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Concussive shot, why do people sleep on it?


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#26
Bozorgmehr

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termokanden wrote...

So to make it clear I think it's the fault of the universal cooldown. Marginal spells still have their use in most RPGs for example.


It's not the global cd's fault, it's the lack of balance between powers IMHO. CS isn't a bad power, but everything looks bad when compared to ARush. All powers should have strengths and weaknesses - some do, some don't (including ARush).

If BW cut ARush into multiple powers (slowmo to improve aiming, damage boost, and one to decrease damage taken - for example) could make CS a viable alternative to provide minor CC. As it stands, any additional power to the Soldier is redundant if it can't compete with ARush.

#27
termokanden

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It's not just AR though. Put CS in any other class and we can have the same discussion. There are always better powers to use. It's my opinion (and note that I'm not claiming this is a fact) that the cooldown system could use some tweaks. We shouldn't go back to the old system of being able to spam everything by the end of the game, but some powers are always going to be better than others, and a pure universal cooldown system doesn't give you any reason not to use the best power every time.

#28
JaegerBane

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termokanden wrote...

It's not just AR though. Put CS in any other class and we can have the same discussion. There are always better powers to use. It's my opinion (and note that I'm not claiming this is a fact) that the cooldown system could use some tweaks. We shouldn't go back to the old system of being able to spam everything by the end of the game, but some powers are always going to be better than others, and a pure universal cooldown system doesn't give you any reason not to use the best power every time.


Perhaps. Though I'd say CS is preferable to Shockwave - 'course, that's not saying much.

I'm with Bozorg on the universal cooldown, there's a tactical edge to the game that wasn't in ME1 (and certainly not with the Adrenaline Rush-ing Vanguard) where you have to play powers off against each other and use whatever suits your personal strategy at the time.

However, this all very well and good on stuff like the Adept which has plenty of well integrated powers to use (barring Shockwave, for the most part) but on the Soldier it exaggerates CS's weaknesses and AR's strengths. Personally I think Concussive Shot would have been better option for Infiltrator than Incinerate, but that's partially because I find Incinerate to be an absurd power for a supposed stealthy killer to have... It's like giving the Vanguard Cloak.

#29
termokanden

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JaegerBane wrote...

termokanden wrote...

It's not just AR though. Put CS in any other class and we can have the same discussion. There are always better powers to use. It's my opinion (and note that I'm not claiming this is a fact) that the cooldown system could use some tweaks. We shouldn't go back to the old system of being able to spam everything by the end of the game, but some powers are always going to be better than others, and a pure universal cooldown system doesn't give you any reason not to use the best power every time.


Perhaps. Though I'd say CS is preferable to Shockwave


Seriously?

I'm with Bozorg on the universal cooldown, there's a tactical edge to the game that wasn't in ME1 (and certainly not with the Adrenaline Rush-ing Vanguard) where you have to play powers off against each other and use whatever suits your personal strategy at the time.


I'm honestly not sure what's best. I think CS being so bad is a disadvantage of the universal cooldown. But the old system is quite far from perfect too and I can understand why it was changed.

I could perhaps imagine one cooldown for your class special ability and one for everything else. Of course that wouldn't work with the current powers (for example it would overpower sentinels even more). Might also seem a bit strange.

Maybe class powers just shouldn't be quite as insane as AR or perhaps Tech Armor.

#30
JaegerBane

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termokanden wrote...
Seriously?


Seriously. I really like Shockwave on lower difficulties (on my current Normal Adept run it's close to being my second-most used power) but on higher difficulties, the only thing worse than a six-second cooldown CC power is a six-second CC power that is of no use against any defence that only works at short range.

I'm honestly not sure what's best. I think CS being so bad is a disadvantage of the universal cooldown. But the old system is quite far from perfect too and I can understand why it was changed.

I could perhaps imagine one cooldown for your class special ability and one for everything else. Of course that wouldn't work with the current powers (for example it would overpower sentinels even more). Might also seem a bit strange.

