I've noticed that alot of people around these forums seem to think shockwave is a useless power on the higher difficulties.
As a vanguard on veteran shockwave was plenty fun and useful!
Does anyone out there find shockwave useful on insanity or even hardcore?
Shockwave?
Débuté par
CommanderTravis
, mars 31 2010 01:07
#1
Posté 31 mars 2010 - 01:07
#2
Posté 31 mars 2010 - 01:19
Well on Hardcore and Insanity ALL enemies have a defense layer to their health, preventing Shockwave from doing any nice CCing.
#3
Posté 31 mars 2010 - 01:33
duno, I find it......less than ...not as useful on insanity or hardcore, given that ME2 fudge up on the biotic not damaging coz of armor and shields.
FOr the record BIOWARE. Next game, if the skill doesn't do alot of damage because of armor...because I fail to see how shields have do anything against biotic protection. At least knock the guy down.
And since we are into this.
Armor is the only protection against biotic powers, shields are against any projectile weapon.
FOr the record BIOWARE. Next game, if the skill doesn't do alot of damage because of armor...because I fail to see how shields have do anything against biotic protection. At least knock the guy down.
And since we are into this.
Armor is the only protection against biotic powers, shields are against any projectile weapon.
#4
Posté 31 mars 2010 - 01:42
It can still be useful on insanity it just requires a little more patience. Vanguards however tend to be the least patient lot since the have a mega headbutt and a shotgun.
#5
Posté 31 mars 2010 - 01:43
Defense layers aren't a big issue .. incinerate, overload, warp, they're gone in no time.
The problem with shockwave is,
1) it takes time to cast and get to the target (even when done by a squadmate).
2) recharge is longer than other cc powers.
In contrast, you can time powers like pull and throw to hit a split second after defenses get stripped, and follow up with a few quick shots.
Shockwave is simply too inefficient.
The problem with shockwave is,
1) it takes time to cast and get to the target (even when done by a squadmate).
2) recharge is longer than other cc powers.
In contrast, you can time powers like pull and throw to hit a split second after defenses get stripped, and follow up with a few quick shots.
Shockwave is simply too inefficient.
#6
Posté 31 mars 2010 - 02:16
I've found myself using shockwave a surprising amount of times on Hardcore/Insanity. I'm a Vanguard with points in Cryo Ammo, Charge, Assault and Geth Shields. This left me with some spare points, so I threw them into shockwave. When it came to husks, I kept using the Avalanche Heavy Weapon/Shockwave combo to get them out of my way quickly. Sometimes, even with their Armor still up, I used Shockwave just to get them to stumble for a second.
#7
Posté 31 mars 2010 - 02:49
Shockwave should have had some kind of armor or shield damage. On hardcore and insanity its not really pratical compared to every thing else.
#8
Posté 31 mars 2010 - 02:50
Shockwave should have had some kind of armor or shield damage. On hardcore and insanity its not really pratical compared to every thing else.
#9
Posté 31 mars 2010 - 03:02
Here's what I wrote in another thread:
"The radius on Incineration Blast and Area Reave is 3.00 meters. The radius on Area Pull is 3.00 meters and it has half the recharge of Shockwave. If you're aiming to take down Husks or other armored enemies on Hardcore or Insanity, you can only instakill/CC those that get stripped which directly overlaps.
If you don't have Area Pull on your Vanguard, then you most likely have Squad Cryo instead. Once those Husks have their armor stripped, they will proceed to become a field of popsicles (which is also an instant-kill) fast enough that it would be a wasted cooldown.
In all ways, Shockwave gets outclassed by an upgraded pull or squad cryo. Either you have a faster more precise one shot kill available or you have a passive that would end them all in seconds without the need to waste a cooldown.
Its not that its not useful, its just completely outclassed."
"The radius on Incineration Blast and Area Reave is 3.00 meters. The radius on Area Pull is 3.00 meters and it has half the recharge of Shockwave. If you're aiming to take down Husks or other armored enemies on Hardcore or Insanity, you can only instakill/CC those that get stripped which directly overlaps.
If you don't have Area Pull on your Vanguard, then you most likely have Squad Cryo instead. Once those Husks have their armor stripped, they will proceed to become a field of popsicles (which is also an instant-kill) fast enough that it would be a wasted cooldown.
In all ways, Shockwave gets outclassed by an upgraded pull or squad cryo. Either you have a faster more precise one shot kill available or you have a passive that would end them all in seconds without the need to waste a cooldown.
Its not that its not useful, its just completely outclassed."
#10
Posté 31 mars 2010 - 03:06
I've said it elsewhere, Shockwave on Jack is one of my favorite Squaddie abilities.
#11
Posté 31 mars 2010 - 03:25
Why is it so usefull on Jack.thisisme8 wrote...
