A bigger radius, leaving all other factors the same, would actually make the power weaker. It depletes on protected enemies faster when its damaging the protection of more enemies. You can see the difference between it the heavy and wide evoloutions. Heavy lasts much, much longer and is much more effective.Aumata wrote...
That and bigger raidus in ME3, serisouly I can't imagine keeping the same radius as ME2 in ME3 especailly when the levels are bigger and multilayer, with smarter AI. Might need a more potent Singularity
I'm really hoping they make singularity *a lot* more reliable....
#26
Posté 10 mai 2011 - 08:38
#27
Posté 10 mai 2011 - 08:38
Aumata wrote...
That and bigger raidus in ME3, serisouly I can't imagine keeping the same radius as ME2 in ME3 especailly when the levels are bigger and multilayer, with smarter AI. Might need a more potent Singularity
I'm not so sure if a larger radius is really needed. It all the depends on the level layouts. One Heavy Singularity can easily block all husks coming from one direction (IFF mission) - for example. You've won by blocking the only path enemies can take to get to you. Which is bad imo, there ought to be more 'paths' enemies (and you) can take (to flank). When ME3 level design has many chocke points, doorways, cover spots etc; Singularity will remain just as useful as it is in ME2. When levels become big and enemies (can) come from multiple sides at once, you would gain more with having the option to evolve/upgrade/specialize so you can have two Singularities up instead of one, but I'm not sure that's a good idea though
#28
Posté 10 mai 2011 - 08:42
Malanek999 wrote...
Because what you are saying doesn't make a lot of sense. Singularity is NOT underpowered. It is better than other biotics. If I had one gripe about the adept it would be that Pull, Throw and Shockwave are all a little similar and somewhat redundant together. While a Singularity is active you may want to use a different power, but the class would be better with a bit more variety on its other powers.
And what you're saying is an entirely different point. I'm not arguing that it's underpowered. I'm pointing out that it's unreliable. I.e., sometimes it works, sometimes it doesn't, thanks to a number of factors explained above.
When it does work, it works great. The problem is it doesn't always work.
#29
Posté 10 mai 2011 - 08:47
Bozorgmehr wrote...
The problem is you need to arc Singularity. Not only is it the slowest traveling power, it's also the core reason why the exact destination is kinda random. Protected enemies have to be inside the sphere otherwise they're likely pushed out of the Singularity (fortunately enemies are stupid enough to try to get back in again
Liara's Singularity is much better because it's insta-cast and when targeting an enemy will make the (core of the) Singularity appear 'inside' the target. This ensures target is completely trapped for the full duration. Giving Shep an instant version would solve most issues imo.
Excellent point, bozorg, but to be honest I would imagine all it would need is the same speed as something like the Pull bolt. Many of the issues I've had seem to stem from Singularity taking too long to get there (the enemy pulls a hard strafe, for instance, so the bolt hits them on the opposite side to the direction they're moving). Pull's faster cooldown and projectile speed reduce the chance it'll mess up.
Modifié par JaegerBane, 10 mai 2011 - 08:49 .
#30
Posté 10 mai 2011 - 08:47
Basically, I think Heavy Singularity should have the same radius as Wide Singularity does now. Not really sure what Wide Singularity should be like then though.
Modifié par termokanden, 10 mai 2011 - 08:48 .
#31
Posté 10 mai 2011 - 08:53
termokanden wrote...
I do think Singularity needs a larger radius. Not much larger, but just so enemies don't somehow get out of the area of effect too soon.
Basically, I think Heavy Singularity should have the same radius as Wide Singularity does now. Not really sure what Wide Singularity should be like then though.
I would imagine that the radius argument would depend more on what you envisage Singularity being used for. Currently it works very similar to Stasis rather than ME1's Singularity, which is fine by me. My issue is that the combination of slow speed and hit-and-miss stagger mechanic - where the direction the enemy could be 'staggered' into is random - really heightens the chances it'll mess up.
#32
Posté 10 mai 2011 - 08:59
JaegerBane wrote...
Excellent point, bozorg, but to be honest I would imagine all it would need is the same speed as something like the Pull bolt. Many of the issues I've had seem to stem from Singularity taking too long to get there (the enemy pulls a hard strafe, for instance, so the bolt hits them on the opposite side to the direction they're moving).
