Aller au contenu

Photo

Will many powers still be (mostly) useless vs. protected targets?


  • Veuillez vous connecter pour répondre
313 réponses à ce sujet

#26
Pulletlamer

Pulletlamer
  • Members
  • 858 messages

bucyrus5000 wrote...

Pulletlamer wrote...

This thread again?

Learn how to use the powers.

Being able to use pull/throw on every enemy has no skill involved. It's just an awesome button.

If you want that, play casual. I want a real challenge, and I'm glad bioware is elevating the difficulty for ME3.

you misunderstand me. I have no difficulty playing on insane, I just want to have fun with all my squadies.

Choosing the squaddies that are adequate for each mission/enemies is part of the game too. If all powers were useful in all situations, there won't be any point in having different squadmates, with a few it would be enough.

Like I said: If you want to have fun, play on casual. That's why there's difficulties after all, so that people who want to play for fun play the easier ones. Hard difficulties should be a challenge.

Modifié par Pulletlamer, 05 août 2011 - 10:31 .


#27
RedCaesar97

RedCaesar97
  • Members
  • 3 856 messages

Yeti1069 wrote...
A few of you are touting Mordin...what do you do with him when faced with a bunch of enemies with shields or barriers? Just don't bring him along? That's a big chunk of the game. Do you just use Heavy versions of powers to focus on stripping one enemy at a time (ie. Heavy Warp vs. Barrier, Heavy Incinerate vs. armor, Cryo)? With the number of enemies that can swarm the group, that seems inefficient.


I bring him along anyway. I use his Incinerate only occassionally but his Cryo Blast is awesome.

#28
No Snakes Alive

No Snakes Alive
  • Members
  • 1 810 messages
Woe is you, whiners who loathe having to use a modicum of intelligence in structuring your squads on the meant-to-be-more-challenging difficulties.

Here's an idea: if you use squadmates with defense-stripping powers, you can go ahead and handle the CC yourself. If you want to use squadmates whose powers are primarily meant for CC purposes, you handle the defense stripping yourself. Or mix and match - just try to avoid redundancy in the powers you and your squad are using. It isn't rocket science.

Why do I get the feeling a lot of players do nothing more than strip defenses and then shoot to kill? Powers like Pull and Cryo Blast are excellent on Insanity, so characters like Mordin and Jack are more than useful... when PROPERLY utilized. Go watch some videos of people who know what they're doing and learn a little from them: it'll vastly increase your enjoyment of the game.

Modifié par No Snakes Alive, 05 août 2011 - 11:58 .


#29
Jafroboy

Jafroboy
  • Members
  • 566 messages
I modded this off on my file, in cutscenes it doesnt occur, and armour blocking hacking is the stupidest thing ive ever heard of. So now it doesnt happen in my game, best move I made IMO, I hope this feature isnt in ME3.
For one thing it didnt make sense that only some of the enemies had shields.

#30
RedCaesar97

RedCaesar97
  • Members
  • 3 856 messages

Jafroboy wrote...

I modded this off on my file, in cutscenes it doesnt occur, and armour blocking hacking is the stupidest thing ive ever heard of. So now it doesnt happen in my game, best move I made IMO, I hope this feature isnt in ME3.
For one thing it didnt make sense that only some of the enemies had shields.


So you modded the game to make Hardcore/Insanity even easier than unmodded Normal difficulty?

#31
Bogsnot1

Bogsnot1
  • Members
  • 7 997 messages
I think OP needs to learn how to use his squaddies properly, and not assume that just becuse a power is "red", its not useless against that target.

Heres what the wiki has to say about incinerate for example;

Damage is dealt instantly against protection (armor, barriers, and shields).
Incinerate deals the listed damage amount against barriers, shields and organic health.
On higher difficulties, a leveled up Incinerate may be a better, and more damaging alternative to Overload against weakly shielded enemies. This is because Incinerate is capable of not only depleting an enemy's shields, but causing additional damage to their health. Whereas Overload would take down their shields and cause no further damage.


