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Post by dropzofcrimzon on Apr 11, 2017 20:42:33 GMT
So let me get this straight....
The initiative has a contingency plan to NOT wake people up because of lack of resources BUT they elect to bring with them thermal clip based weapons which require EXTRA resources (and a lot of them) compared to the ones based on simple heat dispersion?
In the game there is even an announcement in the ops centre with a Turian announcing that today the militia will have to focus on melee combat because they are getting reduced ammo (again...the term Ammo just pisses me off...no one in universe would fucking call thermal clips ammo)
WTF was the thought process behind that?
And morw to the point...Why does Bioware seem to hate the previous system so fucking much? They go as far as far as penalizing heavily milky way weapons that use the vintage heat clip while the INITIATIVE MANUFACTURED remnant copycat weapons have BETTER heat dispersion systems while using particle beams
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Post by Dean The Not-so Young on Apr 11, 2017 21:24:16 GMT
Because as a gameplay mechanic, play-testing repeatedly showed that relying primarily on regenerating ammo was less fun. Making ammo limited forces better positioning and power usage, which entails risks that make combat more interesting than a dominant strategy of 'pew pew.'
Lore of gameplay mechanics will always bow to gameplay priorities like 'fun.' The rest is easily rationalizable in the lore as 'Remnant particle weaponry technology works better with recharge than ME kinitec weapons work with vintige heat sinks.' Vintinge heat sinks were always by lore suppose to be less capable, while nothing says that particle weaponry uses the exact same cooling technology.
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Post by dropzofcrimzon on Apr 11, 2017 22:32:12 GMT
Because as a gameplay mechanic, play-testing repeatedly showed that relying primarily on regenerating ammo was less fun. Making ammo limited forces better positioning and power usage, which entails risks that make combat more interesting than a dominant strategy of 'pew pew.' Lore of gameplay mechanics will always bow to gameplay priorities like 'fun.' The rest is easily rationalizable in the lore as 'Remnant particle weaponry technology works better with recharge than ME kinitec weapons work with vintige heat sinks.' Vintinge heat sinks were always by lore suppose to be less capable, while nothing says that particle weaponry uses the exact same cooling technology. uhm...I think you read the memo wrong because: 1 - Bioware stated that when given the option to reload or use cool downs (afforded in the ME2 era early testing) people would just let the weapon cool down 2 - enough people BEGGED for old style weapons and we were given some in ME3 I am not sure where you are getting "more fun" from when people preferred the cools down which BTW also forces you to play tactically because you can't go pew pew forever but you need to time your shots properly and understand the flow of weaponry and powers. Furthermore 3 - Bioware now has a WHOLE CATEGORY of cool down weapons allowing people to use them if they like this negating the whole "it is for gameplay sake" bullshit. Note also that I have NEVER ran out of ammo because, lo and behold, Bioware peppers the field with ammo boxes (in a foreign galaxy....populated by a race that uses plasma weapons....and in vaults belonging to a race that has beam weapons that do not need our thermal clips that have been sealed for centuries) 4 - read the fucking lore. The Thermal clips help FASTER RELOADING they do not increase heat absorption capacity, it is spelled out quite fucking plainly. Translation it is quicker to reload a thermal clip than it is to wait for a weapon to cool off after overheating thus you put more rounds down range. It NEVER states that the thermal clip allows for more shots before an overheat. 5 - if the initiative can manufacture for me a weapon that absorbs the heat dispersion of a beam weapon (which are even in lore notorious for the amount of waste heat they produce) I am sure they could use the same tech to increase the efficiency of the regular milky way weapons.
