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So here's a theory, could a Sentinel with dominate, possibly do what an adept does, except more efficiently?(not an adept hate thread)


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#126
mosor

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The Spamming Troll wrote...

your right, you lasted two minutes of balls out sentinel action. congrats, but how many tries did it take for you to film a segment of you playing like that?

sure, normal is the baseline difficulty setting. good job. if the game was balanced around normal difficulty, then why do some classes play very differently on certain difficulty levels? normal difficulty doesnt mean every new player plays on normal difficulty tho. 

again, way to point out the obviouse. each class can be powerfull.


I can vouch for Konner. I play balls out like that almost constantly on a sentinel and use mostly my fists as weapons on insanity, Jesus if I used the GPS, the game would play like on casual level. 10% give or take is an accurate figure on how much cover you really need on a sentinel if you know what you're doing.

#127
sinosleep

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Um, my vid was 2 minutes, Kronner's vid is substantially longer



I guess the spamming one got his vid posters mixed up again. We could all make longer ones but really what's the point? The people that are going to believe you are going to believe you, that people that aren't aren't. Is it really worth recording, converting, and then uploading mountains of footage? If the processing was so damned long I'd consider it, but it takes substantially longer than the time played to get the videos converted, prepped, uploaded, and finally processed by youtube.

Modifié par sinosleep, 04 septembre 2010 - 10:20 .


#128
mosor

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sinosleep wrote...

Um, my vid was 2 minutes, Kronner's vid is substantially longer



I guess the spamming one got his vid posters mixed up again. We could all make longer ones but really what's the point? The people that are going to believe you are going to believe you, that people that aren't aren't. Is it really worth recording, converting, and then uploading mountains of footage? If the processing was so damned long I'd consider it, but it takes substantially longer than the time played to get the videos converted, prepped, uploaded, and finally processed by youtube.


Besides, most people make vids to show what can be done or give people ideas on how to play a class. Who wants to waste too much time watching someone else enjoy their game?

#129
fegede

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Those two sentinels vids are awesome. Completely show the capacity of a caster and assault sentinel. I think the class balance in this game is really well done and we can all enjoy our insanity runs with any classes. There is absolutely no point in saying one class is overpowered. Good use of skills and squadmates can make the game easy for any class. It is just a matter of finding new ways to play and maximizing the uniqueness of each class. That's whats this forum is about I believe, not trying to prove that one class\\power is broken and going to war about it. I know that most of you played the game with a lot of classes, and we all have our preference, doesn't that already tell you a lot about class balance ?

#130
The Spamming Troll

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Kronner wrote...

The Spamming Troll wrote...

your right, you lasted two minutes of balls out sentinel action. congrats, but how many tries did it take for you to film a segment of you playing like that?


A whole year. ;)
Why would it take more than one try? I think most players die very rarely - once you get to know the class well, you will not die at all.

The Spamming Troll wrote...
sure, normal is the baseline difficulty setting. good job. if the game was balanced around normal difficulty, then why do some classes play very differently on certain difficulty levels? normal difficulty doesnt mean every new player plays on normal difficulty tho. 


Because, believe it or not SOME people enjoy that. What a surprise..wow.
OTHER people might hate it. Which is why there are so many difficulty settings. No one tells you - play on Insanity motherfooker! If it is not fun for you, why bother with it? Why should Insanity play like Normal?



it has nothing to do with knowing the class well. your just hitting Y every time those two half circles come together again, and using the shotgun. thats far from being a sentinel expert. but it does have everything to do with replaying a level youve already played, and playing the way everyone plays a class, by spamming Y.

what are you yelling about here? i dont hate insanity. i dont hate casual. as a matter of fact in order for me to fully enjoy this game i play veteran so all enemies wont have protections but i dont upgrade my weapons so its a decent challenge. i understand what the point of having different difficulty levels. abilities dont work as frequently on harcore and insanity as well as they do on easier settings. thats entirely my point, not the simple fact that playing on insanity means the game is going to be harder. i mean really, is this something you thought i didnt understand?

Modifié par The Spamming Troll, 05 septembre 2010 - 12:00 .


#131
numotsbane

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Spamming Troll, no one plays this game by spamming Y unless they're playing a soldier... badly. if you are playing this game by spamming Y then I 1. feel a bit bad for you and 2. recommend you go read some of the guides in Pac's strategy guide list thread.