Maybe class powers just shouldn't be quite as insane as AR or perhaps Tech Armor.


I definitely think the overall balance between powers, classes and weapons in this game leaves a lot to be desired, granted, and I think Bioware should really, at the very least, have made sure all the signature powers were of roughly the same strength and capability.

At the same time, however, I think it all tends to spring from the situation that Bioware didn't appear like they knew what they wanted to do with all the classes. CS feels like it was added as an afterthought to the Soldier and while Tech Armour radically changed the Sentinel's gameplay from being a jack of all trades to a tank and walking flashbang. We have stealthy killers shooting, erm, fireballs and biotic warriors that spend most of their time physically punching their enemies to death, and combat specialists who apparently have learned how to use the Force. You can't help but feel that Bioware didn't really have clear ideas over what exactly each class was supposed to do and hence they ended up with random mix of abilities - in such a situation, it's no surprise that some powers ended up underpowered and in the wrong class.

This is really why I find the Adept such an enjoyable class to play - it (and the Engineer) are the only classes in the game, I feel, that the developers had a clear idea of what they wanted them to do and consequently play quite fluidly compared to the others without resorting to spamming.

Modifié par JaegerBane, 28 février 2011 - 06:44 .


#31
ryoldschool

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@ Jaeger. I'm not sure how they developed the classes, but somehow they invented the Vanguard class that is the most fun I've every had with a shooter. On my soldier I never put a point in CS, even if I have an extra point.

#32
vader da slayer

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I love CS, especially when its a power of a squad mate (garrus or grunt). its an excellent CC ability and can really save you at times. I think a lot of people look to CS for its dmg component and not for the save/cc ability that it is clearly designed to be.

if you've ever played one of the large scale MM)'s (WoW is a good example) and did any amount of serious pvp you would have a much bigger appriciation of CS than what most here seem to have for it.  I put CS, Throw, Pull, Cryo and in rare instances Incenerate,  AI Hacking/Dominate, and there are others into this CC catagory where I would rather use these abilities over a pure dmg ability (say incinerate on a charging unshielded krogan is being used as a cc to make him panic than to do dmg, or using throw from Thane instead of using Warp in order to save myself or the third squadmate) because in the end, "a dead dps does no dps".

Modifié par vader da slayer, 28 février 2011 - 08:01 .


#33
termokanden

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I don't think you understand the problem with it though. Any soldier can grab a bonus power like Slam or Neural Shock instead. This works as well for CC as CS. But they have half the cooldown to begin with AND they get a cooldown reduction after that.

Besides, Mass Effect is not at all the same as WoW here. With AR you can usually kill someone in the time it takes to use CS on them (or a second longer but who cares about that). I'd rather have a dead enemy than a CCed enemy.

Modifié par termokanden, 28 février 2011 - 08:36 .


#34
JaegerBane

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ryoldschool wrote...

@ Jaeger. I'm not sure how they developed the classes, but somehow they invented the Vanguard class that is the most fun I've every had with a shooter. On my soldier I never put a point in CS, even if I have an extra point.


Realistically the Vanguard isn't anything new - it's basically the Jedi Guardian from KOTOR that uses a shotgun rather than a lightsaber and put into more shooter-centric game.

Don't get me wrong, the Vanguard can be fun to play, but that doesn't make it a well-developed class. It's powers don't mesh properly at all, it's loaded with crowd control powers despite being a berzerker class and it offers only one truly effective method of play. It's the stereotypical one-trick-pony.

If you like that kind of thing, great, but in terms of flexibility the class has about as much as stale bread.

#35
termokanden

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Agree to a point. I love playing Vanguard personally because Charge is fun (and way more fun that that silly force jump you could perform as a guardian in KotOR).

But yeah having several CC powers when you're charging all over the place isn't a big help. Still, it seems you can have some fun with it. I did like the recent Shockwave video.

I hope either the powers are less randomly distributed in ME3 or just a lot more customizable.

#36
JaegerBane

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termokanden wrote...

