Rank your favourite class powers and why?!
#1
Posté 25 janvier 2011 - 02:50
1. Cloak
I like cloak because it's responsive, you can be both offensive and defensive with it, and it opens up different styles of play. Sure you can continue to be the sniper bot you know and love, but suddenly deciding to get up close and personal with a submachine gun or a shotgun is also very rewarding. It aids in killing too, which is always good and has a quick recharge time.
2. Charge
Just plain awesome for a variety of reasons (which would probably make it 'overpowered' if this weren't a single player game, as it is I must confess that I don't care too much) - It makes you temporarily invulnerable, it staggers bad guys, time dilation, recharges your shields and is immediately responsive. Of course, charging the wrong target can pretty quickly lead you to being cut to ribbons, but them's the breaks.
3. Adrenaline Rush
It makes me feel like I'm playing FEAR all over again (and the good first game, not the decidedly average sequel). Why do I like the ability? It's not just because I gain damage bonuses, it's not just that I get that awesome slo-mo ability, it's because I feel like I'm a bad ass.
4. Tech Armour
I like this ability (although I can't stand the Sentinel class) because of it's 'hidden' bonus that it gives your squad mates, but mainly because I like the idea of the added protection. I like it because it lasts until your shield breaks and I'm pretty sure that it stacks with stuff like Geth Shield Boost, but I'm not sure (I just assume that it does, and you know what they say about 'assume.') If anything though, unless you're using it constantly to refresh your squad mates cool downs, it's not an active type ability that you even have a chance to not remembering to activate it (if you're like me at least).
5. Combat Drone
Fire and forget crowd/controller and is awesome because of it. I would probably rank this ability higher than I have already but I have only just started using an Engineer but I am already finding it useful. Having said that though; I find it disappointing that it can only truly 'attack' with the final Attack Drone evolution, and frankly I'm more likely to go Explosive since that can potentially outperform it anyway, and most things attack the drone regardless.
6. Singularity
Last place despite (or because of) the fact that my 'main' Shephard is an Adept. I do like aspects of it (namely, stripping shields) but I dislike the fact that it is sometimes useful on some mobs, but not on others. A Vanguard can charge or an Infiltrator can cloak and utilize that advantage against almost every enemy (or in the case of the Infiltrator, every one) but the Singularity seems to be the most restricted (How long does it effect a Ymir for example?). The main reason I dislike it (in and of itself) is because it's pretty much purely CC (other than setting up Warp bombs, which is fun... but not really singularity) and CC has to end at some point. I also dislike it because it has a travel time to get to the bad guy, and frequently I find myself using Stasis more often anyway, and that is the reason why I have marked it last, because all the other items seem to me as being rather unique and effective, but not Singularity.
So, what do your rankings look like?
#2
Posté 25 janvier 2011 - 03:00
#3
Posté 25 janvier 2011 - 03:26
I agree with your list for the most part. I would put Adrenaline Rush as number 1 because of how many times it saved my **** on my first insanity play-through. I would also switch Combat Drone with Tech Armor because I have played as an Engineer for a while.
#4
Posté 25 janvier 2011 - 04:43
The Spamming Troll wrote...
agreed. combat drone is a better CC tool then singularity is. its basically a heat seeking singularity. singularity is the worst because bioware listened to idiots who overused the word "balance."
Singularity and Combat Drone both work on enemies with their defenses up. Singularity can affect an entire group and drone focuses on one target at a time. I'd say they're fairly damn even.
#5
Posté 25 janvier 2011 - 03:32
Because it's the most fun and heartstopping power, If you like to get right into peoples faces and unload a shotgun to the head, and who doesn't. Then Charge is the power for you. If you like to lure enemies closer and charge the rear mook to get instant team flank, then charge is the power for you.
Adrenaline Rush
Well cause its almost as good as charge for getting that in your face rush, and its almost as good as charge for setting up a flanking position.
Cloak
For the reasons like above, right to the face, sniping is fun too but I find I don't cloak that much to do it cause you don't need to most of the time
All the others you listed are fun but for me, they don't allow me to do my "say hello to my lil friend" thing as often as I'd like.
Modifié par mokponobi, 25 janvier 2011 - 03:35 .
#6
Posté 25 janvier 2011 - 03:48
Incinerate - Interesting replacement for other tech skills removed that were in ME1. Nice when you are low on ammo against armored opponents.
I have nothing good to say about my soldier's powers unless you are talking about his bonus power.
Modifié par james1976, 25 janvier 2011 - 03:49 .
