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Singularity vs. Stasis vs. Flashbang


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#1
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These are the three through-defense CC powers available in ME2.

One is a class unique power for Shepard, but severely nerfed from its ME1 version due to the general biotics-nerfing movement. Two are Loyalty powers from two of the most highly-accclaimed DLCs, and both are generally considered phenomenally good powers with very wide applicability.

My question is, how do you compare them to each other? My strong feeling is that Singularity is replaced by Stasis in some situations (vs. single strong enemy who is not Harbinger) and Flashbang in other situations (vs. Harbinger or groups of weak enemies). The only advantage Singularity has is its short cooldown on Shepard: Consider that Liara's Singularity has 20 seconds cooldown (4.5 for Shep), while her Unstable Warp has 9 seconds cooldown (6 for Shep).

So, in order to eliminate the effect of cooldown, imagine Singularity, Stasis, Flashbang all having 6-second cooldowns. Everything else is unchanged. There are no biotic upgrades. How do you rank these three powers then?

Finally, keep in mind that most class unique powers (Adrenaline Rush, Cloak, Tech Armor, Charge) are vastly more powerful than any Loyalty Power (Reave, Stasis, whatever).

Modifié par iOnlySignIn, 17 janvier 2011 - 05:12 .


#2
Veovim

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I can think of two advantages of singularity over stasis:



1) You can still shoot the enemy caught in the singularity with your guns quite easily. If there are more than one or two enemies around, taking advantage of the damage bonus from stasis can be difficult because there's a good chance the enemy will fall down behind cover, so you need to be up close and personal. Maybe that isn't such a big deal for an expert at CQC, but I won't claim to be one.



2) If you strip the enemy's defense quickly enough, there will be a charge left on singularity to ragdoll the enemy, setting you up for a quick warp bomb without needing help from your squad.

#3
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Veovim wrote...

1) You can still shoot the enemy caught in the singularity with your guns quite easily. If there are more than one or two enemies around, taking advantage of the damage bonus from stasis can be difficult because there's a good chance the enemy will fall down behind cover, so you need to be up close and personal. Maybe that isn't such a big deal for an expert at CQC, but I won't claim to be one.

2) If you strip the enemy's defense quickly enough, there will be a charge left on singularity to ragdoll the enemy, setting you up for a quick warp bomb without needing help from your squad.


You can control the exact moment Stasis wears off simply by casting another Stasis. This allows you to, say, time a Widow headshot to the exact moment a Stasis wears off (just as the enemy *starts* to fall to the gound). Or, as you say, you can get in close.

Usually where Warp Bombs are good, Flashbang is just as good. Remember that Warp Bomb is a 2~3 power combo, so you should comapre its effect to say, double Flashbangs from Shep/Kasumi, or Stasis/Flashbang from Shep/Kasumi, or dual Stasis from Shep/Liara. Actually, Stasis/Flashbang is a good combo. Stasis the Vanguard/Engineer. Flashbang the regular mooks. Fire at will.

#4
Doctah T

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There's combat drone for engineers, too. It's on a three second cooldown, and will distract any enemy except for praetorians and gunships. It's quick, low CD, works through defenses, and allows you to use all of your other powers.



That said, I've never used flashbang, but I prefer stasis over singularity. The damage boost when an enemy falls out of stasis is a big selling point.

#5
Tony Gunslinger

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I think Singularity and FB are very similar in terms of ther function, both are used to pre-empt an attack, so the delay is there allowing you to move/attack before it hits the target. But I don't think Singularity can be replaced because it causes warp detonation, something FB can't do. Also FB isn't that great against just one enemy (unless it's an elite sometimes), whereas you can use Singularity to set up a chain of warp bombs with just one enemy caught in it (singularity > one target > warp bomb > blows surrounding enemies' defenses > pull field > warp bomb etc)

#6
Bozorgmehr

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Yeah, Singularity's greatest strength is its synergy with the Adept's other biotic powers. It can be used in many different ways and its long duration gives it great utility. Flashbang doesn't even comes close to Singularity in my book.

