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Curving powers around cover


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#26
Zaxares

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I'm with the OP on this. I prefer instant-cast powers because I can just wait until the enemy ducks out of cover, then pop out and hit them with it. (In the case of Pull Field/Throw Field, this also automatically hits all enemies near them.) It's why I prefer giving Pull/Throw to my squadmates instead of taking them myself.

#27
kombra

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Zaxares wrote...

I'm with the OP on this. I prefer instant-cast powers because I can just wait until the enemy ducks out of cover, then pop out and hit them with it. (In the case of Pull Field/Throw Field, this also automatically hits all enemies near them.) It's why I prefer giving Pull/Throw to my squadmates instead of taking them myself.

If the squad version of Pull had some more upward momentum/lift, things would be perfect...

#28
mcsupersport

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The thing with Pull is the direction of Pull is in the direction in which the power hits them. This means if you loft the pull high, then they go up more, if you pull around a corner it floats them back out and so on. Throw does of course the opposite it pushes them in the direction the power is traveling. So if you loft Pull so they float up and then cast Throw low it launches them incredibly high(as long as ceiling don't get in the way).



How this effects squad powers is the direction is assumed to be a straight line between the squad member location and the enemy. Thus most all pulls will be a slow float towards the NPC who cast it. This can be very helpful if you know and understand what will happen, ie try the Krogan on Grunt's recruitment with your squad close to the start of the level, strip the armor and have Jacob cast pull to float them over the drops and bye bye Krogan. This can also hurt the effectiveness in the same mission, Blue Suns will NOT float over the railing on the high walkways to fall to their death and will often float into it and be hard to hit.



Once you get the hang of curving with a diagonal line being often the best way to get around cover, high and to the side, it can be immensely helpful in game play, not to mention down right fun. Basically saying have fun with the powers as much as be effective with them.

#29
Bozorgmehr

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Zaxares wrote...

I'm with the OP on this. I prefer instant-cast powers because I can just wait until the enemy ducks out of cover, then pop out and hit them with it. (In the case of Pull Field/Throw Field, this also automatically hits all enemies near them.) It's why I prefer giving Pull/Throw to my squadmates instead of taking them myself.


Squadmate Pull is useful, but Throw isn't. Throw's true power lies in insta-killing enemies. But in order to hurl them of platforms, send them into the stratosphere etc. requires aiming. You can't aim squadmate's Throw hence making it almost impossible or just dumb luck to have it insta-kill enemies (not mentioning the 9s cooldown, like Unstable Warp).

mcsupersport wrote...

So if you loft Pull so they float up and then cast Throw low it launches them incredibly high(as long as ceiling don't get in the way).


Using another biotic power on, an already ragdolled, target, and target hits the ceiling, is a death target. ;)

#30
mcsupersport

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Bozorgmehr wrote...



mcsupersport wrote...

So if you loft Pull so they float up and then cast Throw low it launches them incredibly high(as long as ceiling don't get in the way).


Using another biotic power on, an already ragdolled, target, and target hits the ceiling, is a death target. ;)


But they still go no higher than the ceiling!!!....:whistle:

As mentioned eariler about the direction of Squad powers, you can use them to throw people high or off platforms IF you pay attention to where they are versus the enemy you are trying to kill.  The insanely high cooldown is the biggest deterent to using it this way, why not use warp and hopefully damage other enemies?

#31
cpanda

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I kind of have to agree with the op. Im no expert on this game but I have done a number of insanity runs with multiple classes and find that curving powers can be really tough. I have the same problem of my powers hitting the cover the enemie I am aiming at. If I curve it up it shoots up and flies down hitting the top of their cover if I arc it to the side it will usually hit the side of the cover they're standing behind. I have done it but usually I knew it would hit because I could partially see behind the cover or knew I was at the enmies side instead of being face to face with them.



To many times my powers wouldn't connect and I would have to hide from the hail of gunfire. So I don't curve them anymore unless I'm out of options or no it's going to hit.



I do miss how in me1 powers just appeared. Like you were really creating them with your mind instead of in some video game and I miss how you didn't need to use cover the whole game except against Saren and his floaty board.

#32
Locutus_of_BORG

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I find curving powers pretty easy - but a lot of things are pretty easy on PC...

