Allergic to heavy weapons and medkits.
#1
Posté 18 avril 2010 - 02:50
#2
Posté 18 avril 2010 - 02:53
#3
Posté 18 avril 2010 - 03:08
I'm too busy spamming my powers to waste the cooldown on Unity
#4
Posté 18 avril 2010 - 03:09
As for heavy weapons i only ever take the Cain & only ever use it on the Praetors and the Mini Reaper which are pretty easy to kill anyway but they just take so dam long:pinched:
#5
Posté 18 avril 2010 - 03:19
#6
Posté 18 avril 2010 - 03:23
Never ever used Medi-gel.
#7
Posté 18 avril 2010 - 03:26
I use Medi-Gel only when I have to.
#8
Posté 18 avril 2010 - 03:27
#9
Posté 18 avril 2010 - 03:47
I keep trying to save up HW ammo, i don't know why. Only used mostly for clearing out husks with the arc projector
Modifié par Lake88, 18 avril 2010 - 03:48 .
#10
Posté 18 avril 2010 - 04:08
I used to avoid heavy weapons for the most part. Usually only had enough ammo for one shot with the Cain. Missile launcher always went wide of my intended target. Aim was atrocious with the grenade launcher and collector beam. Have learned the value of the flame thrower against the Blood Pack, the Avalanche against any swarming crowd, and the Arc Projector... all the time. The three least "heavy" of the heavy weapons.
ETA: I think my paranoia in using up medigel and ammo, thinking that I'm going to run out at a critical moment, is entirely the fault of ME1's grenades.
Modifié par Pacifien, 18 avril 2010 - 04:10 .
#11
Posté 18 avril 2010 - 04:09
Seriously, though, the whole concept of Heavy Weapons makes people automatically want to horde them. If enemies that used Heavy Weapons dropped Heavy Weapon Ammo, they might see more use.
As for Medigel, the biggest problem is that it can only be used at the start of the game to revive downed squad mates. The two upgrades that allow them to be used for healing aren't available until later, and by that time, we've already gotten used to not being able to use them for anything other than reviving downed squaddies. The Devs intended for Medigel to be used for healing, but the fact that you can't do so in the beginning (when everyone is screwing around with everything to figure out how it works) means we get used to not being able to heal with it.
Personally, I think both concepts are in need of refinement for ME3, but that's me.
#12
Posté 18 avril 2010 - 04:16
swk3000 wrote...
As for Medigel, the biggest problem is that it can only be used at the start of the game to revive downed squad mates. The two upgrades that allow them to be used for healing aren't available until later, and by that time, we've already gotten used to not being able to use them for anything other than reviving downed squaddies. The Devs intended for Medigel to be used for healing, but the fact that you can't do so in the beginning (when everyone is screwing around with everything to figure out how it works) means we get used to not being able to heal with it.
Personally, I think both concepts are in need of refinement for ME3, but that's me.
yup thats exactly how i feel about medigel/kit. they need to come up with something.................better,................
#13
Posté 18 avril 2010 - 04:20
For heavy weapon, I only bring the Cain and use it 2-3 times in the whole game to make the fights more spectacular(thrasher maw, terminator, the 2x scion in horizon). Its a shame enemies grew alot more resilient as the player levels up. By the time I get to level 20+, the power of heavy weapons greatly diminished.
Modifié par Tokion, 18 avril 2010 - 04:22 .
#14
Posté 18 avril 2010 - 04:26
As for medigel on Insanity, I don't generally use it for my team-mates, but to keep myself alive. The fact that it also heals my team-mates is just an added bonus. It saved my life about 5 minutes ago during Miranda's Loyalty mission. It was the last fight, and I was trying to kill Enyala. My squadmates somehow completely ignored the Shotgun-wielding Eclipse Vanguard coming towards me, so I was just about dead when I popped Medigel. Kept me alive long enough to get to cover and take the Vanguard out.
Modifié par swk3000, 18 avril 2010 - 04:28 .
#15
Posté 18 avril 2010 - 05:16
#16
Posté 18 avril 2010 - 05:22
SuperMedbh wrote...
I think medi-gel would see more use if it worked like it did back in ME1: independent cool-down and free refills on the Normandy. To keep it from unbalancing the game, get rid of the "hide and heal" mechanism and just have the characters heal at the end of combat when they revive on their own. I also like the need for it to power Unity.
I also liked the need to have Medigel to use Unity. That was a nice touch.
#17
Posté 18 avril 2010 - 06:05
I agree with the ME1 aspect, but since we don't need to use MediGel for any other Biotic or Tech power (which Unity is), why do we need to use it for Unity?SuperMedbh wrote...
I think medi-gel would see more use if it worked like it did back in ME1: independent cool-down and free refills on the Normandy. To keep it from unbalancing the game, get rid of the "hide and heal" mechanism and just have the characters heal at the end of combat when they revive on their own. I also like the need for it to power Unity.
ME1's OmniGel and MediGel use were very well defined and having their recharge times autonomous from Biotic or Tech cooldown was very realistic (in the ME Universe).
As for Heavy Weapons, I like the limitation of ammo - it really adds a new level of tactical thinking to the gameplay because we can't simply arm the missile launcher and shoot away (spam).
I use the Arc Project for tight entries with lots of targets streaming through and the Missile Launcher on Gunships. The Collector Partcle Beam gun is handy everywhere else.
#18
Posté 18 avril 2010 - 06:45
#19
Posté 18 avril 2010 - 06:46
swk3000 wrote...
For me, the biggest issue with getting the Cain is that it requires me to spend extra Iridium to get a heavy Weapon I'm really not going to use much.
This is exactly how I feel about the Cain
#20
Posté 18 avril 2010 - 07:22
#21
Posté 18 avril 2010 - 07:33
#22
Posté 18 avril 2010 - 08:19
#23
Posté 20 avril 2010 - 02:07
I waited until one of those ugly mooks poked around the corner... BAM!!! Charged him, and hosed his friends with burning goodness!
It was a total experiment. Now I utilize "Spaceballs... THE FLAMETHROWER" as a tactic whenever I face stuff with mostly armor. Blood pack vermin are my choice for the flamethrower. The missle launcher isn't too bad. I'm a big fan of the Arc projector, and Collector Particle beam.
I'm not overly fond of the Cain. To best use the Cain it sort of require advanced knowledge of a fight. Like the Legion's Loyalty and turning a corner... "Oh HAI Geth Prime!". That's so much easier if you know he's there, and you can prime your Cain to explode as you round the corner. Kinda cheesy.
Modifié par Hahren, 20 avril 2010 - 02:08 .
#24
Posté 20 avril 2010 - 02:12
fighting a very powerful boss unit
fighting the two mechs on garrus's mission
on my tenth reload.
I actually don't use them very often outside that.
As for medigel, I have to have Garrus on a medigel I.V quite regularly
Modifié par binaryemperor, 20 avril 2010 - 02:12 .
#25
Posté 20 avril 2010 - 02:17
binaryemperor wrote...
I use heavy weapons when I am...
fighting a very powerful boss unit
fighting the two mechs on garrus's mission
on my tenth reload.
I actually don't use them very often outside that.
As for medigel, I have to have Garrus on a medigel I.V quite regularly
Actually there is a nice way to deal with 2 heavies, take rip the closest one up first, shields and armor. Once you get to the health drop back into cover switch to something more accurate and high damage and take its head off. Now watch as the second heavy walks over the body as it is about to go critical.




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