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Adept Power Usage Advice


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#1
khevan

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Ok, here's the deal.  I basically fell in love with the Infiltrator class, for various reasons that have no bearing on this topic.  Because of that, however, I've yet to play as an Adept in ME2, except for various aborted attempts in which I just couldn't get the hang of the biotic abilities. 

Now, my "canon" Shep was an Adept in ME1, loved the class there, but the changes made to the class for ME2 have left me somewhat boggled, especially in light of my main experience being with the infiltrator.

Now, I've watched countless Adept vids on YouTube and whatnot, and I'm noticing something strange.  When I use Pull, for example, in the videos you see the enemies (usually) just float lazily around, depending on the angle of the biotic bolt when it hit the target.  In my attempts at the Adept, when I use Pull, the target comes zooming at me at lightning speed, and by the time I try for a Warp bomb, they've been pulled out of range for any other enemy to be caught in the blast zone.  They're also moving so fast that it's hard for me to aim if I want to try to shoot them. 

Biotics in this game seem to work best when used in concert with each other, but when I try to do so, they just don't quite work the way I think they should, according to the videos I've seen.  I really want to try to make an ME2 Adept work, to see if the class really is as fun as others have said, but I just can't quite seem to get the hang of it.

Any advice from the biotic users on these boards?  I'd greatly appreciate it.

Oh, btw, I do aim high with Pull, and I know how to arc powers (from my Infil. playthrus, using Incinerate).  I've actually paused the game, aimed as high as I could before I lost target lock, and still enemies came flying over my head rather than being lifted mostly upwards.  What am I doing wrong?

Modifié par khevan, 19 août 2010 - 06:50 .


#2
PWENER

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I play as Adept on Veteran and have never had the problrms your having. Let's ask an expert...

Image IPB

Biotic expert says GOOD LUCK (wink, wink).

#3
AntiChri5

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What level is pull on?

#4
Bozorgmehr

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khevan wrote...

Ok, here's the deal.  I basically fell in love with the Infiltrator class, for various reasons that have no bearing on this topic.  Because of that, however, I've yet to play as an Adept in ME2, except for various aborted attempts in which I just couldn't get the hang of the biotic abilities. 

Now, my "canon" Shep was an Adept in ME1, loved the class there, but the changes made to the class for ME2 have left me somewhat boggled, especially in light of my main experience being with the infiltrator.

Now, I've watched countless Adept vids on YouTube and whatnot, and I'm noticing something strange.  When I use Pull, for example, in the videos you see the enemies (usually) just float lazily around, depending on the angle of the biotic bolt when it hit the target.  In my attempts at the Adept, when I use Pull, the target comes zooming at me at lightning speed, and by the time I try for a Warp bomb, they've been pulled out of range for any other enemy to be caught in the blast zone.  They're also moving so fast that it's hard for me to aim if I want to try to shoot them. 

Biotics in this game seem to work best when used in concert with each other, but when I try to do so, they just don't quite work the way I think they should, according to the videos I've seen.  I really want to try to make an ME2 Adept work, to see if the class really is as fun as others have said, but I just can't quite seem to get the hang of it.

Any advice from the biotic users on these boards?  I'd greatly appreciate it.

Oh, btw, I do aim high with Pull, and I know how to arc powers (from my Infil. playthrus, using Incinerate).  I've actually paused the game, aimed as high as I could before I lost target lock, and still enemies came flying over my head rather than being lifted mostly upwards.  What am I doing wrong?


Singularity is easier to use to setup Warp bombs using only Shep's abilities, but Pull can be used very effectively, it's possible to determine the 'path' enemies will follow when Pulled - so you can Pull them towards some of their palls and detonate them at the right moment - it will strip defenses super fast. It's like you said - Pull trajectory is the path your pull travelled hitting the enemy (in reverse). If you want to get the most out of Warp explosions make sure to take one squadmate with you with Warp (and another with Pull - to setup instant explosions). If you use Pull on an enemy, use teammate's Warp to detonate - thats what I do most of the time: Shep uses Pull and moment it hits an enemy, Miranda or Thane detonate him/her. This has another advantage, coz you'll use Unstable Warp with squadies (faster cd) and Unstable Warp has got a wider detonation radius.

A good strategy is to open hostilities with a well placed Singularity. Use guns (or defense stripping powers of one of your squadies) to remove protections of one enemy. Warp 'm when ragdolled (its better to use squadmate's Warp - coz Shep can start using Pull and Throw against the other (now unprotected) enemies immediately). Most of the time Pulling an enemy will kill them, no need to Warp them.

Another strategy (against armored and/or barrier enemies) is to use Shep's Warp to remove defenses of one enemy, immediately use squadmates to Pull + Warp that enemy; and all nearby enemies have lost defenses and are knocked down - waiting to be Thrown and/or Pulled into Deaths welcoming arms. :innocent:

Don't know why your Pull makes enemies fly around so fast, doesn't happen often when I use it. It does happen alot when squadies are Pulling - its instant (no arc or anything). Enemies fly towards squadmate who Pulled them and yes, in those circumstances its pretty hard to Warp them.