JaegerBane Wrote...
Perhaps you can clarify why exactly ammo powers simply aren't included in this analysis. As far as I can tell, they aren't included because, for reasons unknown, people assign worth to a power on the basis that it's cast as opposed to activated. I mean, the powers are right there. They're not invisible. They're not worthless. Some of them aren't even available from squadmates. So why are they ignored?

Certainly. I don't include them because from level 6 any class can access them through Jacob, Grunt or Zaeed, and many sensible Sentinel, engineer, or Adept player do. You can also (though I wouldn't always advise it) grab a bonus Ammo power. Caster classes get more benefit from bonus ammo powers than soldiers do, obviously. of course, they also get more benefit from active powers than ammo powers in many cases.
Cryo you can't get, but you can also get cryo on a Vanguard and Infiltrator - and both those classes also get lots of benefit from tech/ biotic skills, cooldown, duration, and damage bonuses. If you think Ammo powers make that big a difference I'd like you to explain why they don't make Vanguards and Infiltrators too good.

JaegerBane wrote...
Are you going to bother explain why, or am I to simply accept your word as holy truth?

I'd just accept it Image IPB. but really, I have a seven page bonus powers thread and I keep it updated with lots of testing. discussion. etc. I've changed my mind many times on the effectiveness of bonus powers when sufficient evidence is given. And I'll change my mind here if you can convince me, but you haven't. You're saying the same thing you've been saying for ages: that soldiers are too good in almost every situation. and i disagree.
with bonus powers, Its not so much a general theme as it is a bonus power specific trend. almost every bonus power that a soldier can get, another class can use better. The possible exceptions are slam and neural shock, but literally no one uses them sadly.

Modifié par numotsbane, 05 septembre 2010 - 08:27 .


#132
Kronner

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The Spamming Troll wrote...
it has nothing to do with knowing the class well. your just hitting Y every time those two half circles come together again, and using the shotgun. thats far from being a sentinel expert. but it does have everything to do with replaying a level youve already played, and playing the way everyone plays a class, by spamming Y.


Yes. Exactly. That was the point - to show how great Tech Armor is. You
claimed it is worse than medi-gel. So make up your mind already.


The Spamming Troll wrote...
what are you yelling about here? i dont hate insanity. i dont hate casual. as a matter of fact in order for me to fully enjoy this game i play veteran so all enemies wont have protections but i dont upgrade my weapons so its a decent challenge. i understand what the point of having different difficulty levels. abilities dont work as frequently on harcore and insanity as well as they do on easier settings. thats entirely my point, not the simple fact that playing on insanity means the game is going to be harder. i mean really, is this something you thought i didnt understand?


Yes, it certainly seemed to me that you are implying some classes suck on Insanity and that Adrenaline Rush is by far the best ability in the game and that it makes Tech Armor look like sh+t. My entire point is that Soldier is not the only class that can play through Insanity with ease.

#133
JaegerBane

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sinosleep wrote...
1. Not playing in the caster style and not casting tech armor at all aren't the same thing. I was playing the caster style sentinel in the video I posted, I still found time to cast power armor to get the 15% power damage boost it provides.So yeah actually, you CAN cast and maintain power armor while playing a caster sentinel. If you're argument is going to be as flimsy as you can't cast powers while you're on CD well then you may as well not make the argument. You can't cast any powers while you are on CD from AR either.


Sinosleep, if you're going to claim that the issue of not being able to cast doesn't affect a caster then I don't think there's much else to talk about - you've obviously ingrained into yourself that there is no problem and no amount of reasoning is going to change that.

As for AR, think through that argument you've made real carefully. Think about what you've said. 'You can't cast powers when on CD from AR, either'.

Completely ignoring the frankly bizarre implication that 3 and 12 seconds are in any way similar, what precisely have you been banging on about for the last 5 posts regarding the soldier's lack of cast powers? Your whole argument has rested on the fact that the soldier only has AR to cast... so what relevance whatsoever does the cooldown have on casted powers for a soldier?

2. How often it happens is relevant because YOU are the one who tried to use that as point when casting cloak wouldn't be beneficial to an infiltrator. There is no point at which casting cloak isn't beneficial to an infiltrator. And while this game isn't on rails, it does for the most part take place on large rooms with waist high boxes to hide behind. IE, places where it's kinda hard to not be able to find cover in time to make casting cloak a bad idea.


