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Whats up with the weapons?


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#26
TJSolo

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Poison_Berrie wrote...

TJSolo wrote...
Hell the way the weapons are specced it isn't hugely needed to ever change them since most don't function better or worse within a given weapon group.

Which is kind of the point. Rather than have tiered weapons who's primary attribute were higher DPS, they went for a choose weapons to your play-style. 
The actual selection could be upped, especially for pistols and SMGs. 


The differences in approach to weapons between ME1 and ME2 should be obvious at this point.(yay for an overhaul with problems instead of correcting the issues from the first iteration)
I can make a ME1 gun perform differently with weapon mods while the damage increase came from getting a higher scaled gun. 
The few ME2 guns perform differently and get damage increases from upgrades.

The issue was that ME1 had too many things to be sorted through.
The issue is ME2 has too few things to select from.

#27
Cris Shepard

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javierabegazo wrote...

Inarai wrote...

Flash_in_the_flesh wrote...

There are 3 types of upgrade for each weapon.


Actually, with free DLC, it's:

5 Assault Rifles (There's a fourth if you play Haestrom on Hardcore or Insane)
4 Shotguns (Eviscerator DLC, people)
3 Snipers (Bet there's another one of these soon.)
2 Heavy Pistols
2 Machine Pistols

And for the lucky few who got the Incisor Sniper Rifle, there's actually 4 sniper rifles.

Luckily, despite having the XBOX version, I was able to get every DLC available for ME2 and as such, my arsenal has
7 Heavy Weapons (flamethrower, particle beam, avalanche, cain, Blackstorm, grenade launcher, missile launcher)
4 Shotguns
4 Sniper Rifles  (incisor, mantis, viper, widow)
5 Assault Rifles (geth pulse rifle, vindicator, avenger, collector, Revenant)
2 Heavy's
2 SMG's

I think the weapons approach in ME2 was spot on


Weapons in ME2 are not spot on, they feel and work like 21st century weapons, and lack of variety is a bit of a disappointment to be honest.. I've done 3 play through's and I am officially bored of using the same weapons over and over..

You should be able to buy heavy weapon ammo somewhere on the Normandy, I felt that randomly finding power cells in the games environments was a bit dumb (for lack of a better word).. It's exactly like the cover in the game, it's conveniently placed for when you need it. If I want to use heavy weapons on weaker enemies, I should be able to without worrying about "wasting" the ammo before I get to a boss-like enemy.. THIS WAS VERY MUCH THE CASE WHILE PLAYING THROUGH ON INSANITY!!!

#28
Inarai

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TJSolo wrote...

Poison_Berrie wrote...

TJSolo wrote...
Hell the way the weapons are specced it isn't hugely needed to ever change them since most don't function better or worse within a given weapon group.

Which is kind of the point. Rather than have tiered weapons who's primary attribute were higher DPS, they went for a choose weapons to your play-style. 
The actual selection could be upped, especially for pistols and SMGs. 


The differences in approach to weapons between ME1 and ME2 should be obvious at this point.(yay for an overhaul with problems instead of correcting the issues from the first iteration)
I can make a ME1 gun perform differently with weapon mods while the damage increase came from getting a higher scaled gun. 
The few ME2 guns perform differently and get damage increases from upgrades.

The issue was that ME1 had too many things to be sorted through.
The issue is ME2 has too few things to select from.


The other issue in ME1 is that all the guns were really the same with different numbers.  Not great.  Better now.  Not perfect.  Perfection unattainable.  Improvement notable all the same.

#29
Atmosfear3

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Honestly, what would more weapons achieve that aren't already available? Take ARs for example:



General purpose: Avenger/Collector

Burst fire: Vindicator

Machine gun (soldier only): Revenant

Shield/Barrier shredder: Geth Pulse Rifle



What else could you possibly add that would be different and unique from the rest?

#30
TJSolo

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Inarai wrote...

TJSolo wrote...

Poison_Berrie wrote...

