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Heavy Throw, or Throw Field??


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#1
Tested-Faythe

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just as the title says...

Ive always been more of a Heavy Throw kinda guy. Theres nothing more satisfying than man-handling a krogan :D

#2
Miss Yuna of Atlanta

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If I must level Throw, I choose Throw Field every time. It's primarily an anti-Husk move for me, and being able to instantly kill three Husks is better than being able to instantly kill one.


#3
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It depends on the remaining set up you have at your disposal. While Throw Field is indeed great against unarmored Husks, Pull Field does remarkably better. Heavy Throw is said to be quite a decent shield digger and throwing around enemies like a Hurricane has indeed its very own quality. An Adept would most probably be best suited to choose Pull Field and Heavy Throw as to the Sentinal would must likely take Throw Field If maxed, though Cryo Blast might be the more versatily choice in that matter.

I do however agree that for Squadmates, Throw Field seems the way to go in most cases, due to the longer Cooldown.

#4
Ahglock

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On my adept I'd say it is rare when I need heavy throws power over area throws power. Usually either one will launch people into orbit. Though it is also rare when the pulled targets stay close enough that I can hit multiples with the area throw, so for adept to me its a wash and I just go with which one you prefer the look/concept of. As Neofels pointed out the Sentinal does not have pull field so the utility of throw fields husk clearing power gives it the edge there. Since I can't arc squadies powers I always go for area since it makes a decent husk clearer, but is otherwise mostly useless.

#5
Bozorgmehr

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Heavy Throw; just for the extra fun and because I've hardly ever managed to hit 2 or more enemies using Throw Field (except husks of course). If you Pull enemies first, Throw rank 1 will be pretty powerful, Heavy Throw will sent enemies into space :)

#6
Sailears

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Heavy; I want all the power on one target. Pull field or even pull 1 tears through husks anyway, and heavy throw is preferred in all other situations.

#7
Njorls

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I always picked throw field. For an adept, hitting a bunch with pull field and then sending them flying with throw field is funny. Though throw field is a low priority for adept. For a sentinel, throw field is my fast recharging cc power and I don't really care about the damage it does, I want it to hit multiple enemies primarily.


#8
sinosleep

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Throw field IMO. Heavy throw is one of the very few CLEARLY underpowered abilities in the game. Throw field is just as likely to send people off of ledges while also having an AOE aspect to it so one would assume that throw would at least be able to kill enemies on health but that's simply not the case. Hell, indoors even pull/throw combos (which are supposed to supersize throw) regularly leave enemies on health alive.

#9
Isaidlunch

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On my Adepts I always go Heavy Throw. Pull Field takes care of Husks and for multiple enemies it's extremely rare for me that Throw Field would be more effective than Warp bombing. Heavy isn't that amazing though and the only reason I take it is because the extra "oomph" lets me be a little more creative with environmental kills.

#10
Solgineer

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With an ability with a rare killing force I would say the benefits of Throw Field outweigh Heavy Throw. Then again, I've never personally maxed out points in Throw to get either since I've always look to other powers.

#11
NICKjnp

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With stasis I don't even worry about husks now. It is an instant kill every time you use it. An adept can casit it ever three and a half seconds and a sentinel can cast it even faster. So I'll go with heavy throw because it can throw someone around even without pull involved.

#12
Sailears

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You know, all this stuff about heavy or area versions makes me wonder: wouldn't it be great not to have to artificially limit yourself to one or the other.

I'd rather have a biotic bar from which you can hold a button to charge up powers, and by moving the targeting reticule over enemies (while charging your biotics) you can go from full power on one target to reduced power on several targets, on the fly. Think of how the biotic kid Nick spread out his throw in Retribution.

Similarly remove wide/heavy singularity (which I never understood in the first place), and just have it so the longer you charge your power, the bigger the singularity will be.

I'm sure someone must have suggested this in the last year, but I think its worth mentioning again.

#13
Bogsnot1

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I always go for fields.

Then again, I just love shattering people. Full cryo blast, pull field, throw field.

#14
lazuli

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sinosleep wrote...

 Hell, indoors even pull/throw combos (which are supposed to supersize throw) regularly leave enemies on health alive.


Physics damage should be increased for ME3.  Most of my crowd control kills (physics Biotics) result from enemies landing awkwardly in certain areas, like on top of a crate or a pillar of rock, and then being killed off when the game decides they shouldn't be there.

