Why Are Short Ranged classes Punished With Instant Death?
#26
Posté 24 février 2012 - 06:50
#27
Posté 24 février 2012 - 07:04
#28
Posté 24 février 2012 - 07:16
Mr_Blue wrote...
I cannot stress this enough to my teammates. Do not melee phantoms that still have barriers up.Thoragoros wrote...
Sabresandiego wrote...
Ranged characters are slightly overpowered in this game. Asari adepts can sit in the back, stasis and warp bombing everyone and lining up headshots, infiltrators can cloak and snipe comfortably and rack up kills. Close range characters however are on the front lines, in much more dangerous situations and they are often rewarded by being instantly killed where they cant even be revived.
Where is the game balance? These instant death moves either need to be removed from the game, or allow revives for game balance.
Vanguards and Krogan Soldiers have ranged attacks of their own, guns and powers.
So if you're Charging into a shielded Phantom, the problem, frankly, is you.
Nova Vanguards should charge a Phantom the moment they spot it. They cannot die unless there's a turret or Atlas nearby.
#29
Posté 24 février 2012 - 07:27
I'll freely admit that full charge plus half-blast Nova is OP. It's like 90% of the upside of Nova with 10% of the downside. Nova every charge!Ranged: "BIOTICS OP."
Close-Quarters (biotic): "RANGED OP."
#30
Posté 24 février 2012 - 07:27
dw99027 wrote...
Mr_Blue wrote...
I cannot stress this enough to my teammates. Do not melee phantoms that still have barriers up.Thoragoros wrote...
Sabresandiego wrote...
Ranged characters are slightly overpowered in this game. Asari adepts can sit in the back, stasis and warp bombing everyone and lining up headshots, infiltrators can cloak and snipe comfortably and rack up kills. Close range characters however are on the front lines, in much more dangerous situations and they are often rewarded by being instantly killed where they cant even be revived.
Where is the game balance? These instant death moves either need to be removed from the game, or allow revives for game balance.
Vanguards and Krogan Soldiers have ranged attacks of their own, guns and powers.
So if you're Charging into a shielded Phantom, the problem, frankly, is you.
Nova Vanguards should charge a Phantom the moment they spot it. They cannot die unless there's a turret or Atlas nearby.
I don't play Vanguard, but from what I've seen, I've witnessed far too many 'heroic vanguards' charge a full health Phantom, only to either get a blade to the gut, or to get swarmed by her allies.
I'm not saying good Vanguards can't pull it off, but those are the exceptions.
#31
Posté 24 février 2012 - 07:34
#32
Posté 24 février 2012 - 07:43
Sabresandiego wrote...
Ranged characters are slightly overpowered in this game. Asari adepts can sit in the back, stasis and warp bombing everyone and lining up headshots, infiltrators can cloak and snipe comfortably and rack up kills. Close range characters however are on the front lines, in much more dangerous situations and they are often rewarded by being instantly killed where they cant even be revived.
The problem is that making the game hard more or less means that characters who expose themselves will die rapidly. Punishing tactical errors requires making the baddies deal big damage, which doesn't combine well with melee.
I'm impressed that the design permits Vanguards to be a viable choice for Gold.
#33
Posté 24 février 2012 - 09:02
#34
Guest_BNPunish_*
Posté 24 février 2012 - 09:14
Guest_BNPunish_*
#35
Posté 24 février 2012 - 09:19
I've seen a lot of vanguards(including myself) get killed just because we decided to go balls to wall 300 style. Also I learned that I am not suited for vanguard. At all.
Modifié par Eclipse_9990, 24 février 2012 - 09:20 .
#36
Posté 24 février 2012 - 10:02
#37
Posté 24 février 2012 - 10:10
#38
Posté 24 février 2012 - 10:22
#39
Posté 24 février 2012 - 10:30
#40
Posté 24 février 2012 - 10:35
#41
Posté 24 février 2012 - 11:01
However, grenades are to be loathed and avoided...
#42
Posté 24 février 2012 - 11:09
#43
Guest_m14567_*
Posté 24 février 2012 - 12:10
Guest_m14567_*
Sabresandiego wrote...
Ranged characters are slightly overpowered in this game. Asari adepts can sit in the back, stasis and warp bombing everyone and lining up headshots, infiltrators can cloak and snipe comfortably and rack up kills. Close range characters however are on the front lines, in much more dangerous situations and they are often rewarded by being instantly killed where they cant even be revived.
Where is the game balance? These instant death moves either need to be removed from the game, or allow revives for game balance.
I kinda agree with you. Although look on the bright side, your style of vanguard works pretty well in ME 3, if you prefered the claymore, well it's kinda ugly right now.
IMO, nemesis on gold should be OSOK and should be able to see through cloak. Likewise, Banshee should be able to see through cloak as well. That should put the cat amongst the pigeons.
#44
Posté 24 février 2012 - 12:52
strive wrote...
I don't think I've ever seen anyone die to the Atlas insta kill. Especially a Vanguard since it staggers the Atlas Mech. Phantoms on the other thing are RNG, but I still see more people die from the palm strike than the swords.
I did see an Atlas insta-kill this one vanguard on my team, he charges the Atlas and get instantly grabbed by the robot. It was so fast that it seemed like the Atlas grabbed him right before the charge hits it.
Modifié par rogermacarios, 24 février 2012 - 12:52 .
#45
Posté 24 février 2012 - 01:13
marshalleck wrote...
You don't always have to nova and blow your shields in the process.
I take it you're referring to phantoms and atlas mechs? They're the only ones with one-shot abilities I can think of. Just be more careful around them?
Especially when othing can one shot you unless you get up close with that Phantom or Atlas and they use their special attack with no hope for rez. It's 2 shots at worse, one stripping you from your defense and probably taking some health then a second one finishing you off.
#46
Posté 24 février 2012 - 01:26
I never charge into phantoms who have barriers except if it's the last enemy left or something similar.
#47
Posté 24 février 2012 - 02:19
Why that? The vanguard is well suited to take down an isolated phantom, at least it is so on silver: Charge+Nova+shotgun or assault rifle in the face. Works almost every time
#48
Posté 24 février 2012 - 02:21
#49
Posté 24 février 2012 - 02:25
Billabong2011 wrote...
They're just as powerful if you know how to use them. Maxing out shields/health is essential -- I do that before I focus on powers (though with Vanguards, I max out Biotic Charge relatively early because it's such a great shield booster).
sabresandiego definitely knows how to use the vanguard. believe me. If you don't just check the vids on youtube. (So does kronner)
#50
Posté 24 février 2012 - 03:27
asari that has the +damage debuff version. The asari
stasis debuffs an enemy, vanguard charges and explodes
it, debuff spreads, then the nova explodes everything
else. Silver and above usually means another stasis/
vanguard detonate or retreat.
I've always favored caster classes, so prefer playing
that fragile ranged caster. But after getting a krogan
soldier to high level and human vanguard. I have to
say, those also are quite appealing.
Modifié par kiltysue, 24 février 2012 - 03:31 .





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