Anyone else think Adrenaline Rush is useless?
#26
Posté 07 mai 2010 - 06:47
Maybe it's because you don't use it propely
#27
Posté 07 mai 2010 - 07:27
I have seen it all. Well, almost anyways.
#28
Posté 07 mai 2010 - 07:32
I pretty much used it every cooldown, finding it extremely useful and powerful.
#29
Posté 07 mai 2010 - 08:08
#30
Posté 07 mai 2010 - 08:12
#31
Posté 07 mai 2010 - 08:18
Running around with AR on while blasting baddies with either inferno or heavy disruptor ammo is pure win.
#32
Posté 07 mai 2010 - 08:23
And the viper+revenant:wizard:DarthCyclopsRLZ wrote...
...this is a joke thread, right?
Running around with AR on while blasting baddies with either inferno or heavy disruptor ammo is pure win.
#33
Posté 07 mai 2010 - 08:29
I'll have to admit, though, I opted for Squad Incendiary/Disruptor ammo on my first playthrough.
I hadn't quite grasped how an AR-addicted Soldier with any type of heavy ammo could kill just about everything that wasn't a biotic barrier with the greatest of ease. And even then, there's Warp Ammo for the endgame missions if this is one's first playthrough.
#34
Posté 07 mai 2010 - 08:35
You owe me a Pepsi because you made me spill the one I was holding when I read your crazy.
Thanks,
AR Addict
#35
Posté 07 mai 2010 - 08:37
#36
Posté 07 mai 2010 - 08:39
This^. I think now the only other argument that's missing is the Widow's ineffective. Or the Revvy sucks. Once those 2 appear I can sleep in peace in the full knowledge that Elvis is alive and well and creeping around the forums.JaegerBane wrote...
There's been some seriously weird arguments on the forum lately.
#37
Posté 07 mai 2010 - 09:18
mi55ter wrote...
JaegerBane wrote...
There's been some seriously weird arguments on the forum lately.
This^. I think now the only other argument that's missing is the Widow's ineffective. Or the Revvy sucks. Once those 2 appear I can sleep in peace in the full knowledge that Elvis is alive and well and creeping around the forums.
We've already had both of them on here. Seems there's always someone who thinks omgwtfpwnbbq stuff is underpowered.
#38
Posté 07 mai 2010 - 10:04
Captain_Obvious_au wrote...
Okay so having played ME2 a few times, I'm not finding it to be particularly useful. Okay it slows down time...great...except that every time I use it I can't get a shot anyway.
Now Immunity from ME1 on the other hand - very useful. Plus it doesn't break the flow of the game.
Thoughts?
Adrenaline Rush gives you a +100% weapon damage bonus, while Heightened Adrenaline Rush ups the weapon damage bonus to +140%. On top of that it makes it easier to score a successful headshot which also adds +100% weapon damage.
Due to the massive weapon damage bonus, it is hands down the most powerful ability in the game.
#39
Posté 07 mai 2010 - 10:10
DarthCyclopsRLZ wrote...
Indeed. AR + Sniper Rifles = sick
I'll have to admit, though, I opted for Squad Incendiary/Disruptor ammo on my first playthrough.
I hadn't quite grasped how an AR-addicted Soldier with any type of heavy ammo could kill just about everything that wasn't a biotic barrier with the greatest of ease. And even then, there's Warp Ammo for the endgame missions if this is one's first playthrough.
I always take squad Disruptor and squad Incendiary so my allies can back me up with a very useful ammo in any situation and keep Heavy Warp Ammo for myself, though I suppose you could achieve a similar end by taking squad cryo for your allies and Heavy Disruptor Ammo and Heavy Warp Ammo for yourself.
#40
Posté 07 mai 2010 - 10:19
AR = Great gameplay mechanic.
#41
Posté 07 mai 2010 - 10:20
Captain_Obvious_au wrote...
Okay so having played ME2 a few times, I'm not finding it to be particularly useful. Okay it slows down time...great...except that every time I use it I can't get a shot anyway.
Now Immunity from ME1 on the other hand - very useful. Plus it doesn't break the flow of the game.
Thoughts?
this big boy obviously hasn't played on a higher difficulty than normal
#42
Posté 07 mai 2010 - 11:27
#43
Posté 08 mai 2010 - 12:00
Tazzmission wrote...
the only real usless power is the drone. im sorry but its true i wish in me3 they improve it somehow. other than that i love the singularity being a black hole ripping thing
Really??? I find that drone is a life saver vs. Krogan && Harby. Explosive drone is the spam skill of choice.
#44
Posté 08 mai 2010 - 04:25
#45
Posté 08 mai 2010 - 11:53
wolfsite wrote...
Ya with Adrenaline Rush I didn't even need to bother with the Heavy weapons (Well I rarely use them anyway but with AR I forgot about them entirely)
This.
Gumbeaux Jr wrote...
Immunity = God mode
AR = Great gameplay mechanic.
And this (AR also = The Matrix Effect, Bullet Time in Max Payne)
Hardened AR + head shots with my "Widowmaker" Sniper Rifle has won me most battes on Insanity, against anything really. I never switch Heavy weapons from my Cain with 200% charge now and only need/use them for fun. AR + Widow is particularly fun vs Scion and their ugly heads!