Agree to a point. I love playing Vanguard personally because Charge is fun (and way more fun that that silly force jump you could perform as a guardian in KotOR).

But yeah having several CC powers when you're charging all over the place isn't a big help. Still, it seems you can have some fun with it. I did like the recent Shockwave video.

I hope either the powers are less randomly distributed in ME3 or just a lot more customizable.


I used the Vanguard on my first playthrough before I knew how the system worked. Charge is a cracking power, for sure, and graphically it looks brilliant - but conceptually, it's the same power as Force Jump. Just a lot better animated. I really enjoyed the Vanguard until I tried to do something different with it and realised that it's basically just a teleporting shotgun bot.

Not that Force Jumps, Biotic Charge or Jedi Guardians were *bad*, just that ryoldschool's post impied that he considered the Vanguard a completely new invention, when it's been done before.

I'd have a lot more time for the Vanguard if it had Throw instead of Shockwave. Throw is one of the few biotic powers that works well with Cryo effects, it fits the Vanguard's non-specialist profile and it's cooldown is a lot more practical on a class with low-end cooldown reduction and emphasis on crazy rapid fighting.

Modifié par JaegerBane, 28 février 2011 - 10:40 .


#37
Bozorgmehr

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termokanden wrote...

Agree to a point. I love playing Vanguard personally because Charge is fun (and way more fun that that silly force jump you could perform as a guardian in KotOR).

But yeah having several CC powers when you're charging all over the place isn't a big help. Still, it seems you can have some fun with it. I did like the recent Shockwave video.

I hope either the powers are less randomly distributed in ME3 or just a lot more customizable.


Vanguard's Charge is an awesome power, but except Inferno Ammo (which cannot be used actively) their power layout provides ranged / CC powers, i.e. the total opposite what the class is about. Vanguards ought to have powers that supplement Charge, not interfering their core playstyle IMHO.

Shockwave is better (like all biotic powers) on an Adept (Check the Shockwave thread for an Adept vid) :D

#38
ryoldschool

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JaegerBane wrote...

ryoldschool wrote...

@ Jaeger. I'm not sure how they developed the classes, but somehow they invented the Vanguard class that is the most fun I've every had with a shooter. On my soldier I never put a point in CS, even if I have an extra point.


Realistically the Vanguard isn't anything new - it's basically the Jedi Guardian from KOTOR that uses a shotgun rather than a lightsaber and put into more shooter-centric game.

Don't get me wrong, the Vanguard can be fun to play, but that doesn't make it a well-developed class. It's powers don't mesh properly at all, it's loaded with crowd control powers despite being a berzerker class and it offers only one truly effective method of play. It's the stereotypical one-trick-pony.

If you like that kind of thing, great, but in terms of flexibility the class has about as much as stale bread.


I never played KOTOR so I can't say about the comparison. Its not like any other shooter I've ever played, and its a great trick.

#39
termokanden

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It's true that Jedi Guardians had an ability like this. It makes a big difference though that this is a shooter. I would also say that the shielding when you charge gives it a different role. In KotOR I certainly don't remember there being any point in jumping as often as possible. Just a neat little trick you could do, nothing really class-defining. The whole Vanguard gameplay on the other hand is based on Charge.

Also, it's a shame to not have played KotOR if you like roleplaying games. I know this has been said before, but it's just a lot of fun. I guess the graphics aren't good anymore though.

#40
wizardryforever

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Bozorgmehr wrote...

termokanden wrote...

Agree to a point. I love playing Vanguard personally because Charge is fun (and way more fun that that silly force jump you could perform as a guardian in KotOR).

But yeah having several CC powers when you're charging all over the place isn't a big help. Still, it seems you can have some fun with it. I did like the recent Shockwave video.

I hope either the powers are less randomly distributed in ME3 or just a lot more customizable.


Vanguard's Charge is an awesome power, but except Inferno Ammo (which cannot be used actively) their power layout provides ranged / CC powers, i.e. the total opposite what the class is about. Vanguards ought to have powers that supplement Charge, not interfering their core playstyle IMHO.


