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Vanguard's charge needs some serious revision


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#76
lazuli

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Fata Morgana wrote...
Cryo ammo is the most useless skill in the game, especially on insanity. Only good on unshielded, unarmored enemies, which is basically no one. I don't put a single skill point into cryo.

I take shockwave even though it's pretty useless, though not as bad as cryo ammo. Almost all other skills just get in the way of the recharge time of your biotic charge. ;)

Reave, as mentioned earlier in the thread, is the best support skill for Vanguard.


We have had very different Insanity experiences, then.  Squad Cryo Ammo is fantastic.  Contrary to popular belief, enemies don't instantly die when they lose their defenses.  In fact, most enemies have more health than defenses.  And Cryo Ammo works well with shotguns.  Their multiple pellets allow you (in certain situations and with certain guns) to freeze a protected enemy with a single shot.

Shockwave has one use on Insanity.  It's all right on the Reaper IFF, no better no worse.

Reave, while powerful, has a prohibitive cooldown, like Shockwave.  If you're using Reave, are you really playing a Vanguard?  It's too "caster-y" for me, if that makes any sense.  It's useful, but it's not necessary.  I'd rather spend my cooldowns blasting across the map.

#77
marshalleck

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I actually like energy drain for my vanguards, though to be honest, charge + shotgun to the face is like 99% of my game. I don't even spec out shockwave or pull until I have nothing else to spend points on

and I love it

Modifié par marshalleck, 29 juillet 2011 - 09:05 .


#78
ForTheWynne

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lazuli wrote...



 Contrary to popular belief, enemies don't instantly die when they lose their defenses.  




They pretty much do with upgraded incendiary ammo and a good shot IME...

#79
Fata Morgana

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lazuli wrote...
Reave, while powerful, has a prohibitive cooldown, like Shockwave.  If you're using Reave, are you really playing a Vanguard?  It's too "caster-y" for me, if that makes any sense.  It's useful, but it's not necessary.  I'd rather spend my cooldowns blasting across the map.


Reave is only useful in situations where you cannot biotic charge.  Which you must admit, there are some (balconies, the Vanguard achillies' heel)

#80
marshalleck

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Fata Morgana wrote...

lazuli wrote...
Reave, while powerful, has a prohibitive cooldown, like Shockwave.  If you're using Reave, are you really playing a Vanguard?  It's too "caster-y" for me, if that makes any sense.  It's useful, but it's not necessary.  I'd rather spend my cooldowns blasting across the map.


Reave is only useful in situations where you cannot biotic charge.  Which you must admit, there are some (balconies, the Vanguard achillies' heel)

carnifex hand cannon with incendiary rounds works a treat for sniping

#81
goofyomnivore

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Serious revision??? Um "can't get a lock" and wiffing are about it's only problems. Charging to cover would be neat too I guess, but it doesn't need a "serious revision" (JMO).

#82
lazuli

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Fata Morgana wrote...

lazuli wrote...
Reave, while powerful, has a prohibitive cooldown, like Shockwave.  If you're using Reave, are you really playing a Vanguard?  It's too "caster-y" for me, if that makes any sense.  It's useful, but it's not necessary.  I'd rather spend my cooldowns blasting across the map.


Reave is only useful in situations where you cannot biotic charge.  Which you must admit, there are some (balconies, the Vanguard achillies' heel)


Ugh.  The first half of Korlus springs to mind.  From what I hear of ME3's level design, the areas will be more open.  So if Korlus were in ME3, those balconies might not be off limits to players.  This is purely speculation, though.

#83
crimzontearz

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charge has issues. It is not useless, it just takes time getting usded to how to properly work it and how and wen to use it....but it does, as I said, have issues.

Being unable to use it unless there is a target is a huge limitation that no other class ability has....it also nerfs its usefulness since it would be so much better to be able to use it at its full potential like Tela Vasir did

secondly....there is a huge issue with "tresholds"..sometimes you just cannot charge something that is literally 10 feet from you because it is in something that the game considers "another area"....best example on the collector platforms

#84
Fata Morgana

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crimzontearz wrote...

charge has issues. It is not useless, it just takes time getting usded to how to properly work it and how and wen to use it....but it does, as I said, have issues.