#15
kstarler

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When playing an Adept, I use Heavy Throw, because I already have Pull Field and Singularity (and, in my opinion, it's more fun). As a Sentinel, I use Throw Field, because the other two abilities aren't available for husks/CC. And I too would like to see greater physics damage. At the very least, 1200 newtons of force should break some bones and force an enemy out of the fight, if not kill them outright. Especially if you're throwing them into a wall/crate/etc. But even if it doesn't, throwing guys off balconies and bridges is still plenty fun for me.

#16
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kstarler wrote...

When playing an Adept, I use Heavy Throw, because I already have Pull Field and Singularity (and, in my opinion, it's more fun). As a Sentinel, I use Throw Field, because the other two abilities aren't available for husks/CC. And I too would like to see greater physics damage. At the very least, 1200 newtons of force should break some bones and force an enemy out of the fight, if not kill them outright. Especially if you're throwing them into a wall/crate/etc. But even if it doesn't, throwing guys off balconies and bridges is still plenty fun for me.


I am going to take unhealthy pleasure in pulling enemies in very large arcs into the sky only to hit them with Heavy throw from as perfect beneath as I can to see them go off as little stars twinkling in the sky with my next playthrough.

"It's going to be beautiful!"

#17
Ahglock

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kstarler wrote...

When playing an Adept, I use Heavy Throw, because I already have Pull Field and Singularity (and, in my opinion, it's more fun). As a Sentinel, I use Throw Field, because the other two abilities aren't available for husks/CC. And I too would like to see greater physics damage. At the very least, 1200 newtons of force should break some bones and force an enemy out of the fight, if not kill them outright. Especially if you're throwing them into a wall/crate/etc. But even if it doesn't, throwing guys off balconies and bridges is still plenty fun for me.


Actually 1200 newtons of force unless focussed into a really small point wont do crap on its own.  I had a thread about this a bit ago asking for science types, but punches easily get into 5,000+ newtons of force range, a tackle from a linebacker 10's of thousands of newtons of force.  They could have added a 0 and it would still be unimpressive.  The only "explanation" that makes it work to some degree is the idea that before the hit push reduces the mass of the target down quite a bit so the target goes flying across the room.

#18
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Ahglock wrote...

kstarler wrote...

When playing an Adept, I use Heavy Throw, because I already have Pull Field and Singularity (and, in my opinion, it's more fun). As a Sentinel, I use Throw Field, because the other two abilities aren't available for husks/CC. And I too would like to see greater physics damage. At the very least, 1200 newtons of force should break some bones and force an enemy out of the fight, if not kill them outright. Especially if you're throwing them into a wall/crate/etc. But even if it doesn't, throwing guys off balconies and bridges is still plenty fun for me.


Actually 1200 newtons of force unless focussed into a really small point wont do crap on its own.  I had a thread about this a bit ago asking for science types, but punches easily get into 5,000+ newtons of force range, a tackle from a linebacker 10's of thousands of newtons of force.  They could have added a 0 and it would still be unimpressive.  The only "explanation" that makes it work to some degree is the idea that before the hit push reduces the mass of the target down quite a bit so the target goes flying across the room.

or it is a constant force on the target not a quick strike 

#19
khevan

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B1NARY C0DE wrote...

Ahglock wrote...

kstarler wrote...

When playing an Adept, I use Heavy Throw, because I already have Pull Field and Singularity (and, in my opinion, it's more fun). As a Sentinel, I use Throw Field, because the other two abilities aren't available for husks/CC. And I too would like to see greater physics damage. At the very least, 1200 newtons of force should break some bones and force an enemy out of the fight, if not kill them outright. Especially if you're throwing them into a wall/crate/etc. But even if it doesn't, throwing guys off balconies and bridges is still plenty fun for me.


Actually 1200 newtons of force unless focussed into a really small point wont do crap on its own.  I had a thread about this a bit ago asking for science types, but punches easily get into 5,000+ newtons of force range, a tackle from a linebacker 10's of thousands of newtons of force.  They could have added a 0 and it would still be unimpressive.  The only "explanation" that makes it work to some degree is the idea that before the hit push reduces the mass of the target down quite a bit so the target goes flying across the room.

or it is a constant force on the target not a quick strike 


1200 Newtons of force in a constant push isn't that impressive either.  Think of the force behind a punch, and make it a constant force.  Would it throw you across the room?  No.  Might knock you down, might not, depending on your balance, but it won't throw you into orbit.  And that's in the 5000+ newton range, not 1200.   The numbers just seem skewed somehow.

