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


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#76
The Spamming Troll

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dreman9999 wrote...

The Spamming Troll wrote...

Shepard the Leper wrote...

lazuli wrote...

The Spamming Troll wrote...
take evolving abilties in ME3 for example. can i spend X amount of points and have an ability like heavy throw put an enemy on its butt, not nessesarily ragdoll, but accomplish more then the stagger ME2 offers.


This seems like a solid solution.  It would require some more animation work, but I think it could diversify combat and make it more engaging.  It could be abused, though, to a similar degree as Stasis.  It will be interesting to see how these abilities are handled in ME3, especially with Stasis' famous glitches.


If turning the Adept into a Throw-spammer only is the goal, then yes. This 'solution' would effectively make all other biotic powers redundant. If you think Stasis can be abusive, then I don't know why you consider this an option. Stasis would be total crap compared to Throw knocking down anyone.

It's easy to take one power, such as Throw, out of the complete power system and tweak it the way you see fit. Putting that new (tweaked) power back into the complete power-puzzle is a lot harder. The above 'solution' is a perfect example how one can totally ruin the system with only one adjustment.


if you choose not to level up another ability to what you invested in throw, then that other ability should suck. i dont get your complaint. i think biotic abilities are already redundant. the fact that all abilities arent on the same playing field,like stasis, becomes even more apparent when you add in global cooldowns. im not using basic pull, or taking slam as a bonus power when i have pull field.

why am i going to care to evolve an ability, if theyll all cause the same stagger?

Your not understanding his point. If you max both Throw and Stasis, and throw could bypass shields, If you had an enemy come up to you, which would you use? A throw that bypass protection would knock the guy down and you would shot him to death, Stasis would just hold the guy till the power wears of taking longer to kill him. It would be like ME1 if you did not build your biotic as a baston.


that isnt a problem of just having a few redundant abilities, its a problem of only having redundant abiliteis, with a global cooldown! ANY ability im not fully invested in in ME3 simply wont get used. that should seem obvious, thats how it currently works in ME2. i dont use basic throw, when i have pull field, i mostly dont use throw/pull, when i have singualrity. i know throw and pull can be used situationally, but ive only got 3 hotkeys and pull isnt one of them.

but thats your choice. if you want an ability to work through protections, then evolve it that way. that should be the entire point of evolutions, to cater each power to meet each players specific need. we dont need bastion/nemesis, we need different multiple versions of each ability thats gonig to create some gol dang discusion in the "class, builds" form. that forum is dead, and it makes me want to cry. imagin having an RPG, and nobody discussin builds, because thats ME2. im not even sure why i get the option to place 51 points anyways.

Modifié par The Spamming Troll, 08 août 2011 - 02:30 .


#77
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dreman9999 wrote...

RPGamer13 wrote...

Throw, Pull, Shockwave had ZERO effect on enemies with any of the three kinds of defenses and only affected "naked" enemies. I say naked as in all yoh see when targetting them is a red health bar.

That's what pissed me off.

That's the problem...Your using them to do a drect attack. Your no sappost to. They are Crowd control powers. Throw and pull are the fastest cooling down powers, meaning they are spamable. Just use 3 max out heavy throws and the enemies shield will be out in 3 throws. Shockwave is just a cover reset. Use it to knock targets out of cover so they can be attacked. When a target gets hit by any attack power they get stunned, they get out of cover when stunned and not fire back. Use some planning to get the most out of the powers.


i think what they are saying is "thats a dumb way to make a videogame about using abilities."

#78
dreman9999

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The Spamming Troll wrote...

dreman9999 wrote...

The Spamming Troll wrote...

Shepard the Leper wrote...

lazuli wrote...

The Spamming Troll wrote...
take evolving abilties in ME3 for example. can i spend X amount of points and have an ability like heavy throw put an enemy on its butt, not nessesarily ragdoll, but accomplish more then the stagger ME2 offers.


This seems like a solid solution.  It would require some more animation work, but I think it could diversify combat and make it more engaging.  It could be abused, though, to a similar degree as Stasis.  It will be interesting to see how these abilities are handled in ME3, especially with Stasis' famous glitches.


If turning the Adept into a Throw-spammer only is the goal, then yes. This 'solution' would effectively make all other biotic powers redundant. If you think Stasis can be abusive, then I don't know why you consider this an option. Stasis would be total crap compared to Throw knocking down anyone.

