ComputerEnthusiast wrote...
I played both Adept and Engineer, and i can tell you that engineer is the weakest class of all. Most major missions (particularly collector missions), enemies are organic, so you have to use combat drone exclusively. But the drone itseft cause little damage, and only distract single enemy, so under heavy fight, you spend a lot of time taking cover to wait for shield regen (which i hate most) or use medigel. The engineer is only great when they can use AI hacking on sythetic enemies.
On the other hand, with the help of wrap explosion, most fights a trivial for adept, if not that easy.
Here's what I think about Tech vs. Biotics:
Tech powers = Crowd Control
- Compared with biotics, tech powers deal less damage
- Tech powers’s damage is a fixed amount
- Tech power’s duration effects are predictable (enemies will firedance 3 seconds, Cryoblast freezes 5-7 seconds, Overload overheats weapons and synthetics in a set time)
- Tech powers are self-contained powers that cannot be combined to create new effects (ie, frozen enemies do not take extra damage from incinerate)
- The main tech powers often have multiple effects (damage, plus CC properties), and the damage gets applied first. This means that if an enemy has 129 shields, my Level 1 Incinerate will destroy the shields and the poor bastard will start dancing. The same applies to Overload, Energy Drain. Flashbang is a half-tech power, but it behaves the same.
Biotics = Crowd Chaos
- Compared with tech powers, biotics deal the most potential damage
- Biotics’ damage is more unpredictable because it mostly relies physics and enviroment (ie, enemies can either receive negligable damage or insta-killed when they fly off the map)
- Biotics CC durations are also unpredictable because they are based on physics; a pulled enemy can be pulled so high that its ragdoll duration lasts longer than the pull field.
- Biotics can be combine with other powers to create new effects (warp bombs, frozen enemies receive double physics damage it seems)
- The main biotic powers by themselves only have one effect, and they are ‘all-or-nothing’ powers. This means that if an enemy has 1pt shields left, using Pull will destroy the shields but will not pull the enemy. The exception is Singularity as it has multiple effects. Reave may also behave like Incinerate/Overload as it has multiple effects, but I’m not sure at this point if the health-drain part activates after the damage part destroys the defense layer.
When you look at tech powers, they can be summed up as: less damage, less dynamic, but produces predictable results. Tech powers will kill enemies the slowest, their CC durations are shorter, but they are better for planning your moves ahead.
When you look at biotics, they can be summed up as: a gambler’s power set, able to deal a lot of damage under the right circumstances. They are harder to control, but their CC durations are long, they f*cks sh*t up much faster than tech.
IMO, I think Pull/Throw/Slam should act like tech powers more in that the damage part should be applied first, so that if it penetrates the defense layer, the CC effect then activates just like Incinerate/Overload do. This may get rid of the glitchiness that we often experience, and it would speed up the gameplay because we don't need to 'wait-and-see' what happens, and plan our moves in advance with more precision.
Modifié par Tony Gunslinger, 26 mai 2011 - 04:24 .