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Post by Adhin on Nov 10, 2016 12:16:31 GMT
Frankly I'd like to see a mixture, slow heat dissipation making expending a thermal clip in a fight making more sense then waiting. Having all the clips being a universal pile and us refilling those like health potions at 'camps' - as someone mentioned earlier.
Speaking of Camps, in the initiative video thing she mentions finding suitable location for forward bases on planets. Which, I mean if you ask me, sounds like MEA's version of DAI's camps. We find a location, slap a beacon down and poof, a small outpost crops up that's how we stock up on supplies.
I mean it all kinda makes sense and it's definitely what I'd prefer. I have a feeling they used ME3 MP (which they've said) as inspiration for the games combat and where to go. So I imagine we'll see a mix of ammo based and non-ammo based weapons, and I'm sure the bases will be where we refill. Hopefully it is anyway, really don't wanna kill random whatevers and see Milky Way heat sync tech flying out of there corpse.
Wolves don't carry full plate damnit! And where the flying shitballs is that bunny storing that claymore, hmm? WHERE?!
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Post by shechinah on Nov 10, 2016 12:17:29 GMT
Is running out of ammo a common occurance in MP? It does happen, especially on higher difficulty where everything is a huge bullet sponge. Or if your party is composed of people with only low-capacity sniper rifles. That was an interesting and terrifying match. Also hilarious, I swear it was like we were sometimes desperately racing each other to an ammo box.
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Post by 10k on Nov 10, 2016 13:25:39 GMT
If they implement overheating for weapons in Andromeda I would also like to see the return of weapon moding from ME1, and for ammo powers to become mods like they once were in ME1 as well. This way I can add cooling mods so overheating every shot for a shotgun won't be an issue. I'd also like to see them get rid of the weight system that ME3 had, it didn't make sense.
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Post by Heimdall on Nov 10, 2016 13:40:20 GMT
I never really had a big problem with thermal clips (Even if I rolled my eyes a little), but it would make sense to return to overheating in Andromeda.
I think that orientation video mentioned that weapons would be the subject of of one video, so I suspect that is when we will find out. It could be that the video will only talk about mods, but it could be a good place for an in universe explanation for the return of an overheating mechanic.
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Post by Pounce de León on Nov 10, 2016 13:54:17 GMT
Weapons that don't use clips are the obvious choice for any serious explorer going on long missions.
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Post by Nihilus on Nov 10, 2016 14:56:54 GMT
I'm in the overheat camp. Can't imagine running around on a planet looking clips laying around, that's not the "exploring" I'm looking for. Overheating weapons would go around that problem altogether. And for those saying overheating weapons wouldn't work in mp, it worked pretty well in battlefront imo.
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Post by Element Zero on Nov 10, 2016 17:27:45 GMT
When I suggest ditching clips, I'm not suggesting we ditch everything that ME2/3's ammo system brought to the game. It brought some needed balance and variety to the gunplay. The reload animation/mechanic is a universally familiar and comfortable method for hitting reset on your available shots, and familiarity shouldn't be discounted.
Again, as I mentioned earlier, I only suggest reskinning the existing mechanics. We would be effectively giving everyone unlimited thermal clips, but how often did anyone ever truly run out? The game really gave us "infinite ammo" already by making clips omnipresent.
Unless they intend to totally change the ammo dynamic and make resource scarcity a part of the MEA story and experience (totally sensible and cool), then I think reskinning the existing mechanics with intrinsic heat sinks (where quickly venting your sink replaces reloading) is the best bet.
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Post by Heimdall on Nov 10, 2016 18:05:18 GMT
When I suggest ditching clips, I'm not suggesting we ditch everything that ME2/3's ammo system brought to the game. It brought some needed balance and variety to the gunplay. The reload animation/mechanic is a universally familiar and comfortable method for hitting reset on your available shots, and familiarity shouldn't be discounted. Again, as I mentioned earlier, I only suggest reskinning the existing mechanics. We would be effectively giving everyone unlimited thermal clips, but how often did anyone ever truly run out? The game really gave us "infinite ammo" already by making clips omnipresent. Unless they intend to totally change the ammo dynamic and make resource scarcity a part of the MEA story and experience (totally sensible and cool), then I think reskinning the existing mechanics with intrinsic heat sinks (where quickly venting your sink replaces reloading) is the best bet. Well, often I would run out of clips for one gun, forcing me to switch to another. It might make sense to effectively have a penalty for not watching your "ammo". Like, you can vent heat and "reload" at any time, but if you hit zero the gun will overheat and "reloading" will take a little longer.