It's easy to take one power, such as Throw, out of the complete power system and tweak it the way you see fit. Putting that new (tweaked) power back into the complete power-puzzle is a lot harder. The above 'solution' is a perfect example how one can totally ruin the system with only one adjustment.


if you choose not to level up another ability to what you invested in throw, then that other ability should suck. i dont get your complaint. i think biotic abilities are already redundant. the fact that all abilities arent on the same playing field,like stasis, becomes even more apparent when you add in global cooldowns. im not using basic pull, or taking slam as a bonus power when i have pull field.

why am i going to care to evolve an ability, if theyll all cause the same stagger?

Your not understanding his point. If you max both Throw and Stasis, and throw could bypass shields, If you had an enemy come up to you, which would you use? A throw that bypass protection would knock the guy down and you would shot him to death, Stasis would just hold the guy till the power wears of taking longer to kill him. It would be like ME1 if you did not build your biotic as a baston.


that isnt a problem of just having a few redundant abilities, its a problem of only having redundant abiliteis, with a global cooldown! ANY ability im not fully invested in in ME3 simply wont get used. that should seem obvious, thats how it currently works in ME2. i dont use basic throw, when i have pull field, i mostly dont use throw/pull, when i have singualrity. i know throw and pull can be used situationally, but ive only got 3 hotkeys and pull isnt one of them.

but thats your choice. if you want an ability to work through protections, then evolve it that way. that should be the entire point of evolutions, to cater each power to meet each players specific need. we dont need bastion/nemesis, we need different multiple versions of each ability thats gonig to create some gol dang discusion in the "class, builds" form. that forum is dead, and it makes me want to cry. imagin having an RPG, and nobody discussin builds, because thats ME2. im not even sure why i get the option to place 51 points anyways.

Wow.....It's like you forgot that Throw  has aless cooldown than what you had in ME1.:lol:
Throw takes 1.6 secs to cooldown. That woud mean the power coolsdown the second it hit the target. Going  back to Bulder's gates and DA's  spell prep times, the cooldown is a blessing. So what if you have global cooldowns it it last 1.6 secs. All powers in ME2 get cooldown reduction as a whole. Power and duration is based on how much you invest in the powers.
And if you don't use pull and throw as a hot key, your losing out on a very quickly used, fast cooldown powers. That means your stuck waiting for your powers to cooldown all the time with what's left to put on your hot key. Singularity would be the fastest cooling down power in your set. No wonder, you comlaining about adepts all the time. You set your self up with a hotkey set the lets you wait all the time.:P
Here's a tip.....put your area pull in your set, and use it all the time. You be surprised to see it woring better than moving singulaity all the time.

Modifié par dreman9999, 08 août 2011 - 03:22 .


#79
adonfraz

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RPGamer13 wrote...

Throw, Pull, Shockwave had ZERO effect on enemies with any of the three kinds of defenses and only affected "naked" enemies. I say naked as in all yoh see when targetting them is a red health bar.

That's what pissed me off.


Two options to strip defenses

1. Use singularity to stunlock and stop the enemy from firing, shoot their protections off (takes 2-3 seconds to strip a regular foe with an smg), now you can either throw them off the map or warp bomb.

2. Use an ally's defense stripping power (ie. overload), use your pull or singularity (pull's better in this situation though), and then warp or throw.

My only issues with the Adept is that Singularity travels way too slowly and its hold duration is inconsistent (It should work more like the Engineer's drone and effect more enemies).

#80
The Spamming Troll

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dreman9999 wrote...

Wow.....It's like you forgot that Throw  has aless cooldown than what you had in ME1.:lol:
Throw takes 1.6 secs to cooldown. That woud mean the power coolsdown the second it hit the target. Going  back to Bulder's gates and DA's  spell prep times, the cooldown is a blessing. So what if you have global cooldowns it it last 1.6 secs. All powers in ME2 get cooldown reduction as a whole. Power and duration is based on how much you invest in the powers.
And if you don't use pull and throw as a hot key, your losing out on a very quickly used, fast cooldown powers. That means your stuck waiting for your powers to cooldown all the time with what's left to put on your hot key. Singularity would be the fastest cooling down power in your set. No wonder, you comlaining about adepts all the time. You set your self up with a hotkey set the lets you wait all the time.:P
Here's a tip.....put your area pull in your set, and use it all the time. You be surprised to see it woring better than moving singulaity all the time.


we cant compare ME1 abilities to ME2s powers. we cant complare individual coolcdowns, to global cooldown. i mean yes, ME1 warp < ME2 warp, but ME1 singularity > ME2 singularity. ...so what about it?

i dont start the game with a 1.6 second coolown on throw. sure, end game with fully upgraded, completlely maxxed abilities i can, but waht about the rest of the game, when throw isnt on your perfectly timed "1.6" second cooldown? i dont know what your trying to piint out to me here.

im not clueless as to how pull functions. i cant use pull or throw on hotkey, becasue i already use singularity, warp, and stasis. i wouldnt consider hotkeying an ability that doesnt work.