Nevertheless, how a player minimises the downsides of a power is a credit to the player. Cloak's disabled regen and relatively long cooldown were put into place to balance out it's advantages - somthing the devs have said themselves. The question of how often it happens is situational, and a completely seperate discussion - one that I can't be bothered to be drawin into, as it's difficult enough to keep you on topic as it is.

3. A large part of your argument has been that there's never a bad time to cast AR. When I countered that there are several powers that don't have a bad time to cast them you replied with situations that would get you killed as an infiltrator and vanguard. So I made the connection. If that wasn't your intention sue me.


You're 'counter' consisted of you implying that cooldowns were not a problem to casting and that no player on earth ever uses Cloak wrongly. I would hope that you don't truly consider such a silly argument to actually mean anything in this discussion, sino.

4. I think I made it pretty clear that soldier's having nothing else is in reference to active powers.I've repeatedly mentioned how AR needs to be particularly powerful because since ammo powers are fire and forget most of your gameplay on a soldier is going to revolve around AR. Clearly I'm not the only one that feels that there's a marked difference between fire and forget powers like ammo and actually active powers like throw/warp/overload with regards to gameplay.


And, for what feels like the twentieth time, what actual benefit do you think you're getting from the simple isolated fact that the power is an ammo power and not casted? What is this mythical magic ability that comes with the concept that a power is cast as opposed to switched on? Seriously, sino, this is why this debate is going on as long as it is - you're frantically holding on to this concept of an ammo power is somehow lesser despite the fact that they rank as some of the most powerful abilities in the game.

Modifié par JaegerBane, 05 septembre 2010 - 09:20 .


#134
Kronner

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The point is:

Soldier - shooting only class, so obviously Soldier must be best at it - lots of ammo powers and Adrenaline Rush

Adept - awesome crowd control, can still shoot - just not as good as Soldier at shooting things.


You think Soldier (Adrenaline Rush) is the king, other people apparently think Soldier sucks.
The Spamming Troll thinks Tech Armor is nerfed medigel not even close to Adrenaline Rush.

Now, if you check some other threads, people think Soldier is the weakest class because after the Collector Ship every class gets AR, SR or SG, closing the gap between Soldier and the particular class, which also has other great abilities to boot. Besides, you can get CC ammo powers (Inferno, Disruptor) from your squad or take high damage ammo power as a bonus talent.

So what is the truth then? It seems different people have different experiences playing the game...sounds to me devs did a good job balancing the game. Now I agree that Adept has steeper learning curve, but when you get used to it, it is not less effective than Soldier.

Modifié par Kronner, 05 septembre 2010 - 09:41 .


#135
tonnactus

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JaegerBane wrote...

And, for what feels like the twentieth time, what actual benefit do you think you're getting from the simple isolated fact that the power is an ammo power and not casted?


Right.I come to the oppinion that ammo powers are at least equivalent to there tech and biotic counterparts.
The soldier is as versatel as the sentinel (tools against every protection type),has acess to most better weapons
and have a far higher weapon damage.
With hardened adrenaline rush the class has also good surviability not worser then that of a sentinel.(its like basic immunity)

Modifié par tonnactus, 05 septembre 2010 - 09:52 .


#136
Kronner

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tonnactus wrote...

With hardened adrenaline rush the class has also good surviability not worser then that of a sentinel.(its like basic immunity)


Are you serious? Any Adrenaline Rush is not even close to Assault Armor when it comes to defense/survavibility.

You can get ammo power against ANY protection too..on any class, either as bonus or from squadmate. So once again, Soldier is better shooter. Soldier can't lock Scion or Harbinger in one place no matter what squad or bonus you have. Adept is far better CC class, Soldier a better shooter class. As it should be.

Modifié par Kronner, 05 septembre 2010 - 09:59 .


#137
numotsbane

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The Soldier may be as versatile, and it may have access to better weapons, but it doesn't have access to the broad swathe of talents a sentinel has inherently.

look at it this way: the soldier can use disrupter to strip shields and squad cryo to cc an enemy down to health. A sentinel can use overload/ Smg to strip shields, and cryo blast to cc the enemy directly. One way is not necessarily better than the other. see how they're very similar in terms of end result?

I'm with Kronner on this, i don't think the Soldier is the king, or too good, but I certainly don't think it sucks.

#138
numotsbane

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JaegerBane of my existance wrote...
And, for what feels like the twentieth time, what actual benefit do you think you're getting from the simple isolated fact that the power is an ammo power and not casted? What is this mythical magic ability that comes with the concept that a power is cast as opposed to switched on? Seriously, sino, this is why this debate is going on as long as it is - you're frantically holding on to this concept of an ammo power is somehow lesser despite the fact that they rank as some of the most powerful abilities in the game.


