achwas wrote...
all of this is valid - but it cannot be consistently planned for. You charge into groups, not seeing the one guy behind the box with the shotgun = probable reload. Nevermind him being a Krogan or just that second "assuming control"
You go for a warp bomb and the warp effect hangs up on the corner of an object, foiling the bomb = probable reload.
Sidestepping and placing your opponent into the line of fire = possible, but do you you honestly care to keep that guy alive to use him as a shield ... he is likely shooting at you himself^^ ...Probable reload
Speaking for myself, I try to not "reload" during any mission, since it is a roleplaying game, not an FPS. Mileage of course varies.There are moments when it really shines - say in the Kasumi LM, but usually it is about "bragging rights or reload"
Nice to see I'm not the only one who plays to survive
PrinceLionheart wrote...
Honestly, I really hate the "I
hate this squadmate because he dies a lot" because it's really a cop-out
argument. Any squadmate can die easily on higher difficulties if you
don't manage him/her right. Even Grunt will get ripped to shreds by the
YMIR mechs or Praetorions.Thing I like about Jacob is he is one of the
better "support" squadmates. He lacks defense stripping abilities, but
he does good damage with the GPS, comes with Squad Incendiary (which is
perfect for Caster classes who lack ammo powers and, in my opinion, the
second best Squad Ammo) and pull to set of Warp bombs.
And we are all entitled to our various opinions. Any squadmate can die, yes, but some die more frequently than others and require far more management. Jacob's in the latter category, unfortunately, and he doesn't bring much more than base support skills to the table to make his micromanagement worthwhile. I find his "support" skills to be far outstripped by other squadmates' special abilities or by most of Shep's class and bonus powers. If I have a choice, I'm going to pick the squadmate who requires the least amount of management and who can do the most shield or armor stripping, especially in a very tight combat situation.





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