Opinions on the Thermal Clips?
#276
Posté 02 février 2010 - 09:17
ME1, you hide behind cover so that your weapon can cool down.
ME2, you hide behind cover so that your health/shield can regenerate.
#277
Posté 02 février 2010 - 11:44
#278
Posté 02 février 2010 - 11:56
Kileyan wrote...
I hate the new system.
I played an infiltrator to use the sniper rifle, Guess what, I use pistols most often.
I know someone on the dev team thought this would create variety or force variety, but it is the opposite.
this. the ammo brings nothing but unnecessary frustration to combat, coupled with the dodgy cover system and it sometimes makes combat a chore - you make good combat with good level design and smart/lots (of) enemies, not restrictive abritrary systems.
#279
Posté 02 février 2010 - 12:00
Modifié par ZOMBO6F, 02 février 2010 - 12:03 .
#280
Posté 02 février 2010 - 12:15
#281
Posté 02 février 2010 - 06:56
yowave wrote...
Let me say it again will ya?
Seems to me that ya'll want an easier game, or you don't know how to embrace new things!
You are all bunch of oldies lol…
And about passive cool down, do you hear yourself! Those weapons shoot slugs maybe 4 times faster than our current weapons bullets! I am not a physicist but they are also generating a lot more heat, and heat can't parish that fast.
Don't know what you want to do, but I don't want to stay behind cover for the rest of my life waiting for my dam weapon to cool down!
This is not an argument of skill level. It's simply an argument of preference. I don't particularly care that you like to play "uber assasin pro 1337 gamerz". good for you for your rad skillz, have a cookie. What does annoy me is that you expect everyone else to prefer to play that way.
I, however like to play like "that crazy-*** vanguard that unloads his shotgun at enemies 100 feet away while biotic charging into masses of Vorcha." Running out of ammo does happen to let me exhibit the virtues of my pimp hand, but when it comes down to "fist vs gun", gun seems to win out most of the time. So unlimited ammo contributes to the RPG element. They could have included reloading by just making the clips reusable. I mean, it's not like any of the guns are unbalanced, and the heavy weapons don't use thermal clips. So I don't see why they had a problem with keeping the unlimited ammo in the first place. The player could have just had unlimited clips. Hey, it works for the pistols in Left 4 dead.
EDIT: and it would not even have to affect lore if they did just have unlimited clips. they could say something about how cerberus discovered a way for the clips to be recyclable on the battlefield or being made of stronger alloys, allowing the clip to cool down passively when not in use.
Modifié par binaryemperor, 02 février 2010 - 07:00 .
#282
Posté 03 février 2010 - 07:01
Options->Gameplay->Unlimited Ammo on/off
Problem solved.
#283
Posté 03 février 2010 - 07:03
loboME2 wrote...
The difference between ME1 and ME2?
ME1, you hide behind cover so that your weapon can cool down.
ME2, you hide behind cover so that your health/shield can regenerate.
Pretty much, except now you also have to stare at the ground once in awhile to pick up a clip.
It isn’t that big of a deal for me, but I thought ME had it better in this respect.
#284
Posté 03 février 2010 - 07:05
OH LETS AUTO AIM FOR YOU WHILE WE ARE AT IT
#285
Posté 03 février 2010 - 07:06
IggyD wrote...
An even simpler idea?
Options->Gameplay->Unlimited Ammo on/off
Problem solved.
Except that they would need to completely rebalance the game in order to do so. I can't believe so many of you think that making something so integral to the game a simple toggle would be a good idea. It'd be like turning making the ability to block a toggle in street fighter.
Modifié par sinosleep, 03 février 2010 - 07:06 .
#286
Posté 03 février 2010 - 07:11
The ME1 system is more RPG-like in it's design allowing skills to impact combat significantly along w/weapon upgrades affecting combat significantly. The ME2 system is more shooter-like with mainly player skill being the determining factor impacting combat w/some occasional entire item upgrade discoveries along w/power-driven ammo selection. They are different systems w/different goals & both of them fairly well realized IMO.
I prefer ME1 but then again, I'm more an RPG fan than shooter fan but both were workable IMO.
I'd guess that ME2 combat mechanics/design system is preferred by the vast majority of players so it's doubtful that ME1's system will make a comeback in ME3.
best regards,
Pedal2Metal
#287
Posté 03 février 2010 - 07:34
sinosleep wrote...
IggyD wrote...
An even simpler idea?
Options->Gameplay->Unlimited Ammo on/off
Problem solved.
Except that they would need to completely rebalance the game in order to do so. I can't believe so many of you think that making something so integral to the game a simple toggle would be a good idea. It'd be like turning making the ability to block a toggle in street fighter.
Rebalance it how? you're tripping over spare clips after each fight anyways. Toggling unlimited thermal clips (but not removing the need to reload) would just save you the trouble.