A sentinel can have incendiary ammo on their gun, have assault armour active (to up the damage) and can fire an active power like cryo blast or incinerate on a health-only enemy as soon as the defense is stripped.

A soldier can have inferno Ammo, and their options are essentially to pump AR to shoot better. they can have a squadmate use a defense stripping power, but only if that squaddie is still alive.

The Sentinel has more options, and can adjust quicker on the fly. i fail to see how the soldier is inherently superior. Ammo powers aren't worthless, but they're readily available. active powers are not.

Numot.

EDIT: basically, a caster can adjust very quickly to different situations on the fly, and they can have more anti-defence or cc options available at the same time (ie incend ammo, squaddie skills, and their own skills). The Soldier *only* has the current ammo - it can be switched, but you can't 'double up' so to speak with multiple powers. cool?

Modifié par numotsbane, 05 septembre 2010 - 10:12 .


#139
sinosleep

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@JaegerBane

Haven't I been telling you all along we aren't going to convince each other of anything? There's been ONE thread in the history of the internet where I've changed someone's mind about something. Funny enough, it was here,

http://social.biowar...-1006000-1.html

AverageGatsby of all people.....

You though, you've been having this same "argument" since last January so really what's the point? Grumpy Old Wizard, Terror K, have you guys changed your minds about ANYTHING since you've started posting here? I've been doing this cause I'm home with nothing to do and so posting in this circle jerk doesn't really bother me even if it's a monumental waste of time.

1. The relevance to soldiers and CD is that I find it hilarious that you're implying you would be happy with AR if it prevented the soldier from casting powers he doesn't have. That's what the relevance is. Did you watch Kronner's video? Did you watch mine? Tech armor lets you stay out of cover longer than AR EVER has. Not only that damages enemies upon breaking, knocks them down, refills to 50% all on it's own. Not only that AR isn't affected by CD reduction. It stays at 3 seconds the whole game, you can get tech armor down to 6 before horizon if you have Kasumi dlc. 6 seconds, holy tap dancing Christ, why that's damned near a whole level. Oh wait, as a caster sentinel you're not going to be running around like an idiot getting your tech armor shot off in 2 seconds flat. So you don't have to recast nearly as often. So it has quite the minor affect on caster sentinels. That's what I was getting at, that it was a joke to consider something so minor as a drawback on ability so powerful, but you already knew that. And as an assault sentinel you use it the exact same way as a soldier uses AR. You spam it over and over again every time you get the chance and it boost you ability to damage, it does damage all on it's own, it has a knock down component, it recharges your standard shields, and with CD reduction for all intents and purposes it's just as spammable do to it's great duration.

2. It matters because for that downside that be in any way relevant it has to actually come up during gameplay. Unless you are playing blindfolded it won't, so it's not much of a downside. And bringing up the devs? I mean ****, I'm fairly certain the devs think AR is balanced just fine as is too.

3. Essentially the same point. Even though you'd have to play like a poorly trained monkey to run into any issues with cloak or tech armor, (notice I didn't include charge, that ability actually has a downside) I'll accept it cause it's in the description.

4. You're once again putting words into my mouth. Would I have made my AP vs Inferno ammo vid if I didn't think ammo powers mattered? Would I have discussed this particular comparison on every thread I could? I think ammo powers are great, and powerful. What I don't think they do very much is engage the player. You cast at the beginning of the missions on whatever weapons you are going to cast them on and then you're pretty much done. Do they still have an effect? ABSOLUTELY! Are they a good idea? YES! Otherwise what the hell else would a soldier dump points into? But once cast in the first 5 seconds of a mission it's as if you no longer have any powers.There's nothing left to engage the player other than concussive shot, which sucks, and AR.

To illustrate the difference, in ME 1 you had plenty of active powers as a soldier, particularly because of the separate cool downs. You could spam immunity, while spamming adrenaline rush, carnage, grenades, and whatever other active gun abilities there were. Active powers keep the player engaged. You are ACTIVELY doing something. Ammo powers don't provide that. And when they make up 75% of your power set you're going to run into issues engaging the player if the one thing they can actively do isn't damned fun. Luckily bullet time is damned fun.