Then perhaps you should alter your interpretation of what Vanguards are all about?  They are an in-your-face biotic class, and their powers reflect that playstyle.  Spamming Charge is not the only way to play a Vanguard.  Maybe the most efficient (debatable), but definitely not the only one.  Strategic use of pull and shockwave along with the sterotypical charge and ammo powers are what make the class, not just their class power.

As for concussive shot, I find it to be an underappreciated power (Soldier exclusive too).  If you don't make cheesy bonus power choices, CS is your go-to power for crowd control on a Soldier.  It's designed to give you a break when someone is breathing down your neck, like krogan or geth hunters.  It's not designed for anything more than that really, and compared to class powers, it isn't much to write about.  People seem to like spamming adrenaline rush (as though it's necessary to do so, hmph) and anything that interferes with that ruins the easy mode that adrenaline rush provides.  That's all there is to it really.

#41
ezrafetch

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wizardryforever wrote...

As for concussive shot, I find it to be an underappreciated power (Soldier exclusive too).  If you don't make cheesy bonus power choices, CS is your go-to power for crowd control on a Soldier.  It's designed to give you a break when someone is breathing down your neck, like krogan or geth hunters.  It's not designed for anything more than that really, and compared to class powers, it isn't much to write about.  People seem to like spamming adrenaline rush (as though it's necessary to do so, hmph) and anything that interferes with that ruins the easy mode that adrenaline rush provides.  That's all there is to it really.


Well...it is necessary to spam Adrenaline Rush. The fact of the matter is that the Soldier is a DPS-oriented class. It's not meant to even have "sufficient" crowd control capabilities. If you're going to include one skill for crowd control, Concussive Shot is most certainly not the answer. The cooldown is far too long and Slam/Neural Shock can disable just as well with half the cooldown. Casting a Concussive Shot generates a 6s cooldown, which equates to one Adrenaline Rush cycle (duration + cooldown) which therefore equals a significant chunk of DPS lost. At least Slam/Neural Shock have only a 3s cooldown, which is only half of an Adrenaline Rush cycle, so you lose much less DPS.

I'm the kind of guy that prefers to bring crowd control squadmates, though, because it makes little sense for me to be interrupting my juicy Adrenaline Rush cycles for something as petty as crowd control. With a Soldier, a dead enemy is a crowd-controlled enemy. So there's that.

Modifié par ezrafetch, 01 mars 2011 - 07:08 .


#42
jasonsantanna

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vader da slayer wrote...

I love CS, especially when its a power of a squad mate (garrus or grunt). its an excellent CC ability and can really save you at times. I think a lot of people look to CS for its dmg component and not for the save/cc ability that it is clearly designed to be.

if you've ever played one of the large scale MM)'s (WoW is a good example) and did any amount of serious pvp you would have a much bigger appriciation of CS than what most here seem to have for it.  I put CS, Throw, Pull, Cryo and in rare instances Incenerate,  AI Hacking/Dominate, and there are others into this CC catagory where I would rather use these abilities over a pure dmg ability (say incinerate on a charging unshielded krogan is being used as a cc to make him panic than to do dmg, or using throw from Thane instead of using Warp in order to save myself or the third squadmate) because in the end, "a dead dps does no dps".




I agree with , it is not the holy grail of powers but it has its uses , and sometimes it works better to use CS in an emergency than to hit AR, atleast in my case , there has been times where my health is @ the tail end of the red line and I have hit AR and have died , but in that same situation have used CS either mine or squad mates , to stop that mook that caught me by surprise, I know what ppl will say slam or NS would do the same with only 3sc cooldown , but if I want to have only combat powers only then it does what I needed its good for me ,also I was playing Tali's LM and had Garrus with me and I evolved his CS to heavy , he was able to knock down 2 geth at once , like I posted before , and it was heavy CS not the multi shot CS , apparently if they are close enough it can take out multiples with out evolving it

#43
danitiwa

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Once you fill in everything and get to pick between two final upgrades for concussive shot I chose the option that allows you to knock down multiple enemies. It was really useful on insanity when I was being overrun by things like husks. It slows them down a lot.

