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Flamethrower could use a little buff.


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#26
sinosleep

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hellsjarhead wrote...

Yeah your right I just feel that some of the heavy weapons border on being to overpowered particularly the collectors heavy weapon.

And regarding the flamethrower, I would rather be stuck with the flamethrower then be forced to wear the cerberus dlc armor


I think most DLC armor is ugly. I tend to rock DR. Pepper head gear (umbra visor and recon hood are sexy) and mixed and matched kestrel/n7 armor.

Modifié par sinosleep, 16 septembre 2010 - 09:24 .


#27
PsyrenY

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RGFrog wrote...

I pretty much only use it on the two targets just after you pick it up. They get crispy and dead and i go straight to the weapons locker and re-equip the Arc Projector... It and the rocket launcher could go away and I've have nothing to say about it.


Rocket Launcher is actully very handy on the YMIR-crates mission. I regularly save all 20 crates even on Insanity thanks to that thing.

sinosleep wrote...

The Cain IMO is the perfect heavy weapon. Positively MERCS anything on screen.


"MERCS?"

sinosleep wrote...

I think most DLC armor is ugly. I tend to rock DR. Pepper head gear (umbra visor and recon hood are sexy) and mixed and matched kestrel/n7 armor.


Kestrel looks awesome on a Vanguard - Shep looks like a slimmer Juggernaut. The design fits a Charging headbutt very well.
Cerberus armor is great for roleplay purposes (i.e. your Shep is best buds with TIM.) The Dragon Age armor looks great on a Sentinel, especially once you throw Tech Armor up - it covers every part of you that itsn't exposed (which is everything), resulting in a hardened golden shell of "screw you". The +15% power damage is very nice for caster builds too.

#28
sinosleep

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Urban Dictionary: Merc

As for the armor they have their uses, I just don't think they look very good. I think all the non-dr pepper headgear looks pretty awful.

p.s. Did you just say you save 20 crates with a rocket launcher? It takes all the ammo just to kill one YMIR mech. Only way I've ever saved 20 crates is with the can or the stasis glitch.

Modifié par sinosleep, 16 septembre 2010 - 09:46 .


#29
Atmosfear3

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The only mission in which I absolutely require the firestorm (on insanity) is the one where you rescue the downed Quarian from all the varren coming at you. It can get pretty tricky without the constant stream of damage from the firestorm.

#30
PsyrenY

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sinosleep wrote...

p.s. Did you just say you save 20 crates with a rocket launcher? It takes all the ammo just to kill one YMIR mech. Only way I've ever saved 20 crates is with the can or the stasis glitch.


Yep - I'd record a vid but I'm on xbox. Basically, going down the hill at the start is what activates their "destroy the crates routine" - so if you can pull them while standing in the starting area (next to the shuttle), then you never have to worry about them attacking the crates. The missile launcher is perfect for this because (a) it homes in on the mechs without needing to be aimed, and (B) only activates one mech at a time.

So you pull one, rape, repeat. You can then go down the hill for the third, or pull that one too (by firing a rocket over the mountain instead of down the hill.) 20/20 crates saved ^_^

#31
sinosleep

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LMFAO. Holy **** dude, I had NEVER thought of trying to pull them one at a time just cause I always made my way down the hill too fast.

#32
PsyrenY

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The best part is it works for any class and spec, and even any squadmate. All you need is the missile launcher.

Two caveats:

1) There isn't a lot of cover up there - you can hide behind the shuttle, but you have to manually step out to hit the mechs and manually duck back in if they start perforating you, at least on the Xbox.

2) Be careful with what abilities you use when they're on their way to your hill. Some abilities, like Combat Drone or Shadow Strike, count as someone "going down the hill" - which will start the crate-smashing before you're ready. (Charge of course will start the show as well.)

Modifié par Optimystic_X, 16 septembre 2010 - 10:52 .


#33
RGFrog

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Optimystic_X wins the prize for finding the 3rd way to save all 20 crates!!!

I still prefer the cain, though. Mushroom clouds that kill heavy mechs and prove that crates have the strongest armor in the ME universe 4 t3h w1n!!!