Mordin is far from useless. Especially is you have squad cryo ammo, and you equip him with a normal pistol. He burns and freezes, you charge and elbow.

#32
The Spamming Troll

The Spamming Troll
  • Members
  • 6 252 messages

No Snakes Alive wrote...

Woe is you, whiners who loathe having to use a modicum of intelligence in structuring your squads on the meant-to-be-more-challenging difficulties.

Here's an idea: if you use squadmates with defense-stripping powers, you can go ahead and handle the CC yourself. If you want to use squadmates whose powers are primarily meant for CC purposes, you handle the defense stripping yourself. Or mix and match - just try to avoid redundancy in the powers you and your squad are using. It isn't rocket science.

Why do I get the feeling a lot of players do nothing more than strip defenses and then shoot to kill? Powers like Pull and Cryo Blast are excellent on Insanity, so characters like Mordin and Jack are more than useful... when PROPERLY utilized. Go watch some videos of people who know what they're doing and learn a little from them: it'll vastly increase your enjoyment of the game.


do you think the people complaining about not being able to use their abilities because of enemy protections, actually dont use their abilities? thatd be like someone wanting to see more runs scored in baseball, but also wants to remove the DH.

if you only see the other side of the argument as "whining" then you serve no purpose in the argument.

chooseing the corret squad is only necessary to one specific class in the game. the problem is that difficulties seen from each class arent consistent. i know its a single player game, but the fault lies with the challegen the adepts sees in terms of "adept gameplay." to the soldier, seeing red is the same as seeing blue, yellow, or purple. to the adept, the only color that matters is red. theres some classes that can OSOK on all difficulties, there are some that cant. i suppose being able to set up your warp bombs with the worst signature abiltity, is a plus. crappy abiltiies, crappy weapons, crappy fun. thats my adept on insanity.

Modifié par The Spamming Troll, 06 août 2011 - 04:54 .


#33
JayhartRIC

JayhartRIC
  • Members
  • 328 messages
I don't understand why people say once the enemy is down to health, they are done.  They can still shoot, and on Insanity their shields recharge.  I had popped one guys shields, and he hid the whole time till his shields came back up.  You still will need those CC powers to get the kill at times.

#34
crimzontearz

crimzontearz
  • Members
  • 16 788 messages
I have an issue with defense blocking powers. Especially say a biotic shield blocking a tech attack....which makes no sense. I'd not have that much of an issue with it but on insanity everything has defenses......including feral varrens for some strange reason. In turn this makes most of the combat gameplay revolve around defense-stripping and characters with defense stripping powers making crowd control rather useless compared to de-buffing.


I'm sorry I find this method to artificially inflate difficulty rather lazy (the other aspects of it are rather lazy too)

Modifié par crimzontearz, 06 août 2011 - 05:32 .


#35
Shepard the Leper

Shepard the Leper
  • Members
  • 638 messages
This discussion again ;)

First of all, protection is a critical part of ME2's gameplay and has nothing to do with difficulty - even on Casual some enemies have protection. A lot of powers have no or little effect against those defenses simply to block cheating (the ability to hack a YMIR and have it wipe out all other enemies, or to toss it around like a toy would be pretty bad imo). On the hardest difficulty levels, Bioware chose to give all enemies protection instead of simply multiplying their HP, like most other games (including ME1) do, which usually makes games tedious, not harder or more challenging.

Fortunately this option (to give all enemies protection) is optional, but I like it. It encourages the use of all available means - weapons, powers and squadmates combined. When you use the right tools for the right job, Insanity becomes fairly easy and skilled players have shown they can make it look like they are playing on Casual.

