Terror_K wrote...
What I'm saying is that the system in place was deeper, but it was the execution that was at fault. So since the system was there and was deeper, then it inherently is deeper. It just wasn't as deep or well done as it could have been. We saw glimpses of it here and there, but it was never fully realised. ME2 doesn't even have glimpses of depth, and shows no signs of it at all in what's there. ME1 had a fairly good system in place that could have worked well... it was just the items themselves were too borked and it didn't quite work. But having a variety of weapons, even if they were admittedly samey, and being able to customise them is deeper than having only one of each weapon and not being able to customise them.
Alright. Obviously, I disagree. It doesn't matter how deep the system 'could be' in my opinion, if someone had done something completely different. Only how deep my choices actually are. ME1 doesn't have a deep choice when it comes to weapon selection.
Being able to customize them is deeper, or can be, but I was never talking about that myself.
Yes... I can look them up on the ME wikia. They're not in the game itself, fully visible and comparable though, are they? Technically all weapons in every shooting-related game ever have stats on them beneath that determine their damage, speed, etc. but they're not proper stats in the RPG sense of the word if they're not visible to the player in the game. ME2 has as many stats as Doom, Quake or Unreal Tournament do. I'm talking about a visible number attributed to different attributes of the gun that the player can see in game in order to make a comparison related to other items of a similar type. Like most proper RPG's have. ME1 had them... why doesn't ME2? Is it because the poor shooter fanboys are scared by too many big numbers? Or is it because all you need is the feeling of your grasping your weapon and pumping it until *CENSORED*
I don't know. I look gun stats up in those kind of games too. Plenty of shooters have put in visible stats too. I'm not a developer. Obviously you put a lot of weight on this feature.
Depth is having more options, more variables, more stats, more customisation and more freedom. Depth is not linear and simple, which Mass Effect 2's systems are.
And I think ME1's weapon selection has fewer variables, options, and stats. Not 'as a system' possibly but as the weapons were designed? No question.
Customization seems like a seperate issue to me entirely. Though I agree that it can add a lot to depth if well implemented. That was never in question from my perspective. Which is why I am focused on the weapons themselves.
In Mass Effect 1 there are four types of weapons but almost a dozen of each of them... more if you extend them through their levels (I to X). In Mass Effect 2 there are more types, but less weapons in them, and there are cases where they're so different that one could hesitate to even call them the same type. Each feels unique and different, so essentially there's only one of each weapon. They're so limited, so linear and so devoid of customising.
Simply put: It's not deeper having more types when there's only one of each type. Mass Effect 1 was like a bag of jelly beans, but while Mass Effect 2 was like a lolly scramble mix instead it had only one of each type of candy inside.
Ok, hold it.
ME2 has 6 types of weapons, excluding special DLC:
Heavy Pistols (Predator, Carnifax)
SMGs (Shurikan, Tempest)
Shotguns (Claymore, Eviscerator [Cerberus DLC], Katana, Scimitar)
Assault Rifles (Revenant, Vindicator, Avenger, Geth Pulse Rifle)
Sniper Rifles (Widow, Viper, Mantis)
Heavy Weapons (Many)
To be clear, I was never,
at all talking about the addition of SMGs and Heavy Weapons. That is not even remotely what I meant. I don't know how to make this any clearer: Weapon Type Is Not What I Was Referring To. Weapon type is only relevant to determining
exactly which choice I am talking about. I am talking about comparing guns within the same type.
ME2 has two pistols. There are reasons for using either.
If ME1 has ten pistols. There are reasons for using perhaps 3 (the other 7 are worse in every way), within those three, the play will basically use them the same way. One pistols will have a bit more damage and one will have a few more shots before overheat. Functionally, this is basically irrelevant. Take any of them, if the RNG has produced it.
ME2 has 4 shotguns for Vanguards. A Vanguard can use
any of those shotguns effectively. Even the Katana for some people. At least the Scimitar, Claymore, and Eviscerator play differently. I went into Vanguard thinking I'd use the Scimitar, and then the Claymore, but in practice the Eviscerator was my favorite. That doesn't stop Scimitar or Claymore Vanguards from working, it was just that my playstyle was best suited for the Eviscerator's balance of RPM, damage, and ammo capacity. The highest variation between them is losing 230+ damage for 7 additional shots per clip, 6 additional shots (12 when upgraded) for total capacity, and higher RPM (hard to measure because the slowest shotgun fires once per clip forcing a reload every time).