One thing I noticed when Stasis became available was how much my Adept missed a power that takes effect instantly. Sing, Warp, Pull, Throw are arced powers; without shields and cover Adept's are very vulnerable. Stasis is a great power to disable a single enemy instantly - something Adepts don't have by default (every other class has at least one power taking effect immediately), it's also one of the reasons Barrier is such a nice bonus power too (also a perfect 'oh crap' power).
Moving faster is great, but I'd prefer instant Singularities; I think they also make it easier to cast one precisely where you want to. No more issues like the one you've mentioned above.
#33
Posté 10 mai 2011 - 09:05
JaegerBane wrote...
Malanek999 wrote...
Because what you are saying doesn't make a lot of sense. Singularity is NOT underpowered. It is better than other biotics. If I had one gripe about the adept it would be that Pull, Throw and Shockwave are all a little similar and somewhat redundant together. While a Singularity is active you may want to use a different power, but the class would be better with a bit more variety on its other powers.
And what you're saying is an entirely different point. I'm not arguing that it's underpowered. I'm pointing out that it's unreliable. I.e., sometimes it works, sometimes it doesn't, thanks to a number of factors explained above.
When it does work, it works great. The problem is it doesn't always work.
IMO you were complaining it is underpowered or what is the "and this is supposed to be a class power" about? I don't find singularity unreliable. You have to be careful about what direction enemies can be thrown if you don't kill them before the hold duration expires, sometimes they can end up in an unpredictable place, but that makes gameplay more exciting. The duration is pretty much predictable, the factors that cause it to shorten are obvious but could be explained better. When enemies are advancing on you or are unprotected its easier.JaegerBane wrote...
I'm currently going through a playthrough of ME2 to ready up for save for import into ME3... and my god, I'd forgotten how downright flakey and unreliable Singularity was. Slow projectile, pot luck whether it hits a defended opponent in such a way that it'll do something useful, no effect on dogs, tiny radius, unpredictable duration... and this is supposed to be a class power?
I have a theory why you might be missing. After you fire your singularity are you ducking behind cover instantly? If you remain exposed and fire a few shots enemies are much less likely to duck behind cover themselves. Or alternatively just time it better, launch it while they are behind cover, they will pop out to shoot you and then get hit cleanly.
Modifié par Malanek999, 10 mai 2011 - 09:06 .
#34
Posté 10 mai 2011 - 09:10
I really don't see the problem with giving Singularity insta cast, and a bigger radius for ME3. They way bioware is talking about the levels, and the fact that enemies can come at any direction means that the radus of Singuality heavy or wide is pretty much obsolete.Malanek999 wrote...
A bigger radius, leaving all other factors the same, would actually make the power weaker. It depletes on protected enemies faster when its damaging the protection of more enemies. You can see the difference between it the heavy and wide evoloutions. Heavy lasts much, much longer and is much more effective.Aumata wrote...
That and bigger raidus in ME3, serisouly I can't imagine keeping the same radius as ME2 in ME3 especailly when the levels are bigger and multilayer, with smarter AI. Might need a more potent Singularity
On that note singularity on times relies on luck to actually hit a target. It can push someone out of the radius. Liara singularity would have more than likely ended up better than Shepard singularity if it wasn't for the short duration that Shepard have, which i hope is gone in ME3. Hell I stop using singularity at some point and used pull field as it was way more reliable. I really don't feel like guessing if it is going to work or not in ME3. Plus with the multiple evolutions Singularity is gonna be looking beastly, but having a small ass radius on the field of ME2 would make it worthless. When I can just as easily use pull field and it equvilents and take the entire group out and use it again on another person fool as the other group is still in pull field.
#35
Posté 10 mai 2011 - 09:39
Malanek999 wrote...
IMO you were complaining it is underpowered or what is the "and this is supposed to be a class power" about?
Your opinions are your own, Malanek, but ulimately I made it quite clear in the initial post that I was annoyed by it's inconsistency, not its power. The mention about 'this is supposed to be a class power' was more my frustration that, despite being supposedly the Adept's signature power, it's so hit and miss. The only other class power I can think of with this kind of problem is the Vanguard's Charge/'Can't get a lock!' issue, which is far easier to avoid.
I don't find singularity unreliable. You have to be careful about what direction enemies can be thrown if you don't kill them before the hold duration expires, sometimes they can end up in an unpredictable place, but that makes gameplay more exciting. The duration is pretty much predictable, the factors that cause it to shorten are obvious but could be explained better. When enemies are advancing on you or are unprotected its easier.