It's pointless to compare classes and squadmates alone. You're always fighting in a team and can select 2 variable buddies to assist. Teamwork wins the day. Jack can be monstrous if you play to her strengths and with the right help (from Shep and the other party member) she can be among the very best to have around on certain missions - just like Tali and Legion, who are awesome against synthetics, but rather useless against Collectors and Bloodpack. The good thing about Jack is that (almost) everybody has health and that's something Jack knows how to handle ;)

Enemies have more health than protection (unless they have multiple bars) when you use Overload against shields and not against armor; use SMG or shotguns against shields and HP and sniper rifles against armor instead of the other way around etc. Without protection, enemies who get Pulled, Slammed, are (fully) frozen or trapped in a Singularity, suffer double (weapon) damage - that's a 100% increase in damage which is up to 4 times as effective as any Ammo Power, more like ARush and Cloak! Jack will not only disable enemies without protection, but also dramatically improve the damage Shep and the others can dish out with their weapons and powers. All you need is someone, Shep and/or the other party member, to strip protection using powers and weapons.

Protection cannot be removed without breaking the entire combat-power system. I believe the discussion should be about whether or not to give all enemies protection when playing on the hardest difficulty setting - and not about protection an sich.

Modifié par Shepard the Leper, 06 août 2011 - 06:11 .


#36
dreman9999

dreman9999
  • Members
  • 19 067 messages

The Spamming Troll wrote...

No Snakes Alive wrote...

Woe is you, whiners who loathe having to use a modicum of intelligence in structuring your squads on the meant-to-be-more-challenging difficulties.

Here's an idea: if you use squadmates with defense-stripping powers, you can go ahead and handle the CC yourself. If you want to use squadmates whose powers are primarily meant for CC purposes, you handle the defense stripping yourself. Or mix and match - just try to avoid redundancy in the powers you and your squad are using. It isn't rocket science.

Why do I get the feeling a lot of players do nothing more than strip defenses and then shoot to kill? Powers like Pull and Cryo Blast are excellent on Insanity, so characters like Mordin and Jack are more than useful... when PROPERLY utilized. Go watch some videos of people who know what they're doing and learn a little from them: it'll vastly increase your enjoyment of the game.


do you think the people complaining about not being able to use their abilities because of enemy protections, actually dont use their abilities? thatd be like someone wanting to see more runs scored in baseball, but also wants to remove the DH.

if you only see the other side of the argument as "whining" then you serve no purpose in the argument.

chooseing the corret squad is only necessary to one specific class in the game. the problem is that difficulties seen from each class arent consistent. i know its a single player game, but the fault lies with the challegen the adepts sees in terms of "adept gameplay." to the soldier, seeing red is the same as seeing blue, yellow, or purple. to the adept, the only color that matters is red. theres some classes that can OSOK on all difficulties, there are some that cant. i suppose being able to set up your warp bombs with the worst signature abiltity, is a plus. crappy abiltiies, crappy weapons, crappy fun. thats my adept on insanity.

Of corse the difficultise of each class is different. It's a class based rpg. If the dificulties for each class were the same then their would be no point of classes. On top of the different difficulties for each class, add on the fact that each class has different strengths in battle. No one whines that their  worrior in DA doesn't have a wider reange of area attack like the mage class because they understand their worrior has limits. And one of compline that the Mage class doen't have  the level of dps a rouge has bacouse they know that mages have limits. Why is this understanding not with ME2 players?

#37
dreman9999

dreman9999
  • Members
  • 19 067 messages

crimzontearz wrote...

I have an issue with defense blocking powers. Especially say a biotic shield blocking a tech attack....which makes no sense. I'd not have that much of an issue with it but on insanity everything has defenses......including feral varrens for some strange reason. In turn this makes most of the combat gameplay revolve around defense-stripping and characters with defense stripping powers making crowd control rather useless compared to de-buffing.


I'm sorry I find this method to artificially inflate difficulty rather lazy (the other aspects of it are rather lazy too)

You do know BG2 uses the same concept of difficulty. And it's way less lazy than adding more health and extra attack power to enemies, that that didn't even make ME1 any harder.