ME1 at Mark X has, if I'm counting correctly, 9 Shotguns, not counting the Spectre weapons for being imbalanced. Of those nine, 6 at worse at everything. The highest variation is losing about 50 damage for 1.7 shots. It has one additional shotgun in between them.
So, which choice do you think is deeper? The one with differentiated and at least partially balanced weapons or the one with imbalanced or samey weapons?
A good system will allocate a good mix of items of each type, dropping them according to your level and their rarity. ME1 didn't really have a problem with this aspect, even if the items were samey and needed balancing. If the items themselves don't have levels, ala ME2's weapons, then all they need do is have a random drop at the right place of any one of the weapons and/or items you have, discounting the ones you've already scanned before (assuming we're going with ME2's scanning system to avoid the issue of clutter).
Ok to be precise it had MARKS and it generated higher MARKS as your character level progressed. I'm not making the situation up either, it happened to create a Mark IV weapon when I was mostly finding Mark I and Mark II weapons. Obviously, the Mark IV was a lot better than anything I'd found til that point.
Even if the item design HAD BEEN BETTER, which it was not, the RNG would've effectively destroyed it in that case until my character level was high enough for the RNG to reliably produce more Mark IV weapons.
I'd actually say its closer to any RPG where you can hold as much stuff as you can carry, either by slots or weight. Especially since ME1 did have an item limit. Not too different from Dragon Age or NWN in that regard.
You can say that if you like. The item limit was far too high to matter, except for loot. And you could instantly switch guns of the same type. So yeah.
First of all, I don't think it personally makes sense to have ammo powers as skills/powers instead of mods. The whole thing just is a big logical flaw as far as I'm concerned. I mean... why would a skill determine what type of ammo my gun fires? Why can only a Soldier or Vanguard fire certain types now? How come an Engineer or Adept who could mod his weapon in ME1 to use cryo or incendiary rounds can't do the same now? Why can't weapons be modded at all any more? These things just made more sense as mods rather than powers, and I'm not just saying that because I miss mods. The only exception would be warp ammo, since it makes sense that a biotic could use that (though how a non-biotic can also is beyond me). Simply put: I think it was a stupid and illogical move, and probably simply came as a result of the devs needing to give the Soldier something extra power-wise, since the biotic and tech classes are far easier to logically give powers to.
But Carnage was ok I guess? Or the fact that Marksman and Overkill generate less heat? How, for that matter, did Assassination work? ME2 doesn't exactly lick illogical "Gun Powers" off the grass.
Frankly I think this is just another example of unevenly applied
sniping at ME2. Mass Effect's transgressions are always glossed over
because it 'has potential' for one reason or another when it's absolutely unforgivable in ME2.
Secondly, I believe that if mods do come back they should be limited to being only able to be altered in the weapons loadout screen, that you should only need to find (or get... buy... whatever) one and scan it (rather than keep finding them repeatedly) and that instead of having levels to them they should be upgraded using the research upgrade system. This combines the systems already in place in ME2 that stopped the inventory becoming a clutter with the depth and customisation weapons modding brings. If one puts an anti-synthetic mod in their weapon, they should realise that they're stuck with it until they get back or at least find another weapons loadout station. Overall, bring back modding. And bring back a proper radar and the mods that went with it too while we're at it. Bring back the best of the old mods, and think up some new ones, including weapon-type specific ones even (extra levels of zoom for sniper rifles, stabilisation mods for assault rifles, double-triggers for shotguns, etc.)
Alrighty but I thought the point was that ME2 didn't have any kind of analogy to Shredder/Tungsten ammo? You say you had to plan to use the anti-Organic or anti-Synthetic ammo, which you didn't at all because as soon as you decided to shoot at an organic you could give the entire squad the anti-organic ammo. But that you
didn't with anti-defense ammo in ME2 because...?
Modifié par Xpheyel, 02 mai 2010 - 03:25 .