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Please create unlimited ammo mod or patch


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140 réponses à ce sujet

#26
Irohh

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one word



trainer

#27
roundzero gun

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i think this is retarded i can't beat them say **** you peace out

#28
Mythrantar

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Whether you agree or disagree with unlimited ammo, it is irrelevant since that was not what the OP asked.



OP, please check here: it will show you how you can do it: http://social.biowar...06/index/834703

#29
Dethateer

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Better yet, here it is already done (by some guy named dogkisser, iirc).
http://www.mediafire.com/?et3n34wmm5h

Modifié par Dethateer, 10 février 2010 - 05:26 .


#30
GotchaNL

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King_Rob is just asking a normal question, people. Don't be so bloody rude.

I am also disappointed with the disappearance of overheating. It's a big setback from ME1 in my opinion..



@King_Rob: Try this out: http://social.biowar...1856/&v=gallery

It's pretty self-explanatory. The ammo values are located in the BIOWeapon.ini file.


#31
King_Rob

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Thanks folks for the replies with links to solutions. I had just stumbled across the coalesced editor and was investigating it. I think upping the ammo capacity on the sniper rifle by 3 or 4 times should do the trick for me.



Thanks!

#32
vhatever

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That's why you should have picked the assault rifle training instead of picking the lame as hell overrated widow.



Uh, duh.

#33
Br0th3rGr1mm

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GotchaNL wrote...

King_Rob is just asking a normal question, people. Don't be so bloody rude.

I beg to differ.  Read his intial post again and tell me who's being rude....

I'm glad he found a solution, but the presentation of his "question" was a rant about the ammo system and the lack of continutiy in the ME universe lore. 

Modifié par Br0th3rGr1mm, 10 février 2010 - 08:18 .


#34
ranzarok

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Not sure why people hate the heat clip system. I find it loads better then the first system, and I never had a problem with finding clips when I needed them. They are all over the place, just have to spend a few seconds and look for them.

#35
Sibbwolf

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King_Rob wrote...

The "game mechanic" I was talking about was the heatsinks on the guns in ME1, it was really cool, and I can't figure out why they would have done away with it.


Reading the codex might help.

As for continuity, I can this happening if the advantages (faster rate of fire overall, less weapon wear) outweigh the disadvantages (waiting for several minutes after firing off a clip for the damn thing to cool down, replacing the barrel after the skirmish)..

I don't think the weapons in ME1 were cool. There was no point in the game the character needed more than two (and usually only one) because there were no constraints on use - as you yourself suggest, a player could use the most innappropiate weapon without any penalties. This was fixed in ME2, and I find it quite sad that anyones response is to want a hack, cheat or mod to return to unlimited ammo.

#36
HelterSkelter89

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TommyServo wrote...

Unlimited ammo isn't a "game mechanic." Besides, you could trivialize that with mods in the first game.

Seriously, in two playthroughs, I have yet to run low on anything other than heavy ammo. I don't know what the complaint is, unless your aim is really that bad.


it is a mechanic, that's what you call things like ammo and health regeneration, me1's ammo used an overheat mechanic and non regenerating health mechanic.

even if your accuracy is 100% you will run out of ammo at some point. the sniper only holds 10 shots and the pistol 24. after establishing canon in the first game that the overheat mechanism instead of a tradition (and crappy) ammo system, it's a slap in the face to change things and go to a system of using ammo.

here is the codex entry from the first game explaining things:

All modern infantry weapons from pistols to assault rifles use micro-scaled mass accelerator technology. Projectiles consist of tiny metal slugs suspended within a mass-reducing field, accelerated by magnetic force to speeds that inflict kinetic damage.
The ammo magazine is a simple block of metal. The gun's internal
computer calculates the mass needed to reach the target based on
distance, gravity, and atmospheric pressure, then shears off an
appropriate sized slug from the block. A single block can supply
thousands of rounds, making ammo a non-issue during any engagement.
Top-line weapons also feature smart targeting that allows them
to correct for weather and environment. Firing on a target in a howling
gale feels the same as it does on a calm day on a practice range. Smart
targeting does not mean a bullet will automatically find the mark every
time the trigger is pulled; it only makes it easier for the marksman to
aim.


**ripped from mass effect wiki**

#37
YakoHako

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Infinite sniper rifle ammo would be very boring and easy. With limited shots, you have to make every one count. Your character carries several weapons, by the way.

#38
Niorcs

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YakoHako wrote...

Infinite sniper rifle ammo would be very boring and easy. With limited shots, you have to make every one count. Your character carries several weapons, by the way.



#39
King_Rob

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Br0th3rGr1mm wrote...

GotchaNL wrote...

King_Rob is just asking a normal question, people. Don't be so bloody rude.

I beg to differ.  Read his intial post again and tell me who's being rude....

I'm glad he found a solution, but the presentation of his "question" was a rant about the ammo system and the lack of continutiy in the ME universe lore. 


I certainly didn't call anyone retarted, or an idiot.  Nor did I tell anyone they suck at the game.  I did make fun of someone for improper grammar, but he started it.

Modifié par King_Rob, 10 février 2010 - 10:25 .


#40
King_Rob

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Sibbwolf wrote...

King_Rob wrote...

The "game mechanic" I was talking about was the heatsinks on the guns in ME1, it was really cool, and I can't figure out why they would have done away with it.