#38
The Spamming Troll

The Spamming Troll
  • Members
  • 6 252 messages

Shepard the Leper wrote...

This discussion again ;)

First of all, protection is a critical part of ME2's gameplay and has nothing to do with difficulty - even on Casual some enemies have protection. A lot of powers have no or little effect against those defenses simply to block cheating (the ability to hack a YMIR and have it wipe out all other enemies, or to toss it around like a toy would be pretty bad imo). On the hardest difficulty levels, Bioware chose to give all enemies protection instead of simply multiplying their HP, like most other games (including ME1) do, which usually makes games tedious, not harder or more challenging.

Fortunately this option (to give all enemies protection) is optional, but I like it. It encourages the use of all available means - weapons, powers and squadmates combined. When you use the right tools for the right job, Insanity becomes fairly easy and skilled players have shown they can make it look like they are playing on Casual.

It's pointless to compare classes and squadmates alone. You're always fighting in a team and can select 2 variable buddies to assist. Teamwork wins the day. Jack can be monstrous if you play to her strengths and with the right help (from Shep and the other party member) she can be among the very best to have around on certain missions - just like Tali and Legion, who are awesome against synthetics, but rather useless against Collectors and Bloodpack. The good thing about Jack is that (almost) everybody has health and that's something Jack knows how to handle ;)

Enemies have more health than protection (unless they have multiple bars) when you use Overload against shields and not against armor; use SMG or shotguns against shields and HP and sniper rifles against armor instead of the other way around etc. Without protection, enemies who get Pulled, Slammed, are (fully) frozen or trapped in a Singularity, suffer double (weapon) damage - that's a 100% increase in damage which is up to 4 times as effective as any Ammo Power, more like ARush and Cloak! Jack will not only disable enemies without protection, but also dramatically improve the damage Shep and the others can dish out with their weapons and powers. All you need is someone, Shep and/or the other party member, to strip protection using powers and weapons.

Protection cannot be removed without breaking the entire combat-power system. I believe the discussion should be about whether or not to give all enemies protection when playing on the hardest difficulty setting - and not about protection an sich.


casual has no where near the amount of enemy protections that insnaity has. thechange you would have noticed happens from veteran to hardcore. the key problem is protections only mean more HP for combat classes. to soldier, enemy protections is just more HP. adepts see it much differently.

i dont see something that limits my characters potential to "encourage the use of all available means." protections means cant use abiltieies, so how is that appealing?

protections shouldnt be removied. nobody is recomending that. its a decent idea to make the gaem harder, it just shouldnt be the only way. its the simplest for of challenge. kindof like how simple ME2s weapons became. its lazy and weaksauce. anyone in the world could do better.

#39
dahoughtonuk

dahoughtonuk
  • Members
  • 70 messages
Different strengths in battle is one thing. Even the protections are fine, but the only class which is effectively useless until the red health bar when according to many players it's quicker to kill it with gunfire is what class again?

Hell I wouldn't mind warp having no health damage and just affecting barriers and armour slightly more.

Modifié par dahoughtonuk, 06 août 2011 - 06:36 .


#40
The Spamming Troll

The Spamming Troll
  • Members
  • 6 252 messages

dreman9999 wrote...

The Spamming Troll wrote...

No Snakes Alive wrote...

Woe is you, whiners who loathe having to use a modicum of intelligence in structuring your squads on the meant-to-be-more-challenging difficulties.

Here's an idea: if you use squadmates with defense-stripping powers, you can go ahead and handle the CC yourself. If you want to use squadmates whose powers are primarily meant for CC purposes, you handle the defense stripping yourself. Or mix and match - just try to avoid redundancy in the powers you and your squad are using. It isn't rocket science.

