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Ammo Powers - Were they a good idea?


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#26
Kronner

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I like this system a lot more than ME1. Ammo powers were good idea imho.

#27
Lycidas

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IMHO they should have given all the ammo powers to every class (player only tho) but on a independent squad point pool. By level 30 the Soldier would be able to max out 4 of them Vanguard and Infilitrator 2 the rest only one. This way you could have more different builds withouth beeing forced to use certain squad mates.

#28
spacehamsterZH

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I think this is really perfectly simple - they wanted to get rid of the inventory, so the ammo types had to go somewhere else. I really like that it's now something that I can do more or less on the fly in a combat situation so I don't have to dig through the inventory and "install upgrades" anymore. But yeah, it should automatically be assigned to all weapons.



It does bug me a bit that it doesn't make any sense in terms of the reality of the game, but lugging around a dozen different upgrades and being able to install them while someone was shooting at you also wasn't very realistic.

#29
spacehamsterZH

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I think this is really perfectly simple - they wanted to get rid of the inventory, so the ammo types had to go somewhere else. I really like that it's now something that I can do more or less on the fly in a combat situation so I don't have to dig through the inventory and "install upgrades" anymore. But yeah, it should automatically be assigned to all weapons.



It does bug me a bit that it doesn't make any sense in terms of the reality of the game, but lugging around a dozen different upgrades and being able to install them while someone was shooting at you also wasn't very realistic.

#30
Seraphael

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The new ammo system constitute a significant, nay vast, improvement over the ME1 counterpart. I found the ME1 system an annoyance; having to constantly upgrade to better ammo types for a full squad most of whom you never used. Juggernauts could be defeated with a single sniper rifle hit with the right ammo, Geth Primes could be felled by a single explosive round shotgun blast. I generally just upgraded to the random best ammo type available without changing to suit the opposition. The new system is much more user friendly.

#31
sandman7431

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The system is a vast improvement from ME1 but it needs to be simplified even further. I think you should find new ammunition just like you find new weapons or upgrades. Either you find it in a level or you buy it at a store. Once you've bought it, you should be able to use it for everyone and only the player character should be able to make ammo decisions for himself and his squad. The system should remove it from the power list and just make it equipment. Then you could just come up with some new, decent abilities for the soldier. Personally I could do without the sentinel so I say scrap that class and give the soldier tech armor. Of course that would probably make him vastly overpowered...

#32
SpockLives

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All I want is for Disabling squad power usage to include Ammo powers. Then I will be :).
@ Sandman: You, sir, speak blasphemy about my awesome Sentinel!  [/tirade]  Just because You don't like a class is no reason to scrap it.

Modifié par SpockLives, 09 mars 2010 - 04:41 .


#33
sandman7431

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SpockLives wrote...

All I want is for Disabling squad power usage to include Ammo powers. Then I will be :).
@ Sandman: You, sir, speak blasphemy about my awesome Sentinel!  [/tirade]  Just because You don't like a class is no reason to scrap it.


I don't think they necessarily need to scrap it but it's just not a great class IMO.  Every class has their strengths.  The soldier is the most versatile fighter with weapons, has a ton of health, deals a ton of damage and runs extremely fast.  The infiltrator excells at sniping and stealth game play.  The vanguard excells in battlefield mobility and close quarters combat.  The Adept is the most powerful biotic class with awesome casting ability.  The engineer can manipulate the battlefield like no other class with tech powers.  The sentinel......can get shot a bunch of times.  When your specialty is getting lit up by the enemy, it's kind of sad.

#34
mjs0066

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JaegerBane wrote...

I've been on the fence about these for a while, and I'm interested to know what other people think.

I'm currently running a heavily-modded Vanguard and one of the changes he's gotten is that I've effectively replaced Cryo with Warp, on the basis that Warp Ammo is versatile and fits a biotic class far better than a crowd control ammo that is virtually useless if taken at any less of a level than Squad. And it's made me wonder, was it a good idea to assign ammo powers to classes rather than have them as upgrades?

In the original ME1 they were class independant. Some of them were bit useless but they weren't a concern, you could use them or not. Arguably ammo has increased in worth in ME2 thanks to the rock-paper-scissors system and hence, I'm not sure it makes sense from a gameplay point of view. It's lead to characters using sub-optimal ammo powers on enemies because they don't have any better, and it also means that the only way for some classes to gain an ammo power is to go through the awkward squad ammo system which, ultimately, just doesn't work well with the AI.

Storyline wise it makes no sense whatsoever, but that's by the by.

I have to confess I'm sceptical as to why they were made into powers. I can't shake the feeling that they were turned into powers just to give the soldier something to use, and it's stranger still that the player is never given a choice as to what they can use either outside of picking a class. The fact that the infiltrator has incinerate over Incendiary Ammo is plain weird (why would a class built around stealth prefer to use fireballs rather than precision rounds?), while the Vanguard with Cryo is one of those things that I still haven't fathomed (yes, the only warrior class in the game that can control crowds... of course he needs an extra power to do this in an inferior fashion to his Pull Field...)

What say you all?



Honestly I wish they would leave the upgrade system in the game for armor, but put the weapon system from the first game back in.  I liked being able to switch ammo and other effects on guns through lootable and purchasable items.  I felt that aspect of the customization in the first game worked pretty well.

I just really don't care for having to spend skill points on ammo and it being restricted to certain classes...it just doesn't make sense to me to have it set up that way.

Regardless, I still like the changes they made overall.

#35
JaegerBane

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Seraphael wrote...

The new ammo system constitute a significant, nay vast, improvement over the ME1 counterpart. I found the ME1 system an annoyance; having to constantly upgrade to better ammo types for a full squad most of whom you never used. Juggernauts could be defeated with a single sniper rifle hit with the right ammo, Geth Primes could be felled by a single explosive round shotgun blast. I generally just upgraded to the random best ammo type available without changing to suit the opposition. The new system is much more user friendly.


I think I better clarify that I was primarily talking about the idea of restricting ammos to certain classes via powers. Obviously, the new system feels slicker by virtue of the fact that it can be done via the Hud rather than fiddling with the inventory, that's not really what I was getting at. The ammos don't necessarily have to be powers to manipulate via the Hud.

#36
Andaius20

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Seraphael, you complaint would have disappeared if they simply did away with the I -X versions.