#7
Posté 25 janvier 2011 - 05:06
2. Cloak: The first time I played ME2 I was an Infiltrator. I used Tactical Cloak for its damage boost more than anything else. Now that I have a bit more experience with the game, I can use Cloak as it was originally intended- tactical movement. Shotgun Infiltrators are like slow Vanguards with a different element of risk. They're great fun.
3. Tech Armor: I like Tech Armor for its varied uses. It's offensive, defensive, and recharges squadmate powers for double Warp bombs in the blink of an eye.
4. Adrenaline Rush: It's fun and likely overpowered, but I get tired of it about halfway through the game. Adrenaline Rush trivializes a lot of otherwise difficult encounters, especially when combined with certain weapons.
5. Combat Drone: I've never been all that into pet classes. That said, I cannot deny the Combat Drone's effectiveness.
6. Singularity: I didn't like it in ME1, and I don't particularly like it now. I recognize that it is powerful. I'd rather use Pull, though. Even so, if I want multiple defended enemies to stay still, Singularity is my only option as an Adept.
#8
Posté 25 janvier 2011 - 05:07
1) Singularity. It pins most enemies down, has an awesome CC effect once their defenses are stripped, and is a fire and forget style so you can go to your other powers.
2) Drone. Basically the same as singularity, a bit more effective when defenses are up due to it working against more targets, but less effective once defenses are down.
3) Charge loads of fun, my main problem is it can too easily become the only button you use as a vanguard.
4) Cloak I like thief classes what can I say. It is powerful and useful for moving around the screen undetected to set up either shotgun blasts or sniper shots. Due to its cool down mechanic though it makes it difficult to use your other powers.
5) Adrenaline rush. Boring bullet time power. Stupidly powerful, and really the only button you will use.
6) Tech armor. Once it is maxed it is way too good, you are virtually invincible with it. Most boring power ever.
#9
Posté 25 janvier 2011 - 06:14
Schneidend wrote...
The Spamming Troll wrote...
agreed. combat drone is a better CC tool then singularity is. its basically a heat seeking singularity. singularity is the worst because bioware listened to idiots who overused the word "balance."
Singularity and Combat Drone both work on enemies with their defenses up. Singularity can affect an entire group and drone focuses on one target at a time. I'd say they're fairly damn even.
except drone has a radius as big as its weapon firing range and its also heat seaking. singularity is basically like a mine. its actually a good thing ME2 is very much a coridor shooter or singularity would be absolutely the worst class signature ability in this game. singularitys effectiveness isnt even set in stone. im not sure if ittl work or not sometimes. singularity IS the worst.
#10
Posté 25 janvier 2011 - 06:29
2) Drones - great distraction and on a super fast cooldown, plenty of time to use other powers [8/10]
3) Charge - charging is fun, but hitting the button means no turning back - you need to keep Charging to stay alive [7/10]
4) Cloak - only fun when used to get into CQC position; I don't like sniping [5/10]
5) Tech Armor - massively OP, you cannot die but spamming is needed - very boring IMHO [2/10]
6) ARush - completely breaks the game, especially with the Mattock [1/10]
#11
Posté 25 janvier 2011 - 06:44
2. Singularity - what, I just like it. Stops many different enemies, can strip defences, used to warp bomb. Extremely versatile.
3. Cloak - like the Predator... unfortunately it only works by making enemies not target you, which nullifies that feeling somewhat.
4. Drone - amazing little thing, just gets a bit boring after while.
Tech armour and AR I don't have much experience with, as I never completed a soldier or sentinel playthrough. Suffice to say they kill the fun somewhat, though I'd rate AR higher than tech armour, because I preferred bullet time over tanking.
Two non class powers I would rank above all of these however, are Pull and Cryo Ammo (though I don't like using both together). Although not a patch on nemesis lift, pull field is just a joy to use - the sound effect, the visual effect. Cryo ammo similarly - the freezing and shattering.
Modifié par Curunen, 25 janvier 2011 - 06:45 .
#12
Posté 25 janvier 2011 - 06:59
1) Charge - There's nothing quite like it. Sometimes frustrating, but always fun.
2) Singularity - I feel very tactical when I use it. The Adept makes me feel like I'm being deliberate, methodical, and precise, and Singularity is a big part of that.
3) Cloak - I don't much like the Infiltrator, but flanking with Cloak is a lot of fun.
4) Drone - It's great, I just don't find it that fun. Still, it makes the Engineer a powerhouse.
5) Tech Armor - It looks pretty cool, and who doesn't like to be almost impossible to kill? But it's pretty boring. The other aspects of the Sentinel (quick cooldowns on a wide range of abilities) are the draw for that class, not this.
