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Will biotics be gimped in higher diff?


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#51
dreman9999

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The Spamming Troll wrote...

dreman9999 wrote...

1. Throw and pull drains protection.
2.Throw and pull are spamable.
3. You can clearly shot your target protection off than use your powers are just us throw and pull till the protection fails.
4. Target the weakest enemy because they have the weakes shield. You can quickly use them as warp bombs to take out stronger targests.

In short, heavy throw may not floor a target but it staggers them and drian their shields. A normal enemy need 3 throws to take out their shields. Once done, pull the protectionless target, and use him to take off the other targets shield with a warp bomb.
What makes the Adept balace is that the class can hold back groups and damage and strip groups with one weaken enemy.


your investing in an ability called throw and pull. im not investing in something called "poor mans warp." throw and pull should reduce enemies health regardless of protections AS WELL AS put that enemy on their ass. atleast that what i think when im using something called throw. throw drains maybe 1/10 of someones health, its nothing worth calling effective. but again, im not using an ability labeled throw to JUST remove a little bit of health.

im simply not content playing an adept and spamming pull to cause a half second stagger.

any class can do warp bombs. its not adept exclusive.

imagine if insanity weakened guns instead of powers. wed be seeing tons of complaints about soldiers being gimped, but it seems it doesnt work the other way around.

You do know that throw never effected health in ME1.....And Throw can insta-kill a guy.  Knock a guy into the roof or wall and brake his neak and no mate what health he has he's dead. But the shield have to be of first. Now you warp span ideal for combat won't work because warp has a long cooldown. Pull never hurts anyone  unless they have one hit left anyway.
And that half second stagger is long enough for you to be able to cast pull to stagger them again.  3 pulls or throw will take of the shields of the weakes enemy. That 4 secs of combat. Youn then pull the guy and take out groups and heavyier defeded enemies with warp bombs.
The class is about starting same to take out big groups and enemies.

#52
Aimi

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I'm honestly more interested in knowing if biotics will be properly balanced for lower difficulties, where they are colossally overpowered.

Modifié par daqs, 09 juin 2011 - 08:23 .


#53
Stardusk78

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Bozorgmehr wrote...

Funny how ignorant some people are when it's about biotics. Anyone claiming biotics suck on Insanity have no knowledge whatsoever about how the ME2 combat mechanics works. If biotics suck on Insanity they're completely useless on Normal.

I hope BW isn't going to listen to those morons who don't know how to use biotics. It's simple really, if you can't handle something simple as protection, Insanity isn't your difficulty level. Go play on Normal please.


Exactly. People who suck at Adepts complain they suck...simple as.

I suck at Adepts but don't complain, just not my favourite class is all...

#54
ramnozack

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Biotics not bypassing defenses makes no sense lore wise(except biotic barriers). Shields are designed to stop projectiles. thats it. Armor making biotics useless makes even less sense infact i would say that armor made u heavier which say if a biotic lifted you and threw u to the ground (slam) it would hurt more with all that armor. Barriers should be the only thing to stop biotics except for warp. Warp would cause barriers to become unstable thus causing barriers to explode AKA barriers hit with warp = warp explosion.

#55
Ahglock

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dreman9999 wrote...

Ahglock wrote...

Bozorgmehr wrote...

Funny how ignorant some people are when it's about biotics. Anyone claiming biotics suck on Insanity have no knowledge whatsoever about how the ME2 combat mechanics works. If biotics suck on Insanity they're completely useless on Normal.

I hope BW isn't going to listen to those morons who don't know how to use biotics. It's simple really, if you can't handle something simple as protection, Insanity isn't your difficulty level. Go play on Normal please.


Yes saying the suck is wrong, but that doesn't mean there aren't balance issues here.  It should be important for every class to pick the right squad mates and they should have to use the squad mates powers correctly in order to have a smooth run.  While it is not a big hurdle to jump, it is not right when only 1 or 2 classes have to jump that hurdle.  