Being unable to use it unless there is a target is a huge limitation that no other class ability has....it also nerfs its usefulness since it would be so much better to be able to use it at its full potential like Tela Vasir did

secondly....there is a huge issue with "tresholds"..sometimes you just cannot charge something that is literally 10 feet from you because it is in something that the game considers "another area"....best example on the collector platforms


For the platforms, you can still charge across them if you first take a step out of cover, then before you're all the way out you use charge. Works every time, though it is a bit of hassle.

#85
crimzontearz

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Fata Morgana wrote...

crimzontearz wrote...

charge has issues. It is not useless, it just takes time getting usded to how to properly work it and how and wen to use it....but it does, as I said, have issues.

Being unable to use it unless there is a target is a huge limitation that no other class ability has....it also nerfs its usefulness since it would be so much better to be able to use it at its full potential like Tela Vasir did

secondly....there is a huge issue with "tresholds"..sometimes you just cannot charge something that is literally 10 feet from you because it is in something that the game considers "another area"....best example on the collector platforms


For the platforms, you can still charge across them if you first take a step out of cover, then before you're all the way out you use charge. Works every time, though it is a bit of hassle.


1: your name...I approve of it........a lot

2: true but it has 2 issues. A: on insanity that's not just a hassle but almost a suicide especially if the charge is then unsuccessful because......B:sometimes if you are charging "upward" to a higher platform that "step up" counts  as cover and you will be stopped there.....wide open to be turned into swiss cheese


and seriously.............love the name

#86
Fata Morgana

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crimzontearz wrote...
and seriously.............love the name


Thanks

#87
crimzontearz

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Fata Morgana wrote...

crimzontearz wrote...
and seriously.............love the name


Thanks


actually in my country  we use that very name to indicate that water-mirage you sometime can see on the cement during a hot day

#88
Soccer FeverMan

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Fata Morgana wrote...

Soccer FeverMan wrote...

I loved charge yeah theres some bugs that have killed my Shepard on more than one occasion. Im not gonna lie though im kinda feeling the charge away from enemies.

Off topic: Should i go with cryo ammo or shockwave on insanity as a vanguard, cuz i went with shockwave last time...it sucked, but im not sure if cryo ammo's gonna be any better


Cryo ammo is the most useless skill in the game, especially on insanity. Only good on unshielded, unarmored enemies, which is basically no one. I don't put a single skill point into cryo.

I take shockwave even though it's pretty useless, though not as bad as cryo ammo. Almost all other skills just get in the way of the recharge time of your biotic charge. ;)

Reave, as mentioned earlier in the thread, is the best support skill for Vanguard.



Thanks man, and ill try reave i usually went with barrier or stasis

#89
Beck57

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The Vanguard is busted to some extent. Shotguns have no range and no ammo to speak of. 3 shoots and you have to reload is a little bs. 8, 10, 12 these are acceptable for a shotguns ammo supply, but 3 shoots... really? My friend was like, "well i hope i can kill that armored guy in 3 hits or I'm going to be ****ed". And the charge needs to be more like Shadowruns teleport so you can get in, jack up people, and get out.

Honestly, the infiltrator can make a better vanguard than the vanguard. Invisibility will let you get close and get away. I've can jack up enemy so much more efficiently with an escape plan. On top of that you can reload while invisible so the shotgun sucks less. Its amazing to see the difference in ability.

#90
The Spamming Troll

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robarcool wrote...

I have played as soldier (11 times) and infiltrator (once) and now playing as Vanguard. While the previous two classes could use their signature abilites (AR and TC respectively) whenever they want, charge is kind of hampered in usage. When it works, it is awesome. But you can't use it to break away from highly tense situations. Charge is also absolutely useless when all enemies are in the unreachable zones (by game design), say in the thresher maw level on Grunt's loaylty mission or the biotic walk on the suicide mission. So shouldn't they allow charge to be used whenever the player wants, rather than only when facing an enemy in the reachable zones? That too is at times not doable due to buggy locking system and often leads to death (I am talking about insanity).


try an adept on hardcore. youll find its restrictions even more punishing to your fun-meter.

#91
crimzontearz

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The Spamming Troll wrote...

robarcool wrote...

I have played as soldier (11 times) and infiltrator (once) and now playing as Vanguard. While the previous two classes could use their signature abilites (AR and TC respectively) whenever they want, charge is kind of hampered in usage. When it works, it is awesome. But you can't use it to break away from highly tense situations. Charge is also absolutely useless when all enemies are in the unreachable zones (by game design), say in the thresher maw level on Grunt's loaylty mission or the biotic walk on the suicide mission. So shouldn't they allow charge to be used whenever the player wants, rather than only when facing an enemy in the reachable zones? That too is at times not doable due to buggy locking system and often leads to death (I am talking about insanity).


try an adept on hardcore. youll find its restrictions even more punishing to your fun-meter.


those restrictions are  the result of flawed "fake difficulty". The charge restrictions are there regardless of difficulty level

#92
marshalleck

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Beck57 wrote...

