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Singularity vs. Stasis vs. Flashbang


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#26
Siegdrifa

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To be honest, refreshing singularity is not a pain at all, and if it last longer than i need, this is not a concern so much, i place the singularity where it need it to be as a priority, some times it must be changed quicly, somtimes no.

I'm sure we agree that the most important is a well placed power.
Now, a short singularity give me the time i need to do the job, so, it's logical to think "longer singularity wouldn't add much at this point".


For the husk, i usualy send a first singularity in the ground to stop their run, during time, i finish to take out their armor, and my cd is up to send another singularity to pull / one shot the husk.
On IFF mission, they come by 2 / 3 /4 rarely more, so the number to be slowed / killed don't exceed his capacity and / or the cd is always up to send another one. So i'm never overwhelmed.
If they come from different way at the same time (minos mission, end of IFF misson), i send the singularity on my feet and stay inside, his wide range manage to stop / slow the husk befor they attack me, and give me time to take down their armor, and every husk without that defence will be pulled before attacking me.
For husk, my main concern is not killing them one by one, it's to take out the armor, singulary / throw to the rest.
Of cause when i see a clear side, i run here to take as much distance as i can, i never intend to sit on my singularity the whole fight.
But i never said wide singularity was better against husk, it make the job so i don't change it since i use it the whole game (i'm not the kind of people who change their build depending of the mission, if i know it will work, that's enought for me).


For the last part, the shorter you make a cd, the harder it get for human reflex to exploit it at 100%
for exemple, a 10 second cd, you have a bonus to make it à 8 second (20% less), you reflex allow you to puch it at 8.3 second. 8.3 from 10 second, you still see the difference.
Now you have your cd at 2 second, and you have 20% bonus, so it becom 1.6, but with your actual reflex and delay of 0.3, you are at 1.9 and you exploit less your bonus.

So, the point is not directly related to wide singularity and pull, i just want to show that things happen in the game that change the delay.
First, human reflex, but it's not all, there is the switch of weapon animation, the reload animation, the position of your character (do you have to move before you use your offencive power?) and also, the curve trajectory, the time you spend making it is always 0.x + 0.x + 0.x second of natural delay.
In the end, it make seconds. that's why i think it's not always good to think "okay my cd is 1.5, so i do that, and in 1.5 and will do that etc". Because depend on what append during the game, using a 3 cd or 4.5 cd won't meant you will use your next power in 3 sec or 4.5 sec.
What happend if a new ennemy pop, deal you damage and break your shield?
Your power is ready to go, yup! but will you take the risk to get uncovered or will you wait a few second and resume you offense?

Always tempting..... "ahhh come one.... he is just at 5% of his life.... ok i try... BAM dead- load screen... DAMN IT! DAMN IT! i knew i should have waited a little for my shield, i knew it!"
Insanity can get you killed in 0.5 second with just 50% of life
Anyway, it's just an exemple there is many thing that cost you 0.x second of delay in the game..

Modifié par Siegdrifa, 18 janvier 2011 - 05:22 .


#27
raza31

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I find that using pull instead of singularity is perhaps better for warp bombs. The 3 second cool down of pull heavy/ field couple with unstable warp does significant damage. The benefit of singularity is that it stalls Harbinger and Scion and disrupts shields/ barriers. Stasis just stops a hard to kill enemy to focus on minions and have some breathing room. I haven't used flash bangs much due to have difficulties targeting my umm target (I have to aim in the air to get some distance on it.)

#28
cpanda

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On insanity heavy singularity has more uses for me because it's reliably more effective. If singularity was instant I would maybe pick wide to snare up a group but to often enemies will be running and moving away from shep (especially on insanity) so you can't even depend on singularity snaring more than 1 or 2 enemies in most situations.



In short heavy makes everything you loved about singularity at level 3 better.

Wide singularity doubles it's radius and that's it which only makes singularity shorter for multiple reasons already said.



Siegdrifa you must be jedi at this game or you're not playing on insanity. Which is cool I just prefer insanity myself.

#29
Siegdrifa

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cpanda wrote...
Siegdrifa you must be jedi at this game or you're not playing on insanity. Which is cool I just prefer insanity myself.


I only play in insanity.
For my first walthrough i started in normal, and because half way i didn't used much medi gel, i restarded a new game in hardcore. half way, i was used to it and tired insanity, so i finished my first complet playthrough in insanity.

Insanity look easy when you don't make mistake, but since we can die in less than 2 seconde during open fire, it remind us to not gamble too much with our life when our shield is down.

Modifié par Siegdrifa, 20 janvier 2011 - 04:47 .


#30
mcsupersport

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My experience with Wide singularity on Hardcore and above is that it gets me killed. If you like Wide, fine, more power to you, but my experience has always been load screens when I try to use it on anything other than pre-stripped enemies. For me Heavy Singularity is the ultimate husk killer, you drop one in front of your party, let the husks wander into it, strip their armor and watch them float and die. After 30 or so seconds it seems, the singularity pops, recast and repeat. Using this process I was able to kill ALL the husks until the stopped spawning on the infected mine mission, which took a bit, but so far I haven't been able to do that with any other character but my adept with heavy singularity.