mmoblitz
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
Origin: mmoblitz
PSN: NotPC
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Post by mmoblitz on Apr 15, 2017 14:41:34 GMT
They have consumables? Never used them, not even sure where they are. don't really care now though. Did the one and only play-through I'm doing.
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dielveio
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Post by dielveio on Apr 15, 2017 16:56:11 GMT
Consumables. They are life savers on insanity. I've used tons of shields and ammo types.
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Post by Deleted on Apr 15, 2017 17:49:12 GMT
Ammo should be special types of mods that you can change on the fly. Similar to ME1.
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Post by cheezyaj on Apr 26, 2017 20:05:58 GMT
Consumables are great but because its so clunky to access and use them, I don't use them that much. I overall like the ideas thrown in this thread though. I'm thinking of a combination of the ideas here.
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Ammo Upgrades can come in two forms:
Ammo Mods can be equipped on weapons at forward stations or before a mission, similar to other weapon mods like scopes and barrels. They passively grant damage and debuff bonuses to the equipped weapon and can stun enemies, but can't prime enemies for power combos.
Ammo Powers have their own power tree under the Combat skills, take up a power slot, and use charges similar to other Combat skills. Ammo Powers can prime enemies for power combos and grant very high damage/debuff bonuses compared to Ammo Mods, but lasts for only 2 clips per charge before deactivating (can be upgraded through the Ammo Power Skill tree). This is to offset their combo synergy with other powers and their high damage output (These should be more powerful than ME3's Ammo Powers).
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Ex. Ammo Powers are great for Soldier/weapon-based builds, especially One-Shot, One-Kill enthusiasts (ME2 Charging Vanguard, Widow Infiltrator, or Widow Soldier comes to mind). Ammo Mods can be used for basically any build but lack the damage output of Ammo Powers (still good for specific targets though).
With this system, you can have even more diverse customization and builds than before. You can equip an Assault Rifle with Incendiary Mod and an SMG with Disruptor mod for different kinds of defenses and combine it with your 3 biotic powers. Or you can run with a Revenant with Disruptor Mod for basic shielded enemies, and when need be, throw an Incendiary Ammo Charge on the Revenant when you need to take out a single heavily armored enemy with both heavy fire and power combos.
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n7vakarian
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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Post by n7vakarian on Apr 26, 2017 20:13:25 GMT
Bring back the ME2/ME3 style ammo mods where it was class based
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rpgmaster
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Post by rpgmaster on Apr 26, 2017 20:31:21 GMT
Powers changing ammo type in ME2 didn't make sense whatsoever. So yeah, this is one improvement I'll grant ME:A.
But I agree with others that ME1 weapon mods are the way to go.
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Post by salariansupremacist on Apr 26, 2017 20:50:53 GMT
I would say either the ME1 mod system or MEA's consumable system. Ammo powers seems like a nasty leftover from the ME2 days when practically every upgrade/augmentation was scrapped in favour of an entirely class based system which required the ammo powers to make the soldier even remotely worth playing. I'd also be interested in the augment system suggested earlier in the thread where you can mod specific weapons to always fire certain ammo types.
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Post by clips7 on Apr 27, 2017 5:55:35 GMT
Haven't used a consumable in SP yet. They feel completely redundant now. Same....i really haven't had a need to and if i did, because i'm so used to ME3MP, i'd either hit up, down, left or right on the control pad....
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Post by kira on Apr 27, 2017 6:20:04 GMT
I like Andromeda's consumable system, but I haven't used them as much as I might like to. Some things have surprised me, in a good way - the shield capacitors persist across missions as long as the shield doesn't break - and ammo persists even if you switch away from the weapon, although I need to test more to make sure I understand the mechanics (for example, does ammo persist if you go to a loadout station, if you switch out different weapons, etcetera). These details are important but I don't know them all yet.
A large part of it is also my own thought processes as a player... when I get to a particularly difficult fight, I'm usually warmed up and in the zone, and my brain can't do this: 'based on a rational analysis of this situation, my risk of dying will significantly decrease if I apply these affordable and replacable consumables to get through this encounter'. I'd like to get to that point, especially if I try a 'dead is dead' playthrough as I sometimes do in RPGs I especially like.
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General Aetius
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Post by General Aetius on Apr 27, 2017 6:59:51 GMT
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Post by oniangel on Apr 27, 2017 8:47:00 GMT
I use them. The use of ammo powers feels tedious. The shield and power boost feel like they are appropriate as a consumable along with cobra missiles. Ammo should at least last a couple more reloads and preferable by mission.
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Post by Pounce de León on Apr 27, 2017 9:33:47 GMT
Never figured how long they last. Especially when using the replenishing weapons. And only 2 shots for unmodded stuff like Ushior? I don't mind using a consumbale - but I mostly ignored it for the clicky aspect and obscure mechanics.
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Post by zeypher on Apr 27, 2017 9:46:05 GMT
If consumables is still what they want then make it so that a ammo consumable lasts until you switch to another ammo type. Right now they last for just 3 clips and that is embarrassing.
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sharkboy421
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Post by sharkboy421 on Apr 27, 2017 11:17:27 GMT
I would prefer ammo powers back. The combat power charges system is cool but the skills that use it I find rather underwhelming compared to the utility that ammo powers would provide. I'd gladly trade away trip mines, flak cannon and barricade if meant the old disruptor, incendiary and cryo skill trees came back.
However if Bioware is determined to keep ammos as some type of consumable then ok, but they need to last way longer than just 3 magazines. On something like the Ishary, the new big hitter, that is just 3 shots. Perhaps ammo could go back to a ME1 like system where its a permanent mod that you have to switch around. Or if that is too hard, I think I saw a suggestion earlier to make ammo consumables last until equipping another one. That would be ok but I still wish I had ammo powers back.
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Post by PillarBiter on Apr 27, 2017 12:24:10 GMT
ammo types should have been augmentations.
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Post by cheezyaj on Apr 27, 2017 16:35:06 GMT
ME1-style ammo is cool and all due to allowing for weapon customization, but I can see it being overpowered if weapons in general can passively prime for power combos. That could be potentially overpowered when combined with a full detonator build of Lance, Energy Drain, Concussive Shot, for example, which is why I can see why the devs decided to make incendiary ammo and the others a consumable.
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Post by zeypher on Apr 28, 2017 6:44:03 GMT
The entire concept of combos is stupid and has been since its inception
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