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Does combat drone not work on PS3?


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#1
endgamecutter

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I was fiddling around with the engineer recently (somehow it seems to work better than the sentinel in terms of aggresion. Probably because you need to unlock the attack powers with throw and tech armor) And couldn't help but notice that combat drone...sucks. I'm confused by this, because I've seen the drone work amazingly well in videos, but when I use it the enemy might stagger once, then just whips around, instantly drops the drone, and resumes killing me before the cooldown finishes (no, I am NOT exagerrating, this has actually happened pretty much every time). Is this some glitch on the PS3 version, or am I just ridiculously unlucky? Or is it a matter of the drone's level?

#2
Alamar2078

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I don't have the PS3. On the XBox there are levels where I spend a fair amount of time recasting Explosive Drone because it gets killed so fast. Then again those are rounds not aimed at me so it is doing its job.

#3
termokanden

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The drone's level matters of course. I've used it on insanity a lot, and sometimes it just gets one-shotted. Usually specific types of enemies do this (anyone with shotguns, Harbinger). But its cooldown is so low it doesn't matter all that much. You just have to stay awake and recast drone a lot.

#4
Bozorgmehr

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Yeah, and you do need to get drones to rank 4 - they will have much more health and last longer. Drones will also execute their own attacks more frequently, staggering enemies who get hit. They don't last long, but you'll have it on a less than 2 s cooldown allowing drones to be spammed at will (unlike the squadmate version's 30 s cooldown).

Combat Drones are best used to distract a single target. I usually use drone on one enemy, move to that enemy and right after the drone attacks (staggers) the enemy, I use a new one on the next enemy (who's going to die soon) while quickly disposing the first (staggered) enemy.

When you get some feel for Combat Drone's duration, cooldown and effect on the enemy - they'll become an incredibly powerful and effective ability. But, like the others have said, you'll need to level it to get the most out of it. When playing Engineer try to max Combat Drones asap, passive is next on the list (and get those 3 tech upgrades - buy one on the Citadel, the other two can be found on Kasumi's LM and Garrus' RM).

Also remember that Engineers (like Adepts) will become very powerful over time. Unlike Soldiers, Vanguards, Sentinels and Infiltrators, Engineers are relatively weak at the very beginning. But with tech cooldown reduction upgrade and bonus weapon they're unstoppable.

#5
endgamecutter

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Bozorgmehr wrote...
Also remember that Engineers (like Adepts) will become very powerful over time. Unlike Soldiers, Vanguards, Sentinels and Infiltrators, Engineers are relatively weak at the very beginning. But with tech cooldown reduction upgrade and bonus weapon they're unstoppable.



Er, mind explaining that one to me? Maybe it's because PS3 users have to start at level 1 every time, but Sentinels actually feel like the weakest class (aside from adept, although that's just because the powers don't mesh well with my style) starting off to me, far behind the engineer who can actually DO THINGS at the beginning.

#6
mi55ter

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Be patient with the drone, you'll find it comes in totally handy, especially on Collector missions. Put your (fully evolved) drone on the Scion, Kasumi´s flashbang on Harbinger, and you'll have no problems at all.

#7
termokanden

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Sentinels weak? Maybe you didn't level up your Tech Armor?

#8
RedCaesar97

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endgamecutter wrote...

Bozorgmehr wrote...
Also remember that Engineers (like Adepts) will become very powerful over time. Unlike Soldiers, Vanguards, Sentinels and Infiltrators, Engineers are relatively weak at the very beginning. But with tech cooldown reduction upgrade and bonus weapon they're unstoppable.



Er, mind explaining that one to me? Maybe it's because PS3 users have to start at level 1 every time, but Sentinels actually feel like the weakest class (aside from adept, although that's just because the powers don't mesh well with my style) starting off to me, far behind the engineer who can actually DO THINGS at the beginning.


Okay I see where you are coming from. For a Combat Drone at rank 1, it does not have much health and it's attack speed (once every 4 seconds) is not nearly good enough to keep an enemy occupied. At rank 4, the increased drone health allows it to take more damage before "dying", and it's increased attack speed (once every 3 seconds) is enough to occupy standard enemies: 3 seconds is usually enough time to stagger the enemy and then stagger him/her again just before they can attack the drone.

I have to agree with your assessment on the Sentinel. Early game, the Sentinel is relatively weak. Tech Armor is on a base 12s cooldown and you start with rank 1 throw. Two relatively bad abilities very early game if you starting on Level 1 and on Hardcore/Insanity. And if you are planning to build an Assault Sentinel (Assault Armor + Guardian passive + shotgun training later), you will be stuck with a rank 1 Throw and Bonus power while you try to level up your passive and Tech Armor. This can take a long time if you have to start at level 1.

Mid-game (Assault Sentinel) to late-game (a power-casting Sentinel), the Sentinel can become very useful and powerful, but I find it takes longer than an Engineer.