Amazing skill with an amazing sniper rifle. Makes me replay the game after finishing it with same char. Pitty it doesn't keep a track of how many head shots we lash out during a game!
Modifié par RageGT, 08 mai 2010 - 11:57 .
#46
Posté 08 mai 2010 - 11:56
Alamar2078 wrote...
Tazzmission wrote...
the only real usless power is the drone. im sorry but its true i wish in me3 they improve it somehow. other than that i love the singularity being a black hole ripping thing
Really??? I find that drone is a life saver vs. Krogan && Harby. Explosive drone is the spam skill of choice.
Yeah, I haven't got a clue what his issue is with Drone. It's amazing.
#47
Posté 08 mai 2010 - 01:11
Alamar2078 wrote...
Tazzmission wrote...
the only real usless power is the drone. im sorry but its true i wish in me3 they improve it somehow. other than that i love the singularity being a black hole ripping thing
Really??? I find that drone is a life saver vs. Krogan && Harby. Explosive drone is the spam skill of choice.
I agree. The combat drone is actually a really great ability since it allows you to keep the single most dangerous enemy in the area distracted and duking it out with your combat drone rather than gunning for your ass.
Only one power in the game has the potential of being completely useless (and even worse making one of your squadmates less powerful then they would have been without the power); but several of them are only really effective on lower difficulty levels and a few of them are rendered redundant by other powers which do almost the exact same thing.
Shockwave: is a clear example of a power that is extremely powerful on any level below Hardcore; but which is pretty useless on Hardcore or Insanity when all your enemies have a layer of protection that must be stripped before the power becomes effective. Shockwave is also an example of a power which is largely redundant since its crowd control abilities can be filled by Area Pull in the case of Jack, Vanguards and Adepts and which is made even more redundant in the hands of Adepts who can use Area Pull, Area Throw, or Singularity for crowd control.
Neural Shock: is an even more redudant power since its ability to stun an organic enemy can also be accomplished by powers which will also prevent health regeneration (Incendiary ammo, Incinerate, Inferno Grenade and Reave), or by numerous other powers which are effective against organic and synthetic enemies (Concussive Blast, Combat Drone, Flashbang Grenade, Slam, Cryo Blast, Cryo Ammo, Pull, Throw, Shockwave, and Singularity) or by the far more powerful Dominate which will cause an uprotected organic enemy to attack their allies. Even worse its completely redundant for Mordin since he has access to both Incinerate and Cryo Blast.
Armor Piercing Ammo: is also a highly redundant power since its effectiveness against armor isn't substantially superior to the effectiveness of Incendiary ammo which also panics organic enemies and stops health regeneration or Warp ammo which is also effective against barriers. In my opinion Bioware should have given Garrus an ammo power more similar to warp ammo that was effective against barriers and shields. Such an ammo power would have been far more useful since it would give players with Incendiary ammo (Vanguards in particular) a complimentary ammo power that would work against both of the protection types their ammo is ineffective against in the same way which Warp ammo naturally compliments disruptor ammo.
Shredder Ammo: easily takes the title for most worthless power in the game though since unlocking it can actually make Thane LESS POWERFUL since the AI will have Thane equip the ammo in place of far more effective ammo squad powers. Shredder ammo is only effective against the health of unprotected organic enemies and though it does a lot of bonus damage against organic health it doesn't stun enemies and it doesn't stop health regeneration . In contrast, Armor piercing ammo is nearly as effective against the health of organic enemies and is also effective the health of synthetic enemies as well as armor. Incendiary ammo is nearly as effective against the health of organic enemies is also effective against armor and will both panic an organic enemy and stop their health regeneration. Warp ammo is also effective against organic health as well as armor and barriers. And finally cryo ammo is far more effective against unprotected organic and synthetics enemies since it will freeze them in place then shatter them into a million pieces. Ideally Thane should have been given an ammo power similar to Cryo Ammo which does extra damage against all unrpotected enemies and has a stun effect. Such an ammo power would have given classes without an ammo power (Sentinels, Engineers, and Adepts) a viable ammo power that would help against all enemy types.
PS: Regarding Squad Ammo AI.
If the stupidity of your squad's AI when it comes to squad ammo powers annoys you as much as it annoys me, I'd really appreciate it if you'd add your support to my thread dedicated to badgering Bioware into releasing a patch to fix the problem.
http://social.biowar...index/1261824/1
Modifié par implodinggoat, 08 mai 2010 - 01:20 .
#48
Posté 08 mai 2010 - 03:57
#49
Posté 08 mai 2010 - 04:50
1. Long stun time. Really really long. 5 second stun at rank 1. That's ridiculous.
2. Godly cooldown. 3 second cooldown on a 5 second stun. That's a permastun at rank 1.
It's a bit redundant for anyone with Throw, Pull or Cryo Blast. But that leaves two classes where it's a very effective power (Soldier and Infiltrator). Even more so because it tends to leave enemies open to easy headshots. Unlike most alternatives, it requires only one point and barely interferes at all with your use of Adrenaline Rush (or Cloak).
#50
Posté 08 mai 2010 - 05:36




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