I agree that the AR working against everything and having basically infinite ammo was a problem. I think all the ARs should have worked like the geth pulse rifle, where they're amazing against shields/barriers but terrible against armor.
I don't think it's a good idea to impliment any system that encourages people to use the same weapon for an entire playthrough.
The ammo system allowed infiltrators to have super powerful sniper rifles. It switched the difficulty from being able to kill anything at all to being able to kill enough things efficiently. (At least, on insanity, which is where my perspective comes from.) If they switch the system to where a sniper can fire forever, I highly doubt that our snipers will be able to be as powerful as they are.
Infiltrator is my main class, and I went through mainly using the sniper in the context of rock paper scissors gameplay. I used the sniper mainly against weak targets and armored targets and the SMG mainly on shielded and barriered targets. I used pistols just on husks. I almost never ran out of ammo. (Of course when I had a bunch of spare sniper ammo, I'd use the sniper even in situations where it's slightly less optimal, and then switch to a more rock paper scissors based strategy when I had less.)
All we have to do is take a look at the GCD system to see what people do when they're allowed to use one choice out of a group of choices at all times, no matter how efficient or inefficient that is. Adepts decide the only skill they have is warp, engineers forget they have anything but their combat drone. Essentially, if players are allowed, they're going to use one weapon all the time and completely forget they have any other weapons on them. (Then they're going to complain that the combat is boring/dumb.)
Any overheat system is going to allow people to do nothing but use their favorite weapon. (If you make the sniper powerful, nobody will ever use anything else. If you make it weak, nobody will ever use it.) This might seem okay, but it makes the combat system much less complex.
Just encouraging people though defenses isn't enough people to play in a more complex and interesting way. People will be inefficient if it allows them to be intellectually lazy and always use the same strategy. People will use warp on shields even if it would be more efficient to use a singularity and gunfire, because it's all they've learned how to use. People will snipe all the time even against shielded targets and husks.
The current system has the same problem due to balancing. People use nothing but the assault rifle even on infiltrators, even when they have sniper rifle, because it allows them to do the same thing all the time. I think the solution is to simply reduce the amount of ammunition a single thermal clip gives the AR and the SMG so soldiers have to use their snipers/shotguns/pistols sometimes. (Because a smart soldier will use those things anyway.)
Using a variety of weapons is the hallmark of an efficient player. (Or aiming their shots well so that they kill someone with every sniper shot) The current system forces players to learn how to be more efficient. If they are not forced, they will not learn how to do it. You should have to adapt or die on a difficult difficulty mode.
How about this compromise for the ammo system: The game works the way it does now, except when your weapon completely runs out of ammo, it will regenerate a thermal clip every 30 seconds while not in use. (we could explain it away as the gun having a little emergency generator that creates thermal clip liquid for the gun) That way, if a player uses their sniper a lot, they will run out of ammo, however if they go long enough without using the sniper, it will be back to full ammo again. (However a player who scours for thermal clips will have their main weapon filled sooner.)
However, I still personally would prefer to have some other bonus instead, because such a bonus wouldn't affect my game at all, since I never have to go without using the weapon I want to use. I'd prefer if there was some choice between a bunch of different bonuses for different playstyles. For instance, people who don't like running out of ammo could choose having a GCD ability that makes thermal clips, or the above idea where the weapon passively regenerates once it's completely empty. or something that would actually benefit my playstyle in some way. (For instance, I'd love an upgrade that gives my melee attacks the cryo ammo effect! Or an ammo type that procs dominate on enemies!

)
In other words, I think the current system would be fine if we halved how much ammo ARs and SMGS get per clip and then allowed each person one powerful combat upgrade that benefits their playstyle. People who want to use the same weapon a lot can pick something that regenerates ammo in some way, and people who want to use a variety of weapons can pick something that gives them a bonus that's relevant to them.
Switching to an overheat would at the very least punish me personally because it would force me to fire much more slowly and encourage me to stick with a single weapon. (If I tried to keep playing the way I do now, I would run out of thermal clips and be stuck with the ploddy overheat mechanic.) I can only speak for myself of course, but I would prefer firing a variety of weapons quickly to firing a single weapon slowly. I suspect there are a lot of other players who would feel the same, even ones who say they want a hybrid system now.
Modifié par Soruyao, 28 février 2010 - 03:55 .