But I think the most used power while I played was Barrier. It evolved into something of a "save my ass" button when I was red, and it significantly speeds your ability to take shots at enemies without dying.

Modifié par danitiwa, 01 mars 2011 - 03:12 .


#44
Bozorgmehr

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wizardryforever wrote...

Then perhaps you should alter your interpretation of what Vanguards are all about?  They are an in-your-face biotic class, and their powers reflect that playstyle.  Spamming Charge is not the only way to play a Vanguard.  Maybe the most efficient (debatable), but definitely not the only one.  Strategic use of pull and shockwave along with the sterotypical charge and ammo powers are what make the class, not just their class power.


Vanguards are about Charge, that's the power that defines the class. Their name also implies being a CQC character and their distinctive weapon (shotguns) are awesome up close, but very weak beyond short range. Using powers like Pull and Shockwave is not favorable to either Charge (you can't, due to cooldown) and Shotguns (Pull and Shockwave are powers that need to be used at range or in relative safety).

Of course you can play any class in whatever way you like, but I select a class for their distinctive power. Sentinels can be reasonable casters, but playing them in that way means you're not using the Sentinel's unique ability effectively. Tech Armor is why Sentinels are powerhouses, being hard to kill and the explosion when TA collapses are not only very powerful - they define Sentinels and it gives them their unique playstyle (tanking).

Both the Sentinel and the Vanguard have to rely on one power almost exclusively. Pressing the Charge button and/or going in hard using TA means you've crossed a point of no return. Those powers need to be spammed simply to stay alive, leaving little to no room to use other powers. That's the point I've made before. When I feel like casting (which I do most of the time), I play Adept or Engineer. They're not only better casters, but their unique powers do have good synergy with the other abilities and they've plenty of time and opportunity to use their other powers too.

jasonsantanna wrote...

I agree with , it is not the holy grail of powers but it has its uses , and sometimes it works better to use CS in an emergency than to hit AR, atleast in my case , there has been times where my health is @ the tail end of the red line and I have hit AR and have died , but in that same situation have used CS either mine or squad mates , to stop that mook that caught me by surprise.


You cannot use CS in your example. Shep still has to leave cover to fire the CS. If you can use CS (and live), you can also use ARush (twice). In your example it's more effective to use ARush either to kill the imminent threat or get somewhere more secure fast. Using CS wouldn't have helped at all btw, knocking down a Krogan is nice, but he will be back on his feet in no time (well before powers become available) i.e. you're only postphoning the inevitable.

#45
Locutus_of_BORG

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Bozorgmehr wrote...

jasonsantanna wrote...

I agree with , it is not the holy grail of powers but it has its uses , and sometimes it works better to use CS in an emergency than to hit AR, atleast in my case , there has been times where my health is @ the tail end of the red line and I have hit AR and have died , but in that same situation have used CS either mine or squad mates , to stop that mook that caught me by surprise.


You cannot use CS in your example. Shep still has to leave cover to fire the CS. If you can use CS (and live), you can also use ARush (twice). In your example it's more effective to use ARush either to kill the imminent threat or get somewhere more secure fast. Using CS wouldn't have helped at all btw, knocking down a Krogan is nice, but he will be back on his feet in no time (well before powers become available) i.e. you're only postphoning the inevitable.

+1 Like I'd posted a while back, the only CS's worth using are the ones on your squadmates (which you pretty much have to unlock to lvl2 anyway). Those CS's are only good for staggering, and as such, are only good as emergency powers to keep Sheppard out of harm's way.

#46
jasonsantanna

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Bozorgmehr wrote...

wizardryforever wrote...