Btw, I love ME2 Adept (check my sig for some vids); don't know which videos you've seen on Youtube, but if you've seen some vids that are not (yet) in my sig, let me know - I'll add them. Thisisme's Adept vids inspired me to get back into biotics (I don't consider Vanguards to be biotics - Charge is a combat skill) and Gatsby's provide useful tips and tricks. I never looked back. It takes a little practice to use biotics effectively on Insanity, but once you get the hang of it - you're hooked.

Have fun :)

#5
khevan

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Thanks for the tips, Bozorgmehr. I like the fact that Pull has a lower cooldown than Singularity, so I was trying to use it more often. I guess I'll try using Sing a bit more, see if that makes things easier. I'm trying this run on Hardcore, to kinda work my way into the whole biotics idea in ME2.



AntiChri5: Doesn't matter what level Pull is at, it almost always pulls enemies very quickly, usually up and over my head, unless I "curveball" it, then they go zooming that way, but if I aim Pull to "lift" them, it's almost always that they're dang near landing behind me. Most of the time, they're dead, but I've died several times because the target didn't die, and I either ate some bullets from behind, or turned to take care of that guy and his buddies (now behind me) got me good.



I just want Lift back! Leave everything else the same, but replace Pull with Lift, same rules (Universal cool down, target must be unprotected, etc), and I'd be a happy happy guy. I just can't seem to get a grip on how Pull works.

#6
termokanden

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There isn't much point in leaving someone who's been pulled alone. They're the easiest target on the battlefield, take 100% extra damage, and can be hit with Warp for an explosion. Or you can kill them with Throw.



I see where you are coming from, but they really should never get the chance to land behind you.

#7
Sailears

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That's really odd, I can't remember having experienced pulled enemies zooming towards shepard.

But yeah, with a group of enemies with defenses, slap them with a singularity, strip one, bomb, then initiate pull sequence.

One loose enemy, it might be best to just strip, pull, or whatever you like.

#8
khevan

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termokanden wrote...

There isn't much point in leaving someone who's been pulled alone. They're the easiest target on the battlefield, take 100% extra damage, and can be hit with Warp for an explosion. Or you can kill them with Throw.

I see where you are coming from, but they really should never get the chance to land behind you.


I agree that they shouldn't ever land behind me.  Except that they're flying so fast that before I even have a chance to aim at them, they're over my head and down.  And it's hard to target them for a Warp/Throw for the same reason.  

I'm getting the feeling that I'm somehow doing something wrong, but I can't figure out what, that's why I posted here.  Maybe I'm using my abilities in the wrong circumstances, maybe I'm hitting the enemies at a bad angle with Pull, maybe maybe maybe.  I just don't know what I'm doing wrong.  I'm gonna try to d/l a video capture program, make a vid, and post it, see if someone can watch it and see where I'm going wrong.  I guess it's harder to explain the problem with words.

#9
JaegerBane

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It might be worth trying to pull them toward you when they're standing behind cover - that way they crash into the walls in the way and it saps a lot of inertia. Alternatively, try yanking an enemy into another group of enemies, by arcing it sideways. Bombs away.



You should only really be pulling enemies directly towards you if you intend to hit them with a Throw or shotgun blast.

#10
Harley_Dude

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I also use singularity. I think it is easier for the warp explosion. It works great on husks.

#11
JaegerBane

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The Harley Dude wrote...

I also use singularity. I think it is easier for the warp explosion. It works great on husks.


To be honest I've found Singularity the best choice when you want to explode a mob, while Pull is better if you want to explode two enemies that are standing apart (by dragging them together).

They both have their uses.

The real question is what evolution of Singularity you use. I generally prefer Heavy for it's extended holding duration and quantity, but I've heard plenty of reasons to use Wide.

#12
Harley_Dude

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I tried both but prefer heavy as it graps more people. In the IFF I was able to cast it front of me as a quasi shield and blast away with the shotgun. Worked pretty good if place it at a choke point like stairs.

#13
khevan

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JaegerBane wrote...

It might be worth trying to pull them toward you when they're standing behind cover - that way they crash into the walls in the way and it saps a lot of inertia. Alternatively, try yanking an enemy into another group of enemies, by arcing it sideways. Bombs away.

You should only really be pulling enemies directly towards you if you intend to hit them with a Throw or shotgun blast.


You know,  now that I think about it, that might be the issue.  Alot of the vids I've seen had enemies crashing into cover, and maybe that's why they were floating so nicely.  Maybe I'm just pulling them at the wrong times, or the wrong way, or even just using pull when I should have used Singularity.

I actually just played thru Freedom's Progress again after d/l a video capture program, and was going to upload the vid, but I messed up the vids, so that won't work.   I'll try again later, after I get home from work and we'll see if I'm right, and I'm just basically using Pull wrong.

#14
Harley_Dude

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If you ever try a vangaurd the pull/charge combo is epic.