I have a theory why you might be missing. After you fire your singularity are you ducking behind cover instantly? If you remain exposed and fire a few shots enemies are much less likely to duck behind cover themselves. Or alternatively just time it better, launch it while they are behind cover, they will pop out to shoot you and then get hit cleanly.
I don't think you're understanding the point being made. This has nothing to do with the player's timing. It has everything to do with the erratic combat movement of the AI. Not that it's a bad thing in of itself, but there is no way to accurately predict which direction an enemy will go, which cover he'll pick over any other, or anything related to this - therefore the assertion that one just has to 'time it right' doesn;t make any sense. As mentioned above it's extremely easy to hurl a singularity that, if it hits it's target (which is less likely thanks to it's slower speed than say, Throw), success depends entirely on whether the enemy happened to be moving in a conducive direction at the time it hit. The stagger mechanic functions in such a way that an enemy can literally stagger out of Singularity's small effect if it hits the wrong side, and there is nothing the player can do about that other than restrict it's use to short range.
This is the crux of the issue I have with it - it's not one issue, it's more the combination of several issues. It's reliance on staggering as oppose to holding, it's small radius and it's slow speed all combine to render it unreliable. You may not mind this lack of consistency, but that's not really the point behind the thread - to actually state 'I don't find it unreliable' is simply ignoring the reality of the situation, as by definition a power that only works if the situation randomly favours it is unreliable. You can use a Pull or a Throw or a Stasis or a Warp and it will act the same way, every time - so long as you hit, they'll work.
With singularity, hitting an opponent is only half the challenge. No other power demonstrates that lack of consistency short of bugs.
Modifié par JaegerBane, 10 mai 2011 - 09:40 .
#36
Posté 10 mai 2011 - 09:47
Bozorgmehr wrote...
JaegerBane wrote...
Excellent point, bozorg, but to be honest I would imagine all it would need is the same speed as something like the Pull bolt. Many of the issues I've had seem to stem from Singularity taking too long to get there (the enemy pulls a hard strafe, for instance, so the bolt hits them on the opposite side to the direction they're moving).
One thing I noticed when Stasis became available was how much my Adept missed a power that takes effect instantly. Sing, Warp, Pull, Throw are arced powers; without shields and cover Adept's are very vulnerable. Stasis is a great power to disable a single enemy instantly - something Adepts don't have by default (every other class has at least one power taking effect immediately), it's also one of the reasons Barrier is such a nice bonus power too (also a perfect 'oh crap' power).
Moving faster is great, but I'd prefer instant Singularities; I think they also make it easier to cast one precisely where you want to. No more issues like the one you've mentioned above.
Indeed. I'm not convinced Bioware had a clear idea of what they wanted Singularity to do - in terms of function it seems to work in a similar fashion to stasis, but the fact it can be deployed anywhere imply it was supposed to work like DA's glyph spells. I hope they figure it out, as bizarrely, the thing I like least about the Adept is it's class power, when they're supposed to be the ace in the hole for the class.
#37
Posté 10 mai 2011 - 10:09
JaegerBane wrote...
This is the crux of the issue I have with it - it's not one issue, it's more the combination of several issues. It's reliance on staggering as oppose to holding, it's small radius and it's slow speed all combine to render it unreliable. You may not mind this lack of consistency, but that's not really the point behind the thread - to actually state 'I don't find it unreliable' is simply ignoring the reality of the situation, as by definition a power that only works if the situation randomly favours it is unreliable.
Whether an enemy is unprotected is not random. Whether an enemy is coming towards you isn't random. Whether an enemy is a dog is not random. The duration is not random, it always runs through the same code and does not have random modifiers. What sort of cover an enemy is hiding behind isn't random. It doesn't rely on continuously staggering opponents, thats a nice side benefit. I have played with singualrity a lot, I am not ignoring the reality of the situation.
EDIT: If you want an example of an unrealiable class power look at the engineers drone. It triggers the enemy spawn points which can result in some very weird behavior. The most usual one is that enemies simply never appear but on occasion they can also materialise later than usual right in front of you. This is something Bioware need to look at, I don't think the drone should be triggering these.
Modifié par Malanek999, 10 mai 2011 - 10:16 .
#38
Posté 10 mai 2011 - 10:22
Malanek999 wrote...
JaegerBane wrote...
