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They could fix it by adding an Ammunition passive skill tree in Combat. Increasing duration and strength or increasing acquisition of them as you go through. Then the branches could split between strength vs frequency.
- 9 years ago
I like that and I don't. It would certainly improve what we have now, but they would still be consumables which is what is bad about it imo.
- 9 years ago
I simply do not use them. Their use in single player is far to limiting to bring anything to the combat. That said, an additional combat skill line would be an excellent way to make them a useful addition to combat.
- 9 years ago
Glad I am not the only one who feels this way 🙂 Maybe things will change
- Anonymous9 years ago
@GigaChadEnhanced wrote:
I like that and I don't. It would certainly improve what we have now, but they would still be consumables which is what is bad about it imo.
"increasing acquisition"
Meaning you could passively gain them on your own on top of normal methods of obtaining so you'd essentially have a "Free" usage or two per fight, so you aren't losing anything. Alternatively it might make it so 1=2 or 3, ramping up how many you get in general. But you'd still have the psychological impact of "Using up" limited resouces with that. Vs say "Gain two temporary incendiary ammo at the start of every fight". Or perhaps "Start each fight with x ammo automatically".
- 9 years ago
I understand, but that still just adds even more menu hopping that what is already acquired in this game. I just wanna use it once and forget. Hell I'd be fine if the consumables were permanent until you used another one (would vastly prefer just a skill but I could live with it).
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