#15
Sailears

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The Harley Dude wrote...

If you ever try a vangaurd the pull/charge combo is epic.


Yeah! B)

#16
Bozorgmehr

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khevan wrote...

JaegerBane wrote...

It might be worth trying to pull them toward you when they're standing behind cover - that way they crash into the walls in the way and it saps a lot of inertia. Alternatively, try yanking an enemy into another group of enemies, by arcing it sideways. Bombs away.

You should only really be pulling enemies directly towards you if you intend to hit them with a Throw or shotgun blast.


You know,  now that I think about it, that might be the issue.  Alot of the vids I've seen had enemies crashing into cover, and maybe that's why they were floating so nicely.  Maybe I'm just pulling them at the wrong times, or the wrong way, or even just using pull when I should have used Singularity.

I actually just played thru Freedom's Progress again after d/l a video capture program, and was going to upload the vid, but I messed up the vids, so that won't work.   I'll try again later, after I get home from work and we'll see if I'm right, and I'm just basically using Pull wrong.


I'm a bit lost at the moment. If I use Pull enemies don't start flying towards me, they just hover gently in mid-air, perfect to be warped. I can pretty accurately control their flight path. But I watched Thisisme's Adept vid and I think he experienced the same things using Pull. I've no idea why this does(n't) happen though I would like Pull that way. maybe not the best warp bomb mechanism, but very cool to watch :) 

#17
NICKjnp

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JaegerBane wrote...

The Harley Dude wrote...

I also use singularity. I think it is easier for the warp explosion. It works great on husks.


To be honest I've found Singularity the best choice when you want to explode a mob, while Pull is better if you want to explode two enemies that are standing apart (by dragging them together).

They both have their uses.

The real question is what evolution of Singularity you use. I generally prefer Heavy for it's extended holding duration and quantity, but I've heard plenty of reasons to use Wide.


Wide singularity seems to be just the right size that it's radius will hit enemies behind cover even when the singularity lands in front of their cover position.... couple shots of a weapon and you can use a warp detonation on them.  I've rarely had heavy singularity do that... which is why I prefer wide singularity to heavy.

#18
mcsupersport

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On Insanity levels, I have learned to use Singularity to hold big enemies, and to be traps for husks and chargers more than something I use to Warp explode people. I personally like to use area pull for combos because of the quicker cool down on it, which means I am using more powers rather than waiting on them.



I have found for me that wide singularity gets me killed more often than it helps me. Mind you this is for me and my play style, and your results may vary, but I DON'T like wide Singularity.


#19
Count Viceroy

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I find the normal singularities area of effect to be an insult to its glorious Me1 ancestor. I use wide to compensate somewhat. Longer duration isnt really necessary imo as I usually tend to warp it as soon as possible.

Modifié par Count Viceroy, 20 août 2010 - 11:34 .


#20
NICKjnp

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Pull field is very situational... it is rare that you can get a group lifted (especially on hardcore/insanity).... but I don't like Heavy Singularity.

#21
Tlazolteotl

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Wait a minute ... I think khevan's game might be bugged slightly.

Some people's installs have significantly more pronounced physics effects for some weird reason ... check out thisisme8's videos for some of those crazy physics.

#22
lazuli

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NICKjnp wrote...

Pull field is very situational... it is rare that you can get a group lifted (especially on hardcore/insanity)....


Not in my experience.  If you know where enemies are coming from, you can usually nail them with an Area Overload or equivalent power to open up for Pull Field.  Admittedly, Pull Field might be more reliable on squadmates than on Shepard.  With its instant activation, you don't have to worry about the enemies splitting up while your projectile arcs towards them.  But, like other posters have said, Pull Field's short cooldown means that messing up or missing isn't the end of the world.

#23
Count Viceroy

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Most of the time, enemies tend to get stuck to stuff, usually the cover they are hiding behind, so they don't move anywhere as much as they do when caught in the open.

#24
mcsupersport

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The longer duration on Heavy singularity isn't for the cannon fodder enemies, it is for numbers of husks and how long it will hold Scions and the like. If you drop a Wide Singularity on the floor and a couple of armored husks wonder into it, it fizzles out almost immediately, but a heavy will hang around at least long enough to recast it, and probably even shoot them to strip armor. Heavy also lasts much longer on scions, and harbingers to the point of letting you lock them down for a time, which wide doesn't do as well. Wide killed me more than heavy does, so I use Heavy every time now.



Area Pull is great because you don't have to hit the one guy you have stripped the defenses from, you can just hit the group close to him and have him rise up to be exploded. IF you use a companion to explode him, your next pull is ready to lift the ones who just got defense stripped from the explosion and you are good to do it again.


#25
NICKjnp

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Husks can be dodged. The cool down for singularity is 4.5 seconds... that is hardly a long cool down. Once you are specialized and have biotic cooldown bonus it is 2.7 seconds. What are you worried about with the difference between the two?

Modifié par NICKjnp, 21 août 2010 - 06:21 .