Ammo Powers - Were they a good idea?
#26
Posté 09 mars 2010 - 10:56
#27
Posté 09 mars 2010 - 11:49
#28
Posté 09 mars 2010 - 12:35
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
Posté 09 mars 2010 - 12:35
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
Posté 09 mars 2010 - 01:34
#31
Posté 09 mars 2010 - 04:27
#32
Posté 09 mars 2010 - 04:38
@ 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
Posté 09 mars 2010 - 05:15
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
Posté 09 mars 2010 - 05:25
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
Posté 09 mars 2010 - 06:04
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
Posté 09 mars 2010 - 06:35




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