If only I could get shep to crawl around in one of these crates like Snake, he'd be invincible. Well, invincible until someone slapped a shipping label on him. Then he'd be just another cover system for pirates.

#34
Crunchyinmilk

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The flamethrower has a faster rate of fire and damage per 'bullet' than the revenant, but as a heavy weapon it never gets any tech upgrades (other than ammo supply) or benefit from ammo powers. Making it quickly fall behind.

The real kicker is how effective enemy flamethrowers are, which immediately strip shields and repeatedly stun lock Shepard.

When you bust out your flamethrower and it stuns enemies once, for a half a second, before they proceed to mow you down effortlessly. You soon realise its a hair dryer, not a flamethrower.

The enemy flame thrower actually does less base damage than Shepard's but its burstrounds is 3 times higher. I wonder if upping this in the player version will make it more deadly.

#35
PsyrenY

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RGFrog wrote...

I still prefer the cain, though. Mushroom clouds that kill heavy mechs and prove that crates have the strongest armor in the ME universe 4 t3h w1n!!!


I love the Cain too, don't get me wrong - but you can't one-shot them with it on Insanity, which makes it insanely (natch) hard to keep just one of them from going after a crate, and I don't like lowering the difficulty level. Though I suppose exploiting their AI isn't any more legitimate a victory.

Though I at least have justification; in my mind, the Eclipse programmed their mechs to begin breaking the crates when landing forces entered their line of sight, and left their default routine active as a secondary behavior. My missiles therefore provoke them without satisfying the first condition, and that step of the Farewell Protocol is never initiated.

It's easier for me to rationalize Shepard exploiting a programming flaw than Eclipse cheaping out on mechs (lowering the difficulty makes them more fragile.)

RGFrog wrote...
If only I could get shep to crawl around in one of these crates like Snake, he'd be invincible. Well, invincible until someone slapped a shipping label on him. Then he'd be just another cover system for pirates.


Some of the crates are actually very fragile; it just so happens that when Shep breaks them they don't count against you. Breaking those quickly can actually help you save all 20 if a mech is headed their way; crazy, but there it is.


Back to topic:

Crunchyinmilk wrote...

The enemy flame thrower actually does less base damage than Shepard's but its burstrounds is 3 times higher. I wonder if upping this in the player version will make it more deadly.


Interesting. Can anyone test this? Cruc1al?

#36
AntiChri5

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Flamethrower could use a little buff.




No, the Flamethrower could use a big buff.

#37
Kid_SixXx

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I usually take the Flamethrower on Thane's recruitment mission. Seems to be pretty effective on the Krogan merc that pops out of the elevator as well as the Sentinel you have to kill before you get to Nassana.

Really does a number on enemy armor.

Overall I am not terribly fond of the weapon because I tend to play a Soldier and can get the same panic effect and armor degredation via Incendiary Rounds / Inferno Ammo without having to go CQC to do so. Just takes a bit more patience and thermal clips are far more plentiful than HW Ammo crates.

Modifié par Kid_SixXx, 17 septembre 2010 - 01:19 .


#38
JaegerBane

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hellsjarhead wrote...

I wish the only heavy weapons where the grenade launcher, flamethrower and rocket launcher because they are all good on different missions and none of them are over powered. I hate how once you get the collector beam thingy you can just spam it on basically any challenging enemy and they die quite fast, this removes a lot of challenge from the game. I use the grenade launcher through out the entire game simply because its not over powered but still powerfull enough to save me in a tight situation.


Then just don't use it. I've never understood this weird idea that people wish there was *less* stuff in the game because it would force them to use something else.

My biggest beef with the flamethrower is that it's not really a heavy weapon. It rarely functions as one and duplicates the Revenant and the Scimitar to such a large degree that it's virtually redundant.

Now just look at the Arc Projector, or the Cain - *thats* what I call a heavy weapon. Big, devastating shots that wtfpwn whatever sorry sonofab*tch you shot at.

Modifié par JaegerBane, 17 septembre 2010 - 02:47 .


#39
Lord_Tirian

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Kid_SixXx wrote...

I usually take the Flamethrower on Thane's recruitment mission. Seems to be pretty effective on the Krogan merc that pops out of the elevator as well as the Sentinel you have to kill before you get to Nassana.