Their is no balaning issue. If the taret is strong use singularity on it. If it's too strong, Stasis. And Adepts are not the only class that depends on squad mate on the higher difficulties. All classes do. You have a solder but you have a geth destroyer hounding you....You use Garrus overload. Too much consentrated fire on you?...Use Jack's shock wave on all of them.
And Adepts are not helpless, they have guns, too.


No, there is a balance issue.  Also Stasis really you are going to use a DLC bonus power to explain why adepts are fine?  And no 4 of the 6 classes do not depend on squadmates, soldier, infiltrator, vanguard and sentinel can run through the game on insanity with any squadmantes they want, never using their powers, and pretty much only using guns+class power and it is easy mode, smooth ride for them.   Hell in most cases they don't even need to change guns or ammo, it is one gun+one power spam.  While the adpet isn't gimped and doesn't suck, they aren't balanced either.  

#56
Aimi

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ramnozack wrote...

Biotics not bypassing defenses makes no sense lore wise(except biotic barriers). Shields are designed to stop projectiles. thats it. Armor making biotics useless makes even less sense infact i would say that armor made u heavier which say if a biotic lifted you and threw u to the ground (slam) it would hurt more with all that armor. Barriers should be the only thing to stop biotics except for warp. Warp would cause barriers to become unstable thus causing barriers to explode AKA barriers hit with warp = warp explosion.

Can we please move past that tiresome "lore must dictate combat gameplay" nonsense?  Biotics being usable multiple times in a given firefight makes no sense, lorewise, but you can still do it.

Modifié par daqs, 09 juin 2011 - 10:15 .


#57
dreman9999

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Ahglock wrote...

dreman9999 wrote...

Ahglock wrote...

Bozorgmehr wrote...

Funny how ignorant some people are when it's about biotics. Anyone claiming biotics suck on Insanity have no knowledge whatsoever about how the ME2 combat mechanics works. If biotics suck on Insanity they're completely useless on Normal.

I hope BW isn't going to listen to those morons who don't know how to use biotics. It's simple really, if you can't handle something simple as protection, Insanity isn't your difficulty level. Go play on Normal please.


Yes saying the suck is wrong, but that doesn't mean there aren't balance issues here.  It should be important for every class to pick the right squad mates and they should have to use the squad mates powers correctly in order to have a smooth run.  While it is not a big hurdle to jump, it is not right when only 1 or 2 classes have to jump that hurdle.  

Their is no balaning issue. If the taret is strong use singularity on it. If it's too strong, Stasis. And Adepts are not the only class that depends on squad mate on the higher difficulties. All classes do. You have a solder but you have a geth destroyer hounding you....You use Garrus overload. Too much consentrated fire on you?...Use Jack's shock wave on all of them.
And Adepts are not helpless, they have guns, too.


No, there is a balance issue.  Also Stasis really you are going to use a DLC bonus power to explain why adepts are fine?  And no 4 of the 6 classes do not depend on squadmates, soldier, infiltrator, vanguard and sentinel can run through the game on insanity with any squadmantes they want, never using their powers, and pretty much only using guns+class power and it is easy mode, smooth ride for them.   Hell in most cases they don't even need to change guns or ammo, it is one gun+one power spam.  While the adpet isn't gimped and doesn't suck, they aren't balanced either.  

....
1. You can run thought the whole game easily with a pure biotic team. .....Excluding Maranda.
An Adept Shep, Jack and Samara is straight up murder.
2.Other classes need other squad members just as much as adepts .
As for Sentials....the class was made to link the team to gether.
3. The issue of balnce is just two things. Cooldowns and holding eneimes back. Warp can easilly take off protection..it just has a long cooldown. That just mean using somthing else to do it with. You can us 3 throw to take off one weak guys shield...The thats 4.5 secs of attacks....Then you can take out a group at once. No other class can do that. For cooldowns, just use the fast powers than the slower cooling down powers.
For holding back people, singularity and stasis. And Yes, stasis balance things out. It was ment to. Lotsb is called an expation for a reason. The power allown almost overpowers the class.