Then perhaps you should alter your interpretation of what Vanguards are all about?  They are an in-your-face biotic class, and their powers reflect that playstyle.  Spamming Charge is not the only way to play a Vanguard.  Maybe the most efficient (debatable), but definitely not the only one.  Strategic use of pull and shockwave along with the sterotypical charge and ammo powers are what make the class, not just their class power.


Vanguards are about Charge, that's the power that defines the class. Their name also implies being a CQC character and their distinctive weapon (shotguns) are awesome up close, but very weak beyond short range. Using powers like Pull and Shockwave is not favorable to either Charge (you can't, due to cooldown) and Shotguns (Pull and Shockwave are powers that need to be used at range or in relative safety).

Of course you can play any class in whatever way you like, but I select a class for their distinctive power. Sentinels can be reasonable casters, but playing them in that way means you're not using the Sentinel's unique ability effectively. Tech Armor is why Sentinels are powerhouses, being hard to kill and the explosion when TA collapses are not only very powerful - they define Sentinels and it gives them their unique playstyle (tanking).

Both the Sentinel and the Vanguard have to rely on one power almost exclusively. Pressing the Charge button and/or going in hard using TA means you've crossed a point of no return. Those powers need to be spammed simply to stay alive, leaving little to no room to use other powers. That's the point I've made before. When I feel like casting (which I do most of the time), I play Adept or Engineer. They're not only better casters, but their unique powers do have good synergy with the other abilities and they've plenty of time and opportunity to use their other powers too.

jasonsantanna wrote...

I agree with , it is not the holy grail of powers but it has its uses , and sometimes it works better to use CS in an emergency than to hit AR, atleast in my case , there has been times where my health is @ the tail end of the red line and I have hit AR and have died , but in that same situation have used CS either mine or squad mates , to stop that mook that caught me by surprise.


You cannot use CS in your example. Shep still has to leave cover to fire the CS. If you can use CS (and live), you can also use ARush (twice). In your example it's more effective to use ARush either to kill the imminent threat or get somewhere more secure fast. Using CS wouldn't have helped at all btw, knocking down a Krogan is nice, but he will be back on his feet in no time (well before powers become available) i.e. you're only postphoning the inevitable.






There are those times where your being flank from behind cover and it became useful and I'm pretty sure I said from myself or squad mates using of CS , I'm thinking a lot of ppl doubt what I'm say because those individuals don't use it , I'm experiencing it because I am using it , I'm not say in every situation it best AR , but there have been circumstances where either to save myself or a squad mate or a squad mate with CS has saved my tail with it or I've saved them or just using it for myself has worked.
Its like GSB ppl use it still , it as a 12sc cooldown , until u get the upgrades to lower that cooldown , I can't recall how far the upgrade bring down the cooldown , but ppl still use it untill they are able to cut that cooldown of 12sc down , its a choice , I like it you don't and that's ok , I just like having the choice to use it and you have the choice to not , that's what's great about the game , choices , I've played using other CC powers , in fact reave and slam are my 2 fav ,its just that of late on my soldier runs I want him pure without biotics or tech , just combat powers to see how I transition thur the game, is it harder with CS? , is it easier or does it have a place @ all? , I say yes , I've been working with it maybe longer than some because it seems the majority don't like it , I was just gauging opinions on some of its effects and was curious if anyone has experienced what I have or anything different.

#47
Locutus_of_BORG

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CS is a combat power, not a tech power, meaning it gets no cooldown bonus. This means nothing for Grunt or Zaeed, but means a lot for Sheppard, who needs to expose his/herself, fire the CS, then wait for the cooldown.

Modifié par Locutus_of_BORG, 01 mars 2011 - 04:41 .


#48
jasonsantanna

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I know its not a tech power my example was to illustrate that GSB has a long cooldown with the upgrade I think it only takes off 2.4 sc but ppl still use it regardless of the long cooldown, which is still longer than CS, my point is it still comes in handy for me and yes it does work better for squad mates which is one reason I started the thread to gauge that opinion from posters

#49
wizardryforever

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ezrafetch wrote...

wizardryforever wrote...