Thing is, it only works there because of the particular setup - and that would've been an amazing niche for the flamethrower: a powerful short-range weapon with two main uses: a) close combat panic button (i.e. against krogans or husk rushs) and B) as "heavy" shotgun for the vanguard... if the thing you charge absolutely has to die *now* (since charging and the other heavy weapons don't play *that* well with each other.

#40
JaegerBane

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Lord_Tirian wrote...

Kid_SixXx wrote...

I usually take the Flamethrower on Thane's recruitment mission. Seems to be pretty effective on the Krogan merc that pops out of the elevator as well as the Sentinel you have to kill before you get to Nassana.

Thing is, it only works there because of the particular setup - and that would've been an amazing niche for the flamethrower: a powerful short-range weapon with two main uses: a) close combat panic button (i.e. against krogans or husk rushs) and B) as "heavy" shotgun for the vanguard... if the thing you charge absolutely has to die *now* (since charging and the other heavy weapons don't play *that* well with each other.


Or rather, yes, it does work there - but it's not like it's the only heavy weapon that works well in that scenario. I mean, both the Arc Projector and the Cryo Blaster do a much better job of wtfpwning the strike team.

#41
sinosleep

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Lord_Tirian wrote...

Kid_SixXx wrote...

I usually take the Flamethrower on Thane's recruitment mission. Seems to be pretty effective on the Krogan merc that pops out of the elevator as well as the Sentinel you have to kill before you get to Nassana.

Thing is, it only works there because of the particular setup - and that would've been an amazing niche for the flamethrower: a powerful short-range weapon with two main uses: a) close combat panic button (i.e. against krogans or husk rushs) and B) as "heavy" shotgun for the vanguard... if the thing you charge absolutely has to die *now* (since charging and the other heavy weapons don't play *that* well with each other.


Except that shotguns not only regularly kill quicker than the flamethrower, they kill safer than the flamethrower since I the fire dance is seemingly entirely random about whether it's going to prock or not. I didn't film it but I did the blood pack base n7 mission (there;s only one krogan so it doesn't matter that krogan don't panick since verren DO) and cleared it quicker and taking less damage with the shotgun than I did with the flame thrower.

p.s. I tried the rocket launcher save the crates thing, worked like a charm on my lvl 12 engineer, though I still think it's an absolute piece of crap weapon. That one situation where it shines won't save it.

Modifié par sinosleep, 17 septembre 2010 - 03:38 .


#42
NICKjnp

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sinosleep wrote...

Lord_Tirian wrote...

Kid_SixXx wrote...

I usually take the Flamethrower on Thane's recruitment mission. Seems to be pretty effective on the Krogan merc that pops out of the elevator as well as the Sentinel you have to kill before you get to Nassana.

Thing is, it only works there because of the particular setup - and that would've been an amazing niche for the flamethrower: a powerful short-range weapon with two main uses: a) close combat panic button (i.e. against krogans or husk rushs) and B) as "heavy" shotgun for the vanguard... if the thing you charge absolutely has to die *now* (since charging and the other heavy weapons don't play *that* well with each other.


Except that shotguns not only regularly kill quicker than the flamethrower, they kill safer than the flamethrower since I the fire dance is seemingly entirely random about whether it's going to prock or not. I didn't film it but I did the blood pack base n7 mission (there;s only one krogan so it doesn't matter that krogan don't panick since verren DO) and cleared it quicker and taking less damage with the shotgun than I did with the flame thrower.

p.s. I tried the rocket launcher save the crates thing, worked like a charm on my lvl 12 engineer, though I still think it's an absolute piece of crap weapon. That one situation where it shines won't save it.


If I really want to use the heavy weapon I will use the Avalanche, Arc Projector, or Blackstorm.  The only thing that is nice about the Flamethrower is that it doesn't look like Shepard is a body builder walking around with a huge heavy weapon on his back.

#43
Lord_Tirian

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sinosleep wrote...

Except that shotguns not only regularly kill quicker than the flamethrower, they kill safer than the flamethrower since I the fire dance is seemingly entirely random about whether it's going to prock or not.