That doesn't mean FB isn't a great power; check Tony Gunslinger's sig to see what it can do. The problems I have with FB is aiming (throwing an grenade isn't as accurate as using powers IMHO) and the delay before detonating. It's also quite erratic - sometimes all nearby enemies are affected, but sometimes it doesn't have any effect whatsoever (I've thrown a couple grenades towards Harbinger, bouncing of his chest and exploding right in front of him - nothing, no effect). I prefer using Kasumi's, her's instant hence easier to use.

There are still things about Flashbang Grenades I don't understand, like the example mentioned earlier, but FB can instakill armored-husks sometimes. I have no clue why or how, but it does - this makes it a formidable weapon versus Husks.

Stasis should be an Adept only power. It should have been the unique power of the Adept (combined with Singularity) when ME2 was released IMHO. Stasis works very well with Singularity - there durations and cooldowns are such that it's quite easy to CC 2 (or more / powerful) enemies simultaneously.

#7
NICKjnp

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Bozorgmehr wrote...

Yeah, Singularity's greatest strength is its synergy with the Adept's other biotic powers. It can be used in many different ways and its long duration gives it great utility. Flashbang doesn't even comes close to Singularity in my book.
That doesn't mean FB isn't a great power; check Tony Gunslinger's sig to see what it can do. The problems I have with FB is aiming (throwing an grenade isn't as accurate as using powers IMHO) and the delay before detonating. It's also quite erratic - sometimes all nearby enemies are affected, but sometimes it doesn't have any effect whatsoever (I've thrown a couple grenades towards Harbinger, bouncing of his chest and exploding right in front of him - nothing, no effect). I prefer using Kasumi's, her's instant hence easier to use.
There are still things about Flashbang Grenades I don't understand, like the example mentioned earlier, but FB can instakill armored-husks sometimes. I have no clue why or how, but it does - this makes it a formidable weapon versus Husks.
Stasis should be an Adept only power. It should have been the unique power of the Adept (combined with Singularity) when ME2 was released IMHO. Stasis works very well with Singularity - there durations and cooldowns are such that it's quite easy to CC 2 (or more / powerful) enemies simultaneously.


Stasis is my favorite power for an adept.  And you should have posted your video of a stasis adept with Kasumi on Horizon.  That combo is probably the best CC in game.

#8
Siansonea

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I'm not a fan of Flashbang. Mainly because it's named "Flashbang", which sounds like a cross between a Flash Mob and a Gang Bang. Ixnay.

#9
xlavaina

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I think that stasis was incredibly useful in LotSB, especially on insanity. It saved me more times than I can count on two hands.



Also, using stasis on the Telsa battle is incredibly useful. Use it on her right before she charges at you, and the charge is instantly defused, and she'll be vulnerable for an incredibly long time afterwards.

#10
Esquirian

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Ah Ah. I'm kind of a lurker here but you are all missing singularities biggest advantages. One, its amazing duration. You can pop that thing down and anything without armor or shields will be stopped in its tracks for a few minutes. And another, flashbang may occasionally kill a husk, but again, pop a singularity on the floor where DOZENS of them are spawning up and they all die the instant they try and run through

#11
Siegdrifa

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The purpose is not the same, even when used as a defence.



If you need more defence, go for stasis, it work against ennemy with defence (shield / armor), at best, singularity would just slow them for 1second.



If ennemy doesn't have defence, use singularity, it's is main purpose, taking out of cover ennemy with no defence. Why defend your-self by stuning an ennemy when you can actualy kill him, it's the best way to protect your self from him.



If you have enough experience, don't take stasis or flash bang, other power are better to your offence/defence build, but if you find yourself diyng too often, keep stasis, especialy on insaniy.

#12
tonnactus

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Doctah T wrote...

There's combat drone for engineers, too. It's on a three second cooldown, and will distract any enemy except for praetorians and gunships.


And geth hunters.

Modifié par tonnactus, 17 janvier 2011 - 11:20 .


#13
The Spamming Troll

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in my opinion stasis means i dont have to play an adept, a vangaurd, or a sentinel if i want an extremely gifted CCer. i can play a soldier with stasis and essentially do the exact job an adept should be doing, and ill have all the weapons and AR to boot.



stasis means adepts are pointless, unless warp explosions give you boners.

#14
Doctah T

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tonnactus wrote...

Doctah T wrote...

There's combat drone for engineers, too. It's on a three second cooldown, and will distract any enemy except for praetorians and gunships.


