Bluko wrote...
My point with Biotics is if you're already shooting any enemy to take down their shields, why stop shooting? True once you've expended a full clip they probably have a portion of their health missing as well. So quickly using Throw or Pull to buy you time to reload can work to your advantage. But then they're a moving the target. If you use Pull your squadmates might just kill them for you. Or they may land closer to you instead. If you use Throw however you might just end up actually prolonging the fight. I know you can angle Biotics like Throw, but it's usefulness is heavily dependent on the environment.
From my experience it's better to just reload and then nail the enemy one last time once they pop up and finish them for good with your gun. True I could use Warp instead, though it's not that effective against Health to be a sure kill and it has a noticeable cooldown. What I'm getting at is if 3 Adepts were facing 3 let's say Centurions they'd be at a rather poor disadvantage. 3 Soldiers or 3 Engineers would not be however.
Like I said before; defenses drop twice as fast compared to health. You have to keep shooting enemies 2 times longer to kill (compared to stripping only). Shooting also has no or very limited (and very unreliable) CC effects (ammo powers; staggers) - enemies will be shooting back most of the time. Taking them out with biotics removes them completely from the battle (and using Pull will double weapon and power damage - like 5 times more damaging than ammo powers). Using Pull first, is the same thing as shooting enemies in ARush or Cloak (+100% damage).
It's simple really; CC ed enemies are harmless, enemies still standing will kill you. Biotic are the best powers
to disable em. An Adept can take on 4 Krogan head-on > the only thing that matters is their armor (i.e. 1/3 - 1/2 of total HP) > armor down, Throw Krogan to the ground > deal with the next one's armor. You can have 3-4 Krogan on the ground indefinitely, they cannot fight back and you can decide when and/or how you want to kill em. You cannot do anything like this with weapons and/or ammo powers.
Basically, Adepts only have to fight defenses, with defenses out of the way, they've won. You can easily CC 3-6 enemies (once their shields/armor/barriers are removed). There is no other class that can come close to the Adept's CC abilities. A Soldier who has removed defenses has only dealt with 1/3 of total HP.
Seriously the way ME2 works any sort of "fire" ability is going to be better then any Biotic. It immobolizes the enemy and causes them to take damage while still making them easy shooting targets. Can't say any Biotic ability has any effect like that really. Well Singularity does sort of but it's damage is pretty trivial in comparison. So yes I think it's fair to say that Soldiers and Tech classes are better off due to their ability to burn things. (Well maybe not Sentinel, but they're pretty close to invincible anyways.)
All I can say is that you don't know how to use biotic powers effectively - check my sig for more info if you're interested. The way I play Adept - trying to be fast, aggressive, and avoiding cover - biotic powers are responsible for >60% of the total amount of damage. Biotics can kill much faster than weapons can, if you use em right. And without their CC effects there is no chance to move around without cover.
Disruptor Ammo literally makes Shields nearly non-existent for the shooter. It also damages synthetic enemies. Overload takes out Shields, can stun synthetics, and at Rank 3 causes enemy weapons to overheat. Seems pretty useful to me. Might not do squat against armor (though Overloard also works on instant killing Pyros and messes with Mechs) so yeah. As a stripping power Overload is probably more usful then Warp, because frankly there aren't many enemies with Barriers. And Tech and Combat classes can easily strip Armor away anyways. That's the point I'm trying to make.
Disruptor Ammo is (close to being) redundant when it comes to shield stripping. Test is yourself if you don't believe me. Pick any weapon and count the number of shots you need to fire to remove shield, with and without Disruptor Ammo; >90% of the time you need the same number of shots > no difference. The chance to overheat weapons only works when shields are removed - it does nothing if enemies have defenses. Adepts have far better CC abilities which always work, last longer and open up combos.
I dunno about you but seriously Inferno Ammo, Inferno Grenade, and Incinerate are all pretty damn effective against non-protected enemies. More so then Shockwave, Pull, or Throw I'd say. And they are at least as effective as Warp against Armor. They also have better radius effects as well.
