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Vanguard Biotic Charge + Nova


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#1
Pacifien

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 Let's just get this over with: Is there any combo better than the Biotic Charge/Nova?

#2
turian councilor Knockout

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Absoluely NO, how can anyone disagree with it, it's the addiction itself :)

Modifié par turian councilor Knockout, 15 février 2012 - 04:37 .


#3
wicked117

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Not in my opinion. I love that combo!

#4
XPMUser

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Adept singularity+warp bombing is also good but not as cool

#5
Simbacca

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I definitely enjoyed this combo in the demo.  It was a good way to improved on Charge's AoE potential.  I still prefer sticking a Shotgun in an enemy's face immediately after Charging, and this still is more deadly (as it should be).

However, only being able to Charge every 20-17 seconds when one could Charge every 6-4 seconds in ME2 almost completely ruined the Vanguard experience we all know and love!  How they heck can they think it was a good idea to bring ME1-length cool-downs back while still maintaining ME2's global cool-down system?!*  Something has to give Bioware. 

*unless I'm missing something that will affect cool-downs that was not adjustable in the demo

Modifié par Simbacca, 15 février 2012 - 04:52 .


#6
Pacifien

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Simbacca wrote...
How they heck can they think it was a good idea to bring ME1-length cool-downs back while still maintaining ME2's global cool-down system?!*  Something has to give Bioware. 

*unless I'm missing something that will affect cool-downs that was not adjustable in the demo

I could not figure out cooldowns in the demo. Sometimes it seemed my biotic charge was available for use immediately after having used it, while sometimes it was on cooldown. Sometimes it seemed some powers were on cooldown while others were not.

I've been keeping away from the forums and other news sites about ME3, so perhaps it's been explained. Or perhaps I've met demo gremlins, I don't know.

I do know that it sucked for this hardcore Infiltrator to be stuck without her sniper rifle in the demo, only to be seduced by the dark side of the the Vanguard yet again.

#7
Keyatzin

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Cool downs are affected by weight, ie; the amount of guns you are carrying.

#8
MELTOR13

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Simbacca wrote...

I definitely enjoyed this combo in the demo.  It was a good way to improved on Charge's AoE potential.  I still prefer sticking a Shotgun in an enemy's face immediately after Charging, and this still is more deadly (as it should be).

However, only being able to Charge every 20-17 seconds when one could Charge every 6-4 seconds in ME2 almost completely ruined the Vanguard experience we all know and love!  How they heck can they think it was a good idea to bring ME1-length cool-downs back while still maintaining ME2's global cool-down system?!*  Something has to give Bioware. 

*unless I'm missing something that will affect cool-downs that was not adjustable in the demo


Cooldowns are super long in the Sur'Kesh section of the demo because they weigh you down with 4 weapons, and you don't have any upgrades, you can only max out one power, etc. etc.

The new weight/capacity vs. cooldowns system is going to be really fun, IMO. Wait until you get a chance to check out the weapon mods and loadouts in the MP. Cooldowns are SUPER fast if you equip yourself lightly. 

#9
AcidRelic

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I love it and Vanguards are only like 3rd or 4th on my favorite classes but after playing all classes in the demo I see the Vanguard kicking major butt, The nova is like an unending grenade skill without running out and as long as you can take cover after you nova your barrier comes back in like 2 seconds.

#10
Guest_Aotearas_*

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Keyatzin wrote...

Cool downs are affected by weight, ie; the amount of guns you are carrying.


Nothing personal and not aimed at you personally, but it is astonishing how many people think that answer is all it needs.

Everyone in here knows about the weight system, there is no point telling us the very same at every corner.

#11
Keyatzin

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Neofelis Nebulosa wrote...

Keyatzin wrote...

Cool downs are affected by weight, ie; the amount of guns you are carrying.


Nothing personal and not aimed at you personally, but it is astonishing how many people think that answer is all it needs.

Everyone in here knows about the weight system, there is no point telling us the very same at every corner.


Check the 2 posts above mine.
That is all.

#12
Guest_BrotherWarth_*

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Pacifien wrote...

Simbacca wrote...
How they heck can they think it was a good idea to bring ME1-length cool-downs back while still maintaining ME2's global cool-down system?!*  Something has to give Bioware. 

*unless I'm missing something that will affect cool-downs that was not adjustable in the demo

I could not figure out cooldowns in the demo. Sometimes it seemed my biotic charge was available for use immediately after having used it, while sometimes it was on cooldown. Sometimes it seemed some powers were on cooldown while others were not.

I've been keeping away from the forums and other news sites about ME3, so perhaps it's been explained. Or perhaps I've met demo gremlins, I don't know.

I do know that it sucked for this hardcore Infiltrator to be stuck without her sniper rifle in the demo, only to be seduced by the dark side of the the Vanguard yet again.


Unfortunately they made the cooldown system really convoluted and nonsensical. ME1 was simple with power-specific cooldowns. ME2 was equally simple with universal, but quick cooldowns. ME3 has semi-universal cooldowns with some powers having no cooldowns, some powers reducing the cooldowns of other powers, some powers' evolutions giving a chance of no coldown, etc. Then they added the weight capacity dynamic and the whole thing is just annoying.

#13
AcidRelic

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Neofelis Nebulosa wrote...

Keyatzin wrote...

Cool downs are affected by weight, ie; the amount of guns you are carrying.


Nothing personal and not aimed at you personally, but it is astonishing how many people think that answer is all it needs.

Everyone in here knows about the weight system, there is no point telling us the very same at every corner.