As for concussive shot, I find it to be an underappreciated power (Soldier exclusive too).  If you don't make cheesy bonus power choices, CS is your go-to power for crowd control on a Soldier.  It's designed to give you a break when someone is breathing down your neck, like krogan or geth hunters.  It's not designed for anything more than that really, and compared to class powers, it isn't much to write about.  People seem to like spamming adrenaline rush (as though it's necessary to do so, hmph) and anything that interferes with that ruins the easy mode that adrenaline rush provides.  That's all there is to it really.


Well...it is necessary to spam Adrenaline Rush. The fact of the matter is that the Soldier is a DPS-oriented class. It's not meant to even have "sufficient" crowd control capabilities. If you're going to include one skill for crowd control, Concussive Shot is most certainly not the answer. The cooldown is far too long and Slam/Neural Shock can disable just as well with half the cooldown. Casting a Concussive Shot generates a 6s cooldown, which equates to one Adrenaline Rush cycle (duration + cooldown) which therefore equals a significant chunk of DPS lost. At least Slam/Neural Shock have only a 3s cooldown, which is only half of an Adrenaline Rush cycle, so you lose much less DPS.

I'm the kind of guy that prefers to bring crowd control squadmates, though, because it makes little sense for me to be interrupting my juicy Adrenaline Rush cycles for something as petty as crowd control. With a Soldier, a dead enemy is a crowd-controlled enemy. So there's that.


Yeah, that's kinda why I said "cheesy bonus power choices."  Slam on a Soldier?  How does that make sense?  Neural Shock isn't much better, and anything that does make sense doesn't crowd control the same way that concussive shot does.  Furthermore, people act like the only way to play a soldier is to spam AR.  Now maybe it's just me, but I find the game easy enough, without having that magical "I win" button.  The bullet time actually interferes with my targeting, because I'm used to people moving faster, and I target accordingly.  When they slowdown, I end up overshooting because they aren't moving as fast.  It's because of this that I frequently don't use AR when I decide to play Soldier (on Insanity even), and just take advantage of the guns and the ammo powers.  So the whole "it interferes with AR" argument is one of subjectivity, which was my whole point to begin with, since it is perfectly possible (and enjoyable) to play Soldier while rarely using AR.

I think people need to realize that there are more ways (and possibly more fun) to play a given class than spamming their class power.  Soldiers are not all about AR anymore than Vanguards are not all about Charge.  If they were, Bioware wouldn't have bothered to give them other powers.

#50
Bozorgmehr

Bozorgmehr
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jasonsantanna wrote...


There are those times where your being flank from behind cover and it became useful and I'm pretty sure I said from myself or squad mates using of CS , I'm thinking a lot of ppl doubt what I'm say because those individuals don't use it , I'm experiencing it because I am using it , I'm not say in every situation it best AR , but there have been circumstances where either to save myself or a squad mate or a squad mate with CS has saved my tail with it or I've saved them or just using it for myself has worked.


Squadmates are an entirely different matter. Guys like Grunt and Zaeed have no other powers they can use actively (before becoming loyal). Might as well use their CS whenever available - it's better than nothing. I cannot think of a situation in which CS would be better or equal to what ARush can do.

Its like GSB ppl use it still , it as a 12sc cooldown , until u get the upgrades to lower that cooldown , I can't recall how far the upgrade bring down the cooldown , but ppl still use it untill they are able to cut that cooldown of 12sc down , its a choice , I like it you don't and that's ok , I just like having the choice to use it and you have the choice to not , that's what's great about the game , choices.


There are choices, true, but it's like having to chose between a Ferrari and a Fiat - you can chose the latter, but most people would consider you a fool doing so. ;)

A well designed power-grid offers a balanced set of abilities to the player - some are more useful than others given the situation. ARush is a no-brainer, it's always the best option for Soldiers. It's so powerful that even a CS without cooldown (only annimation) cannot compete with ARush IMHO.