Tech Armor
#1
Posté 21 février 2012 - 11:10
I personally feel like it ruined my gameplay as a Sentinel and, thus, pushed me away from the class. Sure, it's nice to have it on all the time to have durability, but can't there be some sort of option where it will automatically be destroyed and damage nearby enemies?
#2
Posté 21 février 2012 - 11:15
#3
Posté 21 février 2012 - 11:20
Well, I guess I'll have to work my way around it somehow.
But using the Tech Armor as an offensive power was really what I liked most about the Sentinel class. I suppose I could still use the option to detonate it against enemies, but the fact that you have to manually do so is stupid imo.
#4
Posté 21 février 2012 - 11:24
That said, I don't think it's going to be changed in the full game, though of course i might be wrong. Your best bet would be to re-tool your style a little bit to take advantage of the Sentinel's shields defensively; I almost always play as a Turian Sentinel and it's just as capable as any other class, not nerfed at all like I've seen some others post on here.
#5
Posté 21 février 2012 - 11:36
Why? Because now you can use it whenever you want instead of being vulnerable as **** and be required to have no shields to get the blast?InstaShark wrote...
but the fact that you have to manually do so is stupid imo.
At least now you can detonate it and still have full shields.
#6
Posté 21 février 2012 - 11:39
#7
Posté 21 février 2012 - 11:45
iEscaflowne wrote...
Why? Because now you can use it whenever you want instead of being vulnerable as **** and be required to have no shields to get the blast?InstaShark wrote...
but the fact that you have to manually do so is stupid imo.
At least now you can detonate it and still have full shields.
You obviously don't understand why I don't like that option.
It ruins the Sentinel gameplay that I (and several other people) have used in ME2. When I go Sentinel, I play aggressive, and I don't feel the need to pause my gunfire just to manually detonate my armor to create a damaging pulse. You could regen your shields after activating Tech Armor as well. Furthermore, in ME2, you could REGAIN your shields once your armor was destroyed when given the option (after evolving it).
Now that Tech Armor no longer does that automatically, it basically kills my gameplay.
Warden Kuril wrote...
Yes, it is. Like I said, I can completely understand why people who used that as the centerpiece of their Sentinel technique on ME2 are annoyed now. It really is kind of a pain to manually detonate it, and the only use I've found for it is if you're surrounded, you can quickly detonate it and attempt to run like hell (emphasis on the 'attempt').
That said, I don't think it's going to be changed in the full game, though of course i might be wrong. Your best bet would be to re-tool your style a little bit to take advantage of the Sentinel's shields defensively; I almost always play as a Turian Sentinel and it's just as capable as any other class, not nerfed at all like I've seen some others post on here.
I don't feel that the other classes are nerfed. I feel that they were just (or almost) the same as they were in the previous game. This class is the only one where I have a problem.
Modifié par InstaShark, 21 février 2012 - 11:50 .
#8
Posté 21 février 2012 - 11:58
#9
Posté 22 février 2012 - 12:02
X-Frame wrote...
One of my favorite abilities from ME2 (and thus one of my favorite classes) has been ruined in ME3. I don't know why BioWare made such a drastic nerf to it when every other class got buffs.
I wouldn't call it a nerf, per se. They just changed the mechanics of the power in such a way where you have to be more defensive with it instead of being able to go in, guns blazing, without having to decide whether or not you should detonate your armor to briefly (or permanently) incapacitate your foes to get a chance to re-boost your shields. That's the only part that I don't like about Tech Armor in ME3 right now.
#10
Posté 22 février 2012 - 12:09
I just may feel this way becasue I have the human sentinel unlocked only, and their shields don't get too high.
Modifié par tomcruisejr, 22 février 2012 - 12:11 .
#11
Guest_cheezanator48_*
Posté 22 février 2012 - 12:13
Guest_cheezanator48_*
#12
Posté 22 février 2012 - 12:14
tomcruisejr wrote...
with its current format, sentinel just feels like another class without a signature ability plus 25-40% dr.
I just may feel this way becasue I have the human sentinel unlocked only, and their shields don't get too high.
Agreed. Turian Sentinels are certainly much better than human ones in the multiplayer.
#13
Posté 22 février 2012 - 12:17
On the other hand i see and did made use of the manual detonation a couple of times and love it, more then once i got a phantom of my ass with it, gun it down afterwards and go on, the drawback is rather that you cant use any powers and are quite vulnerable afterwards
#14
Posté 22 février 2012 - 12:25
ShadedPhoenix wrote...
