I quite like them in practice - the new feel of combat is still fun and I happen to think the reload animation with its faintly smoking, bright red ejected heat sink is fantastic. I get the impression you don't re-use heat sinks because they're clearly described as DISPOSABLE and probably warp the moment their heat-softened metal hits the ground. There are some objections here that just don't seem to be getting it, though...
REGARDING "WHY WOULD YOU LOSE INFINITE SHOOTING FOR CLIPS"?Here's the thing: That infinite fire no-heat assault rifle you had in ME1? Never existed in-universe. It was an unintended or overlooked side-effect of a conventional RPG loot system being applied to guns; without range or reliability concerns, they can only really play with accuracy, heat, and damage. But there aren't weapons you can fire for minutes on end in Citadel Space, or even beyond.
Other things that may have happened in your game but probably never happened in the Mass Effect universe:Shepard filling the Krogan Monument with more than 30,000 incendiary rounds because "I don't really feel like going to Noveria right now".
Shepard setting off cryo grenades as close as possible to the Ambassador, the Executor, and the consort's receptionist.
Shepard leaving the first Council hearing and firing their weapon into the floors and walls all the way to the elevator.
Shepard charging a krogan without shields and beating the huge lizard to death with his pistol because shooting them was getting dull.
A completely non-biotic Shepard without an implanted amp lifting a Geth Colossus a hundred feet in the air because you played a Sentinel last time.
Your gun bleeding heat at the same rate in environments ranging from Xawin (-131 C) to Metgos (169 C).
The Normandy leaving Noveria on Armistice Day (according to Ash), going to Terra Nova, Earth, four worlds in the Hades Gamma cluster, five worlds in the Armstrong Nebula, and making it back to the Citadel...STILL ON ARMISTICE DAY, according to the Terra Firma people.
Gameplay does not define setting.
REGARDING "I NEVER HAVE ANY BULLETS!"I've run out of ammo once, taking a highly inefficient squad and poorly chosen Heavy Weapon to the damaged ship, and even then it just left me doing the exit run with my Eviscerator as opposed to any of my distance weapons. If I hadn't had to put the big floaing beasty to death with my :pinched:ing Carnifex as opposed to cleansing nuclear fire or a particle beam, things might have been different.
Use powers, use squadmates, use powers FOR squadmates (even on active they don't plan like you can), and make your shots count.
Running out of sniper rifle rounds? Stop using it to solve ALL your problems. Designated Marksman Shepard (IMXP) swaps over, drills the rocket launcher vorcha between the eyes, and goes back to a higher-capacity weapon to whittle health and keep heads down.
A FINAL THOUGHTConsider Shepard's status, legally speaking, in the second game, even if they support you.
I enjoy the distinction in feeling between ME1's "Commander Shepard, Unkillable Nightmare Of All Council Enemies, Whose Gun Spits A Constant Hail Of Death" - from the moment I touch down on the beach planet the only reason I stop moving is a cutscene, the fights become complete jokes best answered by holding down the trigger and waving the reticle around to look for red triangles - and ME2's "Commander Shepard, Reluctant Agent, Scouring The Terminus Systems To Save All Life Because That's What A Hero Does". I realize the ammo collection isn't intended that way, but it makes the gameplay feel more hardscrabble and unsupported in a way I enjoy.
And what did the bolt action on ME1 sniper rifles do if NOT interact with heat sinks? Did you have to manually shave off a round from the block inside?
Edited to extract potential spoilers from my intended arguments, feel free to contact me if something is too vague.
Modifié par Christmas Ape, 28 mai 2010 - 08:14 .