TJSolo wrote...
Hell the way the weapons are specced it isn't hugely needed to ever change them since most don't function better or worse within a given weapon group.

Which is kind of the point. Rather than have tiered weapons who's primary attribute were higher DPS, they went for a choose weapons to your play-style. 
The actual selection could be upped, especially for pistols and SMGs. 


The differences in approach to weapons between ME1 and ME2 should be obvious at this point.(yay for an overhaul with problems instead of correcting the issues from the first iteration)
I can make a ME1 gun perform differently with weapon mods while the damage increase came from getting a higher scaled gun. 
The few ME2 guns perform differently and get damage increases from upgrades.

The issue was that ME1 had too many things to be sorted through.
The issue is ME2 has too few things to select from.


The other issue in ME1 is that all the guns were really the same with different numbers.  Not great.  Better now.  Not perfect.  Perfection unattainable.  Improvement notable all the same.


The first game the guns were different because of the numbers, that was stated. Weapons weren't handled that way in ME2.

ME2s selection in some areas is a bit too frugal.

#31
Inarai

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TJSolo wrote...

Inarai wrote...

TJSolo wrote...

Poison_Berrie wrote...

TJSolo wrote...
Hell the way the weapons are specced it isn't hugely needed to ever change them since most don't function better or worse within a given weapon group.

Which is kind of the point. Rather than have tiered weapons who's primary attribute were higher DPS, they went for a choose weapons to your play-style. 
The actual selection could be upped, especially for pistols and SMGs. 


The differences in approach to weapons between ME1 and ME2 should be obvious at this point.(yay for an overhaul with problems instead of correcting the issues from the first iteration)
I can make a ME1 gun perform differently with weapon mods while the damage increase came from getting a higher scaled gun. 
The few ME2 guns perform differently and get damage increases from upgrades.

The issue was that ME1 had too many things to be sorted through.
The issue is ME2 has too few things to select from.


The other issue in ME1 is that all the guns were really the same with different numbers.  Not great.  Better now.  Not perfect.  Perfection unattainable.  Improvement notable all the same.


The first game the guns were different because of the numbers, that was stated. Weapons weren't handled that way in ME2.

ME2s selection in some areas is a bit too frugal.



That "difference" is effectively not a difference, it has no depth.  Here, there's depth.  I'd like to see them expand the choices over time, but they don't need anything NEAR to how many ME1 had.  7 or 8 of a given type would almost definitely be overdoing it.

#32
grabmeapepsi

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Atmosfear3 wrote...

Honestly, what would more weapons achieve that aren't already available? Take ARs for example:

General purpose: Avenger/Collector
Burst fire: Vindicator
Machine gun (soldier only): Revenant
Shield/Barrier shredder: Geth Pulse Rifle

What else could you possibly add that would be different and unique from the rest?

You make a good point; personally I think the only types of weapons that need more in them are the Pistols and the SMG's.. If anything AR's are the ones that don't need any additional guns at all.

#33
TJSolo

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"That "difference" is effectively not a difference, it has no depth. Here, there's depth. I'd like to see them expand the choices over time, but they don't need anything NEAR to how many ME1 had. 7 or 8 of a given type would almost definitely be overdoing it."



The difference was there by numeric value. It could be further made different with the use of weapon mods. The depth was there in that approach people could change their weapons performance at anytime in a mission and weapons scaled to your level.

I am not even going to get into a discussion of depth compared against ME2s upgrade choices; the two systems are that different from each other.

Again that was ME1s system of upgrades and modifications, the depth was there even if you choose to ignore it or belittle it.

At this stage it is not being asked to have ME1 weapons in ME2, but just more weapons within the ME2 structure; handguns and SMGs are two that come to mind as needing a little more selection.

#34
Andy_Haugh

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Inarai wrote...

TJSolo wrote...

Depending on class weapon selection is dreary, if you didn't get a load of DLC. Not spot on for me, lacking variety and choice.
Like handguns, SMGs, and Snipers(only 2 high DPS and 1 rapid fire).


