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Post by capn233 on Nov 11, 2016 0:57:46 GMT
I agree with the general idea that there is room for both "infinite" ammo guns and the thermal clip weapons. That would allow for the most variety.
As far as "realism" is concerned in Andromeda, I don't think it would be that big of an issue to have thermal clip weapons there. I assume thermal clips aren't particularly difficult to manufacture, and they aren't supposed to be all that cumbersome to carry. You'll notice that all of your spare clips are supposedly stored inside the weapon, which is why "reloading" is just ejecting a spent clip.
With respect to cycling clips within the weapon like a revolver, this would probably work if the hot clips were rotated out where they can get into air flow to actually cool. This also brings up another point that is sidestepped in ME (especially ME1 style guns). Cooling the weapon should be easier if you are in an environment with relatively dense and cool air. It would be really poor in places that have low pressure or outright vacuum. In ME1 you routinely traveled to places with extreme environments, but they didn't bother to model the differences. This would probably hurt the "overheat" weapons more than the TC guns given that your limiting factor on the former is heat dissipation.
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Post by CrutchCricket on Nov 11, 2016 4:46:51 GMT
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. Now that I'm replaying it, I still dig the ME1 guns and way of shooting. Not the movement or powers, obviously those were an improvement. But just the way those guns shot. It was something actually different from anything else out at the time (at least as far as shooters went), from the uniformity of the guns to the sound they made and yes, the overheat mechanic. With the later games though, they of course introduced ammo and reloading because otherwise the CoD crowd would whimper in impotence aparently, but it also served to make the weapons more generic- unless they were really esoteric(GPS, Scorpion, PPR etc) or goddamn cannons of doom (Widow/Claymore). I'd want a return to more classic ME weapons both in mechanics and look/sound, apart from the more freaky weapons. Maybe something like this: The classic look weapons (Avenger, Vindicator, Mantis, Viper, Predator, Carnifex, Katana and Scimitar) be restored to the ME1 overheat system fully. Alternatively bring back the Master Spectre weapons and those have the ME1 system. The newer weapons get the reload mechanic of later games but no ammo pool- make up some techno babble about revolving sinks or change them to the ME3 overheat only not dumb- reloading starts the overheat process which isn't interrupted by anything. Another thing is levels. Forget individual weapon levels that shit sucks. I know it'll probably be used to pad out the multiplayer RNG but for SP at least, instead of collecting Avenger I-X, Vindicator I-X etc, have Assault Rifles I-X, Sniper Rifles I-X and so on. Make the weapon level global across the weapon class and tie in to training. Better training on a weapon class gets you better performance out of them, just like ME1 (only untrained weapons won't be useless). No weight system- it was pointless and arbitrary. Who cares how many guns you carry, you can still only use one at a time. Ammo types are mods again. Mods go up to V. Not holding my breath though. Really cynical thought: they made the departure date after ME2 just so they could justify thermal clips in Andromeda
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Post by spacev3gan on Nov 11, 2016 7:55:21 GMT
Thermal Clip re-loadable type of weapons are likely to be the norm, simply because they work much better for Multiplayer. Overheating type of weapons during the heat of battle can be a pain. I wouldn't rule them out altogether since they made a comeback in ME3, but I find it unlikely that they could be once again the norm. ME1 gameplay was painful and the overheating weapons were a contributing factor to that.
What I find to be without a doubt the best are re-loadable weapons with infinite Thermal Clips, so that Ammo Crates can be ditched altogether - these Crates in many cases during ME3 Multiplayer promoted individualistic gameplay - especially when it came to grenades stocking. Pretty nonconstructive for a co-op shooter.
So yeah, re-loadable weapons, infinite Thermal Clips, no crates, no nades.
As for the campaign, since this game is going to be more RPG-ish and less of a Modern Military Shooter, those points would make perfect sense.
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Post by Urizen on Nov 11, 2016 8:52:07 GMT
Don't really care either way. Just eliminate the cheating re-load cancelers. l2rc. Scrub.
