Questions about Slam
#26
Guest_m14567_*
Posté 27 décembre 2010 - 09:05
Guest_m14567_*
I've never really had any problems with squad cryo either. It's passive and even if they fall over behind cover, they aren't gonna be shooting at you for a further 4-5 seconds, which means less incoming fire. I guess it is all in how you play the game.
#27
Posté 27 décembre 2010 - 09:16
Kronner wrote...
I really don't know if we are talking about the same thing.
If you are Charging, you can't Warp bomb using Slam/Pull to set it up, because you are on a cooldown and most likely in the middle of an enemy group.
If you are not Charging, there is no problem with positioning squad, in most cases you don't even have to position them - they walk behind you all the time until you take cover (then they take cover near you as well)
/Charge (they teleport to your location if you are too far). Squadmate's position is irrelevant, as long as you keep them out of sight, which proved to be very easy to do for me.
If enemy falls behind cover because he is frozen then
a) you are not aggressive enough - they have enough time to take coverit is a long range encounter - Charge is not available, and you did not Warp bomb when the enemy was stripped of his/her defenses (Slam bomb is instant, hence no one can be frozen if you actually do the bomb)
If you kill fast enough, the effects of Cryo Ammo are rarely felt. I like it because it improves squadmates' survavibility from what I have seen and it gives me more ammo options.
I honestly have had very little issues doing Slam bombs. The only time it failed me was when the Slam bugged out - it did not lift the enemy - but it should have; unfortunately this affects Pull, Throw and Neural Shock as well (and probably more powers). Other than that I can't recall not doing an instant Slam bomb.
If I charge I frequently grab cover seconds after I charge because I am taking too much fire, which means I have time for a warp bomb combo. I am assuming it is a gameplay style that incorproates all of thw vanguard abilities, not just charge, not just slam-warp.
Even when I am not charging way to frequently squad members I placed behind cover got bored or something and decide to run in front of me.
Squard cryo hits a wide range of targets plenty of times people I am not currently shooting or within there gorup, so yeah no matter how aggreessive you play it can drop people behind cover.
I prefer more consistency. Being slightly less effective bothers me a whole heck of a lot less than the game bugging and having squad memebers run in front of me instead of staying in cover where I placed them so when I try to warp it takes forever and I miss.
Insert petty you are playing it wrong statement here.
#28
Posté 27 décembre 2010 - 09:25
Ahglock wrote...
If I charge I frequently grab cover seconds after I charge because I am taking too much fire, which means I have time for a warp bomb combo. I am assuming it is a gameplay style that incorproates all of thw vanguard abilities, not just charge, not just slam-warp.
Yeah, if Shep takes cover, squadmates tend to follow.
Ahglock wrote...
Even when I am not charging way to frequently squad members I placed behind cover got bored or something and decide to run in front of me.
Just like that? Like I said before, I see them running near me only when I am in cover; if I am on the move, they are behind me all the time; when I need them to stay back (e.g. first part of Korlus, I just order them behind cover and move my Shep to cover closer to the enemies)
Ahglock wrote...
Squard cryo hits a wide range of targets plenty of times people I am not currently shooting or within there gorup, so yeah no matter how aggreessive you play it can drop people behind cover.
I have not experienced this, usually most all enemies are shooting at me, if I am at the vanguard. The only times where enemy can fall behind cover that is out of reach is during the long range fights, and it won't happen if you nuke them with Slam+Warp.
Ahglock wrote...
I prefer more consistency. Being slightly less effective bothers me a whole heck of a lot less than the game bugging and having squad memebers run in front of me instead of staying in cover where I placed them so when I try to warp it takes forever and I miss.
I honestly do not have my squad running in front of me for no reason.
Ahglock wrote...
Insert petty you are playing it wrong statement here.
I never said anything like that.
It seems I have a completly different experience with the game then.
Modifié par Kronner, 27 décembre 2010 - 09:30 .
#29
Posté 27 décembre 2010 - 09:27
Kronner wrote...
I honestly have had very little issues doing Slam bombs. The only time it failed me was when the Slam bugged out - it did not lift the enemy - but it should have; unfortunately this affects Pull, Throw and Neural Shock as well (and probably more powers). Other than that I can't recall not doing an instant Slam bomb.
This is a general problem with powers in Mass Effect 2 - both biotics and cryo effects can cause weird situations where the game correctly applies graphical and characteristic modifiers to the enemy (so the enemy will still glow blue/white and can be warp detonated/shattered) but the effects on their movement aren't made (rather than floating or frozen, they're acting normally).
The point I'm making is that, while Pull may bug out in terms of physics effect, it still functions as a primer for warp bombs. Slam, I have no idea - as it only primes an enemy in the lifiting portion and not the actual slam, and hence I've no idea whether this bug would actually stop you from warp bombing. Could be worth a test but the bug seems to happen randomly
Modifié par JaegerBane, 27 décembre 2010 - 09:27 .
#30
Posté 27 décembre 2010 - 09:34
JaegerBane wrote...
This is a general problem with powers in Mass Effect 2 - both biotics and cryo effects can cause weird situations where the game correctly applies graphical and characteristic modifiers to the enemy (so the enemy will still glow blue/white and can be warp detonated/shattered) but the effects on their movement aren't made (rather than floating or frozen, they're acting normally).
The point I'm making is that, while Pull may bug out in terms of physics effect, it still functions as a primer for warp bombs. Slam, I have no idea - as it only primes an enemy in the lifiting portion and not the actual slam, and hence I've no idea whether this bug would actually stop you from warp bombing. Could be worth a test but the bug seems to happen randomly
Yeah, I do know for a fact that if Slam actually hits and fails (to lift) then the enemy glows blue and can be detonated.