Edit:  Just for some verification, I found a website talking about whiplash, and the forces involved.  It says that soft tissue damage can occur at forces as low as 1200 Newtons in a car crash.  That sounds impressive, but then it says that 1500 newtons of force was created in a car crash at 8 miles per hour.  That's not a whole lotta force, certainly not enough to give the effects we see in-game.

Linkage to the site:  http://www.wowchirop...-back-pain.html

Modifié par khevan, 03 décembre 2010 - 07:58 .


#20
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khevan wrote...

B1NARY C0DE wrote...

Ahglock wrote...

kstarler wrote...

When playing an Adept, I use Heavy Throw, because I already have Pull Field and Singularity (and, in my opinion, it's more fun). As a Sentinel, I use Throw Field, because the other two abilities aren't available for husks/CC. And I too would like to see greater physics damage. At the very least, 1200 newtons of force should break some bones and force an enemy out of the fight, if not kill them outright. Especially if you're throwing them into a wall/crate/etc. But even if it doesn't, throwing guys off balconies and bridges is still plenty fun for me.


Actually 1200 newtons of force unless focussed into a really small point wont do crap on its own.  I had a thread about this a bit ago asking for science types, but punches easily get into 5,000+ newtons of force range, a tackle from a linebacker 10's of thousands of newtons of force.  They could have added a 0 and it would still be unimpressive.  The only "explanation" that makes it work to some degree is the idea that before the hit push reduces the mass of the target down quite a bit so the target goes flying across the room.

or it is a constant force on the target not a quick strike 


1200 Newtons of force in a constant push isn't that impressive either.  Think of the force behind a punch, and make it a constant force.  Would it throw you across the room?  No.  Might knock you down, might not, depending on your balance, but it won't throw you into orbit.  And that's in the 5000+ newton range, not 1200.   The numbers just seem skewed somehow.


So you are saying if a constant force of 2646lbs hit you entire body you would remain standing indefinitely. 

khevan wrote...
Edit:  Just for some verification, I found a website talking about whiplash, and the forces involved.  It says that soft tissue damage can occur at forces as low as 1200 Newtons in a car crash.  That sounds impressive, but then it says that 1500 newtons of force was created in a car crash at 8 miles per hour.  That's not a whole lotta force, certainly not enough to give the effects we see in-game.

Linkage to the site:  http://www.wowchirop...-back-pain.html


Again you're talking about a quick hit not a constant force.  Lets see you try and stand in one place when a car is trying to push you at 8mph. 



Btw I'm just bored I just need something to do so why not argue on the internet. :lol:

Modifié par B1NARY C0DE, 03 décembre 2010 - 08:13 .


#21
kstarler

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Ahglock wrote...

Actually 1200 newtons of force unless focussed into a really small point wont do crap on its own.  I had a thread about this a bit ago asking for science types, but punches easily get into 5,000+ newtons of force range, a tackle from a linebacker 10's of thousands of newtons of force.  They could have added a 0 and it would still be unimpressive.  The only "explanation" that makes it work to some degree is the idea that before the hit push reduces the mass of the target down quite a bit so the target goes flying across the room.

After a quick look at wikipedia, it appears you are correct. With that said, I would still argue that there should be greater damage from throwing an enemy into a large object

#22
Ahglock

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kstarler wrote...

Ahglock wrote...

Actually 1200 newtons of force unless focussed into a really small point wont do crap on its own.  I had a thread about this a bit ago asking for science types, but punches easily get into 5,000+ newtons of force range, a tackle from a linebacker 10's of thousands of newtons of force.  They could have added a 0 and it would still be unimpressive.  The only "explanation" that makes it work to some degree is the idea that before the hit push reduces the mass of the target down quite a bit so the target goes flying across the room.

After a quick look at wikipedia, it appears you are correct. With that said, I would still argue that there should be greater damage from throwing an enemy into a large object


Given the speed the body is hitting the immoveable object they should frequently die.  It looks near full free fall speeds to me, probably faster.  Similarly if I levitate with pull someone 20+ feet in the air, falling should hurt.  Both falling damage and push damage is underwheling given the speeds, distances involved.  My issue is more of a desire for them to update their numbers or add desriptive text for why 1200 newtons of force throws you against a wall with such force. 