This is the crux of the issue I have with it - it's not one issue, it's more the combination of several issues. It's reliance on staggering as oppose to holding, it's small radius and it's slow speed all combine to render it unreliable. You may not mind this lack of consistency, but that's not really the point behind the thread - to actually state 'I don't find it unreliable' is simply ignoring the reality of the situation, as by definition a power that only works if the situation randomly favours it is unreliable.
Whether an enemy is unprotected is not random. Whether an enemy is coming towards you isn't random. Whether an enemy is a dog is not random. The duration is not random, it always runs through the same code and does not have random modifiers. What sort of cover an enemy is hiding behind isn't random. It doesn't rely on continuously staggering opponents, thats a nice side benefit. I have played with singualrity a lot, I am not ignoring the reality of the situation.
Malanek, I'm not going to argue this further. If you honestly believe that you can accurately predict every move an enemy may make, and when they make it, then I'm happy for you and all, but this thread wasn't really intended to cater to the tastes of precognitives. I've explained the situation in as simple terms as I can - if you;d read the post properly you'd know that the randomness aspect is to do with the angle it hits the target and whether other enemies happen to run into it, not irrelevant stuff about dogs and armour.
When you claim that it 'doesn't rely on continuously staggering opponents' when in fact that is how it holds defended enemies, your claims that you're not ignoring the reality of the situation come across as a little hollow.
#39
Posté 10 mai 2011 - 10:33
JaegerBane wrote...
Malanek999 wrote...
JaegerBane wrote...
This is the crux of the issue I have with it - it's not one issue, it's more the combination of several issues. It's reliance on staggering as oppose to holding, it's small radius and it's slow speed all combine to render it unreliable. You may not mind this lack of consistency, but that's not really the point behind the thread - to actually state 'I don't find it unreliable' is simply ignoring the reality of the situation, as by definition a power that only works if the situation randomly favours it is unreliable.
Whether an enemy is unprotected is not random. Whether an enemy is coming towards you isn't random. Whether an enemy is a dog is not random. The duration is not random, it always runs through the same code and does not have random modifiers. What sort of cover an enemy is hiding behind isn't random. It doesn't rely on continuously staggering opponents, thats a nice side benefit. I have played with singualrity a lot, I am not ignoring the reality of the situation.
Malanek, I'm not going to argue this further. If you honestly believe that you can accurately predict every move an enemy may make, and when they make it, then I'm happy for you and all, but this thread wasn't really intended to cater to the tastes of precognitives. I've explained the situation in as simple terms as I can - if you;d read the post properly you'd know that the randomness aspect is to do with the angle it hits the target and whether other enemies happen to run into it, not irrelevant stuff about dogs and armour.
The angle it hits isn't random either. That depends on how you arc it. I'm not claiming I know exactly where enemies are going to move although I do have a pretty good idea. And enemies that advance on you, and are therefore by far the most dangerous, are very easy to get it right with.
This is a power with a base 4.5 second recharge, you should not expect a single singularity to dominate the battlefield. It's primary use is to CC unprotected enemies and set up warp explosions. The fact it also offers a lesser form of CC and damage agasint protected enemies while being persistant and allowing you to use other powers is important, and incredibly useful, but not its main purpose.JaegerBane wrote...
When you claim that it 'doesn't rely on continuously staggering opponents' when in fact that is how it holds defended enemies, your claims that you're not ignoring the reality of the situation come across as a little hollow.
#40
Posté 10 mai 2011 - 10:37
JaegerBane wrote...
Bozorgmehr wrote...
JaegerBane wrote...
Excellent point, bozorg, but to be honest I would imagine all it would need is the same speed as something like the Pull bolt. Many of the issues I've had seem to stem from Singularity taking too long to get there (the enemy pulls a hard strafe, for instance, so the bolt hits them on the opposite side to the direction they're moving).
One thing I noticed when Stasis became available was how much my Adept missed a power that takes effect instantly. Sing, Warp, Pull, Throw are arced powers; without shields and cover Adept's are very vulnerable. Stasis is a great power to disable a single enemy instantly - something Adepts don't have by default (every other class has at least one power taking effect immediately), it's also one of the reasons Barrier is such a nice bonus power too (also a perfect 'oh crap' power).
Moving faster is great, but I'd prefer instant Singularities; I think they also make it easier to cast one precisely where you want to. No more issues like the one you've mentioned above.