Why do I get the feeling a lot of players do nothing more than strip defenses and then shoot to kill? Powers like Pull and Cryo Blast are excellent on Insanity, so characters like Mordin and Jack are more than useful... when PROPERLY utilized. Go watch some videos of people who know what they're doing and learn a little from them: it'll vastly increase your enjoyment of the game.


do you think the people complaining about not being able to use their abilities because of enemy protections, actually dont use their abilities? thatd be like someone wanting to see more runs scored in baseball, but also wants to remove the DH.

if you only see the other side of the argument as "whining" then you serve no purpose in the argument.

chooseing the corret squad is only necessary to one specific class in the game. the problem is that difficulties seen from each class arent consistent. i know its a single player game, but the fault lies with the challegen the adepts sees in terms of "adept gameplay." to the soldier, seeing red is the same as seeing blue, yellow, or purple. to the adept, the only color that matters is red. theres some classes that can OSOK on all difficulties, there are some that cant. i suppose being able to set up your warp bombs with the worst signature abiltity, is a plus. crappy abiltiies, crappy weapons, crappy fun. thats my adept on insanity.

Of corse the difficultise of each class is different. It's a class based rpg. If the dificulties for each class were the same then their would be no point of classes. On top of the different difficulties for each class, add on the fact that each class has different strengths in battle. No one whines that their  worrior in DA doesn't have a wider reange of area attack like the mage class because they understand their worrior has limits. And one of compline that the Mage class doen't have  the level of dps a rouge has bacouse they know that mages have limits. Why is this understanding not with ME2 players?


its only more difficult for clasess that arent part combat. you cant deny the fact that enemy protections dont present the same challenge to each class. if shouldnt work fine for class A, but not class B. im not sure why  your being so defensive about wanting the game to be better.

#41
Fathom72

Fathom72
  • Members
  • 144 messages
I'd argue that any squaddie can work for any mission, so long as you can support them properly.

Jacob: Pull cc's, and his squad incendiary ammo boosts everyone's damage + CC's.

Miranda: The quintessential can-opener. Can detonate warp bombs, and set them up if you're willing to sacrifice armor stripping power. Also latently boosts the squad's health + damage.

Mordrin: Cryo blast is, hands down, the best crowd control ability (imo). 4.5 second cool-down on a squaddie? That's material for excellence right there. He's also the best armor stripper in the game, and can wreck organic health with incinerate (this is mainly due to the research update which improves his tech damage). He's also hardier than other characters, thanks to his shield boosting passive ability.

Garrus: The strongest overload in the game, thanks to his passive ability. Can also CC with Concussive shot. I've also found the shot decent at stripping thanks to his passive ability, but it still isn't enough to completely deplete barriers (nearly gets them, tho. A single shot will do it in.).

Jack: With her passive, pull is on a 4.5 second cooldown, just like Mordrin. Super quick crowd control, and sets up for warp bombs. If pulled over a ledge, instant kill. Shockwave is definitely viable, due to its large area of effect and strong base force. Also can give the squad warp ammo, one of the most versatile ammo types in the game.

Grunt: Regeneration. Seriously, you just can't kill him if you evolve his passive all the way up. Throw him right in the enemies' face with a claymore equipped for beautiful results. Also can give incendiary ammo and crowd control with concussive shot, as a bonus. Not to mention, he can get additional boosts to his health through research.

Thane: Can CC with throw. Also can strip armor and barriers with warp, + set up warp bombs. Great base damage via passive ability.

Samara: Like Jack, has access to the 4.5 pull. I personally feel that throw is redundant on her, since pull does everything it does and more. Can also strip armor and barries with reave, which also adds to her survivability.

Tali: The drone distracts enemies, and has a very powerful explosion attack. Ai hacking can cc, but the option is pretty rare. Can also strip shields with Energy drain, which also adds to her survivability.

Legion: See Tali. Other unique things include access to the widow, which can be further boosted thanks to ammo powers and his geth shield. He also can have his shields boosted through research, making him very hardy.

Zaeed: Has the only useless power in the game (lol incendiary grenade). Still important, mainly due to being the only squaddie capable of providing disruptor ammo. Also CC's with concussive shot.

