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Who else thinks Bioware is wayyyyyyyy too Heavy Weapon happy?


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#101
eternalnightmare13

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Captain_Obvious_au wrote...

Kinda strikes me that Bioware is trying to make up for the lack of heavy weapons in ME1 by digitally drowning ME2 players with Heavy Weapons. Okay sure, they're great, but how about some new pistols or assault rifles? Taking into account the vanilla game with the Cerberus Network, we have

2 x Pistols
2 x Submachine Guns
2-4 x Assault Rifles (depending on game choice and difficulty)
2-3 x Sniper Rifles (depending on game choice)
3-4 x Shotguns
7 x Heavy Weapons

So basically depending on how you've played the game, you get nearly as many Heavy Weapons as you do for every other weapon type combined! At the very least there are twice as many Heavy Weapons as any other single type, even with the maximum.

Don't get me wrong, I love weapon weapons as much as the next person, but how about some love for the other weapon types?

NOTE: since a lot of people wanted to talk about weapon customisation, I'll direct you to this alternative thread on that very topic: social.bioware.com/forum/1/topic/103/index/1535260


I think your way too ''y'' happy. 

#102
RigAudio

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I don't even use HWs. The game is playable enough without them, and I get more cash from the ammo deposits.

#103
Jax Sparrow

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Captain_Obvious_au wrote... So basically depending on how you've played the game, you get nearly as many Heavy Weapons as you do for every other weapon type combined!

I call shenanigan! there is some funny math going on when someone says 7 is almost as big as 15.  :devil:

#104
Reptilian Rob

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Use da heeevy weeeepoooonnn!!!! DO EEET NAO!!

#105
Mightyg

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I don't mind it too much, but I would like to see a few more pistols, smgs, etc.

#106
FlyingWalrus

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I think people here are under the impression that DLC can be made in a matter of weeks.



Anyone who has ever put together a not-****ty module for Neverwinter Nights can tell you it's not that easy.

#107
Babu Yagu

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I found myself almost completely ignoring the heavy weapons. They just weren't that much fun. Only one i used was the collector beam and that was only necessary on insanity.

Really missed the variety of ME1 in both weapons and mods.

#108
Captain_Obvious_au

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eternalnightmare13 wrote...

I think your way too ''y'' happy. 

Whyyyyyy do you think that? :D


Jax Sparrow wrote...

Captain_Obvious_au
wrote... So basically depending on how you've played the game, you get
nearly as many Heavy Weapons as you do for every other weapon type
combined!

I call shenanigan! there is some funny
math going on when someone says 7 is almost as big as 15.  ../../../../images/forum/emoticons/devil.png

Maths? What is this 'maths' you speak of? :P

No as I said initially, it depends on how you play the game. Firstly it's based on ONLY the vanilla game and Cerberus Network, no other DLC. Secondly you may very well have the minimum weapons if, say, you're an Infiltrator who chooses the Assault Rifle specialisation on the Collector Cruiser. That way you don't get the Widow Sniper Rifle, the Light Machine Gun, or the Claymore Shotgun.

That would leave you with 11 regular weapons, and 7 heavy weapons. :)

Modifié par Captain_Obvious_au, 15 mars 2010 - 01:42 .


#109
Aesaar

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I love it when people complain about free stuff. Especially when Bioware could have just as easily done absolutely nothing after the game's release and received the same complaints.

#110
Sniper11709

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Babu Yagu wrote...

I found myself almost completely ignoring the heavy weapons. They just weren't that much fun. Only one i used was the collector beam and that was only necessary on insanity.

Really missed the variety of ME1 in both weapons and mods.


I'm sorry you must have been playing a diffrent game called Mass Effect because there was only 4 unique weapons in the one most people refer to, all the others were some minor variation of generic weapon I through X.

#111
Captain_Obvious_au

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Aesaar - please read my original post first before you post in this thread.



Sniper - not true. Yes some of them were the same, but most had a unique combination of shots before overheating/damage/accuracy. Plus having the mod slots allowed you to customise your weapon the way you wanted it, unlike ME2.

#112
Aesaar

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Captain_Obvious_au: Wasn't referring to you personally. Mostly to that Varenus Luckmann guy on the previous page. In hindsight, I should have made that clear.

You however, have asked for new weapons, but provided few ideas for them. In fact, overall there haven't been many ideas for weapons with roles that aren't already filled by other non heavies. Weapons that duplicate existing weapons aren't worth the work or would throw off game balance (like that railgun idea. A widow clone, but you don't have to pass up the Revenant for it.).

