Nerevar-as wrote...
But will shields and armor block biotics again? By the time you could use kinetic powers in ME2 the enemy was almost dead anyway.
also, answer this, pretty please.
Nerevar-as wrote...
But will shields and armor block biotics again? By the time you could use kinetic powers in ME2 the enemy was almost dead anyway.
Stabby McGoodstab wrote...
The idea of a biotic power contained in a grenade doesn't sit well with me. It just seems really weird.
InHarmsWay wrote...
Amplification was likely removed because it probably made the sentinel class too powerful. If I recall the amplification allow near zero cooldown for a limited time. Spamming warps would destroy rooms easily.
camirish1 wrote...
It is a device that causes a mass reduction field (probably element zero related). It works in the universe.
Eric ****nan wrote...
Also, Lift Grenade is a resource-based power (uses grenades) and has no cooldown. It gives the Sentinel some extra offensive power when things get rough.
Stabby McGoodstab wrote...
Even assuming it does fit nicely with the lore, my biggest issue is why give the Sentinel, a character wielding biotics, a biotic grenade instead of using the innate biotic powers? Why just give Pull instead? To me, this would be like if they replace Overload with a Disruptor Grenade or something. If its effect is almost identical to an already established power, why not just use that power?
Shepard the Leper wrote...
Technically, ammo powers are combat powers. Those who have both biotic and combat powers are considered Vanguards. But I was wrong. Samara and Morinth are true biotic specialists.
Eric ****nan wrote...
I see that some people are worried about the overlap between Adept and Sentinel, and I can assure everyone that they have very distinct play-styles.
Tech Armor works a little differently in ME3. When it's on, it gives you lots of damage protection but slows down your power cooldowns, but it stays on as long as you want until you turn it off.
Also, Lift Grenade is a resource-based power (uses grenades) and has no cooldown. It gives the Sentinel some extra offensive power when things get rough.
Eric ****nan wrote...
Tech Armor works a little differently in ME3. When it's on, it gives you lots of damage protection but slows down your power cooldowns, but it stays on as long as you want until you turn it off.
Also, Lift Grenade is a resource-based power (uses grenades) and has no cooldown. It gives the Sentinel some extra offensive power when things get rough.
Guest_lightsnow13_*
Modifié par lightsnow13, 08 janvier 2012 - 12:44 .
I think it was mor to do with it being to similar to the Adept's power Overcharge, which basically did the same thing only with biotics, with Sentinel's having it, Adept's would have been made redundant considering Sentinels could spam warp with the added bonus of partial invincability (Tech Armour) along with being able to spam Overload too.InHarmsWay wrote...
Amplification was likely removed because it probably made the sentinel class too powerful. If I recall the amplification allow near zero cooldown for a limited time. Spamming warps would destroy rooms easily.
Josh123914 wrote...
I think it was mor to do with it being to similar to the Adept's power Overcharge, which basically did the same thing only with biotics, with Sentinel's having it, Adept's would have been made redundant considering Sentinels could spam warp with the added bonus of partial invincability (Tech Armour) along with being able to spam Overload too.InHarmsWay wrote...
Amplification was likely removed because it probably made the sentinel class too powerful. If I recall the amplification allow near zero cooldown for a limited time. Spamming warps would destroy rooms easily.
RyuujinZERO wrote...
Are the grenades "limited" in number? - Overload and stuff used to be grenade-based back in Mass Effect 1, and those were unlimited in supply because your omni-tool would fabricate them on demand (out of omnigel presumably)
Guest_lightsnow13_*
Guest_Catch This Fade_*
Lift>Pull tbh.Someone With Mass wrote...
jackyboy666 wrote...
What exactly is a lift grenade?! Pardon my ignorance
It's pretty much if you put the power Pull into a grenade.
Guest_lightsnow13_*
jreezy wrote...
Lift>Pull tbh.Someone With Mass wrote...
jackyboy666 wrote...
What exactly is a lift grenade?! Pardon my ignorance
It's pretty much if you put the power Pull into a grenade.
Thanks for clarification!Eric Fagnan wrote...
I see that some people are worried about the overlap between Adept and Sentinel, and I can assure everyone that they have very distinct play-styles.
Tech Armor works a little differently in ME3. When it's on, it gives you lots of damage protection but slows down your power cooldowns, but it stays on as long as you want until you turn it off.
Also, Lift Grenade is a resource-based power (uses grenades) and has no cooldown. It gives the Sentinel some extra offensive power when things get rough.