Aller au contenu

Photo

So I finally tried Flashbang Grenade


  • Veuillez vous connecter pour répondre
16 réponses à ce sujet

#1
termokanden

termokanden
  • Members
  • 5 818 messages
I tried Flashbang Grenade on my sentinel after much time thinking it was a crappy power.

Even level 1 is good, but Improved Flashbang Grenade is downright overpowered.

Never realized why before, but here's the short version: 9m radius, much more than the area biotic powers, AND it works through defenses. It doesn't knock people down if they have defenses, but it still overheats weapons and prevents them from using biotics/tech. I finally realized how powerful this was when I had 5-6 enemies just standing there with smoking weapons, staring at me. OK, have another Flashbang. Locked down again before they could shoot.

How many other powers lock down people through defenses? Drone, Singularity, pretty much it. They just can't lock down half as many as Flashbang Grenade.

The bad thing about it is that you have to learn how to aim it, and that there are a few weapons you can't overheat for some unknown reasons (shotguns it seems). However, aiming ends up being fun when you learn how it works. This power takes skill to use, and it rewards you accordingly.

Not sure what's up with Harbinger though. I didn't test this thoroughly, but it seems he is locked down longer than other targets. Surely he's supposed to be MORE powerful :)

Modifié par termokanden, 15 août 2010 - 12:44 .


#2
Kronner

Kronner
  • Members
  • 6 249 messages
Yeah, the Flashbang grenade is Harbinger's worst nightmare. It renders him useless for a long time.

#3
termokanden

termokanden
  • Members
  • 5 818 messages
It's funny though with all of his verbal abuse that he's completely helpless.

PS: Is an enemy on the ground considered to be ragdolled? I know such targets take increased damage, and I could swear the people I knocked down with Flashbang seemed to take more damage. Then again, it was pretty late :)

I always spell at least one thing wrong in every post, sigh.

Modifié par termokanden, 15 août 2010 - 12:53 .


#4
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages
Flashbang Grenades is a great bonus power though I'm usually playing Adept and never had any trouble with Harby. Problem I have with FBG is that I don't use it (much). When Soldiering I spam AR, my Vanguard is Charging all the time, my Infiltrator is cloaked most of the time (to SG enemies to death), my Sentinel has to restore his Assault Armor frequently and already has access to a wide variety of powers; only my Engineer might use it though I never really liked this class much - might give the Engi another go to see if FBG works as well as it did on your Sentinell

#5
termokanden

termokanden
  • Members
  • 5 818 messages
Well I think it makes most sense for Sentinels, as they are the only caster not capable of locking down enemies through shields, barriers or armor.



I'm not really using biotics on my sentinel currently. I find it much better to lock down people with grenades when I'm not keeping Power Armor alive.



I don't know if an engineer really needs grenades. At least I loved spamming drone on mine and found it to be plenty of CC for most fights.

#6
PrinceLionheart

PrinceLionheart
  • Members
  • 2 597 messages

termokanden wrote...

I don't know if an engineer really needs grenades. At least I loved spamming drone on mine and found it to be plenty of CC for most fights.


I'm playing engineer for the first time myself. I personally went with Neural Shock so I can phase out Cryo from build. 

#7
termokanden

termokanden
  • Members
  • 5 818 messages
I don't understand what's so good about Neural Shock to be honest. But anything's better than Cryo, that's for sure.



I played engineer through insanity and drone really was enough CC. I think I had one point in Cryo but didn't really use it. Had an ammo power as bonus.

#8
PrinceLionheart

PrinceLionheart
  • Members
  • 2 597 messages
I dunno, I loved Cryo Blast when I played the Sentinel. Neural Shock is good though because of the short cooldown and really good for CQC.

#9
termokanden

termokanden
  • Members
  • 5 818 messages
Short cooldowns are good. However, this is exactly why Cryo Blast fails. 4.5 seconds recharge is too much for what it does. Compare Pull Field with Deep Cryo Blast or Full Cryo Blast.

Pull Field has a 3m radius, same as Full Cryo Blast.

Pull Field has a duration of 9 seconds, where Deep Cryo blast is 7 seconds.

Pull Field has a 3 second cooldown, all evolutions of Cryo Blast are at 4.5 seconds.

Pull Field can set up warp explosions.

Pull Field doesn't freeze people for added damage, but floating targets in fact also take extra damage.

Only advantage to Cryo Blast is that the 3 basic versions have a 1.2 m radius where Pull only hits one target.

In short, Cryo Blast is unbelievably inferior. I know that it's part of class balance that engineers don't have access to Pull. But it makes me think the developers are still thinking that biotics should be cooler than tech. It's not as obvious here as in ME1, but still I find it annoying.

Modifié par termokanden, 16 août 2010 - 01:26 .


#10
mosor

mosor
  • Members
  • 1 372 messages

termokanden wrote...

Short cooldowns are good. However, this is exactly why Cryo Blast fails. 4.5 seconds recharge is too much for what it does. Compare Pull Field with Deep Cryo Blast or Full Cryo Blast.

Pull Field has a 3m radius, same as Full Cryo Blast.

Pull Field has a duration of 9 seconds, where Deep Cryo blast is 7 seconds.