And geth hunters.


Oh, my bad. I wanna say there's one more, but I can't quite remember. It even works on the Oculus. 

#15
Veovim

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Siegdrifa wrote...

If you need more defence, go for stasis, it work against ennemy with defence (shield / armor), at best, singularity would just slow them for 1second.

If ennemy doesn't have defence, use singularity, it's is main purpose, taking out of cover ennemy with no defence. Why defend your-self by stuning an ennemy when you can actualy kill him, it's the best way to protect your self from him.

Slow them for only one second?  Are you upgrading to heavy singularity or wide?  On insanity, heavy is definitely the way to go--it has more charges, and the smaller radius means you won't catch extra enemies accidently (you usually only want to be targeting one enemy at a time with it).  As long as you're not trying to hold a whole crowd of enemies at once, it should last at least four seconds.  If you're fighting harbinger, that's long enough for you to recast singularity.  If you're trying to set up a warp bomb and deplete the enemy's shields quickly enough (not that hard to do to generic grunts), the enemy will stop chewing through charges quickly and the singularity will last even longer (until you detonate it, that is).

If an enemy already lacks defenses, pull field is arguably a better option--it moves faster, and has an even shorter cooldown to launch your warp bomb.  If you just want the enemy out of cover you can also curve the power to determine where the enemy goes flying, whereas singularity just sort of launches them up in a random direction (which is sometimes useful, sometimes not).  The main reason I can think of to use singularity instead is if you don't have enough points left over to get the area upgrade for pull, although I've found it to be quite useful even without.

#16
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^ Yes, that is one point I forgot to make. If enemies are without defense already, then Pull Field is usually a better Warp Bomb setup than Singularity, especially because it has a wider radius than Heavy Singularity and has no hold number limits. It also works much better on mobile enemies. For example you can Pull Field mooks flying in on trucks on top of Hotel Azure before they land (Area Overload first). Singularity will travel slower and hold less enemies.

Modifié par iOnlySignIn, 18 janvier 2011 - 04:45 .


#17
Siegdrifa

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Veovim wrote...

Siegdrifa wrote...

If you need more defence, go for stasis, it work against ennemy with defence (shield / armor), at best, singularity would just slow them for 1second.

If ennemy doesn't have defence, use singularity, it's is main purpose, taking out of cover ennemy with no defence. Why defend your-self by stuning an ennemy when you can actualy kill him, it's the best way to protect your self from him.

Slow them for only one second?  Are you upgrading to heavy singularity or wide?  On insanity, heavy is definitely the way to go--it has more charges, and the smaller radius means you won't catch extra enemies accidently (you usually only want to be targeting one enemy at a time with it).  As long as you're not trying to hold a whole crowd of enemies at once, it should last at least four seconds.  If you're fighting harbinger, that's long enough for you to recast singularity.  If you're trying to set up a warp bomb and deplete the enemy's shields quickly enough (not that hard to do to generic grunts), the enemy will stop chewing through charges quickly and the singularity will last even longer (until you detonate it, that is).

If an enemy already lacks defenses, pull field is arguably a better option--it moves faster, and has an even shorter cooldown to launch your warp bomb.  If you just want the enemy out of cover you can also curve the power to determine where the enemy goes flying, whereas singularity just sort of launches them up in a random direction (which is sometimes useful, sometimes not).  The main reason I can think of to use singularity instead is if you don't have enough points left over to get the area upgrade for pull, although I've found it to be quite useful even without.


I prefer the wide singularity, because i do the opposite of what you say, i don't want to target one ennemy at a time and because it can pull all ennemy nearby without defence, i never saw an unanticipated trajectory of the body due to singularity, it depend where the ennemy get caught.
I use pull when my singularity is already well place on the battle field and i still need to pull another target on the other side.

So, for me it's not to choose between singularity over pull, i use both at the same time during the game.

Set up a warp bomb is not realy a concerne for me, i don't use it often because it's effective and an easy kill.
I use warp bomb usualy when i need to kill fast, like during collector mission or other mission with a timer, other wise, i usualy kill the floating target by a head shot with my heavy gun, rotating body is a fun target practice for head shot.

Modifié par Siegdrifa, 18 janvier 2011 - 08:15 .


#18
Siegdrifa

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iOnlySignIn wrote...