So yes, as an adept you don't need to depend of you squad on insanity. and for all classes, on insanity it's import what class you choose and what powers you use. You can't tell me you keep one level one ammo type though out the game on an insanity playthrou. That's bs.

#58
The Spamming Troll

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Fathom72 wrote...

The Spamming Troll wrote...

i
was referencing the fact that throw ISNT a poor mans warp. throw
shouldnt be delegated to a poor mans warp, just to give it an excuse to
use on insanity. i shouldnt be looking to use throw to slightly remove
some health. i should be using throw to throw someone. that makes sense
doesnt it?

using singularity to setup warp bombs is such a minor
detail to what playing an adept should be. yes i CAN setup my own warp
bombs, but really so can any other class. every class has that
privelage. its not like i can do a slightly weaker charge or slightly
become cloaked.

i dont know why some of you people think we
simply dont understand how to play ME with enemy protections. its not a
difficult concept to grasp. more importantly its not actually the
complaint thats being given.


What I'm saying is that, how
it currently is, throw IS NOT a poor man's warp.  All warp can do is
damage and staggering.  Throw can't be used to de-buff enemies, but its
field evolution can knock de-buffed enemies out for much longer than
Warp.  While the thrown people are down on their asses, you have
significantly less enemies shooting at you, allowing you to focus on
your immiediate threats.  Bear in mind, due to throw's low cool-down,
you'll probably be able to use another power to help against those still
standing.  Once those people are killed, you only have to worry about
the folks who are getting up, who happen to already be de-buffed.

I
also recognize that you can play the game just fine.  You have a
different playstyle, is all.   However, when you insist that a different
playstyle isn't viable, one that I play quite efficiently, I can't help
but call you out.


i was saying throw SHOULDNT be a
poor mans warp, but it is. throw takes off a small amount of health and
causes a half second stagger, while warp takes off more health and
causes a half second stager. throw on insanity is a poor mans warp.
which leads me to my point, which is, NO, i dont like using throw as a
poor mans warp. i like using throw to throw someone.

imediate
threats in ME2 are ONLY those with protections. enemies in the red are a
complete afterthought. so what effective use can i do with throw when
enemies have protections?

an adept has different
playstyles???????? your kidding yourself. i spam singularity like its
going out of fashon, beucase its the only ability i have that fits under
a class thats apparently supposed to be the ultimate CCer. 

and
what is the deal with someone thinking i cant play ME2. or the
millionth time, insanity isnt difficult to comprehend what changes were
made. just becuase you see no problems with the adept because you enjoy
playing it differently between difficulties, doesnt mean there isnt a
problem with the adept. i mean look around, its pretty obviouse there
are problems with the adept in ME2. its not like this is comming out of
nowhere.

Fathom72 wrote...
I'm also surprised that no one has tried to compromise on this issue. As in, a system where biotics can go through protection, but with lesser potency than against unarmored enemies.


this is exactly whats being proposed.


dreman9999 wrote...

You do know that throw never effected
health in ME1.....And Throw can insta-kill a guy.  Knock a guy into the
roof or wall and brake his neak and no mate what health he has he's
dead. But the shield have to be of first. Now you warp span ideal for
combat won't work because warp has a long cooldown. Pull never hurts
anyone  unless they have one hit left anyway.
And that half second
stagger is long enough for you to be able to cast pull to stagger them
again.  3 pulls or throw will take of the shields of the weakes enemy.
That 4 secs of combat. Youn then pull the guy and take out groups and
heavyier defeded enemies with warp bombs.
The class is about starting same to take out big groups and enemies.



i
do remember throw in ME1, but i dont remember it breaking anyones neck.
i remember it throwing dudes into walls 50 feet away and those dudes
getting up like they were tickled by a butterfly tho.

well i was going to reply more, but i dont follow what your getting at.