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Post by Pounce de León on Nov 11, 2016 10:02:21 GMT
Thermal Clip re-loadable type of weapons are likely to be the norm, simply because they work much better for Multiplayer. Overheating type of weapons during the heat of battle can be a pain. I wouldn't rule them out altogether since they made a comeback in ME3, but I find it unlikely that they could be once again the norm. ME1 gameplay was painful and the overheating weapons were a contributing factor to that. What I find to be without a doubt the best are re-loadable weapons with infinite Thermal Clips, so that Ammo Crates can be ditched altogether - these Crates in many cases during ME3 Multiplayer promoted individualistic gameplay - especially when it came to grenades stocking. Pretty nonconstructive for a co-op shooter. So yeah, re-loadable weapons, infinite Thermal Clips, no crates, no nades. As for the campaign, since this game is going to be more RPG-ish and less of a Modern Military Shooter, those points would make perfect sense. I don't see how weapons like Lancer and CSMG don't work as well for MP. Doing away with ammo count may come with some balancing problems. You wouldn't want people spamming mortar, rocket launcher and the like all the time. However, if you look at the cain trip mine guy: He had grenade resupply tied to CD. Just like Demolisher with that resupply pylon. I think the later character kits showed they have quite a couple of ideas about how to shape weapon mechanics.
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Post by CrutchCricket on Nov 11, 2016 13:24:10 GMT
ME1 gameplay was painful and the overheating weapons were a contributing factor to that. In the middle of a new ME1 playthrough and I honestly don't see how. ME gameplay was primarily improved through mobility: they got rid the crouch, made moving in cover easier (though with a button to get into cover, I love how they're touting MEA as buttonless cover when ME1 had that from the start), then added sprinting (in a straight line) and finally sprinting while changing direction + combat rolls/dodges. Oh and heavy melee. Then you factor in the simplification of ammo and damage types, the power overhaul and simplification and the removal of enemy biotics ragdolling you and that's pretty much it. ME1 style weapons have no impact on that as far as I can tell. I don't see how weapons like Lancer and CSMG don't work as well for MP. Doing away with ammo count may come with some balancing problems. You wouldn't want people spamming mortar, rocket launcher and the like all the time. You wouldn't- if those weapons were actually part of regular gamplay. But pre-nerf Krysae aside, they aren't. The thing is ammo is a trivial and frankly dated limitation, even in MP. Oh, you have to run to the crate once in a while, big deal. Even for low ammo weapons like Harrier or Paladin. In higher difficulties you have to keep moving anyway, there's no camping anymore. Then there's popping resupply packs as well. And crates never run out of ammo, unlike nades. At most you wait an extra second, and boom, you're restocked. It doesn't really prevent spamming either, reloading does. If anything the overheat weapons limit spam more than the ammo ones because there's no canceliing that damnable venting animation- at least not if you want your gun to fire again. Nades and heavy weapons (if they return) should be limited. Ammo, not so much.
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Post by ravenous on Nov 11, 2016 14:44:56 GMT
I am going to have to disagree with the idea of bringing back the overheating style, I absolutely hated the overheating system in ME1 it was painful gameplay wise for me and honestly it was a contributing factor on why it was horrible. I prefer the way it is now in ME2 and ME3 with clips and is much more better and preferable for me
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Post by SofNascimento on Nov 11, 2016 14:57:47 GMT
I thought it was confirmed Andromeda would have both.