^ Yes, that is one point I forgot to make. If enemies are without defense already, then Pull Field is usually a better Warp Bomb setup than Singularity, especially because it has a wider radius than Heavy Singularity and has no hold number limits. It also works much better on mobile enemies. For example you can Pull Field mooks flying in on trucks on top of Hotel Azure before they land (Area Overload first). Singularity will travel slower and hold less enemies.


It's better to send singularity before the shield is down, it can help taking out the few% of remaining shield on the target then he get pulled, and your power are already ready to go at that time.

And i agree, singularity is not to send on a moving target, pull is faster., but it's better to use both than just one, because nothing forbide you to place a singularity somehere and still use pull elsewhere on the battle field.

Modifié par Siegdrifa, 18 janvier 2011 - 08:09 .


#19
Bozorgmehr

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Siegdrifa wrote...

If you need more defence, go for stasis, it work against ennemy with defence (shield / armor), at best, singularity would just slow them for 1second.

Wide Singularity is useless on Insanity. It's counter-productive: due to its short duration and not being capable to hold multiple enemies (wider radius = more enemies = 1 second before it pops = useless)

If ennemy doesn't have defence, use singularity, it's is main purpose, taking out of cover ennemy with no defence. Why defend your-self by stuning an ennemy when you can actualy kill him, it's the best way to protect your self from him.

Enemies without defenses are much better and faster dealt with using Pull and/or Throw - Singularity's strength is to hold protected enemies in place, not unprotected.

If you have enough experience, don't take stasis or flash bang, other power are better to your offence/defence build, but if you find yourself diyng too often, keep stasis, especialy on insaniy.

What powers are you talking about exactly? Stasis is the best bonus power for Adept IMHO.

I prefer the wide singularity, because i do the opposite of what you say, i don't want to target one ennemy at a time and because it can pull all ennemy nearby without defence, i never saw an unanticipated trajectory of the body due to singularity, it depend where the ennemy get caught.

Wide Singularity cannot hold multiple enemies and the added radius is pretty redundant.

I highly recommend Heavy Singularity playing on Insanity. Because it can hold 3-4 enemies for 4-5 seconds, it will hold Harby, Scions, Elites, Bosses, Krogan, Geth Hunters etc etc for at least 7-8 seconds (Bastion). One Heavy Singularity can fully strip a normal enemy's defense (shield, barrier, armor) and get target into the air in one go (ready to be Thrown of the map or Warp detonated if there are enemies nearby).

#20
Siegdrifa

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Bozorgmehr wrote...

Siegdrifa wrote...

If you need more defence, go for stasis, it work against ennemy with defence (shield / armor), at best, singularity would just slow them for 1second.

Wide Singularity is useless on Insanity. It's counter-productive: due to its short duration and not being capable to hold multiple enemies (wider radius = more enemies = 1 second before it pops = useless)

If ennemy doesn't have defence, use singularity, it's is main purpose, taking out of cover ennemy with no defence. Why defend your-self by stuning an ennemy when you can actualy kill him, it's the best way to protect your self from him.

Enemies without defenses are much better and faster dealt with using Pull and/or Throw - Singularity's strength is to hold protected enemies in place, not unprotected.

If you have enough experience, don't take stasis or flash bang, other power are better to your offence/defence build, but if you find yourself diyng too often, keep stasis, especialy on insaniy.

What powers are you talking about exactly? Stasis is the best bonus power for Adept IMHO.

I prefer the wide singularity, because i do the opposite of what you say, i don't want to target one ennemy at a time and because it can pull all ennemy nearby without defence, i never saw an unanticipated trajectory of the body due to singularity, it depend where the ennemy get caught.

Wide Singularity cannot hold multiple enemies and the added radius is pretty redundant.

I highly recommend Heavy Singularity playing on Insanity. Because it can hold 3-4 enemies for 4-5 seconds, it will hold Harby, Scions, Elites, Bosses, Krogan, Geth Hunters etc etc for at least 7-8 seconds (Bastion). One Heavy Singularity can fully strip a normal enemy's defense (shield, barrier, armor) and get target into the air in one go (ready to be Thrown of the map or Warp detonated if there are enemies nearby).