Actually I didn't know until the demo and reading it on another thread.  i do have a question about that though. Is the weight affected my the type of gun (shotgun weighs more than pistol ect..), by each specific gun (ie. Predador vs. Carnafax) or just how many guns period?

Modifié par AcidRelic, 15 février 2012 - 05:14 .


#14
MELTOR13

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BrotherWarth wrote...

Unfortunately they made the cooldown system really convoluted and nonsensical. ME1 was simple with power-specific cooldowns. ME2 was equally simple with universal, but quick cooldowns. ME3 has semi-universal cooldowns with some powers having no cooldowns, some powers reducing the cooldowns of other powers, some powers' evolutions giving a chance of no coldown, etc. Then they added the weight capacity dynamic and the whole thing is just annoying.


BioWare simplifies things --> People complain

BioWare adds some complexity --> People complain. 

So. Confused.:pinched:

#15
Guest_Aotearas_*

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AcidRelic wrote...

Neofelis Nebulosa wrote...

Keyatzin wrote...

Cool downs are affected by weight, ie; the amount of guns you are carrying.


Nothing personal and not aimed at you personally, but it is astonishing how many people think that answer is all it needs.

Everyone in here knows about the weight system, there is no point telling us the very same at every corner.


Actually I didn't know until the demo and reading it on another thread.  i do have a question about that though. Is the weight affected my the type of gun (shotgun weighs more than pistol ect..), by each spisific gun (ie. Predador vs. Carnafax) or just how many guns period?


Okay, then a smash course in weight system:
Basically, every gun has its own weight. The heaviest pistol weights more than the lightest assault rifle as per developer comment.
You have a sweetspot in terms of weight capacity that means your cooldown is neutral at basic value. If you carry less weight than sweetspot, you get a bonus on power recharge. If you carry more weight than sweetspot, you get a penalty on power recharge.
As far as we can tell, those boni/penalties go up to about 90% cooldown each. That is what we know up to date.

#16
Keyatzin

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AcidRelic wrote...

Neofelis Nebulosa wrote...

Keyatzin wrote...

Cool downs are affected by weight, ie; the amount of guns you are carrying.


Nothing personal and not aimed at you personally, but it is astonishing how many people think that answer is all it needs.

Everyone in here knows about the weight system, there is no point telling us the very same at every corner.


Actually I didn't know until the demo and reading it on another thread.  i do have a question about that though. Is the weight affected my the type of gun (shotgun weighs more than pistol ect..), by each specific gun (ie. Predador vs. Carnafax) or just how many guns period?


In the custom arsenal trailer, you see that the work bench shows you the wieght of the gun, with mods affecting it. I would figure a Claymore would be heavier than a Schmiter.

#17
Guest_BrotherWarth_*

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MELTOR13 wrote...

BrotherWarth wrote...

Unfortunately they made the cooldown system really convoluted and nonsensical. ME1 was simple with power-specific cooldowns. ME2 was equally simple with universal, but quick cooldowns. ME3 has semi-universal cooldowns with some powers having no cooldowns, some powers reducing the cooldowns of other powers, some powers' evolutions giving a chance of no coldown, etc. Then they added the weight capacity dynamic and the whole thing is just annoying.


BioWare simplifies things --> People complain

BioWare adds some complexity --> People complain. 

So. Confused.:pinched:


Convoluted=/=complexity. And complexity is not what people asked for. People were asking for logic in universal cooldowns, such as a sentinel's tech power usage only triggering cooldowns on tech powers and not biotic powers and vice versa.

#18
trucoolbrees

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MELTOR13 wrote...

BrotherWarth wrote...

Unfortunately they made the cooldown system really convoluted and nonsensical. ME1 was simple with power-specific cooldowns. ME2 was equally simple with universal, but quick cooldowns. ME3 has semi-universal cooldowns with some powers having no cooldowns, some powers reducing the cooldowns of other powers, some powers' evolutions giving a chance of no coldown, etc. Then they added the weight capacity dynamic and the whole thing is just annoying.


BioWare simplifies things --> People complain

BioWare adds some complexity --> People complain. 

So. Confused.:pinched:


Welcome to BSN. :D

#19
BatmanPWNS

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XPMUser wrote...

Adept singularity+warp bombing is also good but not as cool


This. Only, IMO, I think it's the best combination.

#20
Bocks

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Charge+Nova+Heavy Melee+Shotgun

#21
Confused-Shepard

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Nova is boss. I scream "Shepard Smash!" every-time I use it. Vanguard is easy mode as always.

#22
The Spamming Troll

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BatmanPWNS wrote...

XPMUser wrote...

Adept singularity+warp bombing is also good but not as cool


This. Only, IMO, I think it's the best combination.


nope.

singularity + throw is what you want.

throw causes explosions and resets the cooldown on impact. warp just makes a slightly more damaging explosions and cooldown is alot longer.

1 month into the game nobody will be using warp anymore.

#23
Mand0l1n

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Try the stronger detonation evolution of throw followed by the 60% cooldown final evolution. With a reduced loadout I think this will make the reset evolution sub-optimal. Even in the demo this gets the cooldown down to spammable levels.

On the topic of vanguard, anyone tried cryo ammo yet - it's very good for up close melee'ing.

#24
Longsword-83

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Mand0l1n wrote...

On the topic of vanguard, anyone tried cryo ammo yet - it's very good for up close melee'ing.


I find myself yelling "FATALITY" every time I Shepard Punch someone into pieces with a Heavy Melee-Cryo Ammo combo.

I think it may actually supplant Incendiary/Inferno Ammo as the Vanguard's ammo of choice this round.

#25
Mand0l1n

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That was my thinking to but I havent see a fully maxed inferno ammo yet so dont want to be too hasty!