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Post by Pounce de León on Nov 11, 2016 16:35:03 GMT
ME1 gameplay was painful and the overheating weapons were a contributing factor to that. In the middle of a new ME1 playthrough and I honestly don't see how. ME gameplay was primarily improved through mobility: they got rid the crouch, made moving in cover easier (though with a button to get into cover, I love how they're touting MEA as buttonless cover when ME1 had that from the start), then added sprinting (in a straight line) and finally sprinting while changing direction + combat rolls/dodges. Oh and heavy melee. Then you factor in the simplification of ammo and damage types, the power overhaul and simplification and the removal of enemy biotics ragdolling you and that's pretty much it. ME1 style weapons have no impact on that as far as I can tell. I don't see how weapons like Lancer and CSMG don't work as well for MP. Doing away with ammo count may come with some balancing problems. You wouldn't want people spamming mortar, rocket launcher and the like all the time. You wouldn't- if those weapons were actually part of regular gamplay. But pre-nerf Krysae aside, they aren't. The thing is ammo is a trivial and frankly dated limitation, even in MP. Oh, you have to run to the crate once in a while, big deal. Even for low ammo weapons like Harrier or Paladin. In higher difficulties you have to keep moving anyway, there's no camping anymore. Then there's popping resupply packs as well. And crates never run out of ammo, unlike nades. At most you wait an extra second, and boom, you're restocked. It doesn't really prevent spamming either, reloading does. If anything the overheat weapons limit spam more than the ammo ones because there's no canceliing that damnable venting animation- at least not if you want your gun to fire again. Nades and heavy weapons (if they return) should be limited. Ammo, not so much. The crates are not the holy grail of gaming. They could just go away (in that far, far galaxy no man has ever set foot in before). Either make it all ammoless and/or CD or (*gasp*) designate a teammate to provide steady flow of reloads. (Yes, I like being support class. Yes, I would love to revive all you scrubs. )
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Post by Element Zero on Nov 11, 2016 17:08:09 GMT
I agree with the general idea that there is room for both "infinite" ammo guns and the thermal clip weapons. That would allow for the most variety. As far as "realism" is concerned in Andromeda, I don't think it would be that big of an issue to have thermal clip weapons there. I assume thermal clips aren't particularly difficult to manufacture, and they aren't supposed to be all that cumbersome to carry. You'll notice that all of your spare clips are supposedly stored inside the weapon, which is why "reloading" is just ejecting a spent clip. With respect to cycling clips within the weapon like a revolver, this would probably work if the hot clips were rotated out where they can get into air flow to actually cool. This also brings up another point that is sidestepped in ME (especially ME1 style guns). Cooling the weapon should be easier if you are in an environment with relatively dense and cool air. It would be really poor in places that have low pressure or outright vacuum. In ME1 you routinely traveled to places with extreme environments, but they didn't bother to model the differences. This would probably hurt the "overheat" weapons more than the TC guns given that your limiting factor on the former is heat dissipation. Such an obvious observation about heat transfer. I'm not sure how I've overlooked it for the majority of a decade! Go sci-fi and video games! That bit of real world logic will make things much more palatable for me when clips make their inevitable return. Assuming that this does happen, I hope that resource management is a meaningful, but not burdensome, part of the game. I think it could potentially add a lot to a game in which we are intergalactic explorers whose ark ship is lost to hostile action, astronomical disaster, or whatever. Supplies could be tight.
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Post by CrutchCricket on Nov 11, 2016 17:30:02 GMT
The crates are not the holy grail of gaming. They could just go away (in that far, far galaxy no man has ever set foot in before). Either make it all ammoless and/or CD or (*gasp*) designate a teammate to provide steady flow of reloads. (Yes, I like being support class. Yes, I would love to revive all you scrubs. ) You might be the only one who'd play that class I'd play a healer class though. Of course, with it being a shooter, they'd probably just end up ripping off the Medic from TF2. Speaking of other things we haven't thought of, why is heat even an issue for these guns when cryo ammo is a thing? ME1's cryo ammo description: If we have "cooling lasers" in our guns (or at least our mods) why are we still talking about heat buildup?