Because wide singularity doesn't satisfy you doesn't mean it's not usefull, end of the line.
(saying wide singularity is useless and contre productive in insanity is just bull ****)

I have done already 4 playthrough in insanity with an adept, 1 with heavy singularity, 3 with wide singularity.
I prefer the wide singularity because:
1) it take out ennemy behind thick cover
2) it hold  in air multi target and in enough number (3/4 target, i hardly get more in my screen at one place anyway)
3) it hold them in air long enough for me to kill them
3) the singularity last enough time before i choose to send another one in another place on the battle field.

so , I DON'T NEED a stronger singularity because it would be useless to me, ennemy die fast enough

Enemies without defenses are much better and faster dealt with using Pull and/or Throw - Singularity's strength is to hold protected enemies in place, not unprotected.

I don't use singularity to hold ennemy with defence ....  i don't throw a singularity to pull a passing ennemy without defence... (wonder if you actualy read my post).
Don't be stuborn and think the only way to play good is your way.
I use wide singularity as a trap to take out of cover multi target behind crates, not to hold protected ennemy, why ? because wide singularity is better fit for that., and because it's my way of playing it and it works just fine.

The radius of the wide singularity will pull ennemy beind thick cover, it's the main reason i have stoped to use heavy singulary, not because heavy singularity better or badder, but because it doesn't suite the way i play, and i need a wider singularity radius.


If you want to use heavy singularity to hold ennemy with defence, suite yourself, but don't come here pretending that IF you don't use singularity to hold ennemy with defence, singularity is used the wrong way.
And in the first place, why me, i should use singularity to hold an ennemy with defence ? i don't mind them at all and none are dangerous, because i know what to do to never let them become a danger.

For this same reason, i don't use stasis.
Stasis is a great sub power for adept (i never denied that and always suggested it for adept having too much trouble), a good way to save your ass because most of the power we have won't work on ennemy with defence. But with my experience i would NOT use it, so don't comme here and say it is the best power for adept, because good power is something you find usefull, and what is usefull for you doesn't mean it's usefull for me.

This is a forum where people should share their way of playing instead of forcing their own way over other that are just different and NO LESS effective or enjoyable.

Modifié par Siegdrifa, 18 janvier 2011 - 11:59 .


#21
Bozorgmehr

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Siegdrifa wrote...

Because wide singularity doesn't satisfy you doesn't mean it's not usefull, end of the line.
(saying wide singularity is useless and contre productive in insanity is just bull ****)

A CC power's suposed to hold enemies in place but if it doesn't - sounds pretty useless to me. You even said it yourself:

If you need more defence, go for stasis, it work against ennemy with defence (shield / armor), at best, singularity would just slow them for 1second.

Singularity is the unique power of the Adept and it's strenght is its effect on protected enemies - lasting only one second isn't helpful - you can even use Pull and Throw to stagger protected enemies for a brief moment if that would be the goal.

I have done already 4 playthrough in insanity with an adept, 1 with heavy singularity, 3 with wide singularity.
I prefer the wide singularity because:
1) it take out ennemy behind thick cover
2) it hold multi target and in enough number (3/4 target, i hardly get more in my screen at one place anyway)
3) it hold them in air long enough for me to kill them


1) Singularities can be arc-ed, there isn't one place in the ME2 universe (I can think of) where Wide can get enemies out of cover where Heavy could not.
2) Yes, but only for one or a couple seconds at best; Heavy will hold more enemies and hold them at least twice as long.
3) You don't need Singularity against unprotected enemies, Pull (Field) will keep enemies in the air longer, makes them easier to target and is on a shorter cooldown.

so , I DON'T NEED a stronger singularity because it would be useless to me, ennemy die fast enough

You don't need biotic at all to complete the game - don't see your point here. I'm only trying to explain Heavy is more powerful and more effective than Wide.

I don't use singularity to hold ennemy with defence ....  i don't throw a singularity to pull a passing ennemy without defence... (wonder if you actualy read my post).
Don't be stuborn and think the only way to play good is your way.
I use wide singularity as a trap to take out of cover multi target behind crates, not to hold protected ennemy, why ? because wide singularity is better fit for that., and because it's my way of playing it and it works just fine.