#81
The Spamming Troll

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adonfraz wrote...

RPGamer13 wrote...

Throw, Pull, Shockwave had ZERO effect on enemies with any of the three kinds of defenses and only affected "naked" enemies. I say naked as in all yoh see when targetting them is a red health bar.

That's what pissed me off.


Two options to strip defenses

1. Use singularity to stunlock and stop the enemy from firing, shoot their protections off (takes 2-3 seconds to strip a regular foe with an smg), now you can either throw them off the map or warp bomb.

2. Use an ally's defense stripping power (ie. overload), use your pull or singularity (pull's better in this situation though), and then warp or throw.

My only issues with the Adept is that Singularity travels way too slowly and its hold duration is inconsistent (It should work more like the Engineer's drone and effect more enemies).







1. .....or just kill them with the remainder of your clip. might as well just continue playing like a gimped soldier, since ive already started playing as a gimped soldier. why do i want to stop firing, just becasue i can finally use an ability?

2. i get sick of bringing miranda on every mission.

(singularity should be insta cast.)

#82
adonfraz

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The Spamming Troll wrote...

adonfraz wrote...

RPGamer13 wrote...

Throw, Pull, Shockwave had ZERO effect on enemies with any of the three kinds of defenses and only affected "naked" enemies. I say naked as in all yoh see when targetting them is a red health bar.

That's what pissed me off.


Two options to strip defenses

1. Use singularity to stunlock and stop the enemy from firing, shoot their protections off (takes 2-3 seconds to strip a regular foe with an smg), now you can either throw them off the map or warp bomb.

2. Use an ally's defense stripping power (ie. overload), use your pull or singularity (pull's better in this situation though), and then warp or throw.

My only issues with the Adept is that Singularity travels way too slowly and its hold duration is inconsistent (It should work more like the Engineer's drone and effect more enemies).







1. .....or just kill them with the remainder of your clip. might as well just continue playing like a gimped soldier, since ive already started playing as a gimped soldier. why do i want to stop firing, just becasue i can finally use an ability?

2. i get sick of bringing miranda on every mission.

(singularity should be insta cast.)


I didn't know soldiers had singularity.

#83
dreman9999

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The Spamming Troll wrote...

dreman9999 wrote...

Wow.....It's like you forgot that Throw  has aless cooldown than what you had in ME1.:lol:
Throw takes 1.6 secs to cooldown. That woud mean the power coolsdown the second it hit the target. Going  back to Bulder's gates and DA's  spell prep times, the cooldown is a blessing. So what if you have global cooldowns it it last 1.6 secs. All powers in ME2 get cooldown reduction as a whole. Power and duration is based on how much you invest in the powers.
And if you don't use pull and throw as a hot key, your losing out on a very quickly used, fast cooldown powers. That means your stuck waiting for your powers to cooldown all the time with what's left to put on your hot key. Singularity would be the fastest cooling down power in your set. No wonder, you comlaining about adepts all the time. You set your self up with a hotkey set the lets you wait all the time.:P
Here's a tip.....put your area pull in your set, and use it all the time. You be surprised to see it woring better than moving singulaity all the time.


we cant compare ME1 abilities to ME2s powers. we cant complare individual coolcdowns, to global cooldown. i mean yes, ME1 warp < ME2 warp, but ME1 singularity > ME2 singularity. ...so what about it?

i dont start the game with a 1.6 second coolown on throw. sure, end game with fully upgraded, completlely maxxed abilities i can, but waht about the rest of the game, when throw isnt on your perfectly timed "1.6" second cooldown? i dont know what your trying to piint out to me here.

im not clueless as to how pull functions. i cant use pull or throw on hotkey, becasue i already use singularity, warp, and stasis. i wouldnt consider hotkeying an ability that doesnt work.