...  Yes, classes with low weapon selection have low weapon selection.  This comes as a surprise to you somehow?


You know exactly what he means, so lose the attitude. He said that having only 2 Handguns/SMGs means there is not enough variety. And he's right.

#35
Atmosfear3

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Lets look at a recent popular shooter, MW2 and its selection of pistols shall we?

USP

M9

Deagle

Magnum

The USP and M9 are nearly identical as is the Magnum and Deagle. The only major differences are accuracy which for ME2 would be meaningless since most weapons have very manageable recoil.

As for SMGs, what else could we ask for? Theres a full auto version and a burst-fire one. A semi-auto SMG would be useless since SMGs were designed to be rapid-fire, shield shredders and weak against armor. An armor piercing SMG would just be a glorified AR which we don't really need more of.

Theres already enough snipers to cover all the basics. Theres 2 bolt-action and 1(2) semi-autos (if you have the incisor).



The only category that can offer any sort of uniqueness is heavy weapons, which has already been stated BW will be releasing a new one shortly in March. Hopefully this one will be very efficient so we're not forced to use our HWs conservatively.

#36
Inarai

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Andy_Haugh wrote...

Inarai wrote...

TJSolo wrote...

Depending on class weapon selection is dreary, if you didn't get a load of DLC. Not spot on for me, lacking variety and choice.
Like handguns, SMGs, and Snipers(only 2 high DPS and 1 rapid fire).


...  Yes, classes with low weapon selection have low weapon selection.  This comes as a surprise to you somehow?


You know exactly what he means, so lose the attitude. He said that having only 2 Handguns/SMGs means there is not enough variety. And he's right.


Sorry, it just seems odd to pick a limited class if you want selection, more so to take the specialized sniper instead of the assault rifle or shotgun if you ind selection too limited.

Yes, there could be more options.  Suggestions?

#37
Annihilator27

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javierabegazo wrote...

Inarai wrote...

Flash_in_the_flesh wrote...

There are 3 types of upgrade for each weapon.


Actually, with free DLC, it's:

5 Assault Rifles (There's a fourth if you play Haestrom on Hardcore or Insane)
4 Shotguns (Eviscerator DLC, people)
3 Snipers (Bet there's another one of these soon.)
2 Heavy Pistols
2 Machine Pistols

And for the lucky few who got the Incisor Sniper Rifle, there's actually 4 sniper rifles.

Luckily, despite having the XBOX version, I was able to get every DLC available for ME2 and as such, my arsenal has
7 Heavy Weapons (flamethrower, particle beam, avalanche, cain, Blackstorm, grenade launcher, missile launcher)
4 Shotguns
4 Sniper Rifles  (incisor, mantis, viper, widow)
5 Assault Rifles (geth pulse rifle, vindicator, avenger, collector, Revenant)
2 Heavy's
2 SMG's

I think the weapons approach in ME2 was spot on




Idk i was under impressions that there would be alot more, Some of that depended on what class you chose. Also more choices would be nice instead of the next weapon being completely better. I was infiltrator so i liked how sniper rifle 2 has the fastes rps of the 3 with the 3rd being the 1st one just out right better.

#38
Murmillos

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Atmosfear3 wrote...

Lets look at a recent popular shooter, MW2 and its selection of pistols shall we?
USP
M9
Deagle
Magnum
The USP and M9 are nearly identical as is the Magnum and Deagle. The only major differences are accuracy which for ME2 would be meaningless since most weapons have very manageable recoil.
As for SMGs, what else could we ask for? Theres a full auto version and a burst-fire one. A semi-auto SMG would be useless since SMGs were designed to be rapid-fire, shield shredders and weak against armor. An armor piercing SMG would just be a glorified AR which we don't really need more of.
Theres already enough snipers to cover all the basics. Theres 2 bolt-action and 1(2) semi-autos (if you have the incisor).

