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you cant do that in ME2
X Frictionless materrials 1
X Inferno round
https://www.youtube.com/watch?v=3QIgZmp14xY&feature=youtu.be
I don't mind the clip/reload idea, like on the older Unreal games the pistol uses mini gun ammo, the pistol or sub machine gun has a clip but the minigun does not.
The idea would be story wise the weapon builds up shavings that need to be purged/vaporized thus you have a reload action to purge them, which can exhaust them as you fire or merely vaporize them creating a heat buildup like the first game, though firing builds up heat 90% less than ME1 so constant firing and reloading will cause overheating, tho the game has move to twitch shooting more than smart shooting with deep dynamics…..
Mechanically it’s a simple reload function you draw in ammo from your pool of carried ammo which weapon, amour, Omni tool, skills can increase.
Say you start with 1000 max ammo points per character(oh sorry did I say that out louad heh…) a normal pistol uses 4 points a heavy 8 points, normal mini/sub/assault uses 1 heavy uses 3, grenades/rockets/explosive use 200, heavy uses 500.
The weapon icon shows how many shots you can fire and percentage of ammo carried (100% would be 1000 ammo points), so you don’t have to bother people with doing calculations in their head all the time.
Then you can make reload something special, purge the shavings in a mega shot after reload or regenerate a few ammo points, all done with an mod or power or special weapon ability.
Why the ♥♥♥♥ did they add this "ammo" thing to the sequels! :\
higher audience probly
I like both games almost equally, though, with ME2 slightly edging out ahead.
No doubt gun play and powers are a bit better and it’s a tiny bit les clunky, tho I wonder why shock/push whatever was made a ground attack and not a projectile.
But god lord its consoleiszed to death, where are my stats and data sheets for weapons and stuff, I get vague information on something being better the menus to equip with are atrocious... the equip stations are stupid as well, did not like them much in ME1 but at least you could easily configure weapons, ammo powers try and compensate but are just dumber at the end of the day.
At least ME:A seems a slight improvement equipment wise….
Biotics/tech attacks are soooooooooooooooooooooooooooooooo weak
I am thinking armor and shields lower the force applied so a 500lb heavy or middle weight (5 tone) vehicle will only be staggered a bit from a force rated at a tone or 2.
“Fall damage” should be calculated from the quickness moving from location of pickup to end point location damaging armor and shields and then health.
My brains (what little I have) are fried right now so I can’t come up with a simple mathematic formula or percentage but get the jist of it.
Sure, you aren't going to lift up a giant mech and then fling it into the ocean, but the powers still play a part in gameplay. There's something satisfying about curving a ball of energy around a corner and blasting someone who's in hiding. In ME1, it seems likeyou had to aim at the floor to hit multiple enemies - because for some reason, targeting an enemy directly with a biotic power like Throw or Lift only resulted in that one enemy getting affected, even if there are other enemies clustered around it. (Singularity and Tech powers being an exception)
Or at least that's been my experience. It doesn't make sense why it works that way.
Also in ME1, Stasis with the Bastion specialization was OP. As in, "the final boss of the game becomes a complete and utter joke on any difficulty level" OP.
I find ME2 also keeps quite a few of the quirks that ME1 had that made biotics so great. And in one case, gives you an opportunity that isn't present in ME1. Example: During the Mordin recruitment mission, when you turn one of the fans on, you generate wind in the air above you. Any power that renders the enemy weightless (Singularity, Pull) will cause them to be swept away by the wind into oblivion. Of course, the enemy has to be high enough to be affected by the wind. One of the few cases where Pull is strictly inferior to Lift.
That being said, I'm definitely having more fun with the powers in ME2 than ME1. Sure, I can't make a singularity of chairs and one physics-enabled explosive, but that was a rare opportunity in ME1 anyways. And it seems like more explosives are physics-enabled in ME2, as well.