The their is a reason why more powers are more powerful in ME1 then ME2......ME1 enemies had no immunity to Biotic and Tach powers. As for when you get the cooldown bonus for your powers, it on horision and after. It's avalible on Illium immediatly. So you don't get the cooldown bounus for 4 mission not counting the first 2 missions. That way less than half the game. That's as soon asyou put it CD 2. Even with out the 1.6 second cooldown....it's a 3 second cooldoen. It's still fast than what you had in ME1.
And yes, you can us singularity, but using singulary as you main attack looses out on it's CC abilities. You can use singularity on two sides at once and area pull staggers every one in the area.  With area pulls quick cast off, faster targeting, and quick cooldown, you would control groups faster than singularity. Singularity is a whole blocker. It holds enemies back and weaks them. Pull and throw are for persition. You attack single enemies with it. Area pull will effect small groups of enemies bacause it pulls everyone in the area and stuns them as a group long enough to cast another area pull. Spam it and you'll have a group of enemies not able to fight back.

#84
dreman9999

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The Spamming Troll wrote...

adonfraz wrote...

RPGamer13 wrote...

Throw, Pull, Shockwave had ZERO effect on enemies with any of the three kinds of defenses and only affected "naked" enemies. I say naked as in all yoh see when targetting them is a red health bar.

That's what pissed me off.


Two options to strip defenses

1. Use singularity to stunlock and stop the enemy from firing, shoot their protections off (takes 2-3 seconds to strip a regular foe with an smg), now you can either throw them off the map or warp bomb.

2. Use an ally's defense stripping power (ie. overload), use your pull or singularity (pull's better in this situation though), and then warp or throw.

My only issues with the Adept is that Singularity travels way too slowly and its hold duration is inconsistent (It should work more like the Engineer's drone and effect more enemies).







1. .....or just kill them with the remainder of your clip. might as well just continue playing like a gimped soldier, since ive already started playing as a gimped soldier. why do i want to stop firing, just becasue i can finally use an ability?

2. i get sick of bringing miranda on every mission.

(singularity should be insta cast.)

1. What's better...Killing one enemy with your gun or killing a group of enemies with a warp explotion?

2. Tali has energy drain which is better than over load, Garrus and kasumi have overload and better dps than Miranda. Other character have better dps than Miranda and can stun enemies, Like Jacob with area incineratory ammo.

Modifié par dreman9999, 08 août 2011 - 04:15 .


#85
adonfraz

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Off-Topic Question: Does a pull-warp bomb out-damage a singularity-warp bomb or are the equal in terms of damage?

#86
dreman9999

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adonfraz wrote...

Off-Topic Question: Does a pull-warp bomb out-damage a singularity-warp bomb or are the equal in terms of damage?

Pull warp bomb out damages singularity  warp bomb.

#87
SynheKatze

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adonfraz wrote...

Off-Topic Question: Does a pull-warp bomb out-damage a singularity-warp bomb or are the equal in terms of damage?


Actually, the explosion damage is the same, but pull seems to add a little bit more damage to the formula. Nothing really significant, tho.

#88
SirBlakhawk

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A good compensatory move would be at a certain level in your biotics you will 'learn' to pull throw and manipulate enemies and at much higher levels you'll be able to with enemies with barrier if your biotic level is higher than theirs. Giving you the feeling of being more/less able with biotics than enemies which is a part of the ME lore where some biotics are stronger than other and people can train their biotics to do more than they did before. It'll be like AI Hack where if you evolve it you can hack higher level enemies, so should biotic abilities like pull/throw especially, where part of the evolution is that you can choose the one that lets you do that. Maybe armored enemies if they are thrown, and they're supposed to take damage due to the throw will take even significantly less damage due to armor resistance which would incline you not to waste it as much on armored enemies unless for crowd control, could be a different dimension in the game play. Pull well there's not much damage to resist so armored enemies coming closer, you'd still have to damage their armor in order to get to their health, so the advantage would be to those who have pull duration being higher than those who don't. Enemies that are pulled/thrown off a ledge... well armor shouldn't matter then as no armor will save them from that high of a fall. I'm not saying to overpower the biotics... just make them more available. AI hack is a skill... the better you are at it the more powerful (complex) enemies you should be able to hack. So Tech is covered there as overload is meant to be used against shielded targets. Not sure if concussive shot can be used vs. armor (know it can be used vs. shields/barriers) but it should work like throw in a way... where the more powerful the blast the less armor actually can completely resist it. That has combat covered. Giving each class the possibility of having an ability that should work vs. armored enemies to actually work. If that can be done I will have no complaints whatsoever with the biotic abilities, because I just want them to make sense. Like the biotic dude who helped Kahlee on the migrant fleet, could fling armored Cerberus officers like nobody's business. Biotic Shepard should do that more or less (unless Shepard is meant to be stronger then it should be more :P). Also the ability for your biotics to be recognized outside combat, such as conversation or interrupts, but that's a whole other topic.