6) Adrenaline Rush - Whereas the other class abilities feel like they make me more powerful, AR makes me feel like I'm dependent on it. It make me feel weak if I'm not using it, and getting a kill with it doesn't make me feel cool or powerful.
Modifié par tangmcgame, 25 janvier 2011 - 06:59 .
#13
Posté 25 janvier 2011 - 07:36
2) Charge - very simple arcade-y premise, but I like high risk / high reward.
3) Combat Drone - the most strategic ability there is.
4) Cloak - it's a double-edged sword, because cloak either encourages you to look at the battle tactically, or you can completely cheese out with it.
5) Adrenaline Rush - you're completely cheesing out, but sometimes a little bit of cheese is ok.
6) Tech Armor - a training wheel for new players that is too good that it can prevent them from discovering other mechanics of the game.
#14
Posté 25 janvier 2011 - 07:50
The order of other powers is interchangeable, depending on what class I am playing at that moment.
Modifié par Kronner, 25 janvier 2011 - 07:52 .
#15
Posté 25 janvier 2011 - 08:16
This is basically my feeling as well. All of the unique powers are fun in their own way, but I admit to thinking, "Wouldn't this class be more fun if it had charge?" when I'm not playing the Vanguard.Kronner wrote...
Charge - too much fun, best power in Mass Effect by far. This is no contest.
The order of other powers is interchangeable, depending on what class I am playing at that moment.
#16
Posté 25 janvier 2011 - 08:17
2) Adrenaline Rush. Mainly because I was used to this kind of slow-mo mechanic in shooters after playing games like RDR and Borderlands.
3) Singularity. Floating zombies!
4) Combat Drone. It's so useless, but adorable.
5) Tech Armour. Maybe I had it too low but for me it wasn't very powerful or useful.
6) Cloak. Doesn't last long enough, no silenced weapons or stealthy tactics allowed increasing it's uselessness.
#17
Posté 25 janvier 2011 - 08:45
2) Singularity - I originally thought this was a pale shadow of it's former ME1 self, until I realised that, looks aside, it's a totally different power. The best power in the game for setting up a warp bomb, sticks everything in place aside from big fatties and flyers and can even function as a trap.
3) Cloak - I don't really think this lasts long enough, to be totally honest - I prefer Crysis' interpretation of active Camoflague. But that doesn't stop it from being awesomely cool, stalking around a firefight and delivery point-blank shotgun blasts just rocks....
4) Drone - Lil' evil zappy balls. I rank them below singularity as, for what they gain in terms of ability to hold a larger crowd, the lose in terms of duration and reliability. But still cool.
Tech Armour and AR I've never been big fans of. Tech Armour just seems a bit meh compared to this lot (though no doubt potent) while AR is bit silly in terms of balance.
Modifié par JaegerBane, 25 janvier 2011 - 08:46 .
#18
Posté 26 janvier 2011 - 07:34
2.) Singularity: Its does not look all that impressive first but it fits perfectly into the Adepts power arsenal and is thus used best in combination with other powers. Noting better than exploding a whole bunch of enemies trapped within a Singularity.
3.) Cloak: Hide flank and kill whats not to love about it. Stopping the recharge of your shields balances it nicely.
4.) Tech Armor: Powerful and kind of boring IMHO.
5.) AR: Same as Tech armor.
6.) Drone: I know its good if used right but God this makes me fall asleep. I just can't help it.
#19
Posté 27 janvier 2011 - 07:39
Is it because it slows down time to make it easier to line up shots? Heavy Charge and the Infiltrator's passive skill do this, too.
Is it because it makes it easier to outmaneuver enemies or prevent them from dealing damage to you? All the unique skills do this.
Is it because it provides a significant boost to damage? This helps balance the ability against Charge and Tactical Cloak in that those allow you to get where you need to go much more safely (Charge teleports across the battlefield and enemies don't target you while you're invisible).
What exactly is it about AR that makes it so unbalanced?
#20
Posté 28 janvier 2011 - 02:15
Schneidend wrote...
I'm not really sure I understand the "unbalance" of AR.
Is it because it slows down time to make it easier to line up shots? Heavy Charge and the Infiltrator's passive skill do this, too.
Is it because it makes it easier to outmaneuver enemies or prevent them from dealing damage to you? All the unique skills do this.
Is it because it provides a significant boost to damage? This helps balance the ability against Charge and Tactical Cloak in that those allow you to get where you need to go much more safely (Charge teleports across the battlefield and enemies don't target you while you're invisible).
What exactly is it about AR that makes it so unbalanced?