The only category that can offer any sort of uniqueness is heavy weapons, which has already been stated BW will be releasing a new one shortly in March. Hopefully this one will be very efficient so we're not forced to use our HWs conservatively.


You could always do another burst fire SMG.  5 round burst, some where in the levels between the current two.  Maybe this one is given better armor penetration ability (much like what the shotguns got) for a slight loss in vs. biotic/barrier bonus.

Your pistols needs one between the Predator and the Hand Cannon.  10/40 rounds, along with having better ability against shields while losing some vs. armor bonus.

Everybody except for the Solider uses the SMG, and everybody uses the Pistol at one point or another.

#39
Inarai

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Murmillos wrote...

Atmosfear3 wrote...

Lets look at a recent popular shooter, MW2 and its selection of pistols shall we?
USP
M9
Deagle
Magnum
The USP and M9 are nearly identical as is the Magnum and Deagle. The only major differences are accuracy which for ME2 would be meaningless since most weapons have very manageable recoil.
As for SMGs, what else could we ask for? Theres a full auto version and a burst-fire one. A semi-auto SMG would be useless since SMGs were designed to be rapid-fire, shield shredders and weak against armor. An armor piercing SMG would just be a glorified AR which we don't really need more of.
Theres already enough snipers to cover all the basics. Theres 2 bolt-action and 1(2) semi-autos (if you have the incisor).

The only category that can offer any sort of uniqueness is heavy weapons, which has already been stated BW will be releasing a new one shortly in March. Hopefully this one will be very efficient so we're not forced to use our HWs conservatively.


You could always do another burst fire SMG.  5 round burst, some where in the levels between the current two.  Maybe this one is given better armor penetration ability (much like what the shotguns got) for a slight loss in vs. biotic/barrier bonus.

Your pistols needs one between the Predator and the Hand Cannon.  10/40 rounds, along with having better ability against shields while losing some vs. armor bonus.


...  And thus killing weapon rock/paper/scissors?  Don't see it happening.

#40
Andy_Haugh

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Inarai wrote...

The other issue in ME1 is that all the guns were really the same with different numbers.  Not great.  Better now.  Not perfect.  Perfection unattainable.  Improvement notable all the same.


The weapons also had different appearances in addition to the different numbers, therefore they are different (each class of weapon had roughly 10 unique model/skin combinations). Saying they are "the same but different" doesn't make any sense here.


Inarai wrote...

TJSolo wrote...

The first game the guns were different because of the numbers, that was stated. Weapons weren't handled that way in ME2.

ME2s selection in some areas is a bit too frugal.


That "difference" is effectively not a difference, it has no depth.  Here, there's depth.  I'd like to see them expand the choices over time, but they don't need anything NEAR to how many ME1 had.  7 or 8 of a given type would almost definitely be overdoing it.



Well, you can have that opinion if you want, but it just isn't true. Removing a vast number of choices actually adds depth? It sounds like you must be an L2, I remember Dr. Chakwas saying that "insanity" was one of the side effects of using this implant... :)

Seriously, look at this comparison between pistols in ME1/ME2, and tell me what gives more "depth":

ME1) 2 unique weapon models, 4 to 5 skins for each, and 5 to 10 sets of stats for each.
ME2) 2 unique weapon models, 1 skin for each, and 1 set of stats for each.

Also, ME1 had up to 3 mod slots per weapon. With that said, I will agree with you that anything beyond 7 or 8 different guns is unnecessary, but it is nice nevertheless.

There are opinions, and then there are facts. ME1 has more "depth" in it's weapons selection, and that is a fact. Sorry, but sometimes the truth hurts :P

#41
Inarai

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Andy_Haugh wrote...

Inarai wrote...

The other issue in ME1 is that all the guns were really the same with different numbers.  Not great.  Better now.  Not perfect.  Perfection unattainable.  Improvement notable all the same.


The weapons also had different appearances in addition to the different numbers, therefore they are different (each class of weapon had roughly 10 unique model/skin combinations). Saying they are "the same but different" doesn't make any sense here.