Indeed. I'm not convinced Bioware had a clear idea of what they wanted Singularity to do - in terms of function it seems to work in a similar fashion to stasis, but the fact it can be deployed anywhere imply it was supposed to work like DA's glyph spells. I hope they figure it out, as bizarrely, the thing I like least about the Adept is it's class power, when they're supposed to be the ace in the hole for the class.
I've always wondered why singularity is so slow. I tend to think that powers with delayed effects are supposed to be used in conjunction with a flanking set-up, ie, throw a grenade, run to the next cover and attack when it detonates. But singularity is auto-targeted and follows the enemy, you have no idea where it's going to land. I guess you're supposed to cast and shoot the enemy at the same time to stagger/strip its defenses, so by the time it lands, singularity will immediately catch the sucker. But you can already do that with pull/throw/slam more effectively.
One idea I had floating around was evolving to make it even slower, but add the ability to absorb all projectives (or affect them enough to alter their trajectory somewhat) effectively making it a makeshift shield which you can run/walk behind. It would offer adepts who prefer CQC combat greater mobility.
#41
Posté 10 mai 2011 - 10:37
Malanek999 wrote...
JaegerBane wrote...
Malanek999 wrote...
JaegerBane wrote...
This is the crux of the issue I have with it - it's not one issue, it's more the combination of several issues. It's reliance on staggering as oppose to holding, it's small radius and it's slow speed all combine to render it unreliable. You may not mind this lack of consistency, but that's not really the point behind the thread - to actually state 'I don't find it unreliable' is simply ignoring the reality of the situation, as by definition a power that only works if the situation randomly favours it is unreliable.
Whether an enemy is unprotected is not random. Whether an enemy is coming towards you isn't random. Whether an enemy is a dog is not random. The duration is not random, it always runs through the same code and does not have random modifiers. What sort of cover an enemy is hiding behind isn't random. It doesn't rely on continuously staggering opponents, thats a nice side benefit. I have played with singualrity a lot, I am not ignoring the reality of the situation.
Malanek, I'm not going to argue this further. If you honestly believe that you can accurately predict every move an enemy may make, and when they make it, then I'm happy for you and all, but this thread wasn't really intended to cater to the tastes of precognitives. I've explained the situation in as simple terms as I can - if you;d read the post properly you'd know that the randomness aspect is to do with the angle it hits the target and whether other enemies happen to run into it, not irrelevant stuff about dogs and armour.
The angle it hits isn't random either. That depends on how you arc it. I'm not claiming I know exactly where enemies are going to move although I do have a pretty good idea. And enemies that advance on you, and are therefore by far the most dangerous, are very easy to get it right with.This is a power with a base 4.5 second recharge, you should not expect a single singularity to dominate the battlefield. It's primary use is to CC unprotected enemies and set up warp explosions. The fact it also offers a lesser form of CC and damage agasint protected enemies while being persistant and allowing you to use other powers is important, and incredibly useful, but not its main purpose.JaegerBane wrote...
When you claim that it 'doesn't rely on continuously staggering opponents' when in fact that is how it holds defended enemies, your claims that you're not ignoring the reality of the situation come across as a little hollow.
Not its main purpose? On insanity? Which powers does the Adept have that will CC protected enemies again?
#42
Posté 10 mai 2011 - 10:49
JaegerBane wrote...
termokanden wrote...
I do think Singularity needs a larger radius. Not much larger, but just so enemies don't somehow get out of the area of effect too soon.
Basically, I think Heavy Singularity should have the same radius as Wide Singularity does now. Not really sure what Wide Singularity should be like then though.
I would imagine that the radius argument would depend more on what you envisage Singularity being used for. Currently it works very similar to Stasis rather than ME1's Singularity, which is fine by me. My issue is that the combination of slow speed and hit-and-miss stagger mechanic - where the direction the enemy could be 'staggered' into is random - really heightens the chances it'll mess up.
The extra radius is for that purpose alone. I suppose a different implementation could accomplish the same thing though.
#43
Posté 10 mai 2011 - 11:09
Protected enemies are not supposed to be easily controlled until their protections havebeen brought down.Dave666 wrote...
Not its main purpose? On insanity? Which powers does the Adept have that will CC protected enemies again?
#44
Posté 10 mai 2011 - 11:19
#45
Posté 10 mai 2011 - 11:44
Malanek999 wrote...