Pull Field has a 3 second cooldown, all evolutions of Cryo Blast are at 4.5 seconds.

Pull Field can set up warp explosions.

Pull Field doesn't freeze people for added damage, but floating targets in fact also take extra damage.

Only advantage to Cryo Blast is that the 3 basic versions have a 1.2 m radius where Pull only hits one target.

In short, Cryo Blast is unbelievably inferior. I know that it's part of class balance that engineers don't have access to Pull. But it makes me think the developers are still thinking that biotics should be cooler than tech. It's not as obvious here as in ME1, but still I find it annoying.


Problem here is that classes that have access to cyro blast don't  have access to pull field, so it's useless to compare those two skills. The only thing you really can compare is throw field vs cyro on a sentinel. My gameplay makes throw superior for me, but I can see people who prefer cyro.

As for Mordin, cyro is excellent for him. If you fully upgrade the skill on him, his cooldown drops to 4.5 seconds, which is sheppards base cooldown for that skill and probably the fastest cooldown on a squadmate skill.

Modifié par mosor, 16 août 2010 - 01:50 .


#11
termokanden

termokanden
  • Members
  • 5 818 messages
Yeah I know, like I said. It's still sad that it's vastly inferior to Pull, which isn't even the adept's signature skill. Would rather have the bonus talent Slam for example than Cryo Blast. I'm trying to say that apart from Drone, tech skills are not up to par (Incinerate is OK, but then Warp just does more).

You have a good point about Mordin though. This is a low cooldown for a squadmate.

Modifié par termokanden, 16 août 2010 - 01:57 .


#12
mosor

mosor
  • Members
  • 1 372 messages

termokanden wrote...

Yeah I know, like I said. It's still sad that it's vastly inferior to Pull, which isn't even the adept's signature skill. Would rather have the bonus talent Slam for example than Cryo Blast. I'm trying to say that apart from Drone, tech skills are not up to par (Incinerate is OK, but then Warp just does more).

You have a good point about Mordin though. This is a low cooldown for a squadmate.


Warp is only better on barriers. On health and armor incinerate is superior, plus it has an area effect (bigger if you go the area version) while warp is one target at a time unless you do a combo.  Drone is also superior in many ways to singularity. Faster cooldown, and affects everyone. As for the senitnel, their assault armor is a kick ass skill. I'd say thats the best skill in the game after adrenaline rush and charge. That's just my opinion mind you, but there is no denying that skill is powerful.

#13
termokanden

termokanden
  • Members
  • 5 818 messages
Right, forgot Tech Armor is actually tech, and Drone is from my own experience one of the best skills in the game. I guess I shouldn't complain about tech in general, but I still think Cryo Blast needs a buff.

#14
Esbatty

Esbatty
  • Members
  • 3 760 messages
I finally finished ME2 the other day and used Kasumi and Tali while Samara did the Long Walk shields, and I was amazed that Kasumi was knocking the crap outta Harbinger Collector with the flashbang. Flashbang made everything but the Husk rushes so much easier to deal with. And it wasn't even leveled up properly.

#15
SurfaceBeneath

SurfaceBeneath
  • Members
  • 1 434 messages

termokanden wrote...

In short, Cryo Blast is unbelievably inferior.


Frozen enemies take double damage. It's actually fairly great for regenerating Krogan and enemies that are dangerous even when down to health (like Geth Prime)

I wouldn't ever put 4 points in it, but one or two points in Cryo can be very useful for sentinals and engineers and Squad Cryo Ammo is arguably the most useful squad ammo power there is.

Modifié par SurfaceBeneath, 17 août 2010 - 08:02 .


#16
termokanden

termokanden
  • Members
  • 5 818 messages
You're right. However, enemies being ragdolled also take double damage. This is why I'm calling it inferior. It does what Pull does, just worse in every way except the 1.2m radius for the lower levels of it. It even has a 50% higher cooldown. Come on!



I love the IDEA of Cryo Blast. It just needs a buff. Badly. I would suggest a 3 second cooldown and the same duration as Pull, at the very least. It's still not as good as Pull then, but it's a big help.



Squad Cryo Ammo is a different story entirely.

#17
IMNWME

IMNWME
  • Members
  • 235 messages
I agree. Cryo Blast is garbage, and not only do you have the activation animation, but you also have to wait for the freeze to "set in" before your target is CC'd. Garbage. Cryo Blast would be better if it was instant effect, the cool-down was lower, and the duration were longer. Also, once a target is frozen, any physics effect should shatter it (Concussive Shot/Throw/Slam/Pull). If this were the case, it'd definitely be a better contender as a tech answer to Pull.

Cryo Ammo is awesome, though.

EDIT: Instant effect, not instant CAST.  As soon as your shower of ice hits a target, it should immediately freeze, instead of continuing to shoot at you for a couple seconds and THEN freeze.

My hate for Cryo Blast stems mostly from playing the Engineer, when I truly realized how terrible it really is as a CC power.  Hell, Neural Shockwave is better.  The damage bonus for frozen targets is moot.  Pull has the same damage bonus and is better in every conceivable way.

Modifié par IMNWME, 17 août 2010 - 09:41 .