Inarai wrote...
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.
You could add weapon mods to increase damage and increase overheating, resulting in burst fire but with a cooldown, really not recommended. Equipping explosive rounds in snipers, shotguns, and ARs led to some interesting and short fights.
Or you could equip weapon mods to slow your RoF and have 1-3 bursts on a weapon like an AR.
The weapon mods in ME1 really offered a mix of things you could do, moreso than the incremental 10% damage upgrades of the sequel.
The request isn't to add a 3rd pistol identical to the Carnifax or SMG just like the Tempest.
Using ME2s weapon rules give the players more weapons which following those rules would mean a distinct performance apart from the others.




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