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Post by Pounce de León on Nov 11, 2016 18:08:50 GMT
The crates are not the holy grail of gaming. They could just go away (in that far, far galaxy no man has ever set foot in before). Either make it all ammoless and/or CD or (*gasp*) designate a teammate to provide steady flow of reloads. (Yes, I like being support class. Yes, I would love to revive all you scrubs. ) You might be the only one who'd play that class I'd play a healer class though. Of course, with it being a shooter, they'd probably just end up ripping off the Medic from TF2. Speaking of other things we haven't thought of, why is heat even an issue for these guns when cryo ammo is a thing? ME1's cryo ammo description: If we have "cooling lasers" in our guns (or at least our mods) why are we still talking about heat buildup?
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Post by anddill on Nov 11, 2016 18:21:29 GMT
... Speaking of other things we haven't thought of, why is heat even an issue for these guns when cryo ammo is a thing? ME1's cryo ammo description: If we have "cooling lasers" in our guns (or at least our mods) why are we still talking about heat buildup? You have to cool the lasers to And by the way, anyone here remembers the old battlemech-games? They had the cooling dependent on your surroundings. You could fire your energy-weapons forever while standing in an icy lake, but in vacuum or on hot planets the mech was overheated after some seconds, making you a sitting duck for the cooldown-time.
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Post by felipejiraya on Nov 11, 2016 18:25:18 GMT
As much as I like the overheating weapons on ME1, it is bad game mechanics at it's core so I don't think BW will put it on ME:A.
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Post by CrutchCricket on Nov 11, 2016 20:50:02 GMT
As much as I like the overheating weapons on ME1, it is bad game mechanics at it's core so I don't think BW will put it on ME:A. Can you explain why? I thought they worked pefectly well and I prefer them to most ammo'd guns in the later games. Like I said, it was primarily in mobility and powers that ME1 gameplay suffered. The weapons were fine.
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Post by Element Zero on Nov 11, 2016 21:10:31 GMT
I do think that the variety seen amongst the assorted weapons-- the shots capacity, the varying rates of fire, the reload speeds, all of that stuff; it all came because they decided to "normalize" the gunplay mechanics. Mass Effect's gunplay was pretty boring, prior-- hold the trigger until everything is dead, more or less. I think all of those refinements are cool, but feel that they could've been implemented without ditching heat sinks altogether. I'm sort of meh, at this point. Mostly, I don't want to keep repeating myself and become an annoyance. I do agree with CrutchCricket that the very best advancements in the combat department came in the areas of improved movement and powers.
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Post by CrutchCricket on Nov 11, 2016 23:01:49 GMT
I do think that the variety seen amongst the assorted weapons-- the shots capacity, the varying rates of fire, the reload speeds, all of that stuff; it all came because they decided to "normalize" the gunplay mechanics. Mass Effect's gunplay was pretty boring, prior-- hold the trigger until everything is dead, more or less. I think all of those refinements are cool, but feel that they could've been implemented without ditching heat sinks altogether. I'm sort of meh, at this point. Mostly, I don't want to keep repeating myself and become an annoyance. I do agree with CrutchCricket that the very best advancements in the combat department came in the areas of improved movement and powers. I agree in that the really unique weapons made the combat that much more fun, though they only really came full tilt in ME3. I particularly like the charge up weapons (Arc Pistol, Graal, GPS) and the beam weapons (PPR, CSR, CPR (Particle Beam Heavy Weapon in ME2), Reegar). The mini nade weapons like the Falcon, Scorpion etc, make me think there should also be a grenade launcher class- not heavy, but in between. That would probably need to be ammo'd though.
