Tech Armour + Other oddities
#1
Posté 15 février 2012 - 04:35
Does anyone else feel like the Tech Armour damage protection should be increased more? I'm not sure if its because its just the demo? I maxed out the protection settings on it and it still feeled like it was useless. Also the damage blast dosent seem to affect tragets like it did in ME2?
Any thoughts on this
P.S probably not for the release date but for a patch perhaps, will the animators of the combat for the heavy melee make the disappearing gun look better? (e.g how it swaps hands when using regular powers like biotics etc)
#2
Guest_BrotherWarth_*
Posté 15 février 2012 - 05:17
Guest_BrotherWarth_*
#3
Guest_Aotearas_*
Posté 15 février 2012 - 05:19
Guest_Aotearas_*
BrotherWarth wrote...
Yeah, Tech Armor got nerfed hard IMO. They really didn't add anything new with the 2 additional evolutions. They just split up benefits and make you choose between them instead of getting both that you got in ME2. It doesn't soak up as much damage, the blast seems to do little damage, and the recharge seems way too long for as weak as it is.
Though you don't have to recharge the power after your shields got downed, or so it seems. Though I am unsure whether shields going down actually triggers the explosion or only manually triggering. Clarification please!
#4
Guest_BrotherWarth_*
Posté 15 février 2012 - 05:24
Guest_BrotherWarth_*
Neofelis Nebulosa wrote...
BrotherWarth wrote...
Yeah, Tech Armor got nerfed hard IMO. They really didn't add anything new with the 2 additional evolutions. They just split up benefits and make you choose between them instead of getting both that you got in ME2. It doesn't soak up as much damage, the blast seems to do little damage, and the recharge seems way too long for as weak as it is.
Though you don't have to recharge the power after your shields got downed, or so it seems. Though I am unsure whether shields going down actually triggers the explosion or only manually triggering. Clarification please!
You have to trigger the power again to detonate it. If your shields go down they just go down. It took me a few times to realize that triggering the power while my shields were low didn't restore my shields and just detonated them. It's really wonky.
#5
Posté 15 février 2012 - 06:38
#6
Guest_BrotherWarth_*
Posté 15 février 2012 - 08:54
Guest_BrotherWarth_*
#7
Posté 15 février 2012 - 09:04
But the downgrading regarding the powers is a downer.
The following is based on the demo:
Given what I've read here so far the Vanguard flips around like a pinball of death.
Personally I made the experience, that In return the Sentinel doesn't feel like a powerful squad-leader who breaks the frontlines of the enemies anymore, but merely like a turtle who get's into it's shell and throws some powers in a boring pace. At least in the second part of the demo.
#8
Guest_BrotherWarth_*
Posté 15 février 2012 - 09:19
Guest_BrotherWarth_*
#9
Posté 15 février 2012 - 09:25
#10
Posté 15 février 2012 - 10:08
BrotherWarth wrote...
The Vanguard has also been nerfed a bit too, though. Charge has a much longer cooldown(but the demo has a glitch that usually gives it no cooldown) and shotguns are heavy, adding to the cooldown.
I thought if you charge and then nova right after you charge there is no cooldown your able to charge again right after nova , at least thats what I noticed when I played
#11
Guest_BrotherWarth_*
Posté 15 février 2012 - 11:35
Guest_BrotherWarth_*
jasonxxsatanna wrote...
BrotherWarth wrote...
The Vanguard has also been nerfed a bit too, though. Charge has a much longer cooldown(but the demo has a glitch that usually gives it no cooldown) and shotguns are heavy, adding to the cooldown.
I thought if you charge and then nova right after you charge there is no cooldown your able to charge again right after nova , at least thats what I noticed when I played
That's just a glitch afaik. When I played as a Vanguard I noticed that, but also noticed that Nova almost never had to cooldown so I was able to Charge+Nova spam over and over. I don't think that's intentional.
#12
Posté 15 février 2012 - 11:48
BrotherWarth wrote...
Tech armor is a great power in ME2. It makes the Sentinel a tank and sets it apart from the other classes in a significant way. Now that tech armor has been nerfed Sentinel feels like a downgraded Infiltrator with a few biotic powers.
Agree to the fullest.
