I've decided I don't like the way ammunition powers are done in Mass Effect 2. Good for me, I know, but I've also been trying to figure out a way that ammunition powers could be done better.
I can understand certain ammo being specific to a certain class. Disrupter ammo seems a very tech-specific ability, as warp ammo seems biotic-specific. I can't figure out why armor-piercing or cryo rounds would be anything special to a specific class.
I'm also not fond of having to split my points among different ammo. Ideally I'd get rid of the concept of separate ammo powers altogether, just have one all encompassing ammo power that buffs your ability to use ammo in general. I'm not sure that makes sense. Say you have three different ammo abilities at your disposal, instead of spending points across three different ammo powers, just have one type of ammo power that affects all three somehow. Possibly.
Another alternative I thought about was increasing the selection of guns where certain guns were incapable of handling certain ammo types. Like one gun could load cryo and shredder rounds, but it couldn't load disruptor. Then there'd be another type of gun that could load disruptor and shredder rounds, but not cryo. Which, based on how the Cerberus Network has been used so far, would lend itself toward enough DLC to last us forever and ever. Which is annoying and I don't want that, but the concept of the guns I sort of like.
So yeah... I don't like shackling the loyalty powers either, but I won't go there.
Alternatives to Ammo Powers
Débuté par
Pacifien
, mars 14 2010 05:46
#1
Posté 14 mars 2010 - 05:46





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