[quote]cruc1al wrote...
Possibly you're right... But Reave does have its uses, such as the health regeneration + instant CC + damage combination that is a very effective "oh crap" ability; similar to energy drain on shield-heavy missions. Both are preferable to shield boost abilities as "oh crap" abilities because of lower cooldown.[/quote]
No they are not. First; you can only use both powers in particular circumstances (organic enemies' defenses must be removed / shielded or (defenseless) synthetic enemies must be around); this is highly situational. Second; they don't work (like all other powers and medkits) when you are ignited by Pyros, hit by a rocket/warp/incinerate etc - powers like Barrier work always, no animation, no delay in ROF, no matter the circumstances. If you press the button when your health is almost entirely gone; you've got your shield back up: the ultimate 'oh crap' power.
[quote]
If Adepts needs to
rely on a squadmate for an ability, they are handicapped. Being forced to use Zaeed for having an anti-shield ability, and being forced to go the route of choosing squad disruptor in the first place, is a handicap. Soldiers can just invest in their own ability and choose whichever squadmates they want.[/quote]
I never bring Zaeed playing Adept because Disruptor Ammo isn't needed at all. I only value the CC effect on synthetics, but since I use ED on Geth mission you can't die anyway. The bonus against shields is minimal; I either use a SG or an AR (locust before bonus weapon), Disrupter Ammo will save maybe one shot if any at all to remove shields - I rather bring an Overload squadmate; to increase overall effectiveness and to detonate Destroyers.
[quote]
Exactly. Needing to wait for singularity to drain shields is a liability. It will only work when you're not in any danger of being flanked while waiting, and if you like boring sit-behind-cover-and-wait gameplay.[/quote]
Why wait? I toss a Singularity on one guy, shoot and/or kill another (or more) before getting back to the now unprotected enemy. BTW I hardly ever use cover with the Adept; not needed anyway if you know how to use the Adept's powers effectively.
[quote]
By experimentally testing it? Having various people play an adept and a soldier of equal level in the same situation with no squadmates and recording the time taken to finish?[/quote]
Possibly, but very unreliable. Even if same person plays the same level with the same class & build a dozen times, results will be different (and differences can become quite large and it depends on luck too). Furthermore, ME2 is a teambased game, removing squadmates changes game parameters thus results will not provide a 'realistic' comparison.
I know you like playing solo Cruc1al (I've been playing without squadies too for a while - thanks to your help with modding) and I'm the first to admit that Soldiers can clear levels faster than Adepts (solo - on Insanity, not on Normal), but that's irrelevant. With squadies, difference will be very small. For example, I can clear the CS platforms with my Adept in one minute and that's because I have to wait for the platforms to come in; check some of my vids in my sig and tell me if a Soldier can clear those levels faster than I did with my Adept. Sure they can, but difference will be measured in seconds rather than minutes and I don't care if I run through the Dantius Towers in 7 minutes or in 6:45

[quote]
You can't? What about the high health capacity of soldiers, and the shield buff abilities you mentioned? What about reave / energy drain? And what about shooting with AR on when the enemy is relaoding? Soldiers can stay out of cover for plenty of time and make the most out of their weapons.[/quote]
So can Adepts; I don't think there's that much difference in time spent out of cover between Soldier and Adept.
[quote]
I cant really see how you can justify that he wants super biotics. To me, it seems more like that he wants Adept to be more customizable and realistic in the set of abilities that can be chosen, and that having to rely on guns on insanity isn't what the Adept is about; not that he could own everything by pressing a button. Saying that it'd be great to have lots of different abilities to choose from, even having many of them available simultaneously, doesn't automatically mean the game cannot be balanced around such a system.[/quote]
I cannot speak for The Spamming Troll, but all I see and hear is:
- global cooldown removal
- more powers for the Adept
- powers should work all the time
- super powers
- no guns needed
All this breaks the game; and ideas put forth by Pacifien, JaegerBane, myself and others, to make classes more customizable but without dumping the class system all together is thwarted by The Spamming Troll; claiming I'm
"creating an argument with myself" 
[quote]
The defenses are a problem, unless you bring the right squaddies. Which is not true for the soldier. See? Playing an adept restricts your choices if you want to be as effective as a soldier. Is that roleplaying?[/quote]
For a Soldier defenses don't matter much - all they can do is shoot, this doesn't change once defenses are down. Defenses are not a problem for the Adept per se, but they do limit the use of biotic powers - I agree with that. But defenses don't interfere with the Adept's overall effectiveness, in fact, defense are the only thing Adepts should worry about. Once they're out of the way you can use biotics to finish them or disable them and focus on another enemy with defenses - Soldiers are only half way once defenses are down and have to fire (at least) as many bullets to kill enemies.
[quote]
The collector ship mission isn't 10% throught the game. 20% perhaps, but only if you have many DLC missions and decide not to do them and some of the side missions before Horizon. Which, again, is an artificial way to restrict choice. And you only get to choose one weapon on the collector ship, not three. And you can't have Revenant or Widow. They are far behind in terms of firepower.[/quote]
You only have to do Mordin's, Grunt's, Garrus' and Jack's RM + Horizon; after that you pick up Zaeed and Kasumi (if you have the dlc; otherwise you'll need to recruit another squadmate), do the Fire Walker missions and you're going to the Collector Ship. This leaves all LMs + 3 (or 4) RMs and all the N7 Assignments with combat involved.
This means doing 5 major mission before getting bonus weapon; leaving 12 LM + 4 RM + LothSB + Overlord + all the interesting N7 missions.
Soldiers can only pick one of those weapons; and with the arrival of the Mattock and GPS they've become redundant anyway - they do have a unique feel though and I use them just for the fun factor (something I believe the Adept class excels at) plus you can mod weapons (you cannot mod powers, except bonus powers). I love using Claymore on my Adept; sure there're better and more effective weapons out there, but nothing beast the excitement blasting enemy' faces off with the Claymore (esspecially with a class most people considered to be weak and cover addictive)