#89
adonfraz

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SirBlakhawk wrote...

A good compensatory move would be at a certain level in your biotics you will 'learn' to pull throw and manipulate enemies and at much higher levels you'll be able to with enemies with barrier if your biotic level is higher than theirs. Giving you the feeling of being more/less able with biotics than enemies which is a part of the ME lore where some biotics are stronger than other and people can train their biotics to do more than they did before. It'll be like AI Hack where if you evolve it you can hack higher level enemies, so should biotic abilities like pull/throw especially, where part of the evolution is that you can choose the one that lets you do that. Maybe armored enemies if they are thrown, and they're supposed to take damage due to the throw will take even significantly less damage due to armor resistance which would incline you not to waste it as much on armored enemies unless for crowd control, could be a different dimension in the game play. Pull well there's not much damage to resist so armored enemies coming closer, you'd still have to damage their armor in order to get to their health, so the advantage would be to those who have pull duration being higher than those who don't. Enemies that are pulled/thrown off a ledge... well armor shouldn't matter then as no armor will save them from that high of a fall. I'm not saying to overpower the biotics... just make them more available. AI hack is a skill... the better you are at it the more powerful (complex) enemies you should be able to hack. So Tech is covered there as overload is meant to be used against shielded targets. Not sure if concussive shot can be used vs. armor (know it can be used vs. shields/barriers) but it should work like throw in a way... where the more powerful the blast the less armor actually can completely resist it. That has combat covered. Giving each class the possibility of having an ability that should work vs. armored enemies to actually work. If that can be done I will have no complaints whatsoever with the biotic abilities, because I just want them to make sense. Like the biotic dude who helped Kahlee on the migrant fleet, could fling armored Cerberus officers like nobody's business. Biotic Shepard should do that more or less (unless Shepard is meant to be stronger then it should be more :P). Also the ability for your biotics to be recognized outside combat, such as conversation or interrupts, but that's a whole other topic.


inb4 dreman shock absorber link

Edit: Thanks for the quick answers. :happy:

Modifié par adonfraz, 08 août 2011 - 04:40 .


#90
dreman9999

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adonfraz wrote...

SirBlakhawk wrote...

A good compensatory move would be at a certain level in your biotics you will 'learn' to pull throw and manipulate enemies and at much higher levels you'll be able to with enemies with barrier if your biotic level is higher than theirs. Giving you the feeling of being more/less able with biotics than enemies which is a part of the ME lore where some biotics are stronger than other and people can train their biotics to do more than they did before. It'll be like AI Hack where if you evolve it you can hack higher level enemies, so should biotic abilities like pull/throw especially, where part of the evolution is that you can choose the one that lets you do that. Maybe armored enemies if they are thrown, and they're supposed to take damage due to the throw will take even significantly less damage due to armor resistance which would incline you not to waste it as much on armored enemies unless for crowd control, could be a different dimension in the game play. Pull well there's not much damage to resist so armored enemies coming closer, you'd still have to damage their armor in order to get to their health, so the advantage would be to those who have pull duration being higher than those who don't. Enemies that are pulled/thrown off a ledge... well armor shouldn't matter then as no armor will save them from that high of a fall. I'm not saying to overpower the biotics... just make them more available. AI hack is a skill... the better you are at it the more powerful (complex) enemies you should be able to hack. So Tech is covered there as overload is meant to be used against shielded targets. Not sure if concussive shot can be used vs. armor (know it can be used vs. shields/barriers) but it should work like throw in a way... where the more powerful the blast the less armor actually can completely resist it. That has combat covered. Giving each class the possibility of having an ability that should work vs. armored enemies to actually work. If that can be done I will have no complaints whatsoever with the biotic abilities, because I just want them to make sense. Like the biotic dude who helped Kahlee on the migrant fleet, could fling armored Cerberus officers like nobody's business. Biotic Shepard should do that more or less (unless Shepard is meant to be stronger then it should be more :P). Also the ability for your biotics to be recognized outside combat, such as conversation or interrupts, but that's a whole other topic.


inb4 dreman shock absorber link

Edit: Thanks for the quick answers. :happy:

http://masseffect.wi...Shock_Absorbers
http://masseffect.wi...bat_Exoskeleton :devil:

And they can be put on any hard suit. Light or Heavy.