Folks say unbalanced because a regular player ( like me ) can pull off play just like the really good players with that class. If you get the upgrades, choose mates for the mission, and spam AR most people will do well wth soldier. And we are not talking about the Mattock here.
#21
Posté 28 janvier 2011 - 02:50
The only thing that's on this level of imba is the sentinel's Assault Armor, which you can literally singlehandedly beat most of the game with on the lower difficulty levels.
Modifié par Locutus_of_BORG, 28 janvier 2011 - 02:51 .
#22
Posté 28 janvier 2011 - 05:22
The Mattock is overpowered on its own and Stasis is bugged.
#23
Posté 28 janvier 2011 - 05:50
Modifié par tangmcgame, 28 janvier 2011 - 05:51 .
#24
Posté 28 janvier 2011 - 01:14
2. Singularity: A very handy power for the Adept to cast even if there's shielded enemies as it will hold them and slowly strip their protection while you wait for the cooldown to reset and then as soon as they're ragdolled you're in prime position to Warp bomb or simply shoot them and wait for another to fall into it.
3. Drone: Similar to Singularity, can distract enemies long enough for me to finish em off or focus on other enemies, short cooldown and drone appears instantly very handy in situations where Singularity fails (CC YMIR's etc.)
4. Cloak: Decent power for sniping, even better when using it for tactical gameplay and to re-position yourself in superior cover, only downside is the halt in regen, which is understandable. Even more risky when using shotguns as like others have said works like the opposite of Charge.
5. & 6. Tech Armor & Adrenaline Rush: Both are ok powers but they make the game feel a bit too easy most of the time, TA does indeed start of weak thanks to it's 12 CD and lack of instant shield regen after breaking and AR is the only power that is worth mentioning for the Soldier overall.
Modifié par Sparroww, 28 janvier 2011 - 01:36 .
#25
Posté 28 janvier 2011 - 01:27
AR is on 3 seconds cooldown, Charge and Cloak are on 6 seconds cooldown. Time dilation is very short (Passive and Charge), and only works using sniper rifle and grants no damage bonus (AR nets up to 140%!!!), Cloak also grants damage bonus but much smaller and when you start shooting Cloak will be gone in no time. AR last much longer and you receive full damage boost all the way. The dilation of Charge is almost useless on Insanity (I think it's been added for Veteran and below where enemies will be flying all over the place when Charged - dilation makes it possible to hit those flying targets). On Hardcore and Insanity enemies have protection, and are staggered when you hit them with Charge; makes it easy to shoot them in the head if you like (dilation isn't needed).Schneidend wrote...
I'm not really sure I understand the "unbalance" of AR. Is it because it slows down time to make it easier to line up shots? Heavy Charge and the Infiltrator's passive skill do this, too.
Having a power that makes the Soldier a better sniper and a better CQC fighter on half the cooldown and with a huge damage boost is incredibly powerful (OP). And for me it doesn't make sense that Soldiers are better than specialist - they should be a little behind them, but more versatile due to their weapon loadout.
AR allows to play ME2 in slowmotion 60-70% of the time, plus a gamebreaking damage bonus. Soldiers are the only ones who can one-shot elites (AR plus charged GPS shot will kill almost everything - Infiltrators and Vanguards can only one-shot normal enemies).
Having said that, I think most people who don't like the Soldier class do so because AR is the only power available and it's a no-brainer - it always "works", no need to think what to do, how to deal with certain enemies etc etc. Just hit AR and fire away - everything will die insanely fast. Vanguards and Infiltrators have options, they can Hack/burn/pull enemies. Infiltrators can snipe their way through if they like (safe and easy), but Vanguards need to take risks to be truly effective - Soldiers can do whatever they like.
For me, AR is great for one or two missions before it gets old. It's too one-dimensional and powerful. I prefer to be challenged a little, but with AR everything dies so fast it ain't fun anymore. But this is a little off topic I think. The OP wanted to hear our favorite unique powers. For me that's Singularity coz it encourages using other powers too instead of making the others almost redundant. I think it's the best designed unique power because of that. Unique skills ought to make all the other skills better or the other skills should improve/supplement that unique skill - Soldiers only have one skill, I would have liked Bioware to split AR, so player has to chose between slowmo (easier aiming) or damage bonus - not everything combined in one skill - that would give at least some choice.
As it is Soldiers are not really rpg-ish. They're like all other shooters with slowmo (Max Payne, F.E.A.R. etc) - whereas the other classes are more shooter / power classes. And that's what I like most about ME2 combat. The shooting is pretty good (but there are better shooters out there) but the option to use stuff like Charge, Combat Drones and Biotics is why I'm still playing this game.





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