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Slam needs an upgrade.


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#26
LemurFromTheId

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Any calculations about the effects of biotic attacks are completely meaningless as long as the game only provide values that are completely meaningless (or insufficient).

Hitting something with 1250 N means absolutely nothing. You need more information to make any conclusions.

#27
Locutus_of_BORG

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^+1. This thread is about Slam as it stands in the game. Speculating about how another power might work IRL is meaningless, especially when biotics is clearly just a handwaved element of ME lore.

As I've stated before, Slam is in fact one of the strongest powers in ME2, and can be confirmed as such with even the most cursory search or inquiry in the ME2 Strategy board.

Modifié par Locutus_of_BORG, 26 juin 2011 - 02:56 .


#28
Fathom72

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Slam is pretty fun when used with singularity. One hit kills ftw!

Also, throw isn't a projectile. It just accelerates people with the amount of force in the description. The projectile is just a mechanic for shep to aim it around corners. Other squaddies hit instantly, with no projectile, as Shep did in ME1.

#29
Locutus_of_BORG

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^Actually, Miranda uses a projectile Throw in one of the cutscenes in her LM. Other times, it's like you say - no projectile, just effects.

The trouble is that even the actual ME canon does little to portray biotics consistently, so any attempt to make serious discussion of 'real life' biotics is very hard.

Modifié par Locutus_of_BORG, 26 juin 2011 - 03:01 .


#30
Beerfish

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I agree that it may not have been the most useful power but I loved the animation and what it did to enemies none the less.

#31
LemurFromTheId

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Whether slam is useful depends largerly on class, build and style of play.

The key to understanding slam is to realize it is several biotic effects combined into one. It works as a damage dealer, crowd control and a warp bomb setup, but it excels at none of these things.

For an adept, slam is generally less useful simply because adept already has specific powers for specific tasks, and all these powers do their particular job better than slam. It's redundant.

For other classes, particularly non-biotic classes, slam can be useful exactly for the opposite reason: these classes don't have an extensive set of biotic tools, so a single power with various effects may complement them perfectly.

Slam is, in fact, comparable to shockwave in many ways. Shockwave simply suffers from it's long cooldown.

#32
Adhin

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Yeah I use slam more as a utility then a damage, its damage potential is BS. Its why I always upgrade to the 9 second CC ability it has (or 8 or whatever). I think if it gets an area upgrade buff for ME3 I'd end up taking that just so I can shunt out a few targets before charging in. Sometimes being able to disable one before killing another is easier/quicker with slam then it is to try and kill that target (on insanity anyways).

I think what bugs me the most about it is basically frozen targets don't get shattered when you slam them. They barely take dmg too which is awkward. Seeing a frozen target fly up then down then just kinda bounce around is really, really bizar. It really needs to shatter when it hits the ground.

Modifié par Adhin, 26 juin 2011 - 03:50 .


#33
Guest_Rezources_*

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It's great for Vanguards that want to avoid Shockwave and still have a warp-bombable power.

#34
Dannyboy9876

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Slam is awesome with Infiltrator or Vanguard.

Crippling slam is pro.

#35
Warkupo

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Praetor Shepard wrote...

Warkupo wrote...

Slam is nothing more than a less useful version of pull, and I already have pull.

Pass.


Unless you are not an adept or vanguard, a 1pt slam could work wonders.
 and with a Vanguard there are different tactical considerations that become available with at least a 1pt Slam.


No, there aren't. In respect to Vanguard, the only reason to take a low maitenance power like Slam would be so that you can more capably build up your other powers. That's fine and dandy, except that you are given 51 points throughout the entire game. This is enough to max out both your ammo powers, Charge, and Assault mastery and still have 11 points left over. At this point you can either dump them all into shockwave to evolve it, or dump them all into your bonus power and evolve it. Either way, you still have 1 point left over.

Now, you can ignore shockwave/pull entirely and pick up Crippling Slam, but at that point you would be much better off taking something like Area Reave, Area Drain, a Squad Ammo Power, or one of the two DLC Grenade options. Regardless, that's not the point of this argument. The point is the function of slam as a '1 pt wonder'. 

Fact of the matter is, you're decision will eventually boil down to Slam vs Pull, and regardless of whether or not you believe me that Pull is a better power, the two are not so radically different from one another that having one vs the other will vastly improve your tactical capability. I would much rather take a different '1pt wonder' bonus power, and have shockwave and pull for the few times they come in handy than have two powers that do the roughly the same thing. 

The same argument very easily applies to Adept. 


I will agree that Slam has some use on other classes, particularily in setting up warp explosions which could enable you to take different kinds of party members. I still do not see this as being so particularily beneficial that it becomes a better option than using a different bonus power, however. 

Modifié par Warkupo, 26 juin 2011 - 04:16 .


#36
Arrow70

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Using slam is best on the outside of the Shadow brokers ship and on the asteriod in arrival where it sends them into the sky and they fly off into the distance. In LotSB they are also struck by lightning

#37
The Baconer

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Note: I'm not saying that there is no room for improvement, but if you're not going to bother using your squadmates, why bring them along?


When... Did I ever imply anything of the sort?

Lol at the notion that one of the game's strongest powers is weak. There
is only one other non-class power that exceeds it (Stasis) and only one
that roughly matches it (Neural Shock). These powers are called 1pt.
wonders because there are no other bonus powers in the whole game that
give you the kind of speed, versatility and raw power that these do.

Slam
is instacast, sets up warp combos, physics combos, staggers protected
enemies, cc's unprotected enemies and detonates/demolishes destructibles
with a sub 3-second cooldown at all levels, while subject to no
drawbacks outside of the regular biotic handicaps. It unequivocally does
more than any other biotic power other than Stasis, so there is absolutely no basis to call Slam a weak or disappointing power. Slam is also one of the big reasons why Miranda is considered a top-tier squadmate.

If
you're gonna call Slam weak, then you might as well say Stasis is weak
b/c its 'fall of death' doesn't kill enemies outright on its own (which
btw, it can).


I already have my ccs and combo setups. Especially if I'm playing Adept, Slam is redundant. I want a high-risk high-reward nuke power.

#38
Locutus_of_BORG

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^There we go. It's perfectly fine to say that Slam is unnecessary in your particular build, but it's another thing altogether to say that it's useless or underwhelming in general, which, quite frankly, it isn't. Slam is a wonder power in the sense that it does a lot at a very low cost (skill points, cooldown) - but that only matters if your particular build needs those things. Most can, but some don't.

Eg: I agree that Slam isn't needed for Adepts (yes, it is redundant). I don't use it on my Adepts either.


The best example of a high-risk, high reward power is probably Charge, even though enough practice makes it fairly safe in the end. Another might actually be Shockwave, which, as some experiments in the strategy forum are showing, is turning out to be an unexpectedly good AoE finisher.

Modifié par Locutus_of_BORG, 26 juin 2011 - 07:48 .