Kasumi: Strips shields with overload (also has the fastest version of this). Her other two abilites are well renowned for their OP'ness; shadow strike wrecks all sorts of protections+health, and flashbang bypasses protections (+ has the largest radius of any power, outside tech armor's explosion).

Also, I would like to note that access to snipers and shotguns are very big plusses for characters, since it means access to the geth shotgun and incisor sniper rifle. With ammo, I've seen the geth shotgun completely strip enemy defenses (main reason I prefer Jack to Samara), adn the incisor ignores the damage reduction squad weapons suffer, giving snipers the same damage output as Shepard.

#42
crimzontearz

crimzontearz
  • Members
  • 16 788 messages

dreman9999 wrote...

crimzontearz wrote...
I have an issue with defense blocking powers. Especially say a biotic shield blocking a tech attack....which makes no sense. I'd not have that much of an issue with it but on insanity everything has defenses......including feral varrens for some strange reason. In turn this makes most of the combat gameplay revolve around defense-stripping and characters with defense stripping powers making crowd control rather useless compared to de-buffing.


I'm sorry I find this method to artificially inflate difficulty rather lazy (the other aspects of it are rather lazy too)

You do know BG2 uses the same concept of difficulty. And it's way less lazy than adding more health and extra attack power to enemies, that that didn't even make ME1 any harder.

just because BG did it that does not make it good. I'm also fiercely against upping the difficulty by having enemies weapons cause 3 times the damage yours do for no apparent reason....or have their powers work much betterthan yours on off effect defenses....or have 3 times more health and so on and so forth. All those methods simply artificially inflate the difficulty and nothing more.

#43
dahoughtonuk

dahoughtonuk
  • Members
  • 70 messages
That's the problem! all other classes except the Adept have a protection built in to their signature powers

Soldier- Adrenaline Rush
Vanguard- Charge
Infiltrator- Cloak
Engineer - Drone (Yes the drone acts as protection.)
Sentinel - Tech Armour

Adept - None, if you get too close to your singularity it collapses, and you can;t use much of your powers until you're on the red health. Whereupon shooting might be more effective.

Better balance is all that's required. Not back to me 1, but a sane balance.

Modifié par dahoughtonuk, 06 août 2011 - 06:43 .


#44
Fathom72

Fathom72
  • Members
  • 144 messages

dahoughtonuk wrote...

That's the problem! all other classes except the Adept have a protection built in to their signature powers

Soldier- Adrenaline Rush
Vanguard- Charge
Infiltrator- Cloak
Engineer - Drone (Yes the drone acts as protection.)
Sentinel - Tech Armour

Adept - None, if you get too close to your singularity it collapses, and you can;t use much of your powers until you're on the red health. Whereupon shooting might be more effective.

Better balance is all that's required. Not back to me 1, but a sane balance.


Do you really need to be close to the singularity, tho?  The thing causes multiple staggers to protected enemies, and is the only power (if memory serves me correctly) that lasts for awhile after the initial detonation, allowing it to cc enemies for the whole encounter.

#45
Shepard the Leper

Shepard the Leper
  • Members
  • 638 messages

The Spamming Troll wrote...

casual has no where near the amount of enemy protections that insnaity has. thechange you would have noticed happens from veteran to hardcore. the key problem is protections only mean more HP for combat classes. to soldier, enemy protections is just more HP. adepts see it much differently.


That's not true. Ammo powers have no effect (except the small damage boost) against protection. Enemies who are frozen, ignited, or when their weapons won't work, can't shoot back and that will make a huge difference. What you mean is that protection doesn't change the soldier's playstyle. They can only shoot the enemy, so it only takes a little longer before they're death. All classes can use weapons, all classes have multiple powers of which only one is effective all the time. All other powers can damage (certain) defenses (only) and/or have CC effects when protection is removed.

i dont see something that limits my characters potential to "encourage the use of all available means." protections means cant use abiltieies, so how is that appealing?