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Post by Dean The Not-so Young on Apr 11, 2017 22:52:41 GMT
Because as a gameplay mechanic, play-testing repeatedly showed that relying primarily on regenerating ammo was less fun. Making ammo limited forces better positioning and power usage, which entails risks that make combat more interesting than a dominant strategy of 'pew pew.' Lore of gameplay mechanics will always bow to gameplay priorities like 'fun.' The rest is easily rationalizable in the lore as 'Remnant particle weaponry technology works better with recharge than ME kinitec weapons work with vintige heat sinks.' Vintinge heat sinks were always by lore suppose to be less capable, while nothing says that particle weaponry uses the exact same cooling technology. uhm...I think you read the memo wrong because: 1 - Bioware stated that when given the option to reload or use cool downs (afforded in the ME2 era early testing) people would just let the weapon cool down ... I am not sure where you are getting "more fun" from when people preferred the cools down which BTW also forces you to play tactically because you can't go pew pew forever but you need to time your shots properly and understand the flow of weaponry and powers. And what that meant in practice was people turtling an pew pewing until the end of the fight after they expended their expendibles in the first bits of combat, at which point combat slowed to a crawl. Which, even if it's a dominant strategy, isn't a fun design because dominant strategies negate most forms of gameplay and lead to stagnation. And they also weren't what people imagined they should be back when they were begging, which was something that was in all ways superior to thermal clips. (Well, when they cared about balance- come Citadel DLC, balance was moot). What occurred in Andromeda is that both gameplay systems are balanced against eachother from the start, in which recharge is back... but it's not the burst damage/sustained DPS monster that people's ME2 arguments were based around about why recharge would be inherently superior. Recharge is now (mostly) balanced against thermal clips, where clips can offer higher rate for short periods of time (shots per magazine vs. sustained rate of fire), which brings back to the point of what, in lore, the thermal clips were always supposed to have an advantage in- burst damage over damage-over-time. This allows strategic flexibility, without always providing a dominant strategy. Some guns work better as recharge. Others don't. Some situations recharge is more convenient. Other times it isn't. This is all good. I can certainly agree this should have been attempted earlier, but it's certainly a step forward and a compromise. The recharge category of weapons is rare, balanced against the other weapon types, and not a default. All of these are are relevant for gameplay's sake. And if you haven't run out of ammo... good for you! Consider playing on higher difficulties, where bullet sponges are more common, or just commend yourself for mastering a system that can be made a bit more difficult in the future. (Mind you, MEA's combat system already gets lots of positive reviews for allowing mobility, so whether it needs more ammo shortage to encourage that is a separate date.) Kinda missing the forest for the trees there, luv. Where's your lore justification for why they're equivalent? Didn't you just play the lore card? Do try to be consistent.
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Post by dropzofcrimzon on Apr 12, 2017 1:37:58 GMT
uhm...I think you read the memo wrong because: 1 - Bioware stated that when given the option to reload or use cool downs (afforded in the ME2 era early testing) people would just let the weapon cool down ... I am not sure where you are getting "more fun" from when people preferred the cools down which BTW also forces you to play tactically because you can't go pew pew forever but you need to time your shots properly and understand the flow of weaponry and powers. And what that meant in practice was people turtling an pew pewing until the end of the fight after they expended their expendibles in the first bits of combat, at which point combat slowed to a crawl. Which, even if it's a dominant strategy, isn't a fun design because dominant strategies negate most forms of gameplay and lead to stagnation. And they also weren't what people imagined they should be back when they were begging, which was something that was in all ways superior to thermal clips. (Well, when they cared about balance- come Citadel DLC, balance was moot). What occurred in Andromeda is that both gameplay systems are balanced against eachother from the start, in which recharge is back... but it's not the burst damage/sustained DPS monster that people's ME2 arguments were based around about why recharge would be inherently superior. Recharge is now (mostly) balanced against thermal clips, where clips can offer higher rate for short periods of time (shots per magazine vs. sustained rate of fire), which brings back to the point of what, in lore, the thermal clips were always supposed to have an advantage in- burst damage over damage-over-time. This allows strategic flexibility, without always providing a dominant strategy. Some guns work better as recharge. Others don't. Some situations recharge is more convenient. Other times it isn't. This is all good. I can certainly agree this should have been attempted earlier, but it's certainly a