#288
Posté 03 février 2010 - 07:45
1. Difficulty level Casual > Novice = Passive cool down.
2. Difficulty level Veteran > Insanity = thermal clips.
This way everyone happy, the casual gamer, and the hardcore ones that wants action!
Modifié par yowave, 03 février 2010 - 07:45 .
#289
Posté 03 février 2010 - 07:51
Modifié par LoweGear, 03 février 2010 - 07:52 .
#290
Posté 03 février 2010 - 08:00
IggyD wrote...
Rebalance it how? you're tripping over spare clips after each fight anyways. Toggling unlimited thermal clips (but not removing the need to reload) would just save you the trouble.
You and I think so, but there's been plenty of people in this thread complaining about running out of ammo all the time. And if you were to simply spray and pray with anything other than the smg (how on earth you could run out of ammo for that thing is beyond me) you would run out of ammo. The game is balanced around that. If you turn off ammo completely then you could just go back to the spray and pray tactics of ME 1 and the enemies would have be rebalanced in order to compensate for that.
#291
Posté 03 février 2010 - 08:05
Not only does it give the weapons life and feeling but it forces you to actually use your other weapons and think about your shots instead of firing 10 missed sniper shots and not even caring.. Because lets face it, in ME1 if you were using anything but a fully upgraded assault rifle you fail at life.
#292
Posté 03 février 2010 - 08:27
Liked the system the thread creator was talking about, also the cooldown for like each minute your not firing.
#293
Posté 03 février 2010 - 08:28
#294
Posté 03 février 2010 - 08:29
#295
Posté 03 février 2010 - 08:38
I detest the new "Research" function and the removal of shopping for decent items. All in all, i feel the first title was a better play.
However, I loved the suicide mission and the story-line (even if it was very short).
*EDIT*
pedal2metal wrote...
I personally preferred ME1's
overheat system w/weapons/ammo upgrades w/individual power cooldowns
vs. reloading, limited weapons upgrades, ammo powers & w/global
cooldowns. That being said, both design systems work effectively.
The
ME1 system is more RPG-like in it's design allowing skills to impact
combat significantly along w/weapon upgrades affecting combat
significantly. The ME2 system is more shooter-like with mainly player
skill being the determining factor impacting combat w/some occasional
entire item upgrade discoveries along w/power-driven ammo selection.
They are different systems w/different goals & both of them fairly
well realized IMO.
I prefer ME1 but then again, I'm more an RPG fan than shooter fan but both were workable IMO.
I'd
guess that ME2 combat mechanics/design system is preferred by the vast
majority of players so it's doubtful that ME1's system will make a
comeback in ME3.
best regards,
Pedal2Metal
I more than likey wont buy the third if it doesnt bridge the gap between ME1 and ME2 as its gone from "Full-featured play-ability" to "Limited featured play-through and bin" which in my eyes doesnt make it worth the money.
Modifié par Aburi, 03 février 2010 - 08:44 .
#296
Posté 03 février 2010 - 08:41
neoxus299 wrote...
Mass Effect is in the future, remember, that's one reason why It may not require reloads.
Liked the system the thread creator was talking about, also the cooldown for like each minute your not firing.
Future... well let's see, even in the future they can't parish heat so fast, remember the normandy stealth system?
There are many loop holes in this aspect! personally i don't understand you peoples, is it hard to press the reload button? or to switch weapons when you run out of ammo, or to use powers, or to call targets for your team mates?
Dam ya'll seek easy life, hate potato humans!
As i said before, maybe they should make it passive cool down when you chose to play on casual/Novice difficulty.
This is my first run, and i chose Hardcore and it's still dam easy to me! My next play through will be on Insanity.
And for the sake of the lore, they made a mistake with the unlimited ammo + over heat system in the first game, and they understood it little to late!
But they moved on, so all of you should do the same...
Modifié par yowave, 03 février 2010 - 08:43 .
#297
Posté 03 février 2010 - 08:57
i dont like the thermal clips, im sure there is something more enticing to get us out from our hiding spots.
#298
Posté 03 février 2010 - 09:03
#299
Posté 03 février 2010 - 09:03
#300
Posté 03 février 2010 - 09:14
neoxus299 wrote...
I wonder why the changed so much from the original ME 1, A new story would be enough for ME 2...
Good question. One benefit of having distinct games is that each games feels "fresh" vs. "recycled". It also allows the design team to get completely new information for input into the design process for ME3. They should be able to come up with something that's either a hybrid of ME1/ME2 or something different yet again but still satisfying for ME3.
Personally, while I prefer overheating/no reloading of ME1, I did find ME2 was more intense in combat & more challenging. I was impressed from a game design point-of-view that Bioware was able to implement 2 distinct combat systems, both playable in their own right & consistent with the respective overall game design.
Hopefully ME3 will be a grand finale that eclipses even the previous installments. We'll see but ME1/ME2 have given me a lot of good-faith in Bioware.
best regards,
Pedal2Metal





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