Cyro Ammo is pretty useless though, except against Husks kind of. Cyro Blast is equally not very worthwhile. I'll agree to that.
Drone is far more useful then Singularity to me. Overload serves a several purposes besides removing Shields and is far more valuable the Warp.
Concussive Shot does good damage, staggers protected enemies, and does great damage against Barriers. It also essentially works the same as a weaker version of Throw.
Inferno Ammo and -Grenades inflict minor damage and don't even make all enemies do the fire dance; Incinerate does decent damage (like Warp does); CS is useless - like Inferno Grenades, it cannot strip defenses completely, making it useless to setup quick combos.
Oh, and using Pull and Throw 4 times instead of one grenade or CS makes all the difference in the world -those powers are junk compared to biotic powers; the only non-biotic power that can rival CC is Neural Shock (which is a bonus power, not class related).
Cryo Ammo is the best ammo power around btw - if you're no using the Widow or Claymore.
Biotics have severe issues when it comes to dealing with heavily protected enemies. Especially if they are sporting Shields. I mean what the hell can Adept do against a YMIR mech? Use a Heavy Weapon is about the only sound solution.
Adept do what all other classes do - shoot the bastard. What do Soldiers do? Infiltrators? Vanguards? Sentinels? Only Engineers have something to distract YMIR, everyone else is in the same boat as Adepts - no difference whatsoever.
Against the standard canon fodder enemies, sure Biotics are good. Heck in some situations they are noticeably better off then the other classes. Especially on the normal difficulty. I'll admit in some situations the Adept is superior to say the Soldier. But when it comes down to a heavy duty fight with something like a Geth Colossus I'd say the Soldier is superior. Same goes for the YMIR Mechs which are rather prevalent.
Against enemies who are immune to powers (at least their CC effect) everyone is in the same boat. Soldiers start out with more weapons, but if Adepts have their bonus weapon (which they can have >80% of the game) there is no difference. Any weapon does exactly the same amount of damage regardless class.
Singularity will completely immobilize Harbinger and Scions - up to 8 seconds; Adepts can simply walk towards em, shouting back insults to Harby and comfortably switch to whatever weapon they like to kill em.
So I'd say there's some balance issues to be sure.
Weapons yes, powers no - biotics are fine, only Singularity needs a little tweaking to make it more reliable when used against protected enemies. Making it insta-cast would also help alot. Shockwave needs some work too, to make it a bit better on Insanity (it's great below HC).
Given that I don't see why it should be considered so repugnant to say allow Biotic abilities to bypass Shields. Just Shields, not Armor or Barriers. And then to up the ante a bit more for Combat and Tech classes put Shields on the majority of enemies of again. That's all I'm really after here.
Or maybe just have abilities like Shockwave knockdown enemies with protections similar to the after-effect of Stasis. Might actually allow the Adept class to be something of Crowd control again. Makes sense for Vanguard too really. Or if Singularity actually did some real damage to protected enemies then things might be a different story.
Like I explained at the top of this reply; having the ability to knockdown enemies is insanely powerful. If Throw bypasses shields, one Adept can have up to 4 enemies on the ground permantly > things will be going ME1's way - i.e. a completely broken combat system. Protection doesn't have any effect on biotics powers; you only need to remove protection first, but only if you want to Pull, Throw or Shockwave the target.
The Adept is the best class in terms of gameplay on Insanity, they are very powerful, but - unlike most other classes - need help from squadmates and their weapons. Adepts need to use everything in ME2; all of their powers, squadmates, teamwork, weapons. Compare that to a Soldier, who has no powers (only a buff); gains little to nothing from squadmates; doesn't know teamwork; can only shoot, shoot, and shoot the enemy. They're easier to play, because their gameplay is simple. It takes more work to master the Adept, but when you do, you're not likely going to complain about gimped powers, or balance issues between classes.
Personally, I think it's bad enough BW made the Soldier such a one-dimensional class. I'm not looking forward to have Adepts follow that (boring) path.