#59
The Spamming Troll

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dreman9999 wrote...

1. You can run thought the whole game easily with a pure biotic team. .....Excluding Maranda.
An Adept Shep, Jack and Samara is straight up murder.
2.Other classes need other squad members just as much as adepts .
As for Sentials....the class was made to link the team to gether.
3. The issue of balnce is just two things. Cooldowns and holding eneimes back. Warp can easilly take off protection..it just has a long cooldown. That just mean using somthing else to do it with. You can us 3 throw to take off one weak guys shield...The thats 4.5 secs of attacks....Then you can take out a group at once. No other class can do that. For cooldowns, just use the fast powers than the slower cooling down powers.
For holding back people, singularity and stasis. And Yes, stasis balance things out. It was ment to. Lotsb is called an expation for a reason. The power allown almost overpowers the class.

So yes, as an adept you don't need to depend of you squad on insanity. and for all classes, on insanity it's import what class you choose and what powers you use. You can't tell me you keep one level one ammo type though out the game on an insanity playthrou. That's bs.


1. there is a big difference between being one adept, compared to 3.
2. i forget that vangaurds need to remove protections in order to charge. or infiltrators need to remove protections in order to infiltrate. how about you try to point out how an adept isnt handcuffed by a protection system that does exactly that.
3. its not as simple as saying throws cooldown is 1.5 seconds so ill have an enemy dead in 4.5 seconds. thats rediculouse. im not playing this game on a peice of peper. maybe im the only one who got ME2 with all those nice waste high walls to hide behind.

stasis is the WORST ability in the game, only because its the best. put stasis on a soldier and you have no reason to bring a biotic along. theres very little reason to play an adept, when i can play a soldier, and be an affective sa called "adept" and still have everything the soldier offers.

please, tell me how a non-adept HAS to use the correct squad on every mission.

#60
dreman9999

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The Spamming Troll wrote...

Fathom72 wrote...

The Spamming Troll wrote...

i
was referencing the fact that throw ISNT a poor mans warp. throw
shouldnt be delegated to a poor mans warp, just to give it an excuse to
use on insanity. i shouldnt be looking to use throw to slightly remove
some health. i should be using throw to throw someone. that makes sense
doesnt it?

using singularity to setup warp bombs is such a minor
detail to what playing an adept should be. yes i CAN setup my own warp
bombs, but really so can any other class. every class has that
privelage. its not like i can do a slightly weaker charge or slightly
become cloaked.

i dont know why some of you people think we
simply dont understand how to play ME with enemy protections. its not a
difficult concept to grasp. more importantly its not actually the
complaint thats being given.


What I'm saying is that, how
it currently is, throw IS NOT a poor man's warp.  All warp can do is
damage and staggering.  Throw can't be used to de-buff enemies, but its
field evolution can knock de-buffed enemies out for much longer than
Warp.  While the thrown people are down on their asses, you have
significantly less enemies shooting at you, allowing you to focus on
your immiediate threats.  Bear in mind, due to throw's low cool-down,
you'll probably be able to use another power to help against those still
standing.  Once those people are killed, you only have to worry about
the folks who are getting up, who happen to already be de-buffed.

I
also recognize that you can play the game just fine.  You have a
different playstyle, is all.   However, when you insist that a different
playstyle isn't viable, one that I play quite efficiently, I can't help
but call you out.


i was saying throw SHOULDNT be a
poor mans warp, but it is. throw takes off a small amount of health and
causes a half second stagger, while warp takes off more health and
causes a half second stager. throw on insanity is a poor mans warp.
which leads me to my point, which is, NO, i dont like using throw as a
poor mans warp. i like using throw to throw someone.

imediate
threats in ME2 are ONLY those with protections. enemies in the red are a
complete afterthought. so what effective use can i do with throw when
enemies have protections?

an adept has different
playstyles???????? your kidding yourself. i spam singularity like its
going out of fashon, beucase its the only ability i have that fits under
a class thats apparently supposed to be the ultimate CCer. 

and
what is the deal with someone thinking i cant play ME2. or the
millionth time, insanity isnt difficult to comprehend what changes were
made. just becuase you see no problems with the adept because you enjoy
playing it differently between difficulties, doesnt mean there isnt a
problem with the adept. i mean look around, its pretty obviouse there
are problems with the adept in ME2. its not like this is comming out of
nowhere.