#9
Bozorgmehr

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endgamecutter wrote...

Er, mind explaining that one to me? Maybe it's because PS3 users have to start at level 1 every time, but Sentinels actually feel like the weakest class (aside from adept, although that's just because the powers don't mesh well with my style) starting off to me, far behind the engineer who can actually DO THINGS at the beginning.


Starting at level 1 makes it harder for the Sentinel - and I've to admit I usually start with an imported ME1 Shep and then you can have Assault Armor maxed when you've finished the intro. And that's really all you need (you can have AA @ level 6) - work on cooldown reduction next and around level 10-11 you'll have AA on a 6 second cooldown making Shep virtually invincible.

RedCaesar97 wrote...

Mid-game (Assault Sentinel) to late-game (a power-casting Sentinel), the Sentinel can become very useful and powerful, but I find it takes longer than an Engineer.


I only need/use AA and you can get it relatively early (even when starting @ level 1) - Engineers need multiple powers (and bonus weapon is nice too) to be at their best. Sentinels are almost finished @ level 11 - Engineers around level 15.

It's worth noting I only play aggressive Sentinels - should one opt to be more of a caster type then yes, it will take about as long as an Engineer or Adept to get where you want to (i.e 3-4 powers maxed to be fully effective).

#10
Locutus_of_BORG

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endgamecutter wrote...

Bozorgmehr wrote...
Also remember that Engineers (like Adepts) will become very powerful over time. Unlike Soldiers, Vanguards, Sentinels and Infiltrators, Engineers are relatively weak at the very beginning. But with tech cooldown reduction upgrade and bonus weapon they're unstoppable.



Er, mind explaining that one to me? Maybe it's because PS3 users have to start at level 1 every time, but Sentinels actually feel like the weakest class (aside from adept, although that's just because the powers don't mesh well with my style) starting off to me, far behind the engineer who can actually DO THINGS at the beginning.

PS3 players can't play NG+ (replay with a previous career)?

Yes, I agree that Sentinels are pretty weaksauce at low exp. levels. I suppose what Boz means is that it's possible to make them less squishy than Engineers early on.

In the late game Engineers, Sentinels and Adepts really come into their own though, as they really need the firepower boost of multiple lvl4 powers and a bonus weapon.

#11
mi55ter

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I notice the OP said he'd watched a few Engineer videos. Iwonder if he's seen Average Gatsby's series titled "Engineering the Asylum". Apart from being incredibly helpful, they start right from the first few missions, so you can see how to handle early engineers.
Also, whenever I start a new character, I always "pad them out" by doing the non combat missions first; like the Normandy crash site mission, all the Firewalker stuff, etc.

Modifié par mi55ter, 05 avril 2011 - 05:52 .


#12
RedCaesar97

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Locutus_of_BORG wrote...

PS3 players can't play NG+ (replay with a previous career)?


With NG+ you cannot change your class. So if you want to play as a Sentinel on the PS3, you must start a new game with the Sentinel class at Level 1. 1 point in Throw, 1 point in Tech Armor, and 1 point in a bonus talent.

#13
RedCaesar97

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Bozorgmehr wrote...

Starting at level 1 makes it harder for the Sentinel - and I've to admit I usually start with an imported ME1 Shep and then you can have Assault Armor maxed when you've finished the intro. And that's really all you need (you can have AA @ level 6) - work on cooldown reduction next and around level 10-11 you'll have AA on a 6 second cooldown making Shep virtually invincible.

I only need/use AA and you can get it relatively early (even when starting @ level 1) - Engineers need multiple powers (and bonus weapon is nice too) to be at their best. Sentinels are almost finished @ level 11 - Engineers around level 15.

It's worth noting I only play aggressive Sentinels - should one opt to be more of a caster type then yes, it will take about as long as an Engineer or Adept to get where you want to (i.e 3-4 powers maxed to be fully effective).


I created an aggressive Sentinel once. I focused on my passive first (Guardian for the maximum cooldown) and getting the first 3 tech damage upgrades (Citadel, Kasumi's loyalty mission, and Archangel recruitment) to unlock the -20% tech cooldown upgrade. Then I focused on Tech Armor. If Tech Armor is going to blow off anyway--and you want it to--then it's better to get your cooldown times reduced, so you can recast Tech Armor in 6s rather than 12s.

#14
termokanden

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RedCaesar97 wrote...

Mid-game (Assault Sentinel) to late-game (a power-casting Sentinel), the Sentinel can become very useful and powerful, but I find it takes longer than an Engineer.


I must admit I keep forgetting that I start at level 5 with an xp bonus. Maybe that's why I never really thought the early games was all that painful for a sentinel.

#15
Bozorgmehr

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RedCaesar97 wrote...