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Post by Deleted on Nov 11, 2016 23:51:49 GMT
As much as I like the overheating weapons on ME1, it is bad game mechanics at it's core so I don't think BW will put it on ME:A. Can you explain why? I thought they worked pefectly well and I prefer them to most ammo'd guns in the later games. Like I said, it was primarily in mobility and powers that ME1 gameplay suffered. The weapons were fine. Thing was most classes could specialize in one (Adept, Engineer, Sentinel) or two weapons at most. Problem is if someone hit you with microscopic damping or sabotage mines as the caster class, you were SOL from fighting, period. There is no way to unstuck yourself from that situation. On top of this, 75% of the lootable weapons did little to make a difference, and anyone with more than two brain cells would only stick with Spectre weapons. If Spectre weapons weren't available, certain weapon brands were avoided like the plague (I.e. Avengers with their 1% accuracy and shitty damage output)
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Post by CrutchCricket on Nov 12, 2016 0:12:57 GMT
Thing was most classes could specialize in one (Adept, Engineer, Sentinel) or two weapons at most. Problem is if someone hit you with microscopic damping or sabotage mines as the caster class, you were SOL from fighting, period. There is no way to unstuck yourself from that situation. On top of this, 75% of the lootable weapons did little to make a difference, and anyone with more than two brain cells would only stick with Spectre weapons. If Spectre weapons weren't available, certain weapon brands were avoided like the plague (I.e. Avengers with their 1% accuracy and shitty damage output) Which is a problem with powers (in this case how they affected you) and a bloated inventory system. Not with the firing mechanics of the weapons themselves. Stick with ME3's any weapon + any number of weapons, simplified inventory (I suggested even more simplification with global weapon levels), powers that don't ragdoll you or stop you from shooting your gun (or if they do, nerf the duration or provide countermeasures) and keep weapons on proper overheat mechanic. Acceptable?
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Post by Deleted on Nov 12, 2016 0:16:16 GMT
Thing was most classes could specialize in one (Adept, Engineer, Sentinel) or two weapons at most. Problem is if someone hit you with microscopic damping or sabotage mines as the caster class, you were SOL from fighting, period. There is no way to unstuck yourself from that situation. On top of this, 75% of the lootable weapons did little to make a difference, and anyone with more than two brain cells would only stick with Spectre weapons. If Spectre weapons weren't available, certain weapon brands were avoided like the plague (I.e. Avengers with their 1% accuracy and shitty damage output) Which is a problem with powers (in this case how they affected you) and a bloated inventory system. Not with the firing mechanics of the weapons themselves. Stick with ME3's any weapon + any number of weapons, simplified inventory (I suggested even more simplification with global weapon levels), powers that don't ragdoll you or stop you from shooting your gun (or if they do, nerf the duration or provide countermeasures) and keep weapons on proper overheat mechanic. Acceptable? Yes, I'd be in favor of what you proposed.
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Post by spacev3gan on Nov 12, 2016 0:41:26 GMT
ME1 gameplay was painful and the overheating weapons were a contributing factor to that. In the middle of a new ME1 playthrough and I honestly don't see how. The most powerful Shotguns and Sniper Rifles in ME1 are pretty much one-shot overheat. If you want to use these weapons primarily or (god forbid) these weapons only, you will have to deal with a lot of downtime. ME2 reload mechanic made it possible to focus heavily on these types of weapons, and even possible to play as a Claymore-only or a Widow-only Sheppard during tough battles. In ME1 while that would not be impossible, it would be a pain.
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Post by zipzap2000 on Nov 12, 2016 0:49:37 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. That reddit Q&A mentions crafting so i expect that to be a part of it too. Weapons + mods + crafting Thermal clips making less sense if you ask me.