That's what I'm saying - it's *not* better, but considering the playstyle of the Vanguard, that could have been a nice niche for it, sort of as AoE version of their charge.

...and a nice visual, because then you'd be doing a fiery charge of flame-y flame doom. Shame that, as posters noted above, the other shorter ranged heavy weapons work better than the insanely short-ranged flamethrower.

#44
RGFrog

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Thanks, Optimystic_X, I tried your RL technique. I was concerned it wouldn't work when i couldn't actually see target brackets without initiating the countdown. Turns out all I had to do was freaking fire the missile and it found a target all on it's own. Brought Garrus and Zaeed, both with Incisor, and had to do little else other than repeat the RL two more times.

I thought the cain made the crate mission easy... This was an absolute joke.

#45
Zaxares

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I have GOT to try that Rocket Launcher trick on my next playthrough. XD

I agree that the Firestorm needs a buff. It's damage is... decent. Not great, but decent, but it could be easily buffed by automatically making organic enemies do the fire dance. Throw in a little more damage on top of that and you'd have an excellent heavy weapon, balanced by the fact that you need to get in close to use it. (In which case, I'd totally make a Charging flamethrower Vanguard. XD)

Modifié par Zaxares, 18 septembre 2010 - 01:13 .


#46
Neuzhelin

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I don't see the point of heavy weapons besides the use of Cain in the "N7: Eclipse Smuggling Depot " mission. Just like with medkits I prefer credits.

I hope they find a new way to implement heavy weapons in ME3 with some sort of damage resistance or, perhaps, destructible environment leading to hidden encounters or just upgrades/items/credits.

#47
sinosleep

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The point is they can clear content quickly. I know Kasumi's mission breezes by much quicker on an engineer using the arc projector than on one that doesn't. Especially if you're like me and do the mission ASAP to get the locust. I can certainly do without Bioware forcing their use upon me in order to arbitrarily give them more importance.Hidden content and destructable enviornments are cool, an added defense I wouldn't be cool with at all.

p.s. Saving up 200% heavy weapons ammo for the reaper fight will result in not having to fight any collector spawns while fighting the reaper, saving you tons of time and hassel.

Modifié par sinosleep, 18 septembre 2010 - 08:12 .


#48
XCPTNL

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I take the flamethrower along very often on my cqc infiltrator and my assault sentinel. especially on the infiltrator it's fun... sneaking up on a group of enemies bunched together and unleashing a sea of flame over them. My shotgun infiltrator is a pyro anyway... using grunts squad ammo and incineration blast.



Also the flamethrower looks good on the back for those ppor souls who can mod heavy weapons out of the game because they play on xbox like I am currently. And to be honest, I never really use any of the heavy weapons at all except for the cain which I use exactly 3 or 4 times in the game (2x praetorian fight, saving all 20 crates from the 3 YMIRs and Garrus loyalty mission on the 2 YMIRs at the end). Really... the game doesn't need heavy weapons at all, even on insanity they are not necessary. So the flamethrower is the one thing I like to use occasionally because I bring it along for it looks anyway and because it's more of a fun weapon for me.

#49
PsyrenY

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RGFrog wrote...

Thanks, Optimystic_X, I tried your RL technique. I was concerned it wouldn't work when i couldn't actually see target brackets without initiating the countdown. Turns out all I had to do was freaking fire the missile and it found a target all on it's own. Brought Garrus and Zaeed, both with Incisor, and had to do little else other than repeat the RL two more times.
I thought the cain made the crate mission easy... This was an absolute joke.


No problem! Wish I could take all the credit, but I was getting frustrated trying to save all 20 with the Cain on Insanity and started scouring the webs for tips. I believe I found this one on a talk page on the wiki.

sinosleep wrote...

p.s. I tried the rocket launcher save
the crates thing, worked like a charm on my lvl 12 engineer, though
I still think it's an absolute piece of crap weapon. That one situation
where it shines won't save it.


Any gun with that level of targeting is worthwhile in my book, even if those are the only situations I use it in.
Sino, could I trouble you to make a vid of the RL trick in action? It would save me having to describe it to anyone else who asks. [smilie]../../../images/forum/emoticons/smile.png[/smilie]

#50
sinosleep

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Rumination888 already has one.