[quote]
No one's saying they shouldn't use guns. They just shouldn't need to rely on them. ME2 is a shooter when you're playing a soldier, but BioWare tried to balance the game around Normal difficulty, claiming that Adept can take care of enemies without guns, which certainly is true on Normal difficulty. They clearly intended that Adepts are biotic specialists, not gun-toting weak soldiers who have some biotic abilities to help them along. It is only on the higher difficulties where the idea of the all-biotic Adept breaks down and loses its functionality; and this seems to be where The Spamming Troll's frustration stems from.[/quote]
Very true. ME2 is designed to be a shooter first and they added some powers to spice things up. The system works very well on Normal, but (like almost all games) things are becoming 'unbalanced' on higher settings. I have to say I prefer the 'defense'-system over the usual 'enemy health x10, enemy damage x10 etc'-system, making things very unrealistic (the need to shoot enemies a couple dozen time in the head doesn't make sense to me). The only issue (though because ME2 is single player doesn't makes it a real issue anyway) is the system affects some classes more. Soldiers are only class that actually becomes more dynamic on Insanity (finally the other (ammo) powers become useful - on Normal enemies die with a single shot no matter the ammo used). Adepts on the other hand 'suffer' most, their powers lose some of their potential. I like it this way, otherwise things would be like ME1: no opposition at all because (protected) enemies would be floating around helpless everywere. The ME2 system isn't perfect, but it's a vast improvement.
I believe I already posted this earlier, but I would like to see something that would give the Adept (and other casters) the option to specialize in some way at the cost of firepower. Maybe options like the choice (lvl 4) to use current power, or to have it work against (a particular type of) defenses at the cost of a (much higher) cooldown - though this is pretty irrelevant on Normal complicating things. Well it's just an idea:)
[quote]
Well that's another issue altogether. Sounds like the Mattock breaks the game balance.[/quote]
It does, as does the GPS.
[quote]
Yes, I agree too. Maybe we're too good at aiming.[/quote]
[quote]
Good points here. Soldier is too powerful. The game should instead be balanced around each class being about as powerful, versatile and unique, but in different ways that allow for more customization than what is currently available.[/quote]
Exactly! The problem is that it's very difficult to come up with many different abilities, using completely different mechanics and keep things balanced. Without multiplayer I don't care about balance issues much, but I do like more choices, opening new ways to play. I prefer this over a well balanced, but somewhat straightforward game were everybody uses the same tactics/strategy.
[quote]
There's no reason
biotics shouldn't work on shielded or armored enemies; it's just a game mechanic that reflects the ineptness of the designers to balance biotics without sacrificing realism.[/quote]
They sacrificed realism to keep the game realistic

yes, this may sound contradictorily, but the current system keeps enemy HP relatively low bypassing the unrealistic 'having to kill enemies over and over'-system at the cost of limiting power effectiveness. I think most issues can be solved if Bioware looks beyond Normal difficulty, at the moment the game just adds defenses but everything else remains the same. Should they opt to look things over to increase balance and overall gameplay using the defense-system too, I believe ME3 will have the best difficulty system since years.
[quote]
Any particular reason you disqualify disruptor ammo and AR as offensive powers?[/quote]
If Adepts have no offensive powers against shields (that was the argument), Soldiers don't have them either. Both AR and Disruptor Ammo boost weapon damage; they are not like the powers the Adept can use. I assumed guns weren't taken into account since ED was considered to be only way Adepts could take down shields

[quote]
Adepts can do that only with a warp bomb or a bonus power. In the former case you have to be pretty lucky to get 3-4 low-level armored or barriered enemies bunched together with an unprotected enemy in the middle for a pull+warp combo, and even then, the combo will take at least 3 seconds to execute, not less than one second.[/quote]
I wasn't talking about the Adept, but about powers in general. Adepts have an advantage here though, since most enemies popup in doorways, corridors or other choke points, it's quite easy to keep them clustered using Singularity.
[quote]
This is demonstrably false. Singularity will expire before it can take out any defense of any enemy as far as I'm aware. You'll have to cast another one if you want to drain the whole bar.
[/quote]
Singularity's effects are pretty erratic, but this happens quite frequently though I use the heavy version of course. There are not that may examples in my vids (most enemies are shot at in the mean time), but I know of two examples; one against
barrier [1:59] and one against
shield [6:30]. Both enemies had full defenses and don't get hit by gunfire - not only did Singularity removed defenses, it also ragdolled them so they could be warped.
PS Damn, this quite a wall of text, I think the Spamming Troll would be proud of me
Modifié par Bozorgmehr, 08 octobre 2010 - 09:07 .