#33
Spartas Husky

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love curving.... honestly I wished Overload was an emp ball that shot out of my omni tool like incinirate. Would be awesome. Love curving is great. Dont have to wait to have foes stick out fo cover... and love just to see a ball of energy go nuts tracking the enemy lol

#34
eyrjedi

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I like aiming throw at the floor and throwing the enemy up in the air. Just had to be carefull not to hit the floor but get it just above.

This was fun on the bridge in Thanes recrutement as the enemy would fly off if time right. Would also save ammo.

#35
hong

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Just from the lore viewpoint, I never understood why biotic powers require hurling a little fizzing ball at the enemy. Biotics means powers of the mind, right? So I should be able to think "pull that guy over here" and he should be affected. You can add casting gestures to make it look suitably cinematic, but the power should be instacast.


#36
Bozorgmehr

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hong wrote...

Just from the lore viewpoint, I never understood why biotic powers require hurling a little fizzing ball at the enemy. Biotics means powers of the mind, right? So I should be able to think "pull that guy over here" and he should be affected. You can add casting gestures to make it look suitably cinematic, but the power should be instacast.


How would it be possible to aim? Try aiming your squadmate powers.

I can understand creating Singularities instantly and exactly where you want em, but powers like Throw have a direction, i.e. target is hurled somewhere. Thus Throw must be a projectile or it wouldn't "work" in the first place.

#37
mcsupersport

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I just always took it that you were using your implants to create a mass effect field in your hands area because it was easier to do up close and then one the field was created you cast it out to where you wanted. I don't know if this is actual lore, but this is what I took it to be.



Once you learn to curve powers, you also learn to be much more effective. As in the mentioned posts above, pull and throw curved allows you to move enemies in the direction you want them to go making it easier to kill them.


#38
The Spamming Troll

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Bozorgmehr wrote...

hong wrote...

Just from the lore viewpoint, I never understood why biotic powers require hurling a little fizzing ball at the enemy. Biotics means powers of the mind, right? So I should be able to think "pull that guy over here" and he should be affected. You can add casting gestures to make it look suitably cinematic, but the power should be instacast.


How would it be possible to aim? Try aiming your squadmate powers.

I can understand creating Singularities instantly and exactly where you want em, but powers like Throw have a direction, i.e. target is hurled somewhere. Thus Throw must be a projectile or it wouldn't "work" in the first place.



why would it matter if it was singularity and throw, or drone and cryo? throw worked in ME1 pretty well didint it? instacast means ill never feel frustrated when i miss an enemy becasue he ducked behind cover before my bio-ball makes contact. you can just run into more problems with flinging bio-balls around rather then instacasting. i sortof enjoy flinging bio-balls around. although i just wish my throw could penetrate walls and cover, becasue my vangaurd can use biotics to phase through the same things, not to mention his entire body and gear as well.

Modifié par The Spamming Troll, 15 janvier 2011 - 08:26 .


#39
Zaxares

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Bozorgmehr wrote...

Squadmate Pull is useful, but Throw isn't. Throw's true power lies in insta-killing enemies. But in order to hurl them of platforms, send them into the stratosphere etc. requires aiming. You can't aim squadmate's Throw hence making it almost impossible or just dumb luck to have it insta-kill enemies (not mentioning the 9s cooldown, like Unstable Warp).


Oh, I know. To be honest, Throw is probably the least used biotic power in all of my playthroughs. I only ever really use it for mass-killing of Husks, if I'm bringing along a squadmate that has Throw, but not Pull.

Modifié par Zaxares, 16 janvier 2011 - 12:56 .


#40
Roxlimn

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Area Throw can CC a bunch of enemies with low cooldown, in place of Area Pull. I believe the advantage is in the insta-kill, as mentioned, but Throw can also be used to deplete Barrier defenses. I think Heavy Throw is competitive (but not superior) with Heavy (or Unstable?) Warp in terms of Barrier depletion - it removes about half the amount Warp does, but at lower cooldown. This is useful for when you want to remain flexible about power deployment or only need to remove and already depleted Barrier defense.



Of course, you can also use Throw to lock down an enemy that no longer has defenses. It's less effective than Pull at doing this depending on the locality, but it is the more flexible power.