Fathom72 wrote...
I'm also surprised that no one has tried to compromise on this issue. As in, a system where biotics can go through protection, but with lesser potency than against unarmored enemies.


this is exactly whats being proposed.


dreman9999 wrote...

You do know that throw never effected
health in ME1.....And Throw can insta-kill a guy.  Knock a guy into the
roof or wall and brake his neak and no mate what health he has he's
dead. But the shield have to be of first. Now you warp span ideal for
combat won't work because warp has a long cooldown. Pull never hurts
anyone  unless they have one hit left anyway.
And that half second
stagger is long enough for you to be able to cast pull to stagger them
again.  3 pulls or throw will take of the shields of the weakes enemy.
That 4 secs of combat. Youn then pull the guy and take out groups and
heavyier defeded enemies with warp bombs.
The class is about starting same to take out big groups and enemies.



i
do remember throw in ME1, but i dont remember it breaking anyones neck.
i remember it throwing dudes into walls 50 feet away and those dudes
getting up like they were tickled by a butterfly tho.

well i was going to reply more, but i dont follow what your getting at.

1. I was refuring to ME2.
2. I was refurring to warp explosion normally kill more peopleat once than a AR solder.
3.It takes 4.5 secs for Throw to take out a weak targets  shieded. Then you can blow them up...You can't wait 4 secs?
4.Also, red enemies still do damge...more so in insanity. That's your problem, you don't see everyone on the field as a threat.....I see red health enemies and ammo for warp explosions.

5."I'm also surprised that no one has tried to compromise on this issue.
As in, a system where biotics can go through protection, but with lesser
potency than against unarmored enemies."
...That's ME1 ON INSANIITY.....It would be just as unbalanced.

#61
The Spamming Troll

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does refurring mean your putting on new fur?

i wouldnt mind waiting 4.5 seconds to use throw, if every other class had to do the same.

red is the defining color to an adept. seeing any other color means im looking at the wrong enemy. threats to adepts are alot worse then combat classes. i dont have comparable weapons to take them out as easy with OSOK with widow or claymore, and i dont have an option in my classes arsenal to use an ability to do "something" other then singularity which is about the most iffy ability in the game.

#62
dreman9999

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The Spamming Troll wrote...

dreman9999 wrote...

1. You can run thought the whole game easily with a pure biotic team. .....Excluding Maranda.
An Adept Shep, Jack and Samara is straight up murder.
2.Other classes need other squad members just as much as adepts .
As for Sentials....the class was made to link the team to gether.
3. The issue of balnce is just two things. Cooldowns and holding eneimes back. Warp can easilly take off protection..it just has a long cooldown. That just mean using somthing else to do it with. You can us 3 throw to take off one weak guys shield...The thats 4.5 secs of attacks....Then you can take out a group at once. No other class can do that. For cooldowns, just use the fast powers than the slower cooling down powers.
For holding back people, singularity and stasis. And Yes, stasis balance things out. It was ment to. Lotsb is called an expation for a reason. The power allown almost overpowers the class.

So yes, as an adept you don't need to depend of you squad on insanity. and for all classes, on insanity it's import what class you choose and what powers you use. You can't tell me you keep one level one ammo type though out the game on an insanity playthrou. That's bs.