Inarai wrote...

TJSolo wrote...

The first game the guns were different because of the numbers, that was stated. Weapons weren't handled that way in ME2.

ME2s selection in some areas is a bit too frugal.


That "difference" is effectively not a difference, it has no depth.  Here, there's depth.  I'd like to see them expand the choices over time, but they don't need anything NEAR to how many ME1 had.  7 or 8 of a given type would almost definitely be overdoing it.



Well, you can have that opinion if you want, but it just isn't true. Removing a vast number of choices actually adds depth? It sounds like you must be an L2, I remember Dr. Chakwas saying that "insanity" was one of the side effects of using this implant... :)

Seriously, look at this comparison between pistols in ME1/ME2, and tell me what gives more "depth":

ME1) 2 unique weapon models, 4 to 5 skins for each, and 5 to 10 sets of stats for each.
ME2) 2 unique weapon models, 1 skin for each, and 1 set of stats for each.

Also, ME1 had up to 3 mod slots per weapon. With that said, I will agree with you that anything beyond 7 or 8 different guns is unnecessary, but it is nice nevertheless.

There are opinions, and then there are facts. ME1 has more "depth" in it's weapons selection, and that is a fact. Sorry, but sometimes the truth hurts :P


Actually having substantive difference, like, say, difference in the way they function, adds depth.  Visual difference isn't substantive difference.  It improves things when substantive difference exists - without that, not really relevant.  So:

ME1) A bunch of guns that do exactly the same thing as other guns to varying degrees of efficacy.
ME2) A handful of guns that fill a similar role in very different ways, plus upgrades to those guns to get the same variance in effficacy seen in the last game without some insanely bloated inventory.

Conclusion: More depth.

More guns, doing different things would be good, though.  Suggestions?  Perhaps a large clip shotgun with decent rate of fire:  12 shots, perhaps.  Less damage a shot perhaps, but handy none the less if it still staggers well enough.

Modifié par Inarai, 01 mars 2010 - 07:15 .


#42
Sanzee

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I felt like they tried to make the game a generic mainstream third person shooter with the weapons. In an RPG, I don't want to be able to name every weapon in the game off the top of my head. The weapons were fun but the variety was almost a gamebreaker for me. Not as bad as the choice to remove the atmosphere of the original though. Taking out that "1980's Bladerunner-like feel" to the ME universe was a gamebreaker.

#43
Inarai

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Sanzee wrote...

I felt like they tried to make the game a generic mainstream third person shooter with the weapons. In an RPG, I don't want to be able to name every weapon in the game off the top of my head. The weapons were fun but the variety was almost a gamebreaker for me. Not as bad as the choice to remove the atmosphere of the original though. Taking out that "1980's Bladerunner-like feel" to the ME universe was a gamebreaker.


Since when have RPG's been defined by gear?  Oh, yes, never.

#44
Riot Inducer

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Inarai wrote...
Actually having substantive difference, like, say, difference in the way they function, adds depth.  Visual difference isn't substantive difference.  It improves things when substantive difference exists - without that, not really relevant.  So:

ME1) A bunch of guns that do exactly the same thing as other guns to varying degrees of efficacy.
ME2) A handful of guns that fill a similar role in very different ways, plus upgrades to those guns to get the same variance in effficacy seen in the last game without some insanely bloated inventory.

Conclusion: More depth.

More guns, doing different things would be good, though.  Suggestions?  Perhaps a large clip shotgun with decent rate of fire:  12 shots, perhaps.  Less damage a shot perhaps, but handy none the less if it still staggers well enough.


Agreed, weapons with different function is what adds more depth than different paint jobs.

And off the top of my head some weapon suggestions, I'd like to see more variable use weapons, for example:

An energy based Collector or Geth pistol with semi-auto performance similar to the Predator, however it has a second function, holding the trigger down lets the pistol charge up, the resulting shot when it's released would use more ammo but would have a lot more power and perhaps an incinerate-like damage over time function against armor and health. (idea shamelessly taken from Halo's plasma pistol)

Also one I've thought about is a variable performance shotgun, same idea as the pistol; standard performance is similar to the Katana but the charge up feature gives greater damage and range to the shot while consuming more ammo. 

