LoweGear wrote...
5) Disagrees with the logic of the lore behind thermal clips
Isn't that how it was implemented though? All your weapons use the same thermal clips, and all your weapons can use them regardless of type. This is different from most other shooters where you had different ammo types for different weapons, ex. needing to find pistol ammo for pistols, or rifle ammo for assault rifles etc...
They implemented the 'universal' clips in name only; the logical mechanic didn't actually carry over into the game.
While all the ammo is indeed the same, each weapon has its own independent stockpile.
If the thermal clip system was properly designed, it would not be possible to run out of ammo for one gun and still have ammo for any of the others. LoweGear wrote...
Stated problem is a lore issue, not a gameplay one; had they added the overheating weapons to the game, it would've broken the entire mechanic in the first place - i.e. why use the weapons that would potentially run out when I have a weapon that never runs out? It would discourage variety in the use of weapons.
It is a lore issue, sure, but only because they decided to go the easy route of refactoring the lore rather than making the weapon system work inside the framework they already had.
Since thermal clips are supposed to be 'better', it shouldn't matter if they allowed the old weapons back in. The fact that it would break the game should at least indicate that they did something wrong.
LoweGear wrote...
Would it have been better had all the ammo been taken from a universal pool, and then finding out that you no longer have any ammo for your weapons simply because you wasted it on a single one? I suppose I could appreciate the extra challenge, similar to how power cells for heavy weapons are shared between HW types...
But that's part of the problem -
there should have been one single ammo pool for all the weapons. The current system makes no sense at all. If you assembled the approximate number of thermal clips you carry for each weapon into one big pool, you would likely never run out of ammo for any given gun. As a bonus, you wouldn't be shoehorned into using different weapons when you shouldn't logically need to.
LoweGear wrote...
It's shady in lore maybe. But as a gameplay mechanic, there's nothing really wrong with how the ammo system was implemented (i.e. it wasn't broken, and it wasn't buggy), given that it's one of the more successful formulas in FPS and TPS that's simply been given to ME2.
I can agree with that at least - the ammo system is mostly functional. It may be nonsensical, illogical, immersion-breaking, and lore abusing, but it does 'work' from a pure game-mechanic viewpoint. If having it competent in this way is all you need, then you have it made.
Still, working in one sense (even perhaps the most important) doesn't excuse all the other things wrong with the thermal clips, though, especially when it only takes a bit more effort to make it work in every other way as well.
Modifié par CatatonicMan, 14 mars 2010 - 10:30 .