The radius of the wide singularity will pull ennemy beind thick cover, it's the main reason i have stoped to use heavy singulary, not because heavy singularity better or badder, but because it doesn't suite the way i play, and i need a wider singularity radius.

To get this straight, you're using Singularity only to get enemies out of (thick) cover?

And I've never said you're using it wrong. I did say there's more to Singularity than the things you've listed in this thread. To consider Singularity a great anti-cover power places it next to Shockwave in terms of usefulness and that ain't something to be proud of IMHO.

If you want to use heavy singularity to hold ennemy with defence, suite yourself, but don't come here pretending that IF you don't use singularity to hold ennemy with defence, singularity is used the wrong way.
And in the first place, why ME, i should use singularity to hold an ennemy with defence ? i don't mind them at all and none are dangerous, because i know what do to never let them become a danger.

For this same reason, i don't use stasis.
Stasis is a great sub power for adept (i never denied that and always suggested it for adept having too much trouble), a good way to save your ass because most of the power we have won't work on ennemy with defence. But with my experience i would NOT use it, so don't comme here and say it is the best power for adept, because good power is something you find usefull, and what is usefull for you doesn't mean it's usefull for me.

There's no need to get angry or personal. You're accusing me for speaking my mind while you're doing the exact same thing.

The best thing about Singularity is its effect on protected enemies - Adepts don't need Singularity at all if enemies didn't have protection in the first place. Using it on one or multiple enemies with defenses will stop them, they can't attack you, giving time and opportunity to remove their defenses with other (squad)powers and/or weapons. You want Singularity to last long enough to get target(s) into the air so you can use your other biotic powers twice as effective. Heavy Singularity does this exceptionally well, Wide does not (it pops too soon). This is not about personal preference, this is how it works in-game on Insanity.

My question regarding Stasis was about the bonus power your Adept uses instead because you've said:

If you have enough experience, don't take stasis or flash bang, other power are better to your offence/defence build, but if you find yourself diyng too often, keep stasis, especialy on insaniy.

What bonus power are you using and how does it make your Adept a more potent fighter? I'd like to know that coz I've tried most powers and for me it's: Stasis, Barrier, Dominate or Energy Drain (vs Geth only) - all the other bonus powers don't improve the way in which I can play my Adept.

This is a forum where people should share their way of playing instead of forcing their own way over other that are just different and NO LESS effective or enjoyable.

I'm not forcing anything - I don't know where you get that.

Enjoyment is personal, but effectiveness isn't. You may not like it (I certainly don't) but on Insanity there isn't much of a choice when it comes down to effectiveness; Heavy >>>> Wide Singularity. Just like Heavy >>>> Area Charge, and Assault >>>> Power Armor. That 'course doesn't mean one cannot use the 'weaker' version, but in a way one is gimping oneself doing so.

P.S. I love biotics and Adept is my favorite class. I even uploaded a couple dozen vids how I play my Adept and to show biotics are great on Insanity. I'm trying to help people to get the most out of the Adept's powers and skills coz there's still a lot of complaining about the biotics vs defenses thing. Singularity is the only power Adepts have that works well against protected enemies - if someone argues it isn't then I will respond.

#22
Siegdrifa

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Too much quote kill the quote.

Saying a cc power is useless when it can't holld an ennemy in position is a matter of how you see it.

I don't see singularity as the same degree of cc as stasis.
Stasis is a pur cc and is by that way more limited than singularity.
What actualy singularity do, it's a sort a vacum sphere that suck everything within his radius.
Singularity offer 2 effects on target (stasis offer one effect).
1) ennemy without protection get pulled and hold in air
2) ennemy with protection get regulary annoyed by the vacum effect, interupting their action.... resulting in a kind of cc until singularity power is over, and damaging little by little their defences.

Arguing just the use of 1) or 2) is meant for insanity would be retarded.
In fact it's 1) AND 2), now if a player choose / don't find intrest in 1) or 2) is definied by his play style and how he likes to play.

You say you are not forcing anything, and just after you write that still one is better than another... for the way you play no doubt, but it's not the only way, even to be effective.