Those who don't have access to assault rifles (for instance) have other abilities instead, so it makes sense they don't have them until the Collector ship (even then, you might be passing up an upper tier upgrade gun).

I didn't mind that semi-auto assault rifle idea, but it still feels a bit close to the Vindicator in its usage. How would you design a new pistol or SMG that doesn't make the current ones obsolete? There are only so many ways to design a gun.  Although I wonder if anyone would really notice if Bioware made an exact clone of the Avenger but used a new model.

Like others have said, it's much easier to design new heavies because they don't have a set niche they have to fill, beyond being suitably powerful.

That said, I would pay for a weapon customisation DLC, which is the only thing that made the X version of the weapons from ME1 noticeably different from each other.

Modifié par Aesaar, 15 mars 2010 - 03:28 .


#113
Sniper11709

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Captain_Obvious_au wrote...

Sniper - not true. Yes some of them were the same, but most had a unique combination of shots before overheating/damage/accuracy. Plus having the mod slots allowed you to customise your weapon the way you wanted it, unlike ME2.


Sure they had different stats but all guns in a catergory fulfilled the same role.

In ME2 most guns have a semi unique role it fills.

Assault rifles
The Revenent is useful for crowd control.
The Vindicator was good for people who liked precision but suffered from a chronic lack of ammo.
The Avenger fulfills the halfway role between the Vindicators accuarcy and the Revenents fire rate and ammo supply
The Geth rifle is meant to shread shields.

Heavy pistols
The Carnifax eats armor.
Always saw the Predator as the Tutorial weapon so as soon i as i got the Carnifax i never looked back.

SMG
The Shuriken is good if you prefer long range whittling compared to the Tempests up close in your face automatic barrage.
Tempest: look above.

Shotguns
Haven't overly used these except for the Eviscerator which is my primary AK (Anti Krogan)

Sniper rifles
The Mantis is good for snipers who prefer accuracy over fire rate
The Viper is good for when you don't have time to be overly accurate, like when facing Scions on insanity.
The Widow is an upgraded version of the Mantis
The Incisor is good for all situations but suffers from lack of ammo.

Modifié par Sniper11709, 15 mars 2010 - 03:49 .


#114
Master Smurf

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Spectre weapons to return as DLC - boy could dream

#115
Captain_Obvious_au

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Aessar - no problem, sorry if I sounded crabby. It does get rather frustrating though when I'm trying to make a point, but people look at it and go 'oh he's complaining!' without reading what I'm actually on about. All good though.



Sniper - as I said before though, why is it that the ONLY difference in weapons seems to be the firing rate? In ME1 there were many weapons with different combinations of overheating/accuracy/damage. Now in ME2 there is also firing rate and damager vs armour or shields. So we have five variables instead of ME1's three, yet far fewer weapons.



Smurf - yeah that would be rather nice :) Maybe an exclusive Spectre upgrade? I must say I found regaining your Spectre status in ME2 to be completely irrelevant, which was a pity.

#116
Skemte

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To be perfectly honest the Soldier should be the only one to use heavy weapons imo.. And the other classes should have their own special inventory item they can only use.. Not to mention I would love to be able to NOT take certain classes of weapons on the mission.. Such as why do I want a SMG when I already have a assault rifle? Not to mention even on hardcore (have yet to both with insane) I rarely EVER used the heavy weapons.. It was usually always at max ammo.

#117
Fluffeh Kitteh

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Skemte wrote...

To be perfectly honest the Soldier should be the only one to use heavy weapons imo.. And the other classes should have their own special inventory item they can only use.. Not to mention I would love to be able to NOT take certain classes of weapons on the mission.. Such as why do I want a SMG when I already have a assault rifle? Not to mention even on hardcore (have yet to both with insane) I rarely EVER used the heavy weapons.. It was usually always at max ammo.


Yeah I'd like some weapon inventory too. currently I almost never use heavy pistols because the sheer ammo of SMGs is more than enough. I once had an idea which was a little rather extreme (to some) which was that weapons were classified into 2 broad categories:

Sidearms: pistols, SMGs
Main arms: assault rifles, snipers, shotguns, heavies

...and by default each class would be able to equip one sidearm and one main arm. Vanguards, Engineers and Adepts, not being trained in specialist weapons would be more likely to use their main slot for heavies while the other 3 classes have a bit more decision-making to consider.