#23
Ahglock

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B1NARY C0DE wrote...

Ahglock wrote...

kstarler wrote...

When playing an Adept, I use Heavy Throw, because I already have Pull Field and Singularity (and, in my opinion, it's more fun). As a Sentinel, I use Throw Field, because the other two abilities aren't available for husks/CC. And I too would like to see greater physics damage. At the very least, 1200 newtons of force should break some bones and force an enemy out of the fight, if not kill them outright. Especially if you're throwing them into a wall/crate/etc. But even if it doesn't, throwing guys off balconies and bridges is still plenty fun for me.


Actually 1200 newtons of force unless focussed into a really small point wont do crap on its own.  I had a thread about this a bit ago asking for science types, but punches easily get into 5,000+ newtons of force range, a tackle from a linebacker 10's of thousands of newtons of force.  They could have added a 0 and it would still be unimpressive.  The only "explanation" that makes it work to some degree is the idea that before the hit push reduces the mass of the target down quite a bit so the target goes flying across the room.

or it is a constant force on the target not a quick strike 


Constant force expalins why pull/lift gets you so far in the air.  But push is never described as a constant force and it visually does not look like one.  At most it is 1 second of force which is underwhelming. 

#24
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Ahglock wrote...

B1NARY C0DE wrote...

Ahglock wrote...

kstarler wrote...

When playing an Adept, I use Heavy Throw, because I already have Pull Field and Singularity (and, in my opinion, it's more fun). As a Sentinel, I use Throw Field, because the other two abilities aren't available for husks/CC. And I too would like to see greater physics damage. At the very least, 1200 newtons of force should break some bones and force an enemy out of the fight, if not kill them outright. Especially if you're throwing them into a wall/crate/etc. But even if it doesn't, throwing guys off balconies and bridges is still plenty fun for me.


Actually 1200 newtons of force unless focussed into a really small point wont do crap on its own.  I had a thread about this a bit ago asking for science types, but punches easily get into 5,000+ newtons of force range, a tackle from a linebacker 10's of thousands of newtons of force.  They could have added a 0 and it would still be unimpressive.  The only "explanation" that makes it work to some degree is the idea that before the hit push reduces the mass of the target down quite a bit so the target goes flying across the room.

or it is a constant force on the target not a quick strike 


Constant force expalins why pull/lift gets you so far in the air.  But push is never described as a constant force and it visually does not look like one.  At most it is 1 second of force which is underwhelming. 


They do appear to float in the air though, like gravity is not at in work. 



Hmm, what would 1200 newtons do in an zero gravity situation? 

Modifié par B1NARY C0DE, 03 décembre 2010 - 08:33 .


#25
Ahglock

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B1NARY C0DE wrote...

Ahglock wrote...

B1NARY C0DE wrote...

Ahglock wrote...

kstarler wrote...

When playing an Adept, I use Heavy Throw, because I already have Pull Field and Singularity (and, in my opinion, it's more fun). As a Sentinel, I use Throw Field, because the other two abilities aren't available for husks/CC. And I too would like to see greater physics damage. At the very least, 1200 newtons of force should break some bones and force an enemy out of the fight, if not kill them outright. Especially if you're throwing them into a wall/crate/etc. But even if it doesn't, throwing guys off balconies and bridges is still plenty fun for me.


Actually 1200 newtons of force unless focussed into a really small point wont do crap on its own.  I had a thread about this a bit ago asking for science types, but punches easily get into 5,000+ newtons of force range, a tackle from a linebacker 10's of thousands of newtons of force.  They could have added a 0 and it would still be unimpressive.  The only "explanation" that makes it work to some degree is the idea that before the hit push reduces the mass of the target down quite a bit so the target goes flying across the room.

or it is a constant force on the target not a quick strike 


Constant force expalins why pull/lift gets you so far in the air.  But push is never described as a constant force and it visually does not look like one.  At most it is 1 second of force which is underwhelming. 


They do appear to float in the air though, like gravity is not at in work. 



Hmm, what would 1200 newtons do in an zero gravity situation? 


Probably quite a bit.  Which is why my assumption is combined with the puishing effect is a mass reducing field that knocks the target down to 0 mass or close to it, so they go flying like a ball from  a bat.