#91
The Spamming Troll

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dreman9999 wrote...
 The their is a reason why more powers are more powerful in ME1 then ME2......ME1 enemies had no immunity to Biotic and Tach powers. As for when you get the cooldown bonus for your powers, it on horision and after. It's avalible on Illium immediatly. So you don't get the cooldown bounus for 4 mission not counting the first 2 missions. That way less than half the game. That's as soon asyou put it CD 2. Even with out the 1.6 second cooldown....it's a 3 second cooldoen. It's still fast than what you had in ME1.
And yes, you can us singularity, but using singulary as you main attack looses out on it's CC abilities. You can use singularity on two sides at once and area pull staggers every one in the area.  With area pulls quick cast off, faster targeting, and quick cooldown, you would control groups faster than singularity. Singularity is a whole blocker. It holds enemies back and weaks them. Pull and throw are for persition. You attack single enemies with it. Area pull will effect small groups of enemies bacause it pulls everyone in the area and stuns them as a group long enough to cast another area pull. Spam it and you'll have a group of enemies not able to fight back.


again, i dont care to compare abilites in ME1 and ME2.

singularity might seem great sompared to your normal abilities, buts its nowhere near comparing cloak to incinerate, charge to pull, or AR to concussive shot. singularity is a slightly better pull. if my other biotics are going to be stagger-makers in ME3, then atleast make singularity melt peoples faces off.

i also wanted to mention its pretty rare when every 3rd cooldown isnt beign used on casting singularity. whether its becasue i hit a wall, or two enemies walked into it and phased it out, im gonig to be applying singularity prettty prequently. if a singularity isnt up, your loosing out on being an adept. add in every 3rd ability is prolly going to be an attempt at warp bombing, witht he adition of using stasis to lock down the toghest oponenet in the room, the game just doesn allow for much of me wanting to try to shoot shields and debuff with squadmates. i think insta cast alone would greatly enhance singularity.

#92
The Spamming Troll

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dreman9999 wrote...

The Spamming Troll wrote...

adonfraz wrote...

RPGamer13 wrote...

Throw, Pull, Shockwave had ZERO effect on enemies with any of the three kinds of defenses and only affected "naked" enemies. I say naked as in all yoh see when targetting them is a red health bar.

That's what pissed me off.


Two options to strip defenses

1. Use singularity to stunlock and stop the enemy from firing, shoot their protections off (takes 2-3 seconds to strip a regular foe with an smg), now you can either throw them off the map or warp bomb.

2. Use an ally's defense stripping power (ie. overload), use your pull or singularity (pull's better in this situation though), and then warp or throw.

My only issues with the Adept is that Singularity travels way too slowly and its hold duration is inconsistent (It should work more like the Engineer's drone and effect more enemies).







1. .....or just kill them with the remainder of your clip. might as well just continue playing like a gimped soldier, since ive already started playing as a gimped soldier. why do i want to stop firing, just becasue i can finally use an ability?

2. i get sick of bringing miranda on every mission.

(singularity should be insta cast.)

1. What's better...Killing one enemy with your gun or killing a group of enemies with a warp explotion?

2. Tali has energy drain which is better than over load, Garrus and kasumi have overload and better dps than Miranda. Other character have better dps than Miranda and can stun enemies, Like Jacob with area incineratory ammo.


1. we can compare classes weapons too if you want, but its not gonig to look good for those darn caster classes. in the time it takes an adept to setup their own warp bomb, a soldier will be finished with the mission.

2. theres alot of things that matter with squadmates, like taking ones that have debuffs, or ammo powers, having snipers use the incisor, or make sure you upgrade grunts shotgun. i just dont think its a class specific feature anyone would want to apreciate.

#93
dreman9999

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The Spamming Troll wrote...

dreman9999 wrote...
 The their is a reason why more powers are more powerful in ME1 then ME2......ME1 enemies had no immunity to Biotic and Tach powers. As for when you get the cooldown bonus for your powers, it on horision and after. It's avalible on Illium immediatly. So you don't get the cooldown bounus for 4 mission not counting the first 2 missions. That way less than half the game. That's as soon asyou put it CD 2. Even with out the 1.6 second cooldown....it's a 3 second cooldoen. It's still fast than what you had in ME1.
And yes, you can us singularity, but using singulary as you main attack looses out on it's CC abilities. You can use singularity on two sides at once and area pull staggers every one in the area.  With area pulls quick cast off, faster targeting, and quick cooldown, you would control groups faster than singularity. Singularity is a whole blocker. It holds enemies back and weaks them. Pull and throw are for persition. You attack single enemies with it. Area pull will effect small groups of enemies bacause it pulls everyone in the area and stuns them as a group long enough to cast another area pull. Spam it and you'll have a group of enemies not able to fight back.