1. there is a big difference between being one adept, compared to 3.
2. i forget that vangaurds need to remove protections in order to charge. or infiltrators need to remove protections in order to infiltrate. how about you try to point out how an adept isnt handcuffed by a protection system that does exactly that.
3. its not as simple as saying throws cooldown is 1.5 seconds so ill have an enemy dead in 4.5 seconds. thats rediculouse. im not playing this game on a peice of peper. maybe im the only one who got ME2 with all those nice waste high walls to hide behind.

stasis is the WORST ability in the game, only because its the best. put stasis on a soldier and you have no reason to bring a biotic along. theres very little reason to play an adept, when i can play a soldier, and be an affective sa called "adept" and still have everything the soldier offers.

please, tell me how a non-adept HAS to use the correct squad on every mission.


The fact that you don't understand how too use stasis clearly show you don't know how to play an adept . Watch this video...the Ymir mech is at full shields and full health...The setting is insanity
.
Stasis reduse defence for a small window one the target is released. Doing double normal damage.
Also, watch this as well.

Can you say adept is an unblanced class now?
The fact you don't understand cooldowns is an even bigger tell that you don't understand the class. Faster cooldown times mean you attack more. Attacking more means you can take off protection faster.
Adept class is a deep class with a high learning curve. Many people made many tactis for that class like  MrBozorgmehr... Look him up, he can teach you way more about the class than I.

#63
Abram730

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My issue wasn't that biotics needed the armor destroyed.. It was that it completely blocked crowd control.

Why not have the armor just block damage and let a combo like push pull apply some damage(10-20%).


I also think the global cooldown was BS.  I'd like a per power cooldown and a global meter that effects each powers damage, force, and recharge.  Adepts should be able to spend points to improve the counters speed.

I'd have charge and fire evolved abilities that hit your global meter hard and combos from the same character hit the global hard.  Too much DPS and you are spent.

Modifié par Abram730, 09 juin 2011 - 11:30 .


#64
dreman9999

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The Spamming Troll wrote...

does refurring mean your putting on new fur?

i wouldnt mind waiting 4.5 seconds to use throw, if every other class had to do the same.

red is the defining color to an adept. seeing any other color means im looking at the wrong enemy. threats to adepts are alot worse then combat classes. i dont have comparable weapons to take them out as easy with OSOK with widow or claymore, and i dont have an option in my classes arsenal to use an ability to do "something" other then singularity which is about the most iffy ability in the game.

You can knock enemies out of cover with pull or throw.....Than use singularity......
Or just use throw till the targets shield fails then pull them.(That takes 4.5 sec onthe weakest enemies.)
Or wost come to worst shoot and use your powers.(I wandor why everyone hate doing this and forget you had to lift/push enemies then shoot them to death in ME1, which was way more annoying.

#65
dreman9999

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Abram730 wrote...

My issue wasn't that biotics needed the armor destroyed.. It was that it completely blocked crowd control.

Why not have the armor just block damage and let a combo like push pull apply some damage(10-20%).

The class is all about crowd control.  Use singulary to control crowds.....And why uspull then throw to control groups when pull then warp is better because it causes warp explosions.
Pull then throw is used more to take out single targets, and with that it's better to learn to curve throw....Curving throw allow more ways to take out enemies. Curve throw low to knock them into the roof  and break ememies necks for instant kills.

#66
shumworld

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adepts are the best class to use against Scions. Singularities immobilizes them long enough for you to shower them with shotgun shells.

#67
Fathom72

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@ Dreman: Biotics in ME1 really worked like that? I thought they were full potency, regardless of enemy shielding. I certainly remember being able to throw out singularity (god, can't believe how huge it used to be), and then being able to have my way with my enemies.

I think I'll have to boot up ME1 to refresh my memory.

Also, TSP. You're dead wrong about Adepts not having multiple playstyles. But, I don't think I can convince you of that.

I'll just be over in my corner, having fun with my shotgun adept build. Dunno how you play, but I can almost guarantee you'll have a tough ass time playing through the game on insanity with a shotty adept if you restrict yourself to warp and singularity.

I have the feeling you didn't choose Shotgun, tho, if you feel De-buffed enemies aren't a threat.

#68
ramnozack

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daqs wrote...

ramnozack wrote...

