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Post by ben132 on Apr 14, 2017 17:56:05 GMT
I was wondering if I was the only one that wanted the old ammo powers back, and the removal of ammo consumables. I think it was a good idea to have the consumables but I NEVER use them. It also meant that we could have more types of ammo, like Warp, Shredder and AP Ammo.
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Post by KaiserShep on Apr 14, 2017 18:00:09 GMT
Normally, I'd take even consumables over powers since the former would mean restrictions against certain classes, like how my Vanguard couldn't use disruptor ammo in ME2/3. But here, with the ability to get everything, I'm not so sure. It'd have to be a passive or something that we can access with the profile system.
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Post by ben132 on Apr 14, 2017 18:03:42 GMT
Normally, I'd take even consumables over powers since the former would mean restrictions against certain classes, like how my Vanguard couldn't use disruptor ammo in ME2/3. But here, with the ability to get everything, I'm not so sure. It'd have to be a passive or something that we can access with the profile system. It would be good if there was a fourth 'skill tree' of just passives that you could choose one ammo type from, or something like that.
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SwobyJ
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Post by SwobyJ on Apr 14, 2017 21:05:55 GMT
Consumable with more types (6 in total; for Fire, Ice, Electric, Toxic, Penetrative, Warp/Mass Effected)
Any passive to come as an 'extra' to the upgrades, not a focused ability line. Disliked that in ME2-ME3.
I use the consumables. I'm cool with em mostly.
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Rivercurse
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Hey Conrad, I slept with your sister.
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Post by Rivercurse on Apr 14, 2017 21:07:46 GMT
Haven't used a consumable in SP yet. They feel completely redundant now.
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Post by Rascoth on Apr 14, 2017 21:10:29 GMT
Tbh, I liked ME1's way of handling it the best - as weapon mod. Still, I'll take consumables over power. As active power it just takes precious space. As passive, I don't know how we'd choose which one to use. Another wheel? Might as well just use weapon mod. Less skill points wasted.
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Post by AnDromedary on Apr 14, 2017 21:14:06 GMT
Never used consumables. In principle, the idea of shield capacitors, backup life support, etc. is not bad though.
But for ammo, I say, get special ammo as weapon mods, like it used to be in ME1.
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rahavan
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Post by rahavan on Apr 14, 2017 21:19:38 GMT
I don't like the consumables maybe if it was a weapon mod? Powers work fine but they would have to make it more interesting than it was in the OT. Basically either add it as a wep mod or power as long as it adds more depth to the brain dead skills/crafting in this game.
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VanSinn
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Post by VanSinn on Apr 14, 2017 21:30:41 GMT
I want 'em as weapon mods, ala ME1.
We can choose to have a mod that does more damage, or a mod that changes the ammo type. I don't want the "weapom mod slot/ammo mod slot" from ME1, though. I think we should have to choose, but have all slots open for all types of mods (obviously with ammo mods you could only have one, but that's neither here nor there.)
To be fair, though, I didn't mind ammo powers in ME2/3, and I'm just fine with 'em being consumables in ME:A. I just prefer 'em as mods like ME1.
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Post by derrame on Apr 14, 2017 21:36:11 GMT
i prefer new powes instead of ammos or consumables consumables like the grnases or shiels or batteries are a limitation t use the power only 2 or 3 is way too few
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Post by egeslean05 on Apr 14, 2017 22:26:36 GMT
I would prefer Ammo Powers myself. I don't want them to be consumables because A) It takes up a consumable slot that I could use for something else, It's limited, when it never has been before and does not make sense, C) As they are now, they only last three whole clips, so things like shotguns or sniper rifles get screwed, D) In game, we have 3 examples of constant special ammo use by our squadmates. I don't want it to be a weapon mod or augmentation because A) Either option would take up a slot I use for other mods or augmentations, and since both already have limited slots, I don't feel the current special ammo types do enough to justify loosing one of those slots, It would be too static and limiting, being able to switch special ammo types to help deal with various situations can be very helpful. Having special ammo types as 'powers' allows for versatility on the field without taking up limited spaces/slots. Instead of being a power that each character would have to put points into, it could be a new 'Squad' based power section, where any power/ability/skill/whatever that affects the entire squad would be. I would like this because ME has always been a squad based game, so having a section the specifically emphasizes building the squad as a whole would be appreciated. It wouldn't be difficult to add in a way to select them in battle either. The power wheel never went away, it is still in ME:A; There could be a half circle above the weapon selection where the ammo types would sit, or perhaps two crescents on either side of the wheel, splitting them up (mostly to make it look more uniform and not lopsided) with Incendiary, Cryo, and Disruptor on one side and Warp, Armor Piercing, and Radiated on the other. Selecting ammo types could basically use what we already have in game: Clicking on one type would give the entire squad that ammo type, or by using the same buttons/keys we use to tell our squadmates where to stand or who to attack, we select which ammo types each squad member uses and then our own. (Yeah, seems a bit more complicated than it needs to be, but unless we are given the ability to actually command our squadmates like we could in previous ME games, it seems like a compromise.)
