Why the finite amount of heavy weapons ammo? Why can't the Normandy recharge them?
#26
Posté 06 juin 2010 - 08:01
Plus, it'd be kind of OP, if you didn't have to worry about managing your heavy weapon ammo at all.
#27
Posté 06 juin 2010 - 08:09
Amamaru wrote...
They had a medi-gel dispenser in the med lab on the Normandy in the first game, which made sense, since in the early goings that was the only way you were gonna get healed quickly. Now since you only use it for Unity that makes sense. You don't need it as much.
But Heavy Weapons are different. Starting out with a finite amount at the beginning of the mission gives it better strategy. Because on some missions where I'd like to use Heavy Weapons I can't because I start at zero and there's none to find.
And there's nothing worse than running out of ammo against a Praetorian and then you go to the next mission and you can't use that weapon.
I'd also like to be able to store the ammo I collect. Just because the weapon I'm using now is full, don't give me a hundred credits, ship that crate to the Normandy and reload my next weapon.
The best solution though is just let me make my own. There are so many planets that you can collect resources from. Even before the brilliant patch to scanning to speed it up I would happily scan worlds to up my ammo. And make each ammo type respond to a different raw material. Like obviously the Blackstorm should use Eezo fuel, and have other weapons like use combination of materials. Or fuel. H3 for the Avalanche.
Agreed 100%. Nothing irks me like equiping a heavy weapon with a low maximum ammo capacity (like the Cerberus Arc Projector) and collecting dozens of ammo crates that each only give you 100 credits only to switch to a weapon like the Collector Particle Beam, Cain or Firestorm with nigh-unlimited ammo capacity and realize that those extra ammo crates were completely wasted.
There really should be an automatic full refill of heavy weapon ammo each time you leave the Normandy. Getting rid of heavy weapon ammo pickups in-game would still force you to strategically limit your heavy weapon usage in-mission while insuring that at no point do you every run out of heavy weapon ammo entirely FOREVER as you can under the present system.
#28
Posté 06 juin 2010 - 08:19
Also, same thing with medkits.
Modifié par onelifecrisis, 06 juin 2010 - 08:20 .
#29
Posté 06 juin 2010 - 08:36
Modifié par RyuGuitarFreak, 06 juin 2010 - 09:54 .
#30
Posté 06 juin 2010 - 08:42
Truth.....coz they were lazy to make it happen in the game, or just simple technical oversight (meaning not enough testing)
2nd truth.
space:wizard: doesn't approve of the idea....so yeah





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