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Post by Tetrabytes101 on Mar 13, 2017 17:35:39 GMT
So after watching loads of videos and reading loads of stuff can we not customise are weapons like ME3 and add special ammo types? is there no weapon table or ammo types in the way of ME3
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tomb85
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Post by tomb85 on Mar 13, 2017 17:40:25 GMT
Ammo powers are consumables now. And weapons can be modded in a lot of ways. I think it's one of the initiative videos that shows a bit of detail about this.
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manofsteel
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Post by manofsteel on Mar 13, 2017 17:40:55 GMT
Ammo types are now a consumable item that lasts for 3 clips following you activating it.
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Post by Tetrabytes101 on Mar 13, 2017 17:47:11 GMT
I hope theres some new types too I was worried they had removed that,,,,,
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Post by Hudson on Mar 13, 2017 19:53:44 GMT
man imagine if weapon customization was to the extent of fallout 4.
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Post by stysiaq on Mar 13, 2017 20:51:18 GMT
Ammo types are now a consumable item that lasts for 3 clips following you activating it. Wonder how it works with vintage heat sink.
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squidney2k1
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Post by squidney2k1 on Mar 13, 2017 21:31:38 GMT
- Ammo powers are now consumables, kind of like Grenades in ME3. There are different tiers that can not only affect the damage/effect applied, but also how long they last (i.e. 3 magazines, 5 magazines, etc).
- All weapons (so far) can have 2 weapon mods. These can be removed, but not while out in the field
- Weapons/armor can get at least 1 augment during crafting. This is permanent, and cannot be removed. Think of this as using a gem/orb during crafting, compared to traditional RPG games. They can affect everything from damage, to projectile type, to speed, to ammo capacity.
- You can find augments & parts in the wild, or craft them.
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Post by guanxi on Mar 13, 2017 23:24:02 GMT
From what we have seen so far there only seems to be the 3 basic ammo types... and Disruptor and Cryo Ammo are crap-ola. I'm beginning to get slightly worried that there have been no sightings of Warp Ammo, Phasic Ammo, AP or Drill Ammo so far which seems a highly regressive, questionable design choice if true.
Not including Phasic Ammo at release for sniper rifles in my opinion might be absolutely unforgivable if Disruptor Ammo turns out to be as useful as a chocolate tea kettle on sniper rifles all over again due to shield gating mechanics which would be a bizarre situation considering they themselves came up with a perfectly good fix/solution for it absolutely years ago.
It might be a little premature to say at this point but speaking of powers i'm also really not liking the thought of being without Warp Ammo, Warp, Reave, Dark Channel, Cluster Grenades, Lash and Possibly even Stasis. They've taken away a lot of the best powers from the last game, and while biotic gameplay looks slightly more polished... nothing they've added in all honesty looks half as good as some of the stuff they have removed.
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Post by jnericsonx on Mar 14, 2017 2:55:21 GMT
What was so bad about making ammo powers, or, God forbid, a ammo mod like in ME1?
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Post by Cypher on Mar 14, 2017 3:11:54 GMT
What was so bad about making ammo powers, or, God forbid, a ammo mod like in ME1? They did. We already know they have cryo ammo and the like, and we saw in the Initiative training videos that there's mods that let the Avenger shoot lightning bullets.
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Post by jnericsonx on Mar 14, 2017 7:11:09 GMT
Then why is ammo mods a consumable that as someone said, only lasts 3 full reloads of a weapon?
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Post by stysiaq on Mar 14, 2017 7:18:04 GMT
What was so bad about making ammo powers, or, God forbid, a ammo mod like in ME1? tbh ammo powers were never the most exciting way to fill a power slot. I'd say it was rather boring, even if it was satisfying to feel the firepower spike like when you activated "Garrus ammo" mode in ME2. As for ME1 mod approach... well, it was something, but I think it was a little bit cumbersome to switch the ammo types when you didn't like it all that much (especially with the most hilarious Explosive ammo that overheated the gun after split second). I like the consumable approach, though it does not translate into the vintage heat sink mod. I still am curious how (and if...) it will work.
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Post by jnericsonx on Mar 14, 2017 7:22:33 GMT
The only problem I have is unless ammo mods are dropping from the sky, I tend to hoard crap for fear of not having it when I could need it. Kinda like why they made Stasis in Dead Space 2+ recharge on its own because people hoarded the recharge cans overmuch.
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Post by kingjuly on Mar 14, 2017 7:48:00 GMT
I actually like that the different ammo packs are consumables. They were really boring when they were used as a power slot. By making it a limited consumable, it means they'll likely be much more powerful and effective against specific targets. They'll give you a good edge as opposed to just being smaller, but permanent, buffs.
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