#13
Posté 15 février 2012 - 11:56
BrotherWarth wrote...
jasonxxsatanna wrote...
BrotherWarth wrote...
The Vanguard has also been nerfed a bit too, though. Charge has a much longer cooldown(but the demo has a glitch that usually gives it no cooldown) and shotguns are heavy, adding to the cooldown.
I thought if you charge and then nova right after you charge there is no cooldown your able to charge again right after nova , at least thats what I noticed when I played
That's just a glitch afaik. When I played as a Vanguard I noticed that, but also noticed that Nova almost never had to cooldown so I was able to Charge+Nova spam over and over. I don't think that's intentional.
That's because Nova doesn't have a cooldown. If you have shields, you can use the move (or at least 50% shields). But it does pitiful damage with low shields.
#14
Posté 16 février 2012 - 12:02
#15
Posté 16 février 2012 - 12:09
And here's some musings on Tech Armor, as to why I like what I've seen so far.
social.bioware.com/forum/1/topic/323/index/7952098#7958632Since Tech Armor's main feature is storing energy to release in a pulse of energy for CC, maybe the Sentinel's shields are converted to store the Tech Armor's charge when the power is activated.
And when Tech Armor is activated, maybe it doesn't actively block attacks as normal shields would, only passively if the Sentinel gets hit in an area where the Tech Armor is covering in this state.
So protection-wise it's possible that the Sentinel relies on sustaining a biotic Barrier to actively counter enemy attacks, as the Shields have been converted to store energy for the energy pulse capacity.
I'm just throwing ideas out there, but I'm trying to think of how the power could work, in relation to what we see and how it interacts with the base shields, as the Player Notes mention.
#16
Guest_BrotherWarth_*
Posté 16 février 2012 - 12:14
Guest_BrotherWarth_*
Praetor Shepard wrote...
Well, I happen to prefer how Tech Armor works in ME3. And it's gonna be fun I think rolling as a Sentinel.
And here's some musings on Tech Armor, as to why I like what I've seen so far.social.bioware.com/forum/1/topic/323/index/7952098#7958632Since Tech Armor's main feature is storing energy to release in a pulse of energy for CC, maybe the Sentinel's shields are converted to store the Tech Armor's charge when the power is activated.
And when Tech Armor is activated, maybe it doesn't actively block attacks as normal shields would, only passively if the Sentinel gets hit in an area where the Tech Armor is covering in this state.
So protection-wise it's possible that the Sentinel relies on sustaining a biotic Barrier to actively counter enemy attacks, as the Shields have been converted to store energy for the energy pulse capacity.
I'm just throwing ideas out there, but I'm trying to think of how the power could work, in relation to what we see and how it interacts with the base shields, as the Player Notes mention.
Shouldn't the main feature of any armor be ARMOR?
#17
Posté 16 février 2012 - 12:18
BrotherWarth wrote...
The Vanguard has also been nerfed a bit too, though. Charge has a much longer cooldown(but the demo has a glitch that usually gives it no cooldown) and shotguns are heavy, adding to the cooldown.
Vanguards, nerfed? lol I don't think you have the slightest clue about what you are talking about.
First, you will be able to cut down the cooldown for Charge to 3 seconds (that is one fast cooldown).
Second, shotguns aren't "heavy" by default. According to one of the developers, there will be light, medium and heavy versions for every weapon class, including shotguns. Power cooldowns will of course differ based on the weapon's weight.
And I believe someone a couple of posts before me already explained the "cooldown" mechanics behind Nova. Also, while were at it, Nova is another very powerful tool for Vanguards. Bit risky, but that is the Vanguards way. Basically, combine the (low cooldown) Charge + Nova with it's CC properties and no cooldown restriciotns, and you have yourself an unstopable wreacking machine. You will be able to CC whole groups of enemies by yourself, with the Charge --> Nova --> Charge combo alone. Never mind that both of these abilities now also cause biotic explosions if used in combination with Pull or Singularity.
If anything, Vanguards received a bunch of buffs. The most notable being Nova and it's mechanics that synergize ever so wonderfully with Charge.
Modifié par Relix28, 16 février 2012 - 12:39 .
#18
Posté 16 février 2012 - 12:32
BrotherWarth wrote...