again, i dont care to compare abilites in ME1 and ME2.

singularity might seem great sompared to your normal abilities, buts its nowhere near comparing cloak to incinerate, charge to pull, or AR to concussive shot. singularity is a slightly better pull. if my other biotics are going to be stagger-makers in ME3, then atleast make singularity melt peoples faces off.

i also wanted to mention its pretty rare when every 3rd cooldown isnt beign used on casting singularity. whether its becasue i hit a wall, or two enemies walked into it and phased it out, im gonig to be applying singularity prettty prequently. if a singularity isnt up, your loosing out on being an adept. add in every 3rd ability is prolly going to be an attempt at warp bombing, witht he adition of using stasis to lock down the toghest oponenet in the room, the game just doesn allow for much of me wanting to try to shoot shields and debuff with squadmates. i think insta cast alone would greatly enhance singularity.

And that what we are saying.

No Snakes Alive wrote...
"Some people see classes like Vanguard and Infiltrator OSK'ing enemies
one at a time and wonder why their precious Adept can't do that, but
I've yet to see Infiltrator/Vanguard players whine about how their class
can't instantly strip a whole group's defenses like Adepts can with
Warp bombs.

The DIFFERENT classes shine in DIFFERENT areas -
imagine that. Some people think the Soldier is OP with Adrenaline Rush -
I found trying to stay awake while playing the Soldier to be the most
difficult challenge ME2 ever threw my way. Adepts excel at Insanity by
removing one enemy's protections and then Warp-bombing them to
obliterate surrounding enemies' protections. From there it's all
CC/clean-up. If you don't like that playstyle it doesn't make the class
inferior in any way, it just means you'd probably be better-suited to
play a different class or difficulty."

Cloak may be great at avoiding enemies and attacking single enemies but it not strong agenst groups. So what if singularity can't kill an enemy quickly. It's made to hold groups. I can take out group the best pre protection....No other power or skill can do that as well as singularity. With that soldier and infiltator, you can kill the one enemy fast then it can, but you still have to go one target at a tiime. I can kill groups faster than you can.

As for singularty. I never said to take it of your list. Just don't make it you main form of attack. Many times in this topic you stated that singularity should be insta cast. Why? because it's your main attack. Yo always use it. Problem is it a CC power with slow movement. You can CC if you alway move the power. I'm saying, keep singualrity  on you hot keys and add area pull to you hot keys. That way you can attack to sides at once. You put the long lasting singularity and one side and on the other side of the field you spam area pull. You hold back one side with one power and attack another side. If not that means, you moving your CC power and not CCing with it and your other powers have too long cooldowns to be activly used.
Your play the game as an adept with one hand cut off.

Modifié par dreman9999, 08 août 2011 - 05:41 .


#94
dreman9999

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The Spamming Troll wrote...

dreman9999 wrote...

The Spamming Troll wrote...

adonfraz wrote...

RPGamer13 wrote...

Throw, Pull, Shockwave had ZERO effect on enemies with any of the three kinds of defenses and only affected "naked" enemies. I say naked as in all yoh see when targetting them is a red health bar.

That's what pissed me off.


Two options to strip defenses

1. Use singularity to stunlock and stop the enemy from firing, shoot their protections off (takes 2-3 seconds to strip a regular foe with an smg), now you can either throw them off the map or warp bomb.

2. Use an ally's defense stripping power (ie. overload), use your pull or singularity (pull's better in this situation though), and then warp or throw.

My only issues with the Adept is that Singularity travels way too slowly and its hold duration is inconsistent (It should work more like the Engineer's drone and effect more enemies).








1. .....or just kill them with the remainder of your clip. might as well just continue playing like a gimped soldier, since ive already started playing as a gimped soldier. why do i want to stop firing, just becasue i can finally use an ability?

2. i get sick of bringing miranda on every mission.

(singularity should be insta cast.)

1. What's better...Killing one enemy with your gun or killing a group of enemies with a warp explotion?

2. Tali has energy drain which is better than over load, Garrus and kasumi have overload and better dps than Miranda. Other character have better dps than Miranda and can stun enemies, Like Jacob with area incineratory ammo.