Honestly, the infiltrator can make a better vanguard than the vanguard. Invisibility will let you get close and get away. I've can jack up enemy so much more efficiently with an escape plan. On top of that you can reload while invisible so the shotgun sucks less. Its amazing to see the difference in ability.

I hate invisibility, it's cheap and dumb

They should make invisibility break upon moving so it's only good for lining up shots

Modifié par marshalleck, 29 juillet 2011 - 11:59 .


#93
Someone With Mass

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marshalleck wrote...
I hate invisibility, it's cheap and dumb

They should make invisibility break upon moving so it's only good for lining up shots


I think that breaks the point behind the tactical cloak, since the class is called Infiltrator.

#94
crimzontearz

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wanna see broken invisibility? play crysis 1/2

#95
marshalleck

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Someone With Mass wrote...

marshalleck wrote...
I hate invisibility, it's cheap and dumb

They should make invisibility break upon moving so it's only good for lining up shots


I think that breaks the point behind the tactical cloak, since the class is called Infiltrator.


I don't see what the problem is, Shepard can squat

find a low wall and get behind it Nancy

#96
The Spamming Troll

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crimzontearz wrote...

The Spamming Troll wrote...

robarcool wrote...

I have played as soldier (11 times) and infiltrator (once) and now playing as Vanguard. While the previous two classes could use their signature abilites (AR and TC respectively) whenever they want, charge is kind of hampered in usage. When it works, it is awesome. But you can't use it to break away from highly tense situations. Charge is also absolutely useless when all enemies are in the unreachable zones (by game design), say in the thresher maw level on Grunt's loaylty mission or the biotic walk on the suicide mission. So shouldn't they allow charge to be used whenever the player wants, rather than only when facing an enemy in the reachable zones? That too is at times not doable due to buggy locking system and often leads to death (I am talking about insanity).


try an adept on hardcore. youll find its restrictions even more punishing to your fun-meter.


those restrictions are  the result of flawed "fake difficulty". The charge restrictions are there regardless of difficulty level


youd want the option to select a point on the batttle field to charge to, not necesarily an enemy. i agree. maybe holding charge puts a destination marker and releasing charges the player to that location. i guess with the ME3 level design being bigger, and taller, it might be nice to incorporate such a maneuver.

#97
Guest_Saphra Deden_*

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If anything the cloak should be improved so that it doesn't wear off as soon as you fire a weapon.

#98
konfeta

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agree. maybe holding charge puts a destination marker and releasing charges the player to that location

That would probably be the single greatest fun factor improvement to biotic charge.

#99
crimzontearz

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The Spamming Troll wrote...

crimzontearz wrote...

The Spamming Troll wrote...

robarcool wrote...

I have played as soldier (11 times) and infiltrator (once) and now playing as Vanguard. While the previous two classes could use their signature abilites (AR and TC respectively) whenever they want, charge is kind of hampered in usage. When it works, it is awesome. But you can't use it to break away from highly tense situations. Charge is also absolutely useless when all enemies are in the unreachable zones (by game design), say in the thresher maw level on Grunt's loaylty mission or the biotic walk on the suicide mission. So shouldn't they allow charge to be used whenever the player wants, rather than only when facing an enemy in the reachable zones? That too is at times not doable due to buggy locking system and often leads to death (I am talking about insanity).


try an adept on hardcore. youll find its restrictions even more punishing to your fun-meter.


those restrictions are  the result of flawed "fake difficulty". The charge restrictions are there regardless of difficulty level


youd want the option to select a point on the batttle field to charge to, not necesarily an enemy. i agree. maybe holding charge puts a destination marker and releasing charges the player to that location. i guess with the ME3 level design being bigger, and taller, it might be nice to incorporate such a maneuver.


you got it

and I'd also want the defense system to be reworked.....

#100
robarcool

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Saphra Deden wrote...

If anything the cloak should be improved so that it doesn't wear off as soon as you fire a weapon.

It only wears off for heavy weapons that require charging time. I played as infiltrator and used SMG many times while cloaked without getting uncloaked before 6 seconds.