary weapon and both using their own ammo type, but you can choose which one you want. Also, be sure you do this BEFORE you are in combat. (If this suggestion has already be said than forgive me for restating the obvious.)

#30
TheBestClass

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God I hate Shredder Ammo. It can't be content with being a crappy power, it's gotta keep giving Squad Cryo the finger.

#31
Frash807

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I just noticed this on my second play through. I really hope Bioware patches an exception on squad members using their ammo powers. How about never having them use it, just let Shepherd decide.

#32
EssFerret

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Is this going to be fixed. It sucks.

#33
Tawg

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Hmm, I never noticed; Whenever I got to the 'Evolution' of the Ammo powers I always chose to go for heavier singular damage (All for me D=<).

But that is interesting, but the fix that SpartanCharger gave would certainly work, I know I had a thing where I switched through guns pre-battle and put the Ammo's on the ones I wanted it on. It is however retarded that, of all things, that is the best solution to be had for this issue apparently.

#34
pltr

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this crap still isn't fixed and probably never will be, enjoy your bloody gameplay

#35
Bhatair

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pltr wrote...

this crap still isn't fixed and probably never will be, enjoy your bloody gameplay


Except that they did fix it.

#36
mrmike_1949

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Is it verified that the patch 1.02 fixed this issue?

#37
Kronner

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mrmike_1949 wrote...

Is it verified that the patch 1.02 fixed this issue?


Yes. It works just fine now :)

#38
tonnactus

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Kronner wrote...

mrmike_1949 wrote...

Is it verified that the patch 1.02 fixed this issue?


Yes. It works just fine now :)


Only when shepardt himself has a squadammo version. Otherwise zaeed still overwrite my heavy warp ammo if i let him change his weapon...

So its still not fixed.

#39
pltr

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Bhatair wrote...

pltr wrote...

this crap still isn't fixed and probably never will be, enjoy your bloody gameplay


Except that they did fix it.


nope. zaeed still keeps randomly popping his squad ammo

#40
Christmas Ape

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Eh, Squad Ammo is for the commander anyway, I figure.



That said, I don't think it's random. I was testing it out a little in a geth-heavy mission, and I think squad members swap ammo types when they notice a target whose present protection matches their ammo type. Garrus was perfectly happy to use my Squad Disruptor Ammo for 90% of the time until I ripped the shields off a Prime and didn't swap ammo types because it was pretty much on top of me. When the battle was over, I noticed he'd switched over to AP, and that was the first time we'd faced something with an Armor bar that entire mission.



Which means Shredder Ammo still pretty much sucks, but at least it's not just squadmates using their powers like crazy. I think.

#41
Daeion

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Ammo powers was one of the stupidest ideas that was implemented into ME2. They should have just let ammo stay as a weapon mod and then we wouldn't of had to deal with this. Hopefully they go back to a mod system for ME3.

#42
pltr

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Daeion wrote...

Ammo powers was one of the stupidest ideas that was implemented into ME2. They should have just let ammo stay as a weapon mod and then we wouldn't of had to deal with this. Hopefully they go back to a mod system for ME3.


There's nothing wrong with the idea (well, maybe it shouldn't really be in the talents). I actually much prefer it(in theory) over ME1 where it was really confusing and awkward. It's just implementation which is completely wrong. It shouldn't be automated in any way, what's wrong with simply leaving it up to the player I don't understand. Why automate it and then try to make it "smarter" by stacking conditions around it. Just one big fail on top of another one.

Modifié par pltr, 20 juin 2010 - 04:56 .


#43
tonnactus

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[quote]pltr wrote...

[quote]B

nope. zaeed still keeps randomly popping his squad ammo
[/quote]

Its not randomly.When you make him changing his weapon and shepardt himself didnt have a squadammo version.

#44
tonnactus

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pltr wrote...


There's nothing wrong with the idea (well, maybe it shouldn't really be in talents). I actually much prefer it(in theory) over ME1 where it was really confusing and awkward


What was akward about it?? At least you do it once and dont have to repeat it every ****ing time when you load a savegame or go to a new mission.

Modifié par tonnactus, 20 juin 2010 - 04:55 .


#45
pltr

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What was akward about it?? At least you do it once and dont have to repeat it every ****ing time when you load a savegame or go to a new mission.


that's exactly what's awkward. you put ammo in there once and never switched to anything else. there was no gameplay behind it. might as well just make a checkbox at character creation screen. or just remove it, no one would notice

P.S and nothing really prevents including ammo power into savefile in ME2

Modifié par pltr, 20 juin 2010 - 05:00 .


#46
tonnactus

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pltr wrote...

P.S and nothing really prevents including ammo power into savefile in ME2


That only works for shepardt,not for the whole squad.

#47
pltr

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tonnactus wrote...

pltr wrote...

P.S and nothing really prevents including ammo power into savefile in ME2


That only works for shepardt,not for the whole squad.


As i said - nothing prevents *theoretically* saving it for the whole squad too. Just isn't implemented. The implementation sucks indeed. we were discussing the idea of imbuing vs socketing for the weapons right?

#48
tonnactus

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pltr wrote...

tonnactus wrote...

pltr wrote...

P.S and nothing really prevents including ammo power into savefile in ME2


That only works for shepardt,not for the whole squad.


As i said - nothing prevents *theoretically* saving it for the whole squad too. Just isn't implemented. The implementation sucks indeed. we were discussing the idea of imbuing vs socketing for the weapons right?


Right,i misunderstood.

#49
hamtyl07

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isint this what they fixed with the patch or am thinking of soemthing diffrent

#50
Daeion

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pltr wrote...

Daeion wrote...

Ammo powers was one of the stupidest ideas that was implemented into ME2. They should have just let ammo stay as a weapon mod and then we wouldn't of had to deal with this. Hopefully they go back to a mod system for ME3.


There's nothing wrong with the idea (well, maybe it shouldn't really be in the talents). I actually much prefer it(in theory) over ME1 where it was really confusing and awkward. It's just implementation which is completely wrong. It shouldn't be automated in any way, what's wrong with simply leaving it up to the player I don't understand. Why automate it and then try to make it "smarter" by stacking conditions around it. Just one big fail on top of another one.


To me the only thing that should have been an actual talent power is warp ammo.  I can't bellieve that my adept somehow forgot how to use incendary ammo but immeadiately knew who to use a grenade launcher or some random alien technology.