Protected enemies are not supposed to be easily controlled until their protections havebeen brought down.Dave666 wrote...
Not its main purpose? On insanity? Which powers does the Adept have that will CC protected enemies again?
If you removed the stagger effect from Singularity then on Insanity the Adept would be all but unplayable. The whole point of the bloody class is Crowd Control. If I wanted to just shoot enemies I'd play as a Soldier.
#46
Posté 11 mai 2011 - 02:14
#47
Posté 11 mai 2011 - 09:23
Malanek999 wrote...
Whether an enemy is unprotected is not random. Whether an enemy is coming towards you isn't random. Whether an enemy is a dog is not random. The duration is not random, it always runs through the same code and does not have random modifiers. What sort of cover an enemy is hiding behind isn't random. It doesn't rely on continuously staggering opponents, thats a nice side benefit. I have played with singualrity a lot, I am not ignoring the reality of the situation.
You'd expect a power like Singularity isn't 'random' but it, unfortunately, is. Duration is eratic; sometimes one can hold 2-3 enemies for +5 seconds, sometimes it pops (same conditions) within 3 seconds. It's also possible all enemies within its radius die (fast) which will 'reset' duration (a new enemy stepping in its AoE will be trapped for the full duration).
Slapping one on Harbinger usually disables him for ~5 seconds, but sometimes only 3 seconds and other times up to 8 seconds. Targeting is irrelevant here, Harbinger is standing in the open, Sing will always make a direct hit.
Targeting a protected enemy can disable target completely, but many enemies are still able to shoot Shep whilst trapped (there's no way anyone can 'predict' who is and who's not).
Sometimes enemies are not drawn into the Singularity (which is what's supposed to happen) but instead are pushed out of its AoE (the total opposite of what you're trying to accomplish).
These are 'problems' that severely affect Singularity's reliability. It's an excellent power nevertheless, but its core feature - trap / hold protected enemies - is 'buggy'. When I use a power, I'd like to know that (assuming you're timing and targeting are spot on) it will 'work'. I don't like random effects at all.
Tony Gunslinger wrote...
I've always wondered why singularity is so slow. I tend to think that powers with delayed effects are supposed to be used in conjunction with a flanking set-up, ie, throw a grenade, run to the next cover and attack when it detonates. But singularity is auto-targeted and follows the enemy, you have no idea where it's going to land. I guess you're supposed to cast and shoot the enemy at the same time to stagger/strip its defenses, so by the time it lands, singularity will immediately catch the sucker. But you can already do that with pull/throw/slam more effectively.
Yeah, I also don't understand why Singularity has to be arced and moves slowly. Pull and Throw have to be arced powers to control direction targets getting Pulled- or Thrown away at. This is not needed for Singularity.
@ Malanek999 ; Tony posted another example; because it's slow and enemies move around constantly makes it impossible to predict where Sing is going to land. Firing one at an enemy will follow him wherever he goes - and because enemies never stay in one place for long - results in Sing hitting an obstacle (which wasn't in the way the moment Sing was cast) but due to the target's new position, it's bound to hit a wall or something else instead.
#48
Posté 11 mai 2011 - 12:02
Stasis makes sense to be instacast. It only effects a single target, and so exact placement does not matter.
#49
Posté 11 mai 2011 - 12:37
JaegerBane wrote...
Why is it that the second anyone questions any biotic ability they're instantly regarded as wanting ME1's biotics back?
Because straw man arguments are easy to make and don't require understanding what the other person is saying. Look at any thread criticising something in ME2 and there will probably be some one accusing the critics of wanting ME1's system back.
Personally I think there are broader problems with Adepts in ME2. They have so many options against unshielded enemies that there is a lot of redundancy but few and sometimes quite situational options against shielded opponents. Singularity is such lynch pin it's a pain it's not reliable or even better explained how it affects shielded enemies.
#50
Posté 11 mai 2011 - 01:53
All biotics are worthless against shields and only warp has any affect against armour or barriers.
And if you aren't using warp immediately after catching someone in a singularity then you also need to L2p. There is no point keeping them in the air for 6 seconds. Singularity, due to it's slow speed and large radius is great for getting unshielded enemies out from behind cover, and then you use a squad mate to warp them as soon as you can.
Singularity is fine on lower difficulties, but like all biotics in ME2 is impractical and very situational on hardcore or insanity. The issue is with the class in general.





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