#45
Inarai

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Riot Inducer wrote...

Inarai wrote...
Actually having substantive difference, like, say, difference in the way they function, adds depth.  Visual difference isn't substantive difference.  It improves things when substantive difference exists - without that, not really relevant.  So:

ME1) A bunch of guns that do exactly the same thing as other guns to varying degrees of efficacy.
ME2) A handful of guns that fill a similar role in very different ways, plus upgrades to those guns to get the same variance in effficacy seen in the last game without some insanely bloated inventory.

Conclusion: More depth.

More guns, doing different things would be good, though.  Suggestions?  Perhaps a large clip shotgun with decent rate of fire:  12 shots, perhaps.  Less damage a shot perhaps, but handy none the less if it still staggers well enough.


Agreed, weapons with different function is what adds more depth than different paint jobs.

And off the top of my head some weapon suggestions, I'd like to see more variable use weapons, for example:

An energy based Collector or Geth pistol with semi-auto performance similar to the Predator, however it has a second function, holding the trigger down lets the pistol charge up, the resulting shot when it's released would use more ammo but would have a lot more power and perhaps an incinerate-like damage over time function against armor and health. (idea shamelessly taken from Halo's plasma pistol)

Also one I've thought about is a variable performance shotgun, same idea as the pistol; standard performance is similar to the Katana but the charge up feature gives greater damage and range to the shot while consuming more ammo.


Hey, charge shots are an ancient classic.  The Plasma Pistol would be a shameless ripoff if charge shots weren't such a staple of sci-fi.

I'd enjoy such a weapon.

Also, that shotgun...  Would that be like Carnage from ME1, or what?

Modifié par Inarai, 01 mars 2010 - 07:43 .


#46
newcomplex

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javierabegazo wrote...

Inarai wrote...

Flash_in_the_flesh wrote...

There are 3 types of upgrade for each weapon.


Actually, with free DLC, it's:

5 Assault Rifles (There's a fourth if you play Haestrom on Hardcore or Insane)
4 Shotguns (Eviscerator DLC, people)
3 Snipers (Bet there's another one of these soon.)
2 Heavy Pistols
2 Machine Pistols

And for the lucky few who got the Incisor Sniper Rifle, there's actually 4 sniper rifles.

Luckily, despite having the XBOX version, I was able to get every DLC available for ME2 and as such, my arsenal has
7 Heavy Weapons (flamethrower, particle beam, avalanche, cain, Blackstorm, grenade launcher, missile launcher)
4 Shotguns
4 Sniper Rifles  (incisor, mantis, viper, widow)
5 Assault Rifles (geth pulse rifle, vindicator, avenger, collector, Revenant)
2 Heavy's
2 SMG's

I think the weapons approach in ME2 was spot on



Meh Javier, I'd be inclined to agree with you if they were paced better.    I got a bunch of DLC weapons as soon I start the game, then I got nothing save a assault rifle until I hit horizon, then I get like four weapons only to have them be rendered useless with collector ship weapons of uberpwnage.  

And a mere 2 SMG/Heavy pistol is just not enough.  

Also, Javier....do you sleep o.o?

Modifié par newcomplex, 01 mars 2010 - 07:52 .


#47
TJSolo

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"ME1) A bunch of guns that do exactly the same thing as other guns to varying degrees of efficacy.

ME2) A handful of guns that fill a similar role in very different ways, plus upgrades to those guns to get the same variance in effficacy seen in the last game without some insanely bloated inventory."



Without your belittling and ingoring what made the first system function; depth in ME1s weapon system is greater.

Of course if you have to include with all your ME1 statements trite (dis)qualifiers then ME1 will forever be lacking, which in terms of options it is not.



The upgrade system in ME2 functions to scale the weapons, like how ME1 did with the damage value.