step forward and a compromise. The recharge category of weapons is rare, balanced against the other weapon types, and not a default. All of these are are relevant for gameplay's sake. And if you haven't run out of ammo... good for you! Consider playing on higher difficulties, where bullet sponges are more common, or just commend yourself for mastering a system that can be made a bit more difficult in the future. (Mind you, MEA's combat system already gets lots of positive reviews for allowing mobility, so whether it needs more ammo shortage to encourage that is a separate date.) Kinda missing the forest for the trees there, luv. Where's your lore justification for why they're equivalent? Didn't you just play the lore card? Do try to be consistent. I am so not splitting this while on a cell. The combat never slowed to a crawl, THAT was not the complaint. And hey...it never showed to a crawl when people started using the M8 so we have actual evidence that that is BS. Bioware WANTED a reload system, testers did not care about it and preferred the cool down...bioware simply said "fuck it" and took it away. I agree balance is important...but in MEA the balance is broken....why? Because, well, try putting the Vintage heat sink on a crusader...see what happens. Remnant weapons are balanced, Milky way weapons converted to Cool Down are NOT. ONLY milky way weapons. Hence my issue. Also, tactically, the thermal clip makes no sense as is, people would have accepted a rebalance while weapons stuck to the lore...just saying The cool down weapons are not rare, they are well balanced and that pisses me off because cool down milky way weapons are NOT...they get shafted. I am not missing the point I am pointing out how aggravating the above decision is when also paired with The fucking lore. Again read the fucking lore. ME1 spells out that direct energy weapons waste tons of heat, more than regular ballistic weapons yes Rem weapons are high tech but physics are physics and if the Initiative can MANUFACTURE weapons as efficient as the Rem based weapons they produce now there is NO reason why that heat dissipation could not be applied to milky way weapons
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Post by Ieldra on Apr 12, 2017 6:01:40 GMT
There are weapons that use the cool-down system you can find? Uh....how do you identify them? I've only used crafted weapons after the prologue.
I've hated the switch to "thermal clips" ever since ME2 and it hasn't abated. There they had a cool new system that was actually somewhat interesting, then replaced it with something old and tired. However, using a vintage heat sink with a sniper rifle hasn't been a resounding success except in weapons with "clip" size 1. Nerfnerfnerf...
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Post by FeralEwok on Apr 12, 2017 13:08:04 GMT
"At Cornell University they have an incredible piece of scientific equipment known as the Tunneling Electron Microscope. Now, this microscope is so powerful that by firing electrons you can actually see images of the atom, the infinitesimally minute building blocks of our universe. If I were using that microscope right now, I still wouldn't be able to locate my interest in your problem."
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Post by dropzofcrimzon on Apr 12, 2017 13:44:28 GMT
"At Cornell University they have an incredible piece of scientific equipment known as the Tunneling Electron Microscope. Now, this microscope is so powerful that by firing electrons you can actually see images of the atom, the infinitesimally minute building blocks of our universe. If I were using that microscope right now, I still wouldn't be able to locate my interest in your problem." cool story bro...don't post next time, you already embarrassed yourself in the other thread
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Post by dropzofcrimzon on Apr 12, 2017 13:48:25 GMT
There are weapons that use the cool-down system you can find? Uh....how do you identify them? I've only used crafted weapons after the prologue. I've hated the switch to "thermal clips" ever since ME2 and it hasn't abated. There they had a cool new system that was actually somewhat interesting, then replaced it with something old and tired. However, using a vintage heat sink with a sniper rifle hasn't been a resounding success except in weapons with "clip" size 1. Nerfnerfnerf... yes you can find them in loot crates And yes I find Bioware tries to actively discourage you from turning Milky way weapons into cool down ones by imposing a double penalty. Halved clip size and doubled "reload time"...while the latter makes sebse lorw wise the former does not, it is just arbitrary and unneeded
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Post by FeralEwok on Apr 12, 2017 13:55:01 GMT
"At Cornell University they have an incredible piece of scientific equipment known as the Tunneling Electron Microscope. Now, this microscope is so powerful that by firing electrons you can actually see images of the atom, the infinitesimally minute building blocks of our universe. If I were using that microscope right now, I still wouldn't be able to locate my interest in your problem." cool story bro...don't post next time, you already embarrassed yourself in the other thread By being mistaken about what weapon mods are in the game and how they work? So embarrassing. I should have gone into exile. Also, cool story bro? Is it 2010 again? Who's embarrassing themselves now?