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Iakus
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Post by Iakus on Apr 14, 2017 22:29:30 GMT
I liked them as an ME1-style mod too.
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Post by godlike13 on Apr 14, 2017 22:43:48 GMT
How about ammo augments.
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henkiedepost
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Post by henkiedepost on Apr 14, 2017 23:30:55 GMT
To be honest I kinda forgot consumables were even a thing in singleplayer. It's a shame ammo types are also relegated to these slots because that means I will be barely using them. (And yes, that statement still stands after I rediscovered the existence of consumables again.)
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Post by KaiserShep on Apr 14, 2017 23:36:58 GMT
Haven't used a consumable in SP yet. They feel completely redundant now. I do use the cobra all the time though. Who can say no to explosions?
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Post by sriep on Apr 14, 2017 23:46:05 GMT
I think ammo should be redone, not necessarily remade into powers though.
How about rather than using up consumables, you just gain the ability to take a consumable on a mission. Work much the same way as power cells, even better ammo and power cells could be combined in some way.
I actually quite like power cells.
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Post by zipzap2000 on Apr 15, 2017 4:27:54 GMT
Haven't used a consumable in SP yet. They feel completely redundant now. They make you invincible basically. You mix consumable ammo powers with annihilation field/cryo melee/the engineer drone and youre comboing for every power used without really needing to put the effort in. I like them OP but I can see where you want to spec them. Edit: Stun locking rampages. *Two thumbs up BioWare*
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Post by doch on Apr 15, 2017 4:34:55 GMT
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Post by ben132 on Apr 15, 2017 6:50:18 GMT
I wish I had thought of ME1 Ammo, and added that to the poll
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Post by Sailears on Apr 15, 2017 6:58:58 GMT
Yeah I agree with weapon mods as in ME1.
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gplayer
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Post by gplayer on Apr 15, 2017 13:13:00 GMT
I don't like the way they implemented consumables. I really wish they were powers. The game gives you too many skill points to spend on too many talents, many of which end up being rather unused. I noticed this particularly in NG+ when I am just struggling to find things to spend skill points on.
I also don't like having to load up the consumables everytime they run out. So I would be ok I could queue their consumption or if there was an augmentation that performed the job of the consumable (so not quite a wep mod but an augmentation).
Finally, the effects of the special ammo was much more obvious in the original trilogy than here. Sure a shot of inferno starts a slow burn and messes up the enemy, but the sound effects that would come from the target are severely lacking.
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Post by laxian on Apr 15, 2017 13:38:31 GMT
I was wondering if I was the only one that wanted the old ammo powers back, and the removal of ammo consumables. I think it was a good idea to have the consumables but I NEVER use them. It also meant that we could have more types of ammo, like Warp, Shredder and AP Ammo. As long as they get extra slots (so they don't take up one of the measly 3 slots you get...sure you can switch in combat, but it leaves you fucking vulnerable (CDs are too long IMHO) and even then it's only 12 slots in total!), I am all for it! greetings LAX ps: I only hated the class restrictions with the Ammo-Powers in past games, otherwise I liked them!
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Post by kumazan on Apr 15, 2017 13:43:11 GMT
Either weapon mods à la ME1 or weapon augmentations. The idea of having them as consumables seemed OK, but I couldn't really care to use them in game. Consumables in general is a typical RPG mechanic that I feel very few games have gotten right to my tastes.
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Post by sil on Apr 15, 2017 13:50:32 GMT
ME1's system was best.
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Post by brad2240 on Apr 15, 2017 14:31:57 GMT
I wish ammo was a mod or an augmentation.
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