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Post by anddill on Nov 10, 2016 18:06:39 GMT
When I suggest ditching clips, I'm not suggesting we ditch everything that ME2/3's ammo system brought to the game. It brought some needed balance and variety to the gunplay. The reload animation/mechanic is a universally familiar and comfortable method for hitting reset on your available shots, and familiarity shouldn't be discounted. Again, as I mentioned earlier, I only suggest reskinning the existing mechanics. We would be effectively giving everyone unlimited thermal clips, but how often did anyone ever truly run out? The game really gave us "infinite ammo" already by making clips omnipresent. Unless they intend to totally change the ammo dynamic and make resource scarcity a part of the MEA story and experience (totally sensible and cool), then I think reskinning the existing mechanics with intrinsic heat sinks (where quickly venting your sink replaces reloading) is the best bet. You could expand this idea by bringing some coolant into play. Every venting uses up some coolant. So you have the reload mechanic and a limited resource which you can replenish at your base or maybe from your enemies.
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Post by Element Zero on Nov 10, 2016 18:13:12 GMT
Well, often I would run out of clips for one gun, forcing me to switch to another. It might make sense to effectively have a penalty for not watching your "ammo". Like, you can vent heat and "reload" at any time, but if you hit zero the gun will overheat and "reloading" will take a little longer. You could expand this idea by bringing some coolant into play. Every venting uses up some coolant. So you have the reload mechanic and a limited resource which you can replenish at your base or maybe from your enemies. This would definitely add to the system and encourage us to use more of these wonderful guns they make if they added some incentives like these to do so. Ways to overheat or wear out our heat sink, or what not, would force us to switch weapons and/or return to base for repairs from time to time. Good ideas.
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Post by Sailears on Nov 10, 2016 19:33:04 GMT
As long as there isn't another nonsense scenario of "This weapon doesn't have a thermal clip", and they can provide solid reasoning for any gameplay choices even if simply stating it's a retcon, then I'm satisfied.
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Post by Deleted on Nov 10, 2016 20:02:29 GMT
I am never in favor of asking for additional annoying things and obstacles for my quality me-time in videogame la-la land. I prefer the guns that shoot endlessly without maintenance thanks to the Engineering TM, and swords that cut without me having to buy whetstones thanks to Magic TM.
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Post by CrutchCricket on Nov 10, 2016 20:13:19 GMT
I think overheating weapons should be present in ME:A, possibly alongside thermal clips, with their own advantages/disadvantages. The ME3 Lancer variant and the PPR were the way to go, no Frictionless Materials X to break the weapon and allow infinite shooting. Fuck no. Now that I'm replaying ME1, it strikes me even more how lame ME3's overheat mechanics are. Reload > don't move/run/take/cover until the thing actually goes down = stupid. At the very least if they want to keep reloading in, once you hit that button, it begins cooling down immediately regardless of what you're doing. Also if you switch to another gun to fire in the meantime, it still cools down but takes ~3secs as opposed to 1.
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Post by bshep on Nov 10, 2016 20:21:53 GMT
The prothean particle rifle reason to exist was the lack of supply lines for a reliable influx of thermal clips. So i think it would be nice to see weapons with this kind of system again.
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Post by themikefest on Nov 10, 2016 20:27:15 GMT
Unfortunately, we need to be more than just explorers. The military aspect is quite necessary. It's the hight of stupidity to go to another galaxy to colonise a new home for humanity and not be prepared for the worst. That is extremely bad planning, imo. Yep. That's why I'm more interested in the defenses the ships will have than any of the other stuff.
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Post by AnDromedary on Nov 10, 2016 20:32:28 GMT
Well, just from a lore perspective, cooldown would make a lot of sense for the AI guys and for the game. If the pathfinder explores a lot of alien environments, there really shouldn't be compatible theraml clips lying around (and the Khet or whoever native we fight should not have the axact same technology anyway).
But they might go with omnigel as ammo. Say, you can find certain materials (which in effect will be ammo), that you omnitool can convert into gel and from there, it can convert it to heat sink materials. There you go, now you have ammunition in the environment that doesn't have to per-manufactured clips but can as well be alien stuff.
I am sure in the end, they'll take gameplay considerations first (which is probably a good idea). I personally didn't have anything against the cooldown mechanic in ME1. On the contrary, I thought it was pretty cool (if poorly balanced, especially later in the game). But I know many felt differently.
I think a hybrid system would be nice.
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Xerxes52
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Post by Xerxes52 on Nov 10, 2016 20:51:34 GMT
I think overheating weapons should be present in ME:A, possibly alongside thermal clips, with their own advantages/disadvantages. The ME3 Lancer variant and the PPR were the way to go, no Frictionless Materials X to break the weapon and allow infinite shooting. Fuck no. Now that I'm replaying ME1, it strikes me even more how lame ME3's overheat mechanics are. Reload > don't move/run/take/cover until the thing actually goes down = stupid. At the very least if they want to keep reloading in, once you hit that button, it begins cooling down immediately regardless of what you're doing. Also if you switch to another gun to fire in the meantime, it still cools down but takes ~3secs as opposed to 1. That's all solvable. A new game on a new engine shouldn't have the same limitations as ME3 did. I agree that the player's mobility shouldn't be impacted while the weapon is venting. Also agreed on being able to stow an overheated weapon and let it cool off on its own. For the reloading idea, EA/DICE took Gears of War's active reload mechanic and added it to the blasters in Battlefront, allowing players to cool the weapon instantly when it overheated. That would work in ME:A.