#118
Kileyan

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They are heavy weapon happy because they are generic shooter happy. The shooter part of the game in generic. They are convinced limited ammo is freedom to make new weapons, hence the most limited ammo gun(heavy weapon)lets them toss them out like candy.



While all other guns remain kind of boring, and some even just as limited in ammo.

#119
Sniper11709

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Captain_Obvious_au wrote...

Sniper - as I said before though, why is it that the ONLY difference in weapons seems to be the firing rate? In ME1 there were many weapons with different combinations of overheating/accuracy/damage. Now in ME2 there is also firing rate and damager vs armour or shields. So we have five variables instead of ME1's three, yet far fewer weapons.


If we use your definition of what constitutes a different gun then ME2 has lot more guns then you think.

 The M-8 Avenger is counted as 16 different guns if we use your definition.
M-8 a-f  =7           M=Damage upgarde only
S-8 b-f  =5          S= Upgraded defense penetration
X-8 c-f   =4            X= Improved accuarcy and defense penetration

#120
Captain_Obvious_au

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Fluffeh - I'd disagree with that specifically, but in general it's a fair idea. You'd have to be careful about what weapons you allow for what slot on each class though to make sure it was balaned.



Sniper - no, that's 16 versions of the same gun. Besides can you swap say the M-8 for the S-8 and then back to the M-8? No, therefore it is not an additional gun. Besides, if you used that logic, ME1 has

- 73 pistols

- 81 assault rifles

- 71 shotguns

- 71 sniper rifles



and all of them you can swap out the newer model for the older, making them different weapons.

#121
Sniper11709

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Captain_Obvious_au wrote...
Sniper - no, that's 16 versions of the same gun. Besides can you swap say the M-8 for the S-8 and then back to the M-8? No, therefore it is not an additional gun. Besides, if you used that logic, ME1 has
- 73 pistols
- 81 assault rifles
- 71 shotguns
- 71 sniper rifles

and all of them you can swap out the newer model for the older, making them different weapons.


and that's exactly my point, All the guns in ME1 were variations on only 4 guns. ME1 guns had just as much stat change as the 10% upgraded ones do.

Being able to swap for older models makes it count as a new gun? No offense intended but that is one of the most retarded ideas i have ever heard of.

Edit- Does anyone know why the post i submitted and the one that is actully there are different? the one that actully made it in was an early version that i then went on to expand but the rest didn't show up.

Modifié par Sniper11709, 17 mars 2010 - 02:09 .


#122
Captain_Obvious_au

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Sniper11709 wrote...
and that's exactly my point, All the guns in ME1 were variations on only 4 guns. ME1 guns had just as much stat change as the 10% upgraded ones do.

Being able to swap for older models makes it count as a new gun? No offense intended but that is one of the most retarded ideas i have ever heard of.

Edit- Does anyone know why the post i submitted and the one that is actully there are different? the one that actully made it in was an early version that i then went on to expand but the rest didn't show up.

No, there were variations on four types not four guns. They are different guns, simply because you can swap them out. Would you? No, but you can if you want to.

Besides even if we ignore upgrades, we have

ME1
- 10 Pistols
- 12 Assault Rifles
- 10 Shotguns
- 10 Sniper Rifles
Total = 42 unique weapons

ME2
- 2 Heavy Pistols
- 5 Assault Rifles
- 4 Shotguns
- 4 Sniper Rifles
- 2 Submachine Guns
Total = 17 Unique Weapons

BUT with ME2 you will never have that many weapons anyway, and even to get the maximum you need to be playing as a Soldier on Hardcore or Insanity difficulty with the Digital Deluxe version of the game. There are no such restrictions with ME1.

#123
Pocketgb

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In ME1, you would only use a different assault rifle because it was better than the one you were just using. This happened with all the other guns as well. Then you picked up Spectre Gear and all variation was over, because everything else was simply worse.

Modifié par Pocketgb, 17 mars 2010 - 08:23 .


#124
Guest_Guest12345_*

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yup, i remember when playing fresh ME1 playthroughs, the easiest approach was do citadel missions, therum and feros very fast. sell all loot and buy the spectre pistol asap. after you got that pistol, game over man.

#125
Captain_Obvious_au

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Oh of course the Spectre weapons were the best, but Bioware doesn't have to include weapons that are clearly better than their peers, or even better make them really hard to get!



Say for example you have to complete all of the achievements, or can only access the weapon on insanity difficulty etc as a bit of an easter egg whilst providing extra weapons in general for greater variety.