Reading the codex might help.

As for continuity, I can this happening if the advantages (faster rate of fire overall, less weapon wear) outweigh the disadvantages (waiting for several minutes after firing off a clip for the damn thing to cool down, replacing the barrel after the skirmish)..

I don't think the weapons in ME1 were cool. There was no point in the game the character needed more than two (and usually only one) because there were no constraints on use - as you yourself suggest, a player could use the most innappropiate weapon without any penalties. This was fixed in ME2, and I find it quite sad that anyones response is to want a hack, cheat or mod to return to unlimited ammo.


The codex has some kind of in-game explanation for why companies who manufacture weapons decided that the current model weapons that require no ammunition, or additional heatsink of any type are to ALL be replaced by weapons that (in the case of some of the sniper rifles) require a bulky heatsink be inserted into the gun after each shot?  Not to mention how those same companies managed to get every single one of the old guns (I wouldn't trade mine in) out of circulation and replace them with the new models in 2 years?

That didn't happen of course, they just decided to change the ammo game mechanic for some reason.  Maybe it was in order to force people to use more than one type of weapon.  However, you mention that folks might get through the game with using only one or two weapon types and there are several classes in ME2 that only have that many selections to begin with!

I'm quite happy with turning on unlimited ammo for my sniper rifle.  Now I can choose which gun to use based on the tactical situation, not whether I picked up enough shinies off the ground to keep my gun firing.

I guess I could also bring up the fact that no one else in the universe seems to need these heatsinks to continuously fire their weapons, but unlimited ammo for your buddies and enemies is pretty common in shooters so I can't really have too much beef with that.

#41
Sniper11709

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King_Rob wrote...

I'm quite happy with turning on unlimited ammo for my sniper rifle.  Now I can choose which gun to use based on the tactical situation, not whether I picked up enough shinies off the ground to keep my gun firing.


"Based on the tactical situation" Your ammo count is part of the tactical situation so go ahead and prefer infinite ammo but don't try act like your being more tactical with out it.

#42
IggyD

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Pssst! Over here!

http://social.biowar...index/1093476/1

#43
Zaisha_temp

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The reason Bioware changed the mechanic (rather than just remove Frictionless Materials from the game) is really quite simple:



They wanted the game's combat mechanics to be closer to the generic shooter standard. End of story.



Sound commercial choice too. I don't like it, but I accept that it's a choice that will please a larger crowd than it annoys. Besides, I play bioware games for the story (with some nice action thrown in as a bonus) not for the challenge and I doubt I'll ever run out of stuff to shoot with given how fast enemies drop on Casual level.

#44
Panzer Gold

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King_Rob wrote...
The "game mechanic" I was talking about was the heatsinks on the guns in ME1, it was really cool, and I can't figure out why they would have done away with it.


Because it was poorly balanced.  Running around with a Spectre X assault rifle with two Scram Rails and Snowblind rounds that would never overheat no matter how much you held down the trigger was just silly.

#45
hYBRYDcOBRA

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What I dont understand is why they couldnt have made it like Ghostbusters style where it overheats and instead of worring about clips (like 95% of every other shooting game) you vent the gun and your ammo counter resets back to normal.

#46
Shinji Ex

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I like limited or pick up ammo system because your force to sometime switch your weapon to use some other gun you would not use if you had unlimited ammo thus creating change of pace during combat.

#47
Sibbwolf

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There's nothing tactical about that. unlimited ammo means unlimited ammo, you've removed the constrait that force tactical decision. Now once again you can sit back, using the most inappropiate weapon and still win.

And yes, there are some classes that only have two weapons, but they can't just use the least appropiate of the pair all the time and expect to win the game like in ME1. In ME2, the player has to choose weapons carefully (tactic) or use their powers (which again has constraits, again forcing tactics).

Lorewise, 2 years? Did you catch the part of the laws of physics, or did you ignore that? The weapons in ME1 cooled down far too quickly considering the environments they were often used in. If the new weapons offer serious advantages that vastly outweigh the disadvantages, people will take ithem, and quickly. If you don't believe me here, a real life example is the evolution of battleships in the 19th and early 20th centuries.

Modifié par Sibbwolf, 11 février 2010 - 07:03 .


#48
Anticitizen1

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King_Rob wrote...
I spend more time in this game running around looking on the ground for ammo than I do listening to dialog... it's ridiculous. 


If you are running around looking for ammo more than you are listening to dialog, then I'm sorry, but you need to work on your aim, pal.
Don't blame the ammo system.

Modifié par Anticitizen1, 11 février 2010 - 07:11 .


#49
Guest_ivan.inverse_*

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Good God. This is exactly why BioWare took out the infinite ammo mechanic. At least a limited amount of shots actually makes you think before you shoot. Plus it gives me a reason to pull out my sidearm once in a while.



Stop crying already.

#50
Guest_SwobyJ_*

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ivan.inverse wrote...

Good God. This is exactly why BioWare took out the infinite ammo mechanic. At least a limited amount of shots actually makes you think before you shoot. Plus it gives me a reason to pull out my sidearm once in a while.

Stop crying already.


This. I like having to move to the SMG and Pistol once in a while.

I returned to the ending of ME1 tonight to show my roommate, and realized how poor a system it all was. That overheating thing is crazy lame. (and I'm big into all sorts of mainstream-ish RPGs)