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Post by CrutchCricket on Nov 12, 2016 0:54:56 GMT
The most powerful Shotguns and Sniper Rifles in ME1 are pretty much one-shot overheat. If you want to use these weapons primarily or (god forbid) these weapons only, you will have to deal with a lot of downtime. ME2 reload mechanic made it possible to focus heavily on these types of weapons, and even possible to play as a Claymore-only or a Widow-only Sheppard during tough battles. In ME1 while that would not be impossible, it would be a pain. Can't truly speak for shotguns as I never used a class that was "trained" in them, but I can tell you that is patently false for sniper rifles. Unless you're using High Ex rounds or something. Master Spectre X with no significant mods that reduce heat and sniper rifle track not maxed and I can fire three or even four rounds in quick succession before I overheat. And that's if I'm trying to fire fast. Usually I'm more methodical in how I line my shots which results in me never overheating. And as a bonus, I'm an infiltrator: no shotgun training and high ex rounds and I can still fire 1 round every ~3 seconds. Whether I hit something is a different matter entirely, but I can do it. Contrast that to the Claymore (ME3, never used it in ME2) which fires one round every two seconds, or one if you can reload cancel. On the Widow I can tell you for sure that the scarce ammo for it pretty much forced me to run SMG for 90% of ME2, essentially only busting it out for boss battles or if I was feeling fancy for one encounter. So I must disagree. If you're doing anything other than pew pews, ME2 is actually inferior to ME1 for gunplay. ME3 fixed the ammo issue but at that point, we might as well have gone back to full overheating, or at teh very least, reload-overheat only without the stupid movement penalties.
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Post by spacev3gan on Nov 12, 2016 0:56:02 GMT
These weapons do work well for the Multiplayer. Still, they work better on some classes than on others (such as casters vs weapons platform) and they do work way better at Level X than at Level I. All in all, they would be better if they followed the thermal clip reload mechanic. As for the Rocket Launcher I agree with you. That is another element in ME3MP that I want gone altogether. As for the Demolisher and the Talon Mercenary, they have their dependence of ammo crates replaced with cooldown-based abilities. It is a step in the right direction. I wish that all abilities in MEAMP have a cooldown. It would be better than having 4 grenade kits fighting for grenades from ammo crates.
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August 2016
spacev3gan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Anthem, Dragon Age The Veilguard
SpaceV3gan
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Post by spacev3gan on Nov 12, 2016 1:24:47 GMT
Can't truly speak for shotguns as I never used a class that was "trained" in them, but I can tell you that is patently false for sniper rifles. Unless you're using High Ex rounds or something. Master Spectre X with no significant mods that reduce heat and sniper rifle track not maxed and I can fire three or even four rounds in quick succession before I overheat. And that's if I'm trying to fire fast. Usually I'm more methodical in how I line my shots which results in me never overheating. And as a bonus, I'm an infiltrator: no shotgun training and high ex rounds and I can still fire 1 round every ~3 seconds. Whether I hit something is a different matter entirely, but I can do it. Contrast that to the Claymore (ME3, never used it in ME2) which fires one round every two seconds, or one if you can reload cancel. On the Widow I can tell you for sure that the scarce ammo for it pretty much forced me to run SMG for 90% of ME2, essentially only busting it out for boss battles or if I was feeling fancy for one encounter. So I must disagree. If you're doing anything other than pew pews, ME2 is actually inferior to ME1 for gunplay. ME3 fixed the ammo issue but at that point, we might as well have gone back to full overheating, or at teh very least, reload-overheat only without the stupid movement penalties. Master Spectre X? Sniper Rifles you find in the first few hours of the game aren't anything like a Master Spectre X. You can't judge how balanced the gunplay is around a weapon that is obtainable after reaching Level 50 and completing the 'Rich' achievement. But even if you can fire 3-4 rounds before overheating, is that a satisfying number which does not compromise gameplay? In my book, shooting 3-4 rounds and having to deal with downtime before you can shoot again is hardly a positive thing. As for Sniper Rifles in ME2, I have never invested much time into them, most of what I know about them is based on videos. But if you say playing exclusively with a Widow on ME2 is not practicable, I will take your word. As for the Shotgun however, I can confirm that in ME2 you can (if you desire) use nothing but the Claymore for all encounters as a Soldier with no issues. As a Vanguard you can also do that, yet not as effectively at medium-long ranges as the Soldier - which can pretty much snipe with the Claymore. In ME1 as far as my experience goes the overheat downtime is a serious setback for shotguns, regardless of how many shoots you can fire before getting there - against many enemies you will get there and have your gameplay experience hampered.
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