Shouldn't the main feature of any armor be ARMOR?
The main feature is protection and in ME3 there is also gonna be Damage Reduction bonuses. Combine that with a controllable energy pulse to clear your immediate area, seems a strong enough capability to me.
Also, a Sentinel Shepard did have the training to produce Barriers in ME1 so that might be factored in too in ME3.
#19
Guest_BrotherWarth_*
Posté 16 février 2012 - 01:01
Guest_BrotherWarth_*
Relix28 wrote...
BrotherWarth wrote...
The Vanguard has also been nerfed a bit too, though. Charge has a much longer cooldown(but the demo has a glitch that usually gives it no cooldown) and shotguns are heavy, adding to the cooldown.
Vanguards, nerfed? lol I don't think you have the slightest clue about what you are talking about.
First, you will be able to cut down the cooldown for Charge to 3 seconds (that is one fast cooldown).
Second, shotguns aren't "heavy" by default. According to one of the developers, there will be light, medium and heavy versions for every weapon class, including shotguns. Power cooldowns will of course differ based on the weapon's weight.
And I believe someone a couple of posts before me already explained the "cooldown" mechanics behind Nova. Also, while were at it, Nova is another very powerful tool for Vanguards. Bit risky, but that is the Vanguards way. Basically, combine the (low cooldown) Charge + Nova with it's CC properties and no cooldown restriciotns, and you have yourself an unstopable wreacking machine. You will be able to CC whole groups of enemies by yourself, with the Charge --> Nova --> Charge combo alone. Never mind that both of these abilities now also cause biotic explosions if used in combination with Pull or Singularity.
If anything, Vanguards received a bunch of buffs. The most notable being Nova and it's mechanics that synergize ever so wonderfully with Charge.
The light weight shotguns will have lower damage output. And you're only talking a 3 second recharge with the lowest possible weight afaik.
Praetor Shepard wrote...
BrotherWarth wrote...
Shouldn't the main feature of any armor be ARMOR?
The
main feature is protection and in ME3 there is also gonna be Damage
Reduction bonuses. Combine that with a controllable energy pulse to
clear your immediate area, seems a strong enough capability to me.
Also, a Sentinel Shepard did have the training to produce Barriers in ME1 so that might be factored in too in ME3.
It doesn't clear anything. The pulse is weak as hell and doesn't even stun some enemies.
#20
Posté 16 février 2012 - 01:17
BrotherWarth wrote...
The light weight shotguns will have lower damage output. And you're only talking a 3 second recharge with the lowest possible weight afaik.
Afaik, it would be possible to go below 3 sec Charge cooldown with the lightest weapon(s) and all the weight upgrades. But Charge's cooldown is hard coded (locked) at 3 sec, so there is no benefit to go below 3 sec, at least as far as Charge is concerned.
And we'll have to see how those light shotguns fare. They will definitelly have lower damge *per shot*, but they will most likely have a faster RoF, wich sort of balances it out.
Modifié par Relix28, 16 février 2012 - 01:21 .
#21
Posté 16 février 2012 - 09:02
#22
Posté 16 février 2012 - 09:05
Mand0l1n wrote...
There's a lot of talk about classes being nerfed on this forum but if thats the case how come the game is so easy. Enemies have less protections, powers have more synergy with one another and higher tier evolutions provide massive damage and recharge bonuses. Vanguard has much more cc at close range with nova and melee. Sentinel can set up his own warp and throw explosions and cryo effects are much more pronounced.
Seemed to me that Insanity in the demo is at least a notch above ME2's Insanity difficulty.
#23
Posté 16 février 2012 - 09:18
#24
Guest_BrotherWarth_*
Posté 16 février 2012 - 05:14
Guest_BrotherWarth_*
Mand0l1n wrote...
There's a lot of talk about classes being nerfed on this forum but if thats the case how come the game is so easy. Enemies have less protections, powers have more synergy with one another and higher tier evolutions provide massive damage and recharge bonuses. Vanguard has much more cc at close range with nova and melee. Sentinel can set up his own warp and throw explosions and cryo effects are much more pronounced.
Many of the additional evolutions are basically half of what we already had in ME2. Each upgrade does less than in ME2.
#25
Posté 16 février 2012 - 05:16





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