So at the end of the day I'm not calling for nerfs or buffs, I like AR just the way it is. It's powerful without being too crazy IMO and I'm pretty sure that basically nothing is going to change my mind since I've already seen all the relevant data.

Modifié par sinosleep, 05 septembre 2010 - 11:19 .


#140
numotsbane

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Would we agree that the soldier would be more interesting/ better balanced if instead of having one Adrenaline rush skill, it had two or three?

say, one that slowed down time heaps but made you more vunerable. one that made you almost invulnerable but made you highly inaccurate at all but the closest of ranges. etc. I've had that idea sitting in my head for a while now actually.

Jaeger, what you've been saying for the last many posts is that you think the soldier is too good, and that its unwarranted that it gets the best power and the capability to take out any defense. The Soldier is not, as far as I can tell, overpowered. it should be able to take out many defences because its a generalist - but it cannot take them out as effectively as other classes in many cases.

Whats left to discuss?

#141
The Spamming Troll

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numotsbane wrote...

JaegerBane of my existance wrote...
And, for what feels like the twentieth time, what actual benefit do you think you're getting from the simple isolated fact that the power is an ammo power and not casted? What is this mythical magic ability that comes with the concept that a power is cast as opposed to switched on? Seriously, sino, this is why this debate is going on as long as it is - you're frantically holding on to this concept of an ammo power is somehow lesser despite the fact that they rank as some of the most powerful abilities in the game.


A sentinel can have incendiary ammo on their gun, have assault armour active (to up the damage) and can fire an active power like cryo blast or incinerate on a health-only enemy as soon as the defense is stripped.

A soldier can have inferno Ammo, and their options are essentially to pump AR to shoot better. they can have a squadmate use a defense stripping power, but only if that squaddie is still alive.

The Sentinel has more options, and can adjust quicker on the fly. i fail to see how the soldier is inherently superior. Ammo powers aren't worthless, but they're readily available. active powers are not.

Numot.

EDIT: basically, a caster can adjust very quickly to different situations on the fly, and they can have more anti-defence or cc options available at the same time (ie incend ammo, squaddie skills, and their own skills). The Soldier *only* has the current ammo - it can be switched, but you can't 'double up' so to speak with multiple powers. cool?




i think its funny when people compare the advantages of classes and only bring up the effectiveness of the class as it works with its squadmates. you cant assume your going to have the right squadmates, the right bonus ability or the right trained powers for every situation unless youve already played a few times. so something like "ive played this level already so i know whats going to happen." as an argument wont get you anyways in my book.

a soldier can adjust the quickest on the fly having ammo powers with 1.5 second cooldowns. the soldier has the best arsenal for defense stripping with the combination of ammo mods and the elite level weapons.

numotsbane wrote...
Whats left to discuss?


this is why jaegerman will never get anywhere with you guys.

#142
Kronner

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The Spamming Troll wrote...

i think its funny when people compare the advantages of classes and only bring up the effectiveness of the class as it works with its squadmates. you cant assume your going to have the right squadmates, the right bonus ability or the right trained powers for every situation unless youve already played a few times. so something like "ive played this level already so i know whats going to happen." as an argument wont get you anyways in my book.

a soldier can adjust the quickest on the fly having ammo powers with 1.5 second cooldowns. the soldier has the best arsenal for defense stripping with the combination of ammo mods and the elite level weapons.


You are also assuming all Soldier max Adrenaline Rush and all ammo powers. A reasonable assumption. Just like the one that says you are going to use your squad well on INSANITY (this is the difficutly all arguments are based on in this thread). On Normal/Veteran this does not matter and you basically can't go wrong (or die) even if you have bad build and squad.

Modifié par Kronner, 05 septembre 2010 - 03:19 .


#143
Pacifien

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Edited: On second thought, I'm probably overreacting a bit with my original post here. Move along, move along, don't mind me!

Modifié par Pacifien, 05 septembre 2010 - 03:35 .


#144
The Spamming Troll

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Kronner wrote...

The Spamming Troll wrote...

i think its funny when people compare the advantages of classes and only bring up the effectiveness of the class as it works with its squadmates. you cant assume your going to have the right squadmates, the right bonus ability or the right trained powers for every situation unless youve already played a few times. so something like "ive played this level already so i know whats going to happen." as an argument wont get you anyways in my book.

a soldier can adjust the quickest on the fly having ammo powers with 1.5 second cooldowns. the soldier has the best arsenal for defense stripping with the combination of ammo mods and the elite level weapons.