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Post by Ieldra on Apr 12, 2017 13:59:36 GMT
There are weapons that use the cool-down system you can find? Uh....how do you identify them? I've only used crafted weapons after the prologue. I've hated the switch to "thermal clips" ever since ME2 and it hasn't abated. There they had a cool new system that was actually somewhat interesting, then replaced it with something old and tired. However, using a vintage heat sink with a sniper rifle hasn't been a resounding success except in weapons with "clip" size 1. Nerfnerfnerf... yes you can find them in loot crates And yes I find Bioware tries to actively discourage you from turning Milky way weapons into cool down ones by imposing a double penalty. Halved clip size and doubled "reload time"...while the latter makes sebse lorw wise the former does not, it is just arbitrary and unneeded Are you telling me that the vintage heat sink is less effective on MW weapons than it is on Heleus weapons or Remnant weapons if you craft them? Or does that apply just to the stuff you find?
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Post by CrutchCricket on Apr 12, 2017 14:05:50 GMT
Gotta get the CoDtards in somehow.
No really, there is zero reason to ever go to limited ammo after ME1's lore. You want reloads to get that shooter feel-> hybrid system where your heat sink cools off naturally but if you need to quick swap, you push R to eject the current sink module and slap in a new one. You are limited in the times you can do this and sinks popped out this way are either lost permanently or stored and cannot be used for some time, either till the end of the mission or unless you get to designated discharge stations. You want strategy and making things exciting? Don't pop all your sinks in the first five minutes, you may need more burst further into the fight. A well thought out tutorial mission would easily explain this to even the most dense fratboys or twelve-year-olds.
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Post by Gileadan on Apr 12, 2017 14:11:53 GMT
yes you can find them in loot crates And yes I find Bioware tries to actively discourage you from turning Milky way weapons into cool down ones by imposing a double penalty. Halved clip size and doubled "reload time"...while the latter makes sebse lorw wise the former does not, it is just arbitrary and unneeded Are you telling me that the vintage heat sink is less effective on MW weapons than it is on Heleus weapons or Remnant weapons if you craft them? Or does that apply just to the stuff you find? All remnant weapons already operate with the cooldown mechanic. If you craft a non-remnant weapon with a vintage heatsink, it will have a lowered "magazine capacity", i.e. it overheats after fewer shots than its standard magazine contains. However, the cooldown time seems to be pretty much the same, no matter what gun you put the vintage heatsink into: after a second or two of not firing, the gun will regenerate back to 100% very quickly. Try a remnant weapon if you find one, the cooldown process is the same.. I chose "extra clip size" with my gun skill evolutions and found that vintage heatsinks worked pretty well, especially with Turbocharge, which refills your magazine when you use the skill, so you could empty your gun, use the skill and keep shooting.
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Post by dropzofcrimzon on Apr 12, 2017 14:13:03 GMT
yes you can find them in loot crates And yes I find Bioware tries to actively discourage you from turning Milky way weapons into cool down ones by imposing a double penalty. Halved clip size and doubled "reload time"...while the latter makes sebse lorw wise the former does not, it is just arbitrary and unneeded Are you telling me that the vintage heat sink is less effective on MW weapons than it is on Heleus weapons or Remnant weapons if you craft them? Or does that apply just to the stuff you find? no, I am saying that the rem weapons work by default on cool down, they work fine and are balanced. He'll the inferno sniper rifle has SIX rapid fire shots before it overheats But when you use a vintage heat sink on a MW weapons then the weapon is nerfed, take the crusader. Normally it has 4 shots per clip and it takes about 1 second to reload. Once you use the vintage heat sink you can only fire twice fore an overheat AND it takes a full two seconds to cool down. Double penalty.
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Post by dropzofcrimzon on Apr 12, 2017 14:14:52 GMT
Gotta get the CoDtards in somehow. No really, there is zero reason to ever go to limited ammo after ME1's lore. You want reloads to get that shooter feel-> hybrid system where your heat sink cools off naturally but if you need to quick swap, you push R to eject the current sink module and slap in a new one. You are limited in the times you can do this and sinks popped out this way are either lost permanently or stored and cannot be used for some time, either till the end of the mission or unless you get to designated discharge stations. You want strategy and making things exciting? Don't pop all your sinks in the first five minutes, you may need more burst further into the fight. A well thought out tutorial mission would easily explain this to even the most dense fratboys or twelve-year-olds. even better, use the GOW system. Over heating weapons can be "vented" manually rather than wait for the cool down. It works EXACTLY like a reload and it does not break the lore
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Post by Ieldra on Apr 12, 2017 15:03:42 GMT
Are you telling me that the vintage heat sink is less effective on MW weapons than it is on Heleus weapons or Remnant weapons if you craft them? Or does that apply just to the stuff you find? no, I am saying that the rem weapons work by default on cool down, they work fine and are balanced. He'll the inferno sniper rifle has SIX rapid fire shots before it overheats But when you use a vintage heat sink on a MW weapons then the weapon is nerfed, take the crusader. Normally it has 4 shots per clip and it takes about 1 second to reload. Once you use the vintage heat sink you can only fire twice fore an overheat AND it takes a full two seconds to cool down. Double penalty. Thanks for that info. That really should've been in the game somewhere. I've never used a Remnant weapon because they appeared to be weaker than the MW weapons. Now I have spent all my Remnant points on armor, grrr...... Having said that, I'm very pleased that Bioware put weapons using a cooldown system in the game at all.
