RighteousRage wrote...
I would have honestly preferred if the combat was just 100% like Gears of War, because at least then my teammates would behave semi-rationally (yes I know, the AI in GoW was still retarded), I'd be able to blind fire, jump between cover, crouch, shoot more accurately, take less than 10 minutes to switch weapons, not have to fiddle with ammo types for their elemental rock paper scissors, have worthwhile melee, have grenades (again), have a reason to blitz, have turrets and occasionally varying combat rather than coming upon some crates and enemies coming out of a door at you, etc. etc.
The ammo was a minimal concession that changed gameplay negligibly, in my opinion. I hardly even ran out, and hardly run out on insanity, either, unless it's an infinite enemy room.
Also someone please tell me how it makes sense lore-wise or gameplay wise for there to be a "cool-down" on changing ammo types, and how this would even theoretically work. "Phew man, pressing that button on my gun to magically infuse it with elemental powers was exhausting, I gotta take a breather"
To be specific, each ammo type isn't a "button press" so much as switching to a different block of material, the reason weapons have infinite 'ammo' is because the projectiles fired are paint chips, or grains of sand in size, just propelled to incredible velocities to achieve energy transfer. Shredder rounds are made of a silicon compound that 'shatters' on impact, driving the kinetic energy outward in several directions for superior damage against soft targets. AP rounds have more tungsten in them, causing better penetration because the material is harder, Incendiary ammo is probably a futuristic equivalent of white phosphorus, disruptor ammo fires charged ions, cryo ammo uses cooling lasers to transform the projectile into a bose-einstein condensate, which is within a few thousandths of a degree of absolute zero, warp ammo probably contains small amounts of eezo so that it can create a warp field while in transit via frictional charge.
Switching ammo triggers a cooldown, not because you're tired after doing so, but because it takes a second to THINK about how you do something, Shepard can't just hold down the bumper and freeze time to make a decision, he has to think "Okay, shredder ammo, left front pocket, this is my sniper rifle, left side of the receiver, pull the latch to switch out ammunition, alrighty, there we go." It's a particularly tiny cooldown and I've never noticed it.
Biotics take tremendous amounts of focus to use and properly control, years of training is required to be effective at all, the reason they cool between uses is that you have to actually let your body build up enough electrical charge inside the eezo node for it to function. Tech powers require the fabricator inside your omni-tool to construct a device and then launch it, assumedly it takes time to do so.
I can't really justify why both biotic and tech powers share cooldowns other than to say that it takes focus to perform those actions during combat, shepard has to think about what he's going to do next before he does it. I predict that in ME3, tech and biotic powers will have seperate cool periods.
And whoever said melee was useless never played a sentinel, obviously you can't melee a mob of husks to death, or any large construct (Imir mechs, Praetorians, Thresher Maw, Scions, etc) But even on insanity, my Sentinel regularly beats Krogan to death with his pistol, and once or twice even Harbinger. One trick is that if you storm into an enemy, it does damage even if you dont swing right away, stunning them long enough to get in a few cheap shots. An Infiltrator could get in some free swings via cloak, and I imagine melee is fun during a Soldier's bullet time effect. Vanguards would get some free shots following a charge, and adepts and engineers should never WANT to melee, as they're generally better suited to staying in the back of the room to control the fight.