Can't believe I'm saying this, but (takes stiff drink) perhaps they should have used the Halo solution in having select weapons be of the infinite ammo variety. To make every weapon feature infinite ammo makes the difference between weapons fairly meaningless. Having some low-powered, infinite ammo weapons mean that you were always capable of defending yourself... while using more high-powered finite ammo guns as your bread-and-butter.LetoTheTyrant said:Well the way I see having actual ammo (besides the whole cannon/lore thing: I like their science, it worked, it was different and it made sense, the new science or heat clips...not so much), especially seeing as the only ammo I was ever short on was sniper rounds (and even then not much or often) is if you suddenly find yourself in trouble, spray bullets, shoot loads, problem solved.Netrigan said:Being more of a shooter fan that is intrigued by RPGs, I find this reaction so very funny.LetoTheTyrant said:So yeah, single karma metre, they've removed another unique feature. I was also sad to see they kept with ammo. I was hoping that they'd had some flash of sense and retconned back to the old system, coz it was unique and fit with their own lore. That change really did feel like a pandering to the console boys.
One of the biggest tactical elements in any shooter is ammo conservation. You can't just shoot willy-nilly at an opponent and expect to survive. In playing ME2 on Insanity, I find myself really thinking about my shots. Switching ammo constantly, lining up shots, moving in closer for a better shot. I'm thinking about almost every bullet I'm firing, because it's real easy to shoot through your stock. At my most insulting, I say infinite ammo was a shooter mechanic that was dumbed down for the console players, just like regenerating health.
I think it comes down to RPG fans and shooter fans have a very different idea of what tactical is. I think both definitions are valid and I would love to see a RPG shooter that combined all these different elements into one game... but ME1 is a pretty simple corridor shooter which uses powers and inventory for tactics in the early going (once you get up to about Level 30, tactics are a thing of the past... pick your favorite method of killing and repeat). Whereas I look at something like the upcoming Far Cry 3, where you're using stealth to move around an enemy compound, getting as close as you can to your objective, and only then breaking cover as ten times more tactical than anything I've seen in Mass Effect 1 or 2.
I want a game that challenges my mind and my shooting skills.
With heat, if you sprayed too much for normal dudes, and suddenly a wave comes in, you spray a bit more, couple of careful shots and ! Overheat! No shots with that gun for several, potentially painful, seconds. And also having noticible recoil as well at the same time (don't remember much of that in ME2, not as much anyway).
ME1's level design is pretty straight-forward corridor shooter, so there's not much advantage in having an infinite ammo sniper rifle. In ME2, this would completely unbalance the game since it allows you to take high ground and pick your targets. There's a reason why shooters tend to give you so little sniper ammo... it's a very unbalanced weapon type.
ME's shooter influences are pretty limited. Both games are pretty shallow for shooters. ME2 less so, because I think it demonstrates a knowledge of why certain elements work and don't work in a shooter. Especially as ME1 goes on, its broken shooter mechanics become more and more obvious as the game simply ceases to be any reasonable challenge. The final boss fight on hardcore is just tedious, not hard. Likewise, the fight with Saren that precedes it. This is not a game that understand the pacing of a shooter, whereas ME2 provides a much more consistent challenge... often thanks to ammo scarcity.