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Post by dropzofcrimzon on Apr 12, 2017 15:13:38 GMT
no, I am saying that the rem weapons work by default on cool down, they work fine and are balanced. He'll the inferno sniper rifle has SIX rapid fire shots before it overheats But when you use a vintage heat sink on a MW weapons then the weapon is nerfed, take the crusader. Normally it has 4 shots per clip and it takes about 1 second to reload. Once you use the vintage heat sink you can only fire twice fore an overheat AND it takes a full two seconds to cool down. Double penalty. Thanks for that info. That really should've been in the game somewhere. I've never used a Remnant weapon because they appeared to be weaker than the MW weapons. Now I have spent all my Remnant points on armor, grrr...... Having said that, I'm very pleased that Bioware put weapons using a cooldown system in the game at all. no problem My issue is that those weapons, the rem weapons you craft, are retroengineered by the initiative, they are direct energy weapons and their cool down is BETTER than ballistic weapons with a vintage heat sink. It just bugs me so...SO much that Bioware went out of their way to penalize people who wanted the old style SENSIBLE ME1 weapons
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Post by Ieldra on Apr 12, 2017 15:46:35 GMT
Thanks for that info. That really should've been in the game somewhere. I've never used a Remnant weapon because they appeared to be weaker than the MW weapons. Now I have spent all my Remnant points on armor, grrr...... Having said that, I'm very pleased that Bioware put weapons using a cooldown system in the game at all. no problem My issue is that those weapons, the rem weapons you craft, are retroengineered by the initiative, they are direct energy weapons and their cool down is BETTER than ballistic weapons with a vintage heat sink. It just bugs me so...SO much that Bioware went out of their way to penalize people who wanted the old style SENSIBLE ME1 weapons I'm not sure, but it was my impression that the MW weapons have significantly more damage output per time unit than all others. Perhaps the MEA team thought they'd be too powerful if you could just add a vintage heat sink with no downside. Or they wanted people to have a good reason to use Remnant weapons, which there wouldn't be if changed MW weapons had unchanged dps. A Black Widow with a vintage heat sink and +ammo modules that could still put out 5 shots in quick succession....would probably be the only SR people ever used.
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Post by dropzofcrimzon on Apr 12, 2017 16:38:55 GMT
no problem My issue is that those weapons, the rem weapons you craft, are retroengineered by the initiative, they are direct energy weapons and their cool down is BETTER than ballistic weapons with a vintage heat sink. It just bugs me so...SO much that Bioware went out of their way to penalize people who wanted the old style SENSIBLE ME1 weapons I'm not sure, but it was my impression that the MW weapons have significantly more damage output per time unit than all others. Perhaps the MEA team thought they'd be too powerful if you could just add a vintage heat sink with no downside. Or they wanted people to have a good reason to use Remnant weapons, which there wouldn't be if changed MW weapons had unchanged dps. A Black Widow with a vintage heat sink and +ammo modules that could still put out 5 shots in quick succession....would probably be the only SR people ever used. and there is the rub Shotguns and sniper rifles have NO increased clip size modules in Andromeda...only SPARE AMMO increases which do not influence clip size at all. So back to the Crusader, if I use a vintage heat sink AT BEST I can get it to have a 3 shot per clip with perks from combat fitness/tools skill tree but that is it AND my cool down is TWICE the time it takes to reload. Now that last part I am OK with and it fits the lore. But the former? No it makes no sense and it is deliberately punitive. Btw, the Black Widow X with vintage heat sink has only over 1 shot....two with all perks activated and a long ass cool down time.