1. we can compare classes weapons too if you want, but its not gonig to look good for those darn caster classes. in the time it takes an adept to setup their own warp bomb, a soldier will be finished with the mission.

2. theres alot of things that matter with squadmates, like taking ones that have debuffs, or ammo powers, having snipers use the incisor, or make sure you upgrade grunts shotgun. i just dont think its a class specific feature anyone would want to apreciate.

1. So what, that one weapon can't kill an entire group at one unless
it's a heavy weapon. An Adept and caster class  character can kill a
group faster than a solder of any weapon based character. A weapon based
character and kill a single target faster than any caster class.
2. That's my point. Every character has his or her strenghts. You don't have to bring Mirada with you all the time if you understand all the other character strenghts.

#95
Fathom72

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TST, do you have the ability to record yourself playing ME2? I would be interested in seeing your adept playstyle with my own eyes.

#96
Aumata

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Dreman9999, shock absorb and hardening was for throw and warp, not lift and singularity just wanted to point that out because we had this discussion the first time. Second Garrus plus anybody in a class, less that class isn't capable of setting up warpbombs on their own is needed. I play my adept shepard CC, and I bring Garrus, plus anybody that fits my mood/ krogans. Everyone talks like Miranda is the ****, but she the one of the most useless characters for any of my classes, That is all you needed for a insanity run.

Do I wish protection was removed for a more tactical approach which involves using your abilities to take out targets, but they have full accessed you the same abilities and same effect, where the difference is that insanity you get hit by the full effect, but making sure that the area is built for tactical options in a field. I would rather have that but I am stuck, now for Bioware to make Shockwave useful in any difficulty would be helpful, because it would seem they made Concussive shot useful but I haven't seen the improvements for Shockwave. Now that is a power that is useless. Technically they should have had warp stayed the same for ME1 with the bonus of Warpbombs, and have Shockwave do spite damage.

#97
Fathom72

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Isn't Reave pretty close to the ME1 warp, minus the health vampirism?

#98
dreman9999

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Aumata wrote...

Dreman9999, shock absorb and hardening was for throw and warp, not lift and singularity just wanted to point that out because we had this discussion the first time. Second Garrus plus anybody in a class, less that class isn't capable of setting up warpbombs on their own is needed. I play my adept shepard CC, and I bring Garrus, plus anybody that fits my mood/ krogans. Everyone talks like Miranda is the ****, but she the one of the most useless characters for any of my classes, That is all you needed for a insanity run.

Do I wish protection was removed for a more tactical approach which involves using your abilities to take out targets, but they have full accessed you the same abilities and same effect, where the difference is that insanity you get hit by the full effect, but making sure that the area is built for tactical options in a field. I would rather have that but I am stuck, now for Bioware to make Shockwave useful in any difficulty would be helpful, because it would seem they made Concussive shot useful but I haven't seen the improvements for Shockwave. Now that is a power that is useless. Technically they should have had warp stayed the same for ME1 with the bonus of Warpbombs, and have Shockwave do spite damage.

You need better reading comprehension skills......
http://masseffect.wi...Shock_Absorbers
Shock Absorbers Image IPB
Installing micro-gravimetric emitters into a combat suit artificially
increases mass, providing protection against concussive force delivered
by explosives, high impact ammo and biotic attacks such as Lift or
Throw.

........
I think that's all I need to say about that.:devil:

Modifié par dreman9999, 08 août 2011 - 06:11 .


#99
Guest_lightsnow13_*

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I'm kind of annoyed at people who think "Barriers and shields are annoying!"

Use a gun. It takes a few shots to remove the shields or barrier and then you're already at his health. It's almost like people just can't accept the fact that adepts have to use guns. "No! I want to be able to use my abilities w/o using my weapons!" Well...you're a soldier still, you should be able to use weapons and no, things shouldn't be handed to you on a silver platter.

I, personally, love mordin because he is quick to kill off enemies. Incinerate is amazing at destroying armor (2.4x damage) and his cryo blast makes enemies easy to finish off.

Not to mention when you're playing on insanity, the enemies have more health. If you're an adept or have someone like samara or jack in your squad - then it's a lot more fun. You aren't able to kill them off because of their low health, yet you can totally pull and throw all you want.

#100
dreman9999

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Fathom72 wrote...

Isn't Reave pretty close to the ME1 warp, minus the health vampirism?

Yes, and it cuts defence like butter....Has a long of a cooldown as warp as well.