The way ME2 weapons function differently can just be a combination of weapon mods from ME1 that effect RoF and burst damage. The weapon mod system allowed for a larger mix.

As for visual variety in ME1 there were 3 distinct shapes to each weapon with 4-5skins per. While in ME handguns and SMGs only have 2 appearances, Snipes 3 appearances(4 with DLC), shotguns have 3 appearances, and ARs have 5 appearances.

Even if you want to bar skins from consideration that only leaves ARs having more variety in ME2.

There isn't a heavy class in ME1 to compare.



And the idea of the last few posters is that more handguns and SMGs are needed. If you want to agree more shotguns are needed, which count is already at 3, it would reason(?) that you would agree handguns and SMGs at a count of 2 need more as well.


#48
Inarai

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TJSolo wrote...

"ME1) A bunch of guns that do exactly the same thing as other guns to varying degrees of efficacy.
ME2) A handful of guns that fill a similar role in very different ways, plus upgrades to those guns to get the same variance in effficacy seen in the last game without some insanely bloated inventory."

Without your belittling and ingoring what made the first system function; depth in ME1s weapon system is greater.
Of course if you have to include with all your ME1 statements trite (dis)qualifiers then ME1 will forever be lacking, which in terms of options it is not.

The upgrade system in ME2 functions to scale the weapons, like how ME1 did with the damage value.
The way ME2 weapons function differently can just be a combination of weapon mods from ME1 that effect RoF and burst damage. The weapon mod system allowed for a larger mix.
As for visual variety in ME1 there were 3 distinct shapes to each weapon with 4-5skins per. While in ME handguns and SMGs only have 2 appearances, Snipes 3 appearances(4 with DLC), shotguns have 3 appearances, and ARs have 5 appearances.
Even if you want to bar skins from consideration that only leaves ARs having more variety in ME2.
There isn't a heavy class in ME1 to compare.

And the idea of the last few posters is that more handguns and SMGs are needed. If you want to agree more shotguns are needed, which count is already at 3, it would reason(?) that you would agree handguns and SMGs at a count of 2 need more as well.


All I'm saying is that anything added should be substantive - actually adding something, not being more for the sake of more.  And no, you really couldn't get these differences of mods - or was there a burst fire mod I didn't know about?  They altered the base functioning of weapons, more than mods would do.

Modifié par Inarai, 01 mars 2010 - 07:46 .


#49
TJSolo

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Inarai wrote...

Sanzee wrote...

I felt like they tried to make the game a generic mainstream third person shooter with the weapons. In an RPG, I don't want to be able to name every weapon in the game off the top of my head. The weapons were fun but the variety was almost a gamebreaker for me. Not as bad as the choice to remove the atmosphere of the original though. Taking out that "1980's Bladerunner-like feel" to the ME universe was a gamebreaker.


Since when have RPG's been defined by gear?  Oh, yes, never.


I would love to say Diablo, although I never played it only heard that people are still looking for loot in that game.
But how about any RPG by Blizzard.
Can a RPG be defined by loot, yes.
Does a RPG need loot to be an RPG, no.

#50
Inarai

Inarai
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TJSolo wrote...

Inarai wrote...

Sanzee wrote...

I felt like they tried to make the game a generic mainstream third person shooter with the weapons. In an RPG, I don't want to be able to name every weapon in the game off the top of my head. The weapons were fun but the variety was almost a gamebreaker for me. Not as bad as the choice to remove the atmosphere of the original though. Taking out that "1980's Bladerunner-like feel" to the ME universe was a gamebreaker.


Since when have RPG's been defined by gear?  Oh, yes, never.


I would love to say Diablo, although I never played it only heard that people are still looking for loot in that game.
But how about any RPG by Blizzard.
Can a RPG be defined by loot, yes.
Does a RPG need loot to be an RPG, no.


Yeah, kinda the hard thing with RPGs:  Lots of things they can have, all they must have is a selection of things from the first category...