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Post by indrexu on Apr 12, 2017 18:38:25 GMT
I'm not sure, but it was my impression that the MW weapons have significantly more damage output per time unit than all others. Perhaps the MEA team thought they'd be too powerful if you could just add a vintage heat sink with no downside. Or they wanted people to have a good reason to use Remnant weapons, which there wouldn't be if changed MW weapons had unchanged dps. A Black Widow with a vintage heat sink and +ammo modules that could still put out 5 shots in quick succession....would probably be the only SR people ever used. The thing is, Vintage Heat Sink already has an impressive upside, namely the ability to reload and use powers at the same time. That's what balances out the dps loss, not the existence of Remnant weapons. On my first PT with Milky Way sniper rifles, I was constantly canceling my reloads by accident because I was firing off powers too early. With a Vintage Heat Sink, you can maintain that rhythm of "doing something" constantly: fire off a bunch of shots, fire off a few powers while heat dissipates, then go back to being Pew Pew Girl again. If you kept the same clip size and reload time from thermal clip weapons, there would be literally no downside to the Vintage Heat Sink and it would be the unbalanced broke-ass god-tier bullshit that some people apparently want it to be (and that the Bio-Converter currently is in reality). As it is, you can still abuse the Vintage Heat Sink to maintain constant high RoF with no effective reload time by swapping back and forth between two versions of the same weapon. Apparently that's not good enough? This isn't even a lore argument, not really. The ME1 heat sinks, infamously, could allow players to shatter the laws of thermodynamics by firing infinitely with no heat buildup if you put a few points in, say, Pistols, and added the requisite heat-sink upgrades to your weapon. I don't know why that is apparently okay, but weapons based on limited "ammunition" and "reloads" are apparently the cancerous spawn of brainless CoDbros.
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Post by Ieldra on Apr 12, 2017 18:59:14 GMT
I'm not sure, but it was my impression that the MW weapons have significantly more damage output per time unit than all others. Perhaps the MEA team thought they'd be too powerful if you could just add a vintage heat sink with no downside. Or they wanted people to have a good reason to use Remnant weapons, which there wouldn't be if changed MW weapons had unchanged dps. A Black Widow with a vintage heat sink and +ammo modules that could still put out 5 shots in quick succession....would probably be the only SR people ever used. The thing is, Vintage Heat Sink already has an impressive upside, namely the ability to reload and use powers at the same time. That's what balances out the dps loss, not the existence of Remnant weapons. On my first PT with Milky Way sniper rifles, I was constantly canceling my reloads by accident because I was firing off powers too early. With a Vintage Heat Sink, you can maintain that rhythm of "doing something" constantly: fire off a bunch of shots, fire off a few powers while heat dissipates, then go back to being Pew Pew Girl again. If you kept the same clip size and reload time from thermal clip weapons, there would be literally no downside to the Vintage Heat Sink and it would be the unbalanced broke-ass god-tier bullshit that some people apparently want it to be (and that the Bio-Converter currently is in reality). As it is, you can still abuse the Vintage Heat Sink to maintain constant high RoF with no effective reload time by swapping back and forth between two versions of the same weapon. Apparently that's not good enough? This isn't even a lore argument, not really. The ME1 heat sinks, infamously, could allow players to shatter the laws of thermodynamics by firing infinitely with no heat buildup if you put a few points in, say, Pistols, and added the requisite heat-sink upgrades to your weapon. I don't know why that is apparently okay, but weapons based on limited "ammunition" and "reloads" are apparently the cancerous spawn of brainless CoDbros. Well...no. Heat does dissipate naturally and passive heat sinks can greatly increase this capacity. I've had giant passive (and completely silent) coolers on my PCs until that became unfeasible. If this resulted in balance problems, then the system needed to be tweaked, not replaced. I liked the ME1 system, as imperfect as it was, because it was a cool new mechanism nicely based in a lore that made it possible to do things differently. Being OP had nothing to do with it, and I resented the change because they went back to the old boring shooter standard.