Biotics not bypassing defenses makes no sense lore wise(except biotic barriers). Shields are designed to stop projectiles. thats it. Armor making biotics useless makes even less sense infact i would say that armor made u heavier which say if a biotic lifted you and threw u to the ground (slam) it would hurt more with all that armor. Barriers should be the only thing to stop biotics except for warp. Warp would cause barriers to become unstable thus causing barriers to explode AKA barriers hit with warp = warp explosion.

Can we please move past that tiresome "lore must dictate combat gameplay" nonsense?  Biotics being usable multiple times in a given firefight makes no sense, lorewise, but you can still do it.


Actually it does make sense. Unless your some kind of amatuer biotic (which i assume Shepard isn't....) u can use your biotics multiple times in combat they just need to recover for a short while after using them since they are physically demanding but yes they can be used multiple times.
BUT since they said biotics will be more effective in combat in ME 3 i assume defenses wont block biotics or combat mastery will have biotic defense penetration skill or something of that nature.

#69
dreman9999

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Fathom72 wrote...

@ Dreman: Biotics in ME1 really worked like that? I thought they were full potency, regardless of enemy shielding. I certainly remember being able to throw out singularity (god, can't believe how huge it used to be), and then being able to have my way with my enemies.

I think I'll have to boot up ME1 to refresh my memory.

Also, TSP. You're dead wrong about Adepts not having multiple playstyles. But, I don't think I can convince you of that.

I'll just be over in my corner, having fun with my shotgun adept build. Dunno how you play, but I can almost guarantee you'll have a tough ass time playing through the game on insanity with a shotty adept if you restrict yourself to warp and singularity.

I have the feeling you didn't choose Shotgun, tho, if you feel De-buffed enemies aren't a threat.

In ME 1 you used lift,throw ...what ever and the target gets knocked down or lifted for a while.... The power do no direct damage, it just lets you do direct damage with nothing shooting back.  You do more shoot ing in ME1 as an Adept then ME2.

#70
Fathom72

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I think when it comes down to the wire, I trust Bioware's judgement in designing the ME3 system. ME2's system was great, and we already know that they're building upon that. I think that, no matter what extra quirks get thrown into the mix, we'll always have that base to fall back on. We know that ME3 will be a different beast, and we'll adapt.

Bioware nailed the combat in ME2, so I have complete faith in their ability to make ME3 one of the most enjoyable FPS's ever made.

#71
Abram730

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dreman9999 wrote...

Abram730 wrote...

My issue wasn't that biotics needed the armor destroyed.. It was that it completely blocked crowd control.

Why not have the armor just block damage and let a combo like push pull apply some damage(10-20%).

The class is all about crowd control.  Use singulary to control crowds.....And why uspull then throw to control groups when pull then warp is better because it causes warp explosions.
Pull then throw is used more to take out single targets, and with that it's better to learn to curve throw....Curving throw allow more ways to take out enemies. Curve throw low to knock them into the roof  and break ememies necks for instant kills.


Pull doesn't pull and push doesn't push if they have armor.  It doesn't make sense to me.. I'm fine with armor gimping damage.

#72
Fathom72

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dreman9999 wrote...

Fathom72 wrote...

@ Dreman: Biotics in ME1 really worked like that? I thought they were full potency, regardless of enemy shielding. I certainly remember being able to throw out singularity (god, can't believe how huge it used to be), and then being able to have my way with my enemies.

I think I'll have to boot up ME1 to refresh my memory.

Also, TSP. You're dead wrong about Adepts not having multiple playstyles. But, I don't think I can convince you of that.

I'll just be over in my corner, having fun with my shotgun adept build. Dunno how you play, but I can almost guarantee you'll have a tough ass time playing through the game on insanity with a shotty adept if you restrict yourself to warp and singularity.

I have the feeling you didn't choose Shotgun, tho, if you feel De-buffed enemies aren't a threat.