So, my point about why i don't take heavy singularity is.
I don't need it for 2) or rarely because their defence never matter to me, so heavy singularity -1
I don't need my singularity to last longer, ennemys are dead before, so heavy singularity -2
I don't need my singularity to hold in air more target because it i never have enough ennemy at the same place for that, so heavy singularity -3
Do you understand what i mean? why should i drive a car for 80 kilometre when i know i'm arrived in 40?
It's totaly about play style and preference.
The only thing my wide singularity doesn't do is, interrupting serval second an ennemy with defence, and then, i don't care about that, it's not a concern, i don't need to paralise / interupt any ennemy when i play.

May be little detail i need to explain about where i use wide singularity, i try to never stick it on body's ennemy, because since it's weaker than heavy version, it would desapear quicly, instead, i put it on crater or other objet where ennemy use as a cover because:
1) it suck their defence slowly
2) the singularity cores is not touched by bodys ennemy so it last longer than just send it righ in their faces.

Like i said, i usualy send my wide singularity when many ennemys are gathered behind a cover, so NO i don't wast my time about wonder that pulling is better with pull field instead in of singularity, i pull with singularity at a place, and with pull at the same time but to another place of the battle field.

If you use warp bomb, when you pull with "pull", you have to wait a little for you cd (so short, doesn't matter), but if instead you use wide singularity as trap place (like a spider web), when it pull an ennemy out of his cover your power are already ready to go, because your trap was placed some second before and will last again a certain time.

About the bonus power i used, the one that i prefer was the biotic shiled, because it helps me spend less time behind cover and spending more time to shoot / strip ennemy's defence.
But 99% the the game can be done with only smg and heavy pistol, no power, so it's definitly a play style choice and not a crucial choice.


If you value more effectivement over play still enjoyment, i don't agree, and i'm not talking nonsens about "i love kill the armor defence only with smg", witch would be a good waste of time and ammo.
I value enjoyment and good kill over over effectivenes and fast kill.
That's why don't use warp bomb or throw if ennemy can fall too often.


I love adept to because i can do many thing on my own that i canno't with other classe unless i carefuly choose my squadmate.
Never tryed duc hunt with shockwave and heavy pistol on someone hidding behind a crate? it's a lot more fun than warp bomb, just my opinion.

1) Singularities can be arc-ed, there isn't one place in the ME2 universe (I can think of) where Wide can get enemies out of cover where Heavy could not.
2) Yes, but only for one or a couple seconds at best; Heavy will hold more enemies and hold them at least twice as long.
3) You don't need Singularity against unprotected enemies, Pull (Field) will keep enemies in the air longer, makes them easier to target and is on a shorter cooldown.

quoting just that because i can't let it pass.
1) can be arced, like all power, but instead of other power, i prefer to avoir direct contact with their body and singularity core, reason explained above
2)if you are taliking about ennemy with defence, i don't use singularity for that, they are not a menace to me, if you talk about hold ennemy in air, it's long enough for me to kill them, i don't need it to be longer.
3)like i said above, i use both singularity and pull and some time at the same time because it allow to pull on the left AND on right of the battle field for exemple.

PS: i'm not arguing wide singularity is better than the heavy just in case, i'm telling why heavy singularity is useless to me, and not saying it is useless for the game okay, to ME.
One thing i totaly agree with you is, when people argue that adept is a useless class and underpowered, like very often, the real problem is between the chair and the keyboard, but it's sadly true that's it's not the most easy classe to start with.

Modifié par Siegdrifa, 18 janvier 2011 - 02:18 .


#23
Bozorgmehr

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I don't think you understand what I'm trying to say. The problem with Wide is duration. On paper it looks good, a wider radius is always nice. But the problem is the extra radius. It is more likely to affect more enemies and more enemies reduce (Wide's) duration drastically. A Singularity has to last long enough (on protected enemies) to allow Shep & Co to remove defenses so Singularity will get them in the air ready to be warped into oblivion or thrown of the map.

Example: Wide Singularity (no upgrades or other bonuses) vs a single Krogan: 7 s (base duration) * 0.8 (Insanity duration penalty) * 0.7 (enemy rank penalty, Krogan) = 3.9 seconds that's not long and Singularity is on a base 4.5 s cooldown. Wide Singularity cannot disable a single Krogan.

Heavy Singularity (no upgrades or other bonuses) vs a single Krogan: 9 s (base duration) * 0.8 (Insanity duration penalty) * 0.7 (enemy rank penalty, Krogan) = 5.1 seconds that's long enough to disable one Krogan permanently.