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Post by dropzofcrimzon on Apr 12, 2017 19:10:34 GMT
I'm not sure, but it was my impression that the MW weapons have significantly more damage output per time unit than all others. Perhaps the MEA team thought they'd be too powerful if you could just add a vintage heat sink with no downside. Or they wanted people to have a good reason to use Remnant weapons, which there wouldn't be if changed MW weapons had unchanged dps. A Black Widow with a vintage heat sink and +ammo modules that could still put out 5 shots in quick succession....would probably be the only SR people ever used. The thing is, Vintage Heat Sink already has an impressive upside, namely the ability to reload and use powers at the same time. That's what balances out the dps loss, not the existence of Remnant weapons. On my first PT with Milky Way sniper rifles, I was constantly canceling my reloads by accident because I was firing off powers too early. With a Vintage Heat Sink, you can maintain that rhythm of "doing something" constantly: fire off a bunch of shots, fire off a few powers while heat dissipates, then go back to being Pew Pew Girl again. If you kept the same clip size and reload time from thermal clip weapons, there would be literally no downside to the Vintage Heat Sink and it would be the unbalanced broke-ass god-tier bullshit that some people apparently want it to be (and that the Bio-Converter currently is in reality). As it is, you can still abuse the Vintage Heat Sink to maintain constant high RoF with no effective reload time by swapping back and forth between two versions of the same weapon. Apparently that's not good enough? This isn't even a lore argument, not really. The ME1 heat sinks, infamously, could allow players to shatter the laws of thermodynamics by firing infinitely with no heat buildup if you put a few points in, say, Pistols, and added the requisite heat-sink upgrades to your weapon. I don't know why that is apparently okay, but weapons based on limited "ammunition" and "reloads" are apparently the cancerous spawn of brainless CoDbros. it would balance the higher reload time...sure...but not the loss of shots per clips not unless they allowed constant cool down like in ME1 and opposed to the MEA all or nothing cool down
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Post by Xerxes52 on Apr 12, 2017 19:30:00 GMT
Gotta get the CoDtards in somehow. No really, there is zero reason to ever go to limited ammo after ME1's lore. You want reloads to get that shooter feel-> hybrid system where your heat sink cools off naturally but if you need to quick swap, you push R to eject the current sink module and slap in a new one. You are limited in the times you can do this and sinks popped out this way are either lost permanently or stored and cannot be used for some time, either till the end of the mission or unless you get to designated discharge stations. You want strategy and making things exciting? Don't pop all your sinks in the first five minutes, you may need more burst further into the fight. A well thought out tutorial mission would easily explain this to even the most dense fratboys or twelve-year-olds. even better, use the GOW system. Over heating weapons can be "vented" manually rather than wait for the cool down. It works EXACTLY like a reload and it does not break the lore That's also how EA Battlefront works as well, sans the active reload damage buff.
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Post by dropzofcrimzon on Apr 12, 2017 19:36:32 GMT
even better, use the GOW system. Over heating weapons can be "vented" manually rather than wait for the cool down. It works EXACTLY like a reload and it does not break the lore That's also how EA Battlefront works as well, sans the active reload damage buff. vented weapons have no active reload in GOW...They just vent the heat (like the mulcher)
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Post by geralt on Apr 16, 2017 1:14:55 GMT
So let me get this straight.... The initiative has a contingency plan to NOT wake people up because of lack of resources BUT they elect to bring with them thermal clip based weapons which require EXTRA resources (and a lot of them) compared to the ones based on simple heat dispersion? In the game there is even an announcement in the ops centre with a Turian announcing that today the militia will have to focus on melee combat because they are getting reduced ammo (again...the term Ammo just pisses me off...no one in universe would fucking call thermal clips ammo) WTF was the thought process behind that? And morw to the point...Why does Bioware seem to hate the previous system so fucking much? They go as far as far as penalizing heavily milky way weapons that use the vintage heat clip while the INITIATIVE MANUFACTURED remnant copycat weapons have BETTER heat dispersion systems while using particle beams Until BW return to the proper heat sink only system, I'll just keep using a trainer to disable reloading. The very fact that ammo had to keep re-spawning at certain points in ME2 & 3 showed how flawed and unworkable it was. It's the same in MEA, it's handled a bit better to be sure, but it wasn't like it could get much worse really.
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