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Post by Beerfish on Nov 10, 2016 21:05:53 GMT
Don't really care either way. Just eliminate the cheating re-load cancelers.
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Post by hammerstorm on Nov 10, 2016 21:14:24 GMT
I remember that on the old forum there was someone (don't remember who) that had an idea that it should be a "revolving system", instead of venting when it was overheating is would simple revolv to a new thermo clip. that way it would work like ME1 infinity ammo while still have a "proper" load animation.
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Post by PapaCharlie9 on Nov 10, 2016 21:30:38 GMT
I like the suggestion of having a spectrum. Weapons are tools and you need different tools to solve different problems in different situations.
In survival situations in harsh environments, I want something that is cheap and reliable, like an AK-47 AR. If it overheats, in addition to it's many other defects, that's fine, because reliability and ease of use/repair wins in that situation.
In a run-and-gun situation, like defending your HQ base, where repair and ammo is plentiful, I'd be willing to go with something more hi-tech and efficient, like an F2000 AR. It might be fussy as hell and require all kinds of special handling and care, but if it throws bigger and more lead per unit time, without interruption for overheating, than the AK-47, that's a good trade-off.
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Post by Sartoz on Nov 10, 2016 22:31:48 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸ All these stupid reload animations, freezes, cooldowns, thermal clap and what have you are designed to limit your DPS.
Same with spitting out bullets. High velocity weapon? low damage per. Low velocity? High damage per and throw in low capacity storage or spread the bullets so wide you can'y hit a barn or wait for it... make it damn heavy so that your biotics\ powers are negative affected. These contrived hindrances are all designed to limit the DPS within certain boundaries for combat balancing purposes, though Shep was allowed to be super powered.
Really? The 22nd century and you don't have smart weapons?
Combat DPS in MEA will still be ruled by balance requirements to avoid overpowering an individual. Ryder's ability to learn new combat skills will not overcome the DPS wall.... especially so in MP. Expect contrivances.
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Post by Pounce de León on Nov 10, 2016 22:54:07 GMT
Don't really care either way. Just eliminate the cheating re-load cancelers. You're just salty, because after all that time you simply can't get the timing right, admit it.
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Post by Element Zero on Nov 10, 2016 22:57:00 GMT
I think overheating weapons should be present in ME:A, possibly alongside thermal clips, with their own advantages/disadvantages. The ME3 Lancer variant and the PPR were the way to go, no Frictionless Materials X to break the weapon and allow infinite shooting. Fuck no. Now that I'm replaying ME1, it strikes me even more how lame ME3's overheat mechanics are. Reload > don't move/run/take/cover until the thing actually goes down = stupid. At the very least if they want to keep reloading in, once you hit that button, it begins cooling down immediately regardless of what you're doing. Also if you switch to another gun to fire in the meantime, it still cools down but takes ~3secs as opposed to 1. This is what I propose. Reskin the existing mechanics, which work just fine. Just ditch the silly battlefield clutter and pretense of making us collect clips. We never run out of ammo, anyway.
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Post by Element Zero on Nov 10, 2016 23:06:47 GMT
I remember that on the old forum there was someone (don't remember who) that had an idea that it should be a "revolving system", instead of venting when it was overheating is would simple revolv to a new thermo clip. that way it would work like ME1 infinity ammo while still have a "proper" load animation. capn233 , HanShotFirst and I were having this same discussion. I think it was one of us that suggested it. I think a single sink that you just quickly vent would work for most guns; but a revolver would be slick on a handgun, or a high-heat weapon like a shotgun, for variety. They really do a good job of creating a varied armory for us to use. Whatever blends the existing, functional mechanics with a clean, clip-free environment makes me happy. If it includes the old heat sink lore, that really appeals to my inner lore nerd.
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Post by Deleted on Nov 11, 2016 0:25:38 GMT
When I suggest ditching clips, I'm not suggesting we ditch everything that ME2/3's ammo system brought to the game. It brought some needed balance and variety to the gunplay. The reload animation/mechanic is a universally familiar and comfortable method for hitting reset on your available shots, and familiarity shouldn't be discounted. Again, as I mentioned earlier, I only suggest reskinning the existing mechanics. We would be effectively giving everyone unlimited thermal clips, but how often did anyone ever truly run out? The game really gave us "infinite ammo" already by making clips omnipresent. Unless they intend to totally change the ammo dynamic and make resource scarcity a part of the MEA story and experience (totally sensible and cool), then I think reskinning the existing mechanics with intrinsic heat sinks (where quickly venting your sink replaces reloading) is the best bet. You could expand this idea by bringing some coolant into play. Every venting uses up some coolant. So you have the reload mechanic and a limited resource which you can replenish at your base or maybe from your enemies. Having Terminator 2: Arcade game flashbacks. Would be in favor of this.
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