Because the option to do whatever you want whenever you want against whomever you want would be far worse.

protections shouldnt be removied. nobody is recomending that. its a decent idea to make the gaem harder, it just shouldnt be the only way. its the simplest for of challenge. kindof like how simple ME2s weapons became. its lazy and weaksauce. anyone in the world could do better.


ME2 sold pretty well, I suggest to make a game yourself and get rich.

dahoughtonuk wrote...

Different strengths in battle is one thing. Even the protections are fine, but the only class which is effectively useless until the red health bar when according to many players it's quicker to kill it with gunfire is what class again?

Hell I wouldn't mind warp having no health damage and just affecting barriers and armour slightly more.


I suggest you try Warp again, on Insanity. Because it's the other way around. One Warp can completely remove armor and barrier of a normal rank enemy. Warp can never, regardless upgrades and gear, kill that enemy when it has lost its protection (only a warpbomb can which requires the use of two powers).

It's the same with weapons. Shotguns get a 75-100% damage against shields and barriers, nothing against health. If it takes one shot to strip shield, it will require another two to kill. Guns are best against defenses, powers are best against health - especially those that are not effective against defenses.

#46
Shepard the Leper

Shepard the Leper
  • Members
  • 638 messages

dahoughtonuk wrote...

That's the problem! all other classes except the Adept have a protection built in to their signature powers

Soldier- Adrenaline Rush
Vanguard- Charge
Infiltrator- Cloak
Engineer - Drone (Yes the drone acts as protection.)
Sentinel - Tech Armour

Adept - None, if you get too close to your singularity it collapses, and you can;t use much of your powers until you're on the red health. Whereupon shooting might be more effective.

Better balance is all that's required. Not back to me 1, but a sane balance.


ARush, Cloak and Tech Armor do nothing against enemies - they affect Shep. Charge teleports Shep into perfect shotgun range, so you could argue it affects enemies to a certain level, but that's nothing compared to the mobility and shield regen it provides, both of which do nothing against enemies. Combat Drones and Singularity are the only (class)powers that affect enemies even when they have protection. Attack Drones and Singularity do damage defenses while also keeping the enemy at bay. One Heavy Singularity can strip a BS shield and put the goon into the air - that's like a Overload-Pull combo over time (takes a few seconds to drain shield), not so bad IMHO.

#47
Fathom72

Fathom72
  • Members
  • 144 messages

Shepard the Leper wrote...

dahoughtonuk wrote...

That's the problem! all other classes except the Adept have a protection built in to their signature powers

Soldier- Adrenaline Rush
Vanguard- Charge
Infiltrator- Cloak
Engineer - Drone (Yes the drone acts as protection.)
Sentinel - Tech Armour

Adept - None, if you get too close to your singularity it collapses, and you can;t use much of your powers until you're on the red health. Whereupon shooting might be more effective.

Better balance is all that's required. Not back to me 1, but a sane balance.


ARush, Cloak and Tech Armor do nothing against enemies - they affect Shep. Charge teleports Shep into perfect shotgun range, so you could argue it affects enemies to a certain level, but that's nothing compared to the mobility and shield regen it provides, both of which do nothing against enemies. Combat Drones and Singularity are the only (class)powers that affect enemies even when they have protection. Attack Drones and Singularity do damage defenses while also keeping the enemy at bay. One Heavy Singularity can strip a BS shield and put the goon into the air - that's like a Overload-Pull combo over time (takes a few seconds to drain shield), not so bad IMHO.


All true, but thats not what he meant.  He was saying that all of those powers help Shep's survivabilty.  AR gives a health boost, tech armor is tech armor (plus the shield boost when it is depleted), charge restoresw barriers, cloak makes folks stop shooting at shep, and the drone makes a single opponent stop messing with Shep.