I've said it elsewhere, Shockwave on Jack is one of my favorite Squaddie abilities.
#12
Posté 31 mars 2010 - 03:30
ODST Steve wrote...
Why is it so usefull on Jack.thisisme8 wrote...
I've said it elsewhere, Shockwave on Jack is one of my favorite Squaddie abilities.
Because the power itself isn't bad. Its just not worth its cooldown usage when you have better options.
If Jack is using it, its not using up your cooldown.
#13
Posté 31 mars 2010 - 03:33
Well, I like it because it's visually impressive. Especially when used in tandem with other abilities.
#14
Posté 31 mars 2010 - 08:57
ODST Steve wrote...
Why is it so usefull on Jack.thisisme8 wrote...
I've said it elsewhere, Shockwave on Jack is one of my favorite Squaddie abilities.
I was actually surprised how well it works.
Thing is, on my Insanity Engineer I strip defenses rather quickly, especially in conjunction with my squadmates (I have area incinerate and overload), so shockwave can be used effectively very quickly. I find it a godsend versus melee enemies charging me, as close range, tight quarters combat is where I find my Engineer to be weaker when it comes to defensive tactics.
Jack seems to "aim" it well enough too.
#15
Posté 31 mars 2010 - 11:53
One of the best things about shockwave is it's one of the very few powers you can use that hit people you can't even see, so you can stay in cover while you dmg the enemy.
And also, the other aoe powers only work against bunched up enemies, shockwave hits the whole corridor.
And also, the other aoe powers only work against bunched up enemies, shockwave hits the whole corridor.
#16
Posté 31 mars 2010 - 12:53
I played Hardcore NG+ with my Vanguard and used it all the time. Heavy Shockwave is basically like a Pull that ignores cover. Very useful. And gratifying.
#17
Posté 01 avril 2010 - 02:50
I don't know certainly about it. but what I guess is that your squadmates have more powerful option than your average gaining power. I think that it is a gift. after all loyalty mission, and upgraded their entire powers, they are totally unbreakable when you bring any of them in battle. I can see it all the time. they are very active, try to protect me.
#18
Posté 01 avril 2010 - 02:53
i actually on occassion used shockwave on my insanity playthrough... i really only used it on occassions i call husk bowling... there's a mob of husks you fire attacks in to take down their defenses so all or atleast most of them are at their base health, do a shockwave and its an instant kill on them... you'll only obtain the opportunity to really do it like 3 times a playthrough but it is so enjoyable when you do it
#19
Posté 01 avril 2010 - 03:50
It's definitely flashier than Pull. And I wish the recharge time was quicker. Then I'd use it more, even on Insanity.
#20
Posté 01 avril 2010 - 03:54
It is good and bad, just like most powers. Great for getting rid of charging enemies like husks, but I think the points can be better spent elsewhere.
#21
Posté 01 avril 2010 - 07:20
There's rarely a reason to push the Shockwave button on Shepard; there are just too many better things to do with your cooldown. It's more attractive on Jack, where it's a 12s (7.64) cooldown vs a 9s (5.76) on Pull, and doesn't block out any other powers that may be better. But even there I prefer the Pull.
Shockwave not only doesn't scale well with difficulty, it also doesn't scale well with player skill. It's a power with a modest effect over a very large area; on occasion that's optimal, but it's very rare. The faster recharging, harder hitting, targeted powers - Throw, Pull, and Cryo Blast - all do a better job in virtually all situations. The only real reason to use Shockwave regularly is if you can't hit your target with other powers when they are in cover; the way it ignores cover allows it to be useful when the other powers don't cut it.
It's really the cooldown that kills it though. It'd help a lot if the cooldown came down in some future patch.
Shockwave not only doesn't scale well with difficulty, it also doesn't scale well with player skill. It's a power with a modest effect over a very large area; on occasion that's optimal, but it's very rare. The faster recharging, harder hitting, targeted powers - Throw, Pull, and Cryo Blast - all do a better job in virtually all situations. The only real reason to use Shockwave regularly is if you can't hit your target with other powers when they are in cover; the way it ignores cover allows it to be useful when the other powers don't cut it.
It's really the cooldown that kills it though. It'd help a lot if the cooldown came down in some future patch.
#22
Posté 01 avril 2010 - 01:21
cxensign wrote...
The only real reason to use Shockwave regularly is if you can't hit your target with other powers when they are in cover; the way it ignores cover allows it to be useful when the other powers don't cut it.
Well... yeah. That's kinda the point of Shockwave, and if it was equally useful as Pull and other similar powers on top of that, it would throw off the balance of the game. I have Reave on my Vanguard as a bonus power, and I alternate between that and Shockwave depending on whether the target is behind cover. Obviously I wouldn't use Shockwave if the target is out in the open, totally pointless.




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