[quote]Shepard the Leper wrote...
[quote]Kakita Tatsumaru wrote...
And how many killed (not just controlled) enemies (which could have been pull, so no armor or the likes) during one AR?[/quote]
I have no clue what you're trying to say here. That makes it kinda difficulty to respond.[/quote]
That's because you assume that during AR Shepard just stop to act.
Yep, that way effectively even if AR would give 6746959874546634% boost to damage it would be a useless power which does nothing at all.
[quote][quote]
First, gameplay wise, AR slows down all enemies which is both an offensive and defensive edge.
Next, contrary to pull, AR affect any ennemy in the game, even the protected ones, and actually even the human reaper.
To finish, you won't be killing enemies faster with Pull than AR unless they're husk which dies as soon as they're not on their feet anyore.
[/quote]
Wrong. AR slows everything down except Shep's movements.
Wrong. AR has no effect on enemies at all.
Wrong. You can't kill a thing with AR (you can with Pull, that's true)[/quote]
You're right, game speed doesn't affect anything at all, and your reflex and accuracy would have similar results even if the game was 10 times faster or 10 times slower.
You're right, damage boost does nothing at all, they were just implemented so people programming the game would have some more days of work.
You're right, when AR is activated Shepard suddently can't act anymore.
[quote][quote]
Didn't know you can use pull on everything like AR, boosted damage in the same way (AR is the only power in the game which even boost other damage boost for the calculation) as AR, and being as polyvalent as AR with pull.
[/quote]
Wrong again. You're using AR on yourself. Cloak and Geth Shield Boost also boost damage like AR does (it isn't the only power in the game like you say); ragdolled and frozen enemies also take double damage.[/quote]
You're wrong on this. AR boost total damages inflicted, while other boost only increase base damage.
For example Cloak would work like: base damage*(weapon upgrade boost+weapon ammo boost+other boost+Cloak boost) while AR works like base damage*(weapon upgrade boost+weapon ammo boost+other boost)*AR boost which doesn't give quite the same result, as AR also boost other boosts.
Be it an error of implementation or something else, that's how it currently work.
[quote]The answer to the question
Which abilities can one use to boost weapon damage can be answered in many ways. Pull and AR are among the answers. The answer to the question
How one has to use those abilities in order to achieve an increase in weapon damage is an entirely different one. And that's the one you keep going on about. It's completely beside the point.[/quote]
Actually, the topic is more like:
having my powers having no effects on protected ennemies is kinda boring, but if you say so...
[quote][quote]
Okay, so now pull works against protected enemies and the humanoid reaper...So why was that topic created? ^^
Besides you know, after (a successful) Pull you still have to aim your ennemies, just like AR...[/quote]
All powers that are used on enemies inflict damage (do you read the loading screens?) and might cause the enemy to stagger briefly. You can kill every enemy in the game using Pull (AI Hacking, Slam, Neural Shock, Cryo Blast etc) only. You cannot kill a single enemy when you're using AR only.[/quote]
Actually, powers following the games description even when opponents have anti-weapons protection would be quite cool.
And yes, as I said like twice already, I know that for you damage bonus doesn't affect ennemy killing (never heard something like: "Weapons doesn't kill people, poeple does." Don't you?).
[quote][quote]The squad? Are you really speaking of those two nerfed guys which does nothing besides getting killed?
Even my freaking adept have a better weapon DPS than the entire squad![/quote]
Pulled enemies are your squadies' favorite targets and brings their weapon damage on par with Shep's against non-ragdolled targets. Using Pull on enemies is usually enough to (have your squadies) kill them for you (even on Insanity).
Your squadmates can make a lot of difference when you use them well. It's your responsibility when they keep dying, if you keep them behind you they won't. ME is Shepard's show. The squad is there to help, not to win battles for you. It would be pretty bad when you can park Shep somewhere safe, go get a cup of coffee and when you get back your squad has cleared the level for you.[/quote]
Yes, ME2 AI is brilliant and always follow your orders.
[quote][quote]
You know, there's a lot more stat in the game which can be used for balance than just plain immunity, such as skill cooldown, general cooldown and weight.[/quote]
Really? Want to share some of those ideas of yours? I seriously doubt they will help coz so far nobody has come up with a reasonable alternative to replace the protection system. It's easy to say that it sucks you cannot Pull a YMIR (which has its shields/armor up) into the air; but it's equally easy to understand that if you could a YMIR technically becomes a grunt with a lot more HP. That ruins gameplay thus isn't an option.
[/quote]
Well, as already said, such control powers would not be a problem if not spammable (longer cooldown), if their duration was affected by their weight (heavier ennemy controlledd less longer), etcs... and there would not be that boring plain immunity, and gameplay would not be ruined.
Modifié par Kakita Tatsumaru, 02 octobre 2011 - 07:25 .