I created an aggressive Sentinel once. I focused on my passive first (Guardian for the maximum cooldown) and getting the first 3 tech damage upgrades (Citadel, Kasumi's loyalty mission, and Archangel recruitment) to unlock the -20% tech cooldown upgrade. Then I focused on Tech Armor. If Tech Armor is going to blow off anyway--and you want it to--then it's better to get your cooldown times reduced, so you can recast Tech Armor in 6s rather than 12s.


Cooldown reduction is always nice, but I'd always go for Assault Armor first - the shield boost you get when it blows is what makes AA so powerful, it basically doubles your survivability. When you're playing on Insanity it doesn't really matter how much shield you have. What matters is having something going you can call a shield.

I must say though that I've never taken into account the squadpower reset whenever Sentinels cast Tech Armor. Reducing Shep's cooldown improves the number of times you can use squadpowers - however, the most interesting powers (like squad combat drones) are not available early game. And the ability to use Combat Drones every 6 seconds (while not playing Engineer) is awesome!

#16
sigma_draconis

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RedCaesar97 wrote...

Locutus_of_BORG wrote...

PS3 players can't play NG+ (replay with a previous career)?


With NG+ you cannot change your class. So if you want to play as a Sentinel on the PS3, you must start a new game with the Sentinel class at Level 1. 1 point in Throw, 1 point in Tech Armor, and 1 point in a bonus talent.


That`s not the problem with the PS3 version, because you can't change classes when you play NG+ on 360 or PC either. The problem is with a glitch on the PS3 version that does not allow weapons or weapon training to carry over in NG+. Everything else such as your level, squad level and skill points carry over fine, but you're starting NG+ with only your beginning weapons (ie Avenger, Shuriken etc). This means that you're playing with an even bigger handicap since enemies are at your high level but you only have your weak weapons to start with.

Modifié par sigma_draconis, 06 avril 2011 - 03:57 .


#17
Kronner

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sigma_draconis wrote...

That`s not the problem with the PS3 version, because you can't change classes when you play NG+ on 360 or PC either. The problem is with a glitch on the PS3 version that does not allow weapons or weapon training to carry over in NG+. Everything else such as your level, squad level and skill points carry over fine, but you're starting NG+ with only your beginning weapons (ie Avenger, Shuriken etc). This means that you're playing with an even bigger handicap since enemies are at your high level but you only have your weak weapons to start with.


Everyone starts with these weapons.

You get your proper weapons back once you get the Normandy SR2 from Cerberus.

#18
sigma_draconis

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Kronner wrote...

sigma_draconis wrote...

That`s not the problem with the PS3 version, because you can't change classes when you play NG+ on 360 or PC either. The problem is with a glitch on the PS3 version that does not allow weapons or weapon training to carry over in NG+. Everything else such as your level, squad level and skill points carry over fine, but you're starting NG+ with only your beginning weapons (ie Avenger, Shuriken etc). This means that you're playing with an even bigger handicap since enemies are at your high level but you only have your weak weapons to start with.


Everyone starts with these weapons.

You get your proper weapons back once you get the Normandy SR2 from Cerberus.


Yeah, what I meant was that even after you get the Normandy, the weapons you found on your previous play through will still not carry over. You have to essentially find them again and redo your weapon training on the PS3.

#19
Bozorgmehr

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sigma_draconis wrote...

Yeah, what I meant was that even after you get the Normandy, the weapons you found on your previous play through will still not carry over. You have to essentially find them again and redo your weapon training on the PS3.


You can't use weapons like the Scimitar, Vindicator or Viper straight away? You mean you have to do Samara, Garrus or Thane's RMs to get them (again)?

What about bonus weapon / training?

#20
Kronner

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sigma_draconis wrote...

Yeah, what I meant was that even after you get the Normandy, the weapons you found on your previous play through will still not carry over. You have to essentially find them again and redo your weapon training on the PS3.


Really, wow that'd make NG+ pointless. No patch in the works?

#21
Tony Gunslinger

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^ Yeah, they've just released a patch. Hopefully PS3ers can now enjoy the full beauty of NG+ :devil:

#22
sigma_draconis

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Bozorgmehr wrote...

You can't use weapons like the
Scimitar, Vindicator or Viper straight away? You mean you have to do
Samara, Garrus or Thane's RMs to get them (again)?

What about bonus weapon / training?


Yep, you have to find all of those weapons again and also do the bonus weapon/training a second time. I had a Sentinel completed at lvl30 with AR training. Imported that character to NG+ but because of this glitch (which means I can't even use AR anymore), it was almost impossible to play. I actually completed Mordin and Garrus recruitment and was about to do Kasumi's to get the Locust again, but it was damn near impossible with enemies at level 30 and you with unupgraded skills, weapons and no Mattock to help.

Tony Gunslinger wrote...
^ Yeah, they've just released a patch. Hopefully PS3ers can now enjoy the full beauty of NG+ :devil:


The last patch they released only fixed the LotSB bug that freezes the game and corrupts your save files. That problem's gone but as far as I know, the NG+ bug is still there.