Dunno why he thinks that singularity isn't on that list, when it does everything the drone does and more.

#48
adonfraz

adonfraz
  • Members
  • 206 messages

Fathom72 wrote...

Shepard the Leper wrote...

dahoughtonuk wrote...

That's the problem! all other classes except the Adept have a protection built in to their signature powers

Soldier- Adrenaline Rush
Vanguard- Charge
Infiltrator- Cloak
Engineer - Drone (Yes the drone acts as protection.)
Sentinel - Tech Armour

Adept - None, if you get too close to your singularity it collapses, and you can;t use much of your powers until you're on the red health. Whereupon shooting might be more effective.

Better balance is all that's required. Not back to me 1, but a sane balance.


ARush, Cloak and Tech Armor do nothing against enemies - they affect Shep. Charge teleports Shep into perfect shotgun range, so you could argue it affects enemies to a certain level, but that's nothing compared to the mobility and shield regen it provides, both of which do nothing against enemies. Combat Drones and Singularity are the only (class)powers that affect enemies even when they have protection. Attack Drones and Singularity do damage defenses while also keeping the enemy at bay. One Heavy Singularity can strip a BS shield and put the goon into the air - that's like a Overload-Pull combo over time (takes a few seconds to drain shield), not so bad IMHO.


All true, but thats not what he meant.  He was saying that all of those powers help Shep's survivabilty.  AR gives a health boost, tech armor is tech armor (plus the shield boost when it is depleted), charge restoresw barriers, cloak makes folks stop shooting at shep, and the drone makes a single opponent stop messing with Shep.

Dunno why he thinks that singularity isn't on that list, when it does everything the drone does and more.


Drone distracts more enemies (YMIRs, SB, 4-legged creatures w/ protections) than singularity stunlocks. If your Shep is flanked by a protected enemy, of all six classes, the Adept has the lowest chance of surviving.

#49
Shepard the Leper

Shepard the Leper
  • Members
  • 638 messages

Fathom72 wrote...

All true, but thats not what he meant.  He was saying that all of those powers help Shep's survivabilty.  AR gives a health boost, tech armor is tech armor (plus the shield boost when it is depleted), charge restoresw barriers, cloak makes folks stop shooting at shep, and the drone makes a single opponent stop messing with Shep.

Dunno why he thinks that singularity isn't on that list, when it does everything the drone does and more.


The only thing I would change about Singularity is to make its effect instant. That's the only thing the Adept class doesn't have, a power that works instantly. All the Adept's powers arc towards targets making them less suitable to be used as an "oh crap" button (you can solve this with bonus powers like Barrier and Stasis).

I actually think Singularity is the most interesting power in ME2. Maybe not the strongest, but it's the only signature power that makes all other (biotic) powers more effective. It can be used against pretty much anything, has an AoE (unlike drones), damages all protection, doubles damage with protection out of the way, option to Warp detonate, or use another biotic power, CS, or FB grenades for maximum effect - and to keep that Singularity in play (Warpbombs end Singularity). It provides all sorts of tactical options and enemies flying all over the place never gets old ;)

#50
Shepard the Leper

Shepard the Leper
  • Members
  • 638 messages

adonfraz wrote...

Drone distracts more enemies (YMIRs, SB, 4-legged creatures w/ protections) than singularity stunlocks. If your Shep is flanked by a protected enemy, of all six classes, the Adept has the lowest chance of surviving.


Drones distrac one enemy only, Singularity can affect multiple enemies at once. Combat drones don't work against Geth Hunter btw, and are useless during the Fight for you Life battle (Arrival).

Shepard is never alone and has access to a bonus power, both can help out when you're in a bad spot. I agree Adepts are the most punishing class - one mistake can get you killed (Insanity). But that's also a good thing in my book, it increases the satisfaction when you try to pull off some cracy stunts and make it through alive. If you prefer tanking, you should be playing Sentinel or Vanguard. Adepts require the use of your mind, not brute force.