Anyone else think it's stupid that both Jacob and Grunt have Incindiary ammo? I am thankful they gave us Zaeed with Disrupter ammo to give the non-amo classes some tools. But Jacob should have Cryo ammo shouldn't he? That way you could have Cryo, Incindiary, and Disrupter if you level those powers up to squad-ammo. It's totally pointless to have 2 with fire ammo?
I can already hear the complaint. Having all the ammo types on squad mates would weaken ammo powers on shepard. I don't agree. For example when I played my vangaurd, I had squad fire and cryo ammo and I spent 0 points on those ammo skills with Grunt and Jacob I instead used thier skills on other powers. However if they had Incind and Cryo, then I would have a legit choice of maxing THEM and not Shep. It would just make more variety.
Bottom line is, I hate when multuple squad members share the same skills when other skills of the same genre are readily available.
Squad-mates ammo powers = badly designed?
Débuté par
VirtualAlex
, févr. 20 2010 11:32
#1
Posté 20 février 2010 - 11:32
#2
Posté 21 février 2010 - 03:11
I dislike ammo as a power, period. Flesh out the pre-mission prep with ammo types, weapon upgrades (limited hardpoints, can be changed before each fight and so on). Think a smaller but still involved Rainbow Six loadout screen.
#3
Posté 21 février 2010 - 05:10
We've got a pretty sizeable thread going which requests a patch for this very issue. Feel free to add your support. If enough people complain about it Bioware might realize how badly it needs to be patched.
http://social.biowar...8/index/1261824
http://social.biowar...8/index/1261824
#4
Posté 21 février 2010 - 05:20
If BioWare wants to continue to refine the shooter element of this game, they could certainly learn a thing or two from Rainbow Six: Vegas....




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