Do note this example is versus one enemy only, adding more enemies has a huge effect on Wide's duration, and limited effect on Heavy. Hence my argument that Heavy is better, it can at least disable enemies for a reasonable amount of time - Wide will pop before cooldown is ready again (especially with multiple enemies within its radius). And to add the other powers into the mix, this also means your Adept has less time/opportunity to cast other powers. Having to recast Singularity constantly coz the previous one dissolved doesn't allow much use of Pull and Throw - the best and most effective powers versus unprotected enemies.

There is nothing that makes Wide worthwhile, the added radius makes it worse instead of better at what it does. This is not preference, but how it works in-game. If Bioware had designed Wide that it had better radius AND could hold more enemies it might have worked.

#24
Siegdrifa

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Bozorgmehr wrote...

I don't think you understand what I'm trying to say. The problem with Wide is duration.


At last may be we will get somewhere, Just quoting this, it actualy explain why i switch heavy singularity to wide singularity, it's because heavy singularity last too long at a place for what i need.

It's true that sometimes i have to refresh wide singularity more often, but it's usualy because ennemy can't help to gather at this place (it happend when the spwaning zone his near like the same door entrance.

Usualy, when use singularity cd, it's because i need it to be effetive somehere else, and the place where it was is actualy "clean".

The only time i'm spaming singularity is against husk, i have to refresh everi 4.5 / 6 seconde, but yet, even for those missions i don't switch to heavy singularity, because the timing and hold capacity number of wide singularity do the job.


Unlike you, i don't try to find the shortest cd combo for effectiveness.
Because mainely, all those are altered by each player skill.
What's the point of a 1.5 cd when someone don't have the reflex and push the boutton in 1.7 second.
Second, when i play i'm no looking for using as much  power as possible, neither for the fastest kill, because i wan't the figh to be intresting, and also because if i try to make my gameply using a power everytime i could push a bouton but it could used for an unecessary way or not as effectif if i had waiting 2 / 3 second more.

Using cd wisely mean sometimes waiting a few second before pushing the key, that's precisely why 3 second for pull and 4.5 second singularity doesn't matter much (not every time), if i have to wait a very little, it cover longer cd without looking for it.
This is where skill > theory
This why pratice and theory often turn out to be ><   pratice get altered with other matter than just number.

Modifié par Siegdrifa, 18 janvier 2011 - 03:34 .


#25
JaegerBane

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Siegdrifa wrote...
At last may be we will get somewhere, Just quoting this, it actualy explain why i switch heavy singularity to wide singularity, it's because heavy singularity last too long at a place for what i need.


To be honest I don't really understand why this is any concern whatsoever. If you no longer need a singularity in one place then just cast another - the previous one will disappate. The fact that the singularity may last longer in a given location than you need it to is just down to the mechanics of the power - there's certainly nothing stopping you from re-casting in a place where you *do* need it, regardless of whether the previous singularity is still running.

The only time i'm spaming singularity is against husk, i have to refresh everi 4.5 / 6 seconde, but yet, even for those missions i don't switch to heavy singularity, because the timing and hold capacity number of wide singularity do the job.


I think you'd have to post a video to truly explain specifically why the wider radius actually makes it a better choice. Being able to hold a 2 more husks for significantly less time doesn't really sound like it is going to translate into anything useful.

Bozorgmehr's whole point is that the supposed advantage of Wide - that it can affect more targets - is self-defeated by the fact that the more targets it affects depletes it's duration to the point where, to all intents and purposes, it fails to carry out the point behind singularity. Affecting a couple more enemies doesn't help if those enemies are only affected for less than a second.

Using cd wisely mean sometimes waiting a few second before pushing the key, that's precisely why 3 second for pull and 4.5 second singularity doesn't matter much (not every time), if i have to wait a very little, it cover longer cd without looking for it.
This is where skill > theory
This why pratice and theory often turn out to be ><   pratice get altered with other matter than just number.


I'm struggling to understand what you're saying here - is your point that once cooldowns reach a certain speed, there is no further advantage to lowering the cooldown since you won't actually notice it? Is that is so, why is the length of a wide singularity relevant?

Modifié par JaegerBane, 18 janvier 2011 - 04:02 .