In ME 1 you used lift,throw ...what ever and the target gets knocked down or lifted for a while.... The power do no direct damage, it just lets you do direct damage with nothing shooting back.  You do more shoot ing in ME1 as an Adept then ME2.


Yeah, thats what I thought it was.  Don't get me wrong, I'm COMPLETELY against things like throw doing damage to health upon hit.  I actually prefer a system like ME2's, but if Bioware did cave to demands, I think a system where throw

Upon thinking about it, a hybrid system wouldn't really be al that great.  Even if things like pull field don't lift up much/don't last as long, you've successfully controlled a crowd of enemies with defenses up.  Thinking about it even farther, my vision isn't that different from the current system in that enemies might get stunned for like half a second.

So, yeah.  You can count me as a firm supporter of exporting ME2's system of de-buffing/biotics to ME3

#73
Abram730

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I did hear that pull will strip riot shields from enemies in ME3.

#74
ramnozack

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Fathom72 wrote...

dreman9999 wrote...

Fathom72 wrote...

@ Dreman: Biotics in ME1 really worked like that? I thought they were full potency, regardless of enemy shielding. I certainly remember being able to throw out singularity (god, can't believe how huge it used to be), and then being able to have my way with my enemies.

I think I'll have to boot up ME1 to refresh my memory.

Also, TSP. You're dead wrong about Adepts not having multiple playstyles. But, I don't think I can convince you of that.

I'll just be over in my corner, having fun with my shotgun adept build. Dunno how you play, but I can almost guarantee you'll have a tough ass time playing through the game on insanity with a shotty adept if you restrict yourself to warp and singularity.

I have the feeling you didn't choose Shotgun, tho, if you feel De-buffed enemies aren't a threat.

In ME 1 you used lift,throw ...what ever and the target gets knocked down or lifted for a while.... The power do no direct damage, it just lets you do direct damage with nothing shooting back.  You do more shoot ing in ME1 as an Adept then ME2.


Yeah, thats what I thought it was.  Don't get me wrong, I'm COMPLETELY against things like throw doing damage to health upon hit.  I actually prefer a system like ME2's, but if Bioware did cave to demands, I think a system where throw

Upon thinking about it, a hybrid system wouldn't really be al that great.  Even if things like pull field don't lift up much/don't last as long, you've successfully controlled a crowd of enemies with defenses up.  Thinking about it even farther, my vision isn't that different from the current system in that enemies might get stunned for like half a second.

So, yeah.  You can count me as a firm supporter of exporting ME2's system of de-buffing/biotics to ME3

Throw,Shockwave things like those SHOULD do damage 1200 newtons = 270 pounds. your telling me that if i threw 270 pounds at your head ( or anywhere on your body for that matter) at high speeds it wouldn't even hurt you?
and for some people in this thread that say lore doesn't define a games gameplay....if that were true we'd be shooting magical lightning bolts and fireballs out of our hands in ME. Anyway it also does not make sense for shields which are built to block projectiles and armor to stop biotics completely shields should do nothings armor should just make them hurt more due to being heavier and hitting the ground harder =/

#75
dreman9999

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Abram730 wrote...

dreman9999 wrote...

Abram730 wrote...

My issue wasn't that biotics needed the armor destroyed.. It was that it completely blocked crowd control.

Why not have the armor just block damage and let a combo like push pull apply some damage(10-20%).

The class is all about crowd control.  Use singulary to control crowds.....And why uspull then throw to control groups when pull then warp is better because it causes warp explosions.
Pull then throw is used more to take out single targets, and with that it's better to learn to curve throw....Curving throw allow more ways to take out enemies. Curve throw low to knock them into the roof  and break ememies necks for instant kills.


Pull doesn't pull and push doesn't push if they have armor.  It doesn't make sense to me.. I'm fine with armor gimping damage.

I said this many time in this topic....THROW AND PULL THEM TILL THE POWERS WORK! Trust me the tactic works...with the weaker enemies anyway. Stronger ones you just use singularity and stasis on.