You are also assuming all Soldier max Adrenaline Rush and all ammo powers. A reasonable assumption. Just like the one that says you are going to use your squad well on INSANITY (this is the difficutly all arguments are based on in this thread). On Normal/Veteran this does not matter and you basically can't go wrong (or die) even if you have bad build and squad.


im not assumeing anything is maxed. in order to get cryo ammo, you need thoe other ones so i guess yes im assuming the soldier unlocks all their potential abilites. unless you dont like cry ammo?!? you dont need abilities to be at master level to be functional for you.

whats this about using the squad well on insanity now? i said someone who knows prior to whats going to happen in a video game has a huge advantage, as in taking correct squad mates or reasinging bonus skills or realocating talent points. if your assumeing every argument relies on insanity, im assuming every argument lies within the first time i played ME2, not the 31st.

Modifié par The Spamming Troll, 05 septembre 2010 - 03:53 .


#145
The Spamming Troll

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Pacifien wrote...

Edited: On second thought, I'm probably overreacting a bit with my original post here. Move along, move along, don't mind me!


over reacting should be the whole point to this forum. should it not?

lets hear it!

#146
sinosleep

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@The Spamming Troll



If you read the little descriptions before each mission it's actually usually quite easy to figure out who to bring. You encounter all of the major groups early, and once you know what the groups are then its easy to just read the description and see eclipse, blue suns, blood pack, and adjust your squad accordingly. Heck, some of the descriptions even tell you exactly what those kind of mercs like to use, as do NPCs you can ask for info.

#147
tonnactus

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Kronner wrote...


Are you serious? Any Adrenaline Rush is not even close to Assault Armor when it comes to defense/survavibility.

You can get ammo power against ANY protection too..on any class, either as bonus or from squadmate. So once again, Soldier is better shooter. Soldier can't lock Scion or Harbinger in one place no matter what squad or bonus you have. Adept is far better CC class, Soldier a better shooter class. As it should be.

I compared the soldier with the sentinel.Not with the adept.

#148
tonnactus

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numotsbane wrote...

look at it this way: the soldier can use disrupter to strip shields and squad cryo to cc an enemy down to health. A sentinel can use overload/ Smg to strip shields, and cryo blast to cc the enemy directly. One way is not necessarily better than the other..

Overload:Reduced range,cooldown time of 6 seconds.Disruptor:Cooldown of 1,5.Activated once,usable the whole mission. Or a combination of heavy inferno for shepardt and squad cyro in bloodpack missions.
This is better.If people want to believe it or not.

#149
sinosleep

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tonnactus wrote...
Overload:Reduced range,cooldown time of 6 seconds.Disruptor:Cooldown of 1,5.Activated once,usable the whole mission. Or a combination of heavy inferno for shepardt and squad cyro in bloodpack missions.
This is better.If people want to believe it or not.


Depends on your definition of better. For one, no one gets through the game without doing any research, so the cool down on those powers can be drastically reduced. Secondly, if your definition of better is getting groups out of the way asap then you'd be wrong. Area overload warp bomb is quicker than AR shoot off shields, warp bomb.

#150
JaegerBane

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numotsbane wrote...
EDIT: basically, a caster can adjust very quickly to different situations on the fly, and they can have more anti-defence or cc options available at the same time (ie incend ammo, squaddie skills, and their own skills). The Soldier *only* has the current ammo - it can be switched, but you can't 'double up' so to speak with multiple powers. cool?


So what you're effectively saying is that you can cast a power *and* use an ammo power at the same time, while if all you have is ammo powers in the first place, you lose out.

How is this realistically any different to a caster that lacks an ammo power? While the caster's on cooldown, and he doesn't have anyone to give him an ammo power, he's in the same boat. You can't cast and shoot at the same time, you're squaddie's powers are completely irrelevant since shepard always has the same selection no matter his class, and ultimately, the sole time that the soldier is going to be in a situation where he needs a different power to the ammo he's using is if he's facing opponents that field varying defences and are a mix of synths and organics. How many times is this truly the situation? He's never truly going to actually need a specific 'CC' power due to the fact that all of his ammo powers have a CC element to them as it is. The only ammo power he has that doesn't have a anti-defence element is Cryo, which happens to be the ammo with a CC element that affects everybody.

And, not to be blunt but since when does the soldier not having anything to cast? What do you think this debate has been about so far?

Modifié par JaegerBane, 05 septembre 2010 - 05:28 .