Does addition of the Mattock overpower widow soldiers?
#101
Posté 11 août 2010 - 10:21
#102
Posté 11 août 2010 - 10:25
swn32 wrote...
Seriously, Mattock+Widow+GPS removes any challenge for Soldier runs on Insanity. Might try out that Nightmare Plus Mod just to even the odds.
there was never any challenge to begin with
this game doesnt take much skill to play
#103
Posté 11 août 2010 - 10:25
#104
Posté 11 août 2010 - 11:29
#105
Posté 11 août 2010 - 11:35
Only thing is has going for it is ammo efficiency compared to the Carnifex.
#106
Posté 12 août 2010 - 02:32
Modifié par OniGanon, 12 août 2010 - 02:32 .
#107
Posté 12 août 2010 - 03:56
When you shoot you can actually still hit the same point that you originally aimed at while the laser sways all around like that. I love using the Phalanx, it's such an underrated weapon. I love using my soldier more than ever now with these new weapons.Skyblade012 wrote...
As long as we're discussing the GPS and Mattock, I'd like to ask a question about the Phalanx. Why can't Shepard hold it steady? Every other weapon, Shepard holds perfectly steady, especially when zoomed. But if you zoom in the Phalanx, you notice that the little laser sways all over the place. Why? Does the gun have some sort of automatic caffeine injector or something?
#108
Posté 12 août 2010 - 05:17
OniGanon wrote...
That and the ability to hit things in cover. Which is really awesome.
I thought it shoots in a straight line like every other gun in the game. What did I miss?
If it does have some hidden power like that, might be a point in using it.
I am also wondering how good it is in the hands of squadmates. I normally equip them with Tempest, GPS or Mattock depending on who it is.
#109
Posté 12 août 2010 - 05:31
I think Oni is putting emphasis on the Phalanx's ability to hit small targets (such as the top of the head/elbow when the enemy is in cover) due to the laser being so finely pointed.termokanden wrote...
OniGanon wrote...
That and the ability to hit things in cover. Which is really awesome.
I thought it shoots in a straight line like every other gun in the game. What did I miss?
If it does have some hidden power like that, might be a point in using it.
I am also wondering how good it is in the hands of squadmates. I normally equip them with Tempest, GPS or Mattock depending on who it is.
#110
Posté 12 août 2010 - 05:40
#111
Posté 12 août 2010 - 06:16
swn32 wrote...
The Phalanx is useless
It's accuracy makes it great if you're playing as a class without a sniper rifle or assault rifle, particularly if you're a Vanguard who wants to pick up the Claymore or if you're a Sentinel who wants to take shotgun training so you can play as an Assault Sentinel (Running in with a shotgun and using your Tech Armor to absorb damage and stun enemies when it goes down).
But; if you've got a Sniper Rifle or an Assault Rifle (The Vindicator or Mattock can snipe in a pinch) then its not all that useful and if you're a Commando packing a Widow and a Mattock then its totally redundant. In fact when I'm playing as a Commando, I still roll with the Carnifex since I really only use my pistol when I'm running low on Assault Rifle ammo (or give my pistol cryo ammo and use it as a freeze ray) and the Carnifex's higher rate of fire makes it better at laying down damage in a pinch.
#112
Posté 12 août 2010 - 06:25
#113
Posté 12 août 2010 - 06:53
termokanden wrote...
Indeed it's a nice sniper rifle replacement if you are a caster class. I was quite disappointed when I realized that using powers causes you to zoom in. Very disturbing. At least that never happens with the Phalanx!
Yeah, that is one of the disturbing features of the Sniper Rifles.
#114
Posté 31 août 2010 - 03:29
#115
Posté 31 août 2010 - 11:26
Modifié par Tom.sparky, 31 août 2010 - 11:43 .
#116
Posté 31 août 2010 - 12:09
Your calculation is wrong. A max upgraded mattock shot does 50.3 * 1.6 = 80.48 base damage. A soldier gets 140% from heightened adrenaline rush, 15% from commando, and another 100% from landing a headshot. That's 285 damage.. A soldier with hightened adrenaline rush and warp ammo will do about 220 with a head shot and not have nearly the same lvl of survivability
A sentinel doesn't get a weapon damage bonus or adrenaline rush, so they do 160 damage on a headshot.
Modifié par Athenau, 31 août 2010 - 12:10 .
#117
Posté 31 août 2010 - 02:27
OniGanon wrote...
I think the introduction of a more accurate shotgun will have a much, much more dramatic effect on the Soldier's game than the Mattock.
Wait... You want a shotgun more accurate than GPS?
#118
Posté 31 août 2010 - 04:33
#119
Posté 31 août 2010 - 04:45
Athenau wrote...
Your calculation is wrong. A max upgraded mattock shot does 50.3 * 1.6 = 80.48 base damage. A soldier gets 140% from heightened adrenaline rush, 15% from commando, and another 100% from landing a headshot. That's 285 damage.. A soldier with hightened adrenaline rush and warp ammo will do about 220 with a head shot and not have nearly the same lvl of survivability
A sentinel doesn't get a weapon damage bonus or adrenaline rush, so they do 160 damage on a headshot.
I thought all bonuses were additive with the exception of resistance bonuses. I checked the gameplay data thread again but couldn't find the answer to this. It seems research bonuses are additive for powers, so this suggests it would be the case for weapons also, but it doesn't say this exactly.
#120
Posté 31 août 2010 - 05:23
Optimystic_X wrote...
OniGanon wrote...
I think the introduction of a more accurate shotgun will have a much, much more dramatic effect on the Soldier's game than the Mattock.
Wait... You want a shotgun more accurate than GPS?
Hm? You seem to have misunderstood spectacularly. The 'more accurate shotgun' I'm referring to there IS the GPS.
I was saying the GPS will have more impact on the Soldier's game than what is essentially just an upgraded Vindicator (ie the Mattock).
#121
Posté 31 août 2010 - 09:40
I thought this too, but then I ran another test with adrenaline rush and 6/6 assault rifle upgrades. Heightened AR yielded an approx 2.15x increase in damage which is in line with what you would expect if upgrades modified base damage.I thought all bonuses were additive with the exception of resistance bonuses. I checked the gameplay data thread again but couldn't find the answer to this. It seems research bonuses are additive for powers, so this suggests it would be the case for weapons also, but it doesn't say this exactly.
Heightened AR (140) + Commando (15) + 11 (Kestrel armor) + 100 = 266
15 + 11 + 100 = 126
266/126 ~ 2.11
If upgrades stacked additively with the other bonuses the relative boost from AR would be much lower.
Modifié par Athenau, 01 septembre 2010 - 11:29 .
#122
Posté 01 septembre 2010 - 06:09
#123
Posté 02 janvier 2011 - 06:32
#124
Posté 02 janvier 2011 - 10:58
Skyblade012 wrote...
termokanden wrote...
Indeed it's a nice sniper rifle replacement if you are a caster class. I was quite disappointed when I realized that using powers causes you to zoom in. Very disturbing. At least that never happens with the Phalanx!
Yeah, that is one of the disturbing features of the Sniper Rifles.
It's also a benifit. As a caster, it's impossible to lock onto distant targets. However, when using a sniper rifle, it actually locks on to them, even if the ( ) doesn't show. So you can bend your spells, at a great distance. Very usefull against the warden. Take down his shields, and as soon as he gets swayed by your shots, it time to pull him, without the target lock.
#125
Posté 02 janvier 2011 - 11:02





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