Actually i rather dislike that its defensive bonus isnt as powerfull anymore but love how it now stays active, i cant be alone on that oppinion
On the other hand i see and did made use of the manual detonation a couple of times and love it, more then once i got a phantom of my ass with it, gun it down afterwards and go on, the drawback is rather that you cant use any powers and are quite vulnerable afterwards
I agree that it being permanently active w/o detonation is nice and all, but I just think that players should be given an option on whether or not they want their armor to automatically detonate when their shields go down.
Maybe they realized Tech Armor was too badass and wanted to cool it down a bit? Maybe try and balance it out for MP? /shrug
Modifié par InstaShark, 22 février 2012 - 12:25 .
#15
Posté 22 février 2012 - 12:28
Even my krogan soldier is more resilient, while having signature soldier moves on top of a shield.
#16
Posté 22 février 2012 - 12:30
Anyway, back on topic.
#17
Posté 22 février 2012 - 01:37
The issue people are having is more with the detonation not being automatic, and 2, being weak as all ****. Or more importantly having a super tiny radius. You have to be hugging people for it to be of any effect.
I have a feeling when it comes to fighting 'Reaper Forces', aka, the husk swarms, it'll prove more useful as they try to hug your face constantly and being able to damage a swarm in that manner should prove rather useful.
I keep just an Avenger on my Turien Sentinel online, keeps cooldowns low. Also if anything IS close like that I could detonate it and turn it back on before things have a chance to deal with me. Only real change I'd like to see is basically the radius of the blast. Now that isn't to say it should be the absurd room clearing easy mode of the 18 meters it USED to be. But seriously, its very short in ME3, that's WITH the upgrade... with out the detonation upgrade your better off just heavy meleeing.
#18
Posté 22 février 2012 - 02:28
#19
Posté 22 février 2012 - 02:38
I don't see, though, why you can't have it detonate when it goes down, but also be able to detonate it manually. One you lose your shield, and the other you lose your abilities to the cooldown, so I don't see why both aren't a part of the system. But even still, it does need a buff in terms of damage and range and force, it's pretty pitiful and useless as it is now.
Though I too never use it on my sentinel unless I'm in a REALLY bad spot and getting swarmed, or trying to race to and res a teammate or something similar, otherwise the -50% (with talents) ability cooldown penalty is far too great of a hit to take for a little more shielding.
#20
Posté 22 février 2012 - 03:33
I think its dmg should be low, I need to reiterate that as much as possible - Tech Armor Detonation damage should be low. But its radius should be passable and should involve some form of better CC, at least via mid lvl upgrade. Hug distance just doesn't allow for that.
#21
Posté 22 février 2012 - 03:36
Adhin wrote...
yeah I would of liked to see a cut down version of Nova for the detonation. definitely not that level of damage but I would of liked to see Nova style radius with 'force' behind it. The whole throwing people a few feet would be very useful. And/or being able to upgrade it for specific effects like it doing fire, or electrical damage for bonus CC effect.
I think its dmg should be low, I need to reiterate that as much as possible - Tech Armor Detonation damage should be low. But its radius should be passable and should involve some form of better CC, at least via mid lvl upgrade. Hug distance just doesn't allow for that.
Not force, but stun. I think it'd work better as a low damage,moderate AoE overload explosion.
#22
Posté 22 février 2012 - 03:49
InstaShark wrote...
ShadedPhoenix wrote...
Actually i rather dislike that its defensive bonus isnt as powerfull anymore but love how it now stays active, i cant be alone on that oppinion
On the other hand i see and did made use of the manual detonation a couple of times and love it, more then once i got a phantom of my ass with it, gun it down afterwards and go on, the drawback is rather that you cant use any powers and are quite vulnerable afterwards
I agree that it being permanently active w/o detonation is nice and all, but I just think that players should be given an option on whether or not they want their armor to automatically detonate when their shields go down.
Maybe they realized Tech Armor was too badass and wanted to cool it down a bit? Maybe try and balance it out for MP? /shrug
@InstaShark how do you propose they fix that cause in M.E.2 I could always reload my tech armor and shield in a matter of 20 sec. or less... Now I'm a level 16 Van. and it takes me forever to reload my powers!!!
Modifié par Joe Black Attacks, 22 février 2012 - 04:03 .
#23
Posté 22 février 2012 - 03:54
#24
Posté 22 février 2012 - 03:56
#25
Posté 22 février 2012 - 05:30





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