You can also lift (Slam) a frozen enemy and detonate him with Warp, though this is not 100% reliable.
#31
Posté 27 décembre 2010 - 09:36
Kronner wrote...
Yeah, I do know for a fact that if Slam actually hits and fails (to lift) then the enemy glows blue and can be detonated.
So why do you say that 'it was the only time it failed'? Did they run out of line of sight?
#32
Posté 27 décembre 2010 - 09:48
JaegerBane wrote...
Kronner wrote...
Yeah, I do know for a fact that if Slam actually hits and fails (to lift) then the enemy glows blue and can be detonated.
So why do you say that 'it was the only time it failed'? Did they run out of line of sight?
Sometimes Slam fails to hit the enemy altogether - caused by me using it at the wrong time (too soon) - enemy is far and behind cover - I see his head and part of the torso, then attempt to use Slam and it does not hit the enemy, it hits the cover instead; waiting for a bit or Pull would be better in this case.
Sometimes Slam does hit, but enemy is not lifted and Warp will not hit him behind cover. Happened to me several times on Korlus. In the open it is fine though.
Modifié par Kronner, 27 décembre 2010 - 10:07 .
#33
Posté 28 décembre 2010 - 01:29
I've only played with Slam for one playthrough now, but I would say, if you like Squad Cryo and Inferno Ammo go with Slam, and if you don't care much for Squad Cryo or want another Bonus Power go Pull Field. Their niche is pretty much the same, both add convenience just in different forms and tastes, so once again your mileage may vary
#34
Posté 29 décembre 2010 - 01:06
Yup/Kronner wrote...
Yeah, if Shep takes cover, squadmates tend to follow.
Kronner wrote...
Just like that? Like I said before, I see them running near me only when I am in cover; if I am on the move, they are behind me all the time; when I need them to stay back (e.g. first part of Korlus, I just order them behind cover and move my Shep to cover closer to the enemies)
Well you can't always run forward. What usually happens is group X is behind cover I turn the corner to take them out and my squadie decide dto flank them on the other side. Awesome tactic, except when I'm trying to warp bomb.
Kronner wrote...
I have not experienced this, usually most all enemies are shooting at me, if I am at the vanguard. The only times where enemy can fall behind cover that is out of reach is during the long range fights, and it won't happen if you nuke them with Slam+Warp.
I'm unlucky I guess.
Kronner wrote...
I honestly do not have my squad running in front of me for no reason.
I never said anything like that.
It seems I have a completly different experience with the game then.
Our differences might not be that different, I may have a much smaller tolerence for bug deaths. I'll happily die a 100 times when trying out somethign new, and get pissed off every time I die because of a biotic bug or a charge bug, or idiot squadies leaving cover. I remember every time this kind of crap happens, I don't remember when I get killed because I didn't see the pyro around the corner. And sorry if I took your comments wrong.
Modifié par Ahglock, 29 décembre 2010 - 01:07 .
#35
Posté 20 mars 2011 - 02:45
I totally love the idea of using it for warp bombs. I'm about to equip it for Tally's recruitment mission.
And totally off topic- where the hell did the search option in the forums go? I can't seem to find it, duh! Thanks in advance.
#36
Posté 20 mars 2011 - 02:50
mi55ter wrote...
Hi guys, just thinking about using Slam meself too on my Soldier. 2 questions- which maxed evo is better?
I totally love the idea of using it for warp bombs. I'm about to equip it for Tally's recruitment mission.
Heavy has a little longer lift duration - and that's the window to warp detonate.
And totally off topic- where the hell did the search option in the forums go? I can't seem to find it, duh! Thanks in advance.
Searching was killing the BW servers. I heard they temporally removed it due to DA2. When things calm down it should return.
BTW, it's usually better (and much faster) to use Google or something to search the BW forum.
#37
Posté 22 mars 2011 - 04:02
Thanks! BTW, totally love your vids, and subscribed on youtube. Keep 'em comin!Bozorgmehr wrote...
mi55ter wrote...
Hi guys, just thinking about using Slam meself too on my Soldier. 2 questions- which maxed evo is better?
I totally love the idea of using it for warp bombs. I'm about to equip it for Tally's recruitment mission.
Heavy has a little longer lift duration - and that's the window to warp detonate.And totally off topic- where the hell did the search option in the forums go? I can't seem to find it, duh! Thanks in advance.
Searching was killing the BW servers. I heard they temporally removed it due to DA2. When things calm down it should return.
BTW, it's usually better (and much faster) to use Google or something to search the BW forum.
#38
Posté 22 mars 2011 - 04:39
I know I'm a bit late to talk about the cryo issue, but you shouldn't experience too many conflicts as long you wait until after a target is frozen before using biotics.
#39
Posté 10 avril 2011 - 10:14
#40
Posté 10 avril 2011 - 07:27
Autoclave wrote...
reviving this thread. Is this the best power to shatter frozen enemies?
I find that Throw, Charge, or gunfire is better. Even Concussive Shot can work. I find slam does not have nearly enough force to shatter frozen enemies unless they are low on health, at which point most direct-damage powers will work.
#41
Posté 10 avril 2011 - 07:46
***ALSO, if you've ever played a VG class before you then you know how irritating "charge fail" can become. While its not the perfect solution if you're charging an enemy with their shields down and you get a fail then you should still be able to CC them long enough for you to get into cover and reset. This way you aren't cursing as much on insanity when you get killed by some lonely LOKI after you killed his ten other friends in a beautiful combat performance.





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