Tech Armor
#1
Posté 27 février 2012 - 01:57
I know, "why not ignore it then?" Because it feels like a waste of a skill. A skill should be a help to me, not a hindrance. Tech armor should go back to its Mass Effect 2 iteration, where it detonated when your shields went down and you had to restore it but also restored your shields in the process. Why not? The Vanguard is easily one of the most popular classes among experienced players since it can regenerate its shields every 3 seconds, why not have a power that puts you back in the fight instantly but has a longer recharge time? (no shut up, AR's Shield Boost is worthless)
I'm sure there are some people who have stories of how they've made their Sentinel work; that's not my point. My point is that me and the people I've played with agree that it's underpowered, and I'm both bringing this to the developer's attention and asking the community's opinion, in case there's something I missed about it.
#2
Posté 27 février 2012 - 02:08
The only solace I can offer is that the Turian Sentinel is a lot more fun and actually "feels" like the old school Sentinels.
#3
Posté 27 février 2012 - 02:26
Modifié par Ender1221, 27 février 2012 - 02:26 .
#4
Posté 27 février 2012 - 02:40
Still I find tech armor to be useful. If you only opt to carry one weapon like a Shotgun or a pistol, you can still spam your powers at a reasonable pace. Even with tech armor.
#5
Posté 27 février 2012 - 02:44
#6
Posté 27 février 2012 - 02:47
#7
Posté 27 février 2012 - 03:04
#8
Posté 27 février 2012 - 03:07
#9
Posté 27 février 2012 - 03:15
While we're on the subject, how exactly do you detonate the armor? It doesn't do it on its own (like it really should) and I just can't seem to figure it out.
#10
Posté 27 février 2012 - 03:17
#11
Posté 27 février 2012 - 03:22
Liana Nighthawk wrote...
I didn't actually bother investing any points in it on the turian after maxing it on the human. I haven't missed it at all and just use it on the odd occasion I know I'm going to be surrounded so I can pop it and run.
I actually find its a lot better on the Turian. The Turian's much higher shields and health makes the 40% damage reduction actually pretty good.
#12
Posté 27 février 2012 - 03:33
FlyingWalrus wrote...
Huh? You just hit the activation button again. You can't be in cooldown, mind you, which was something I found out the hard way.
I tried that and it didn't work. I sat there jamming the button over and over again and nada.
Eh, I've gotten by without detonating it for long enough. Guess I don't really care if it works or not.
#13
Posté 27 février 2012 - 03:51
The only good thing it seems to provide is damage reduction, wich is nice, but it comes with a hefty cooldown penalty, wich is not so nice.
#14
Posté 27 février 2012 - 03:53
If it self detonated it'd make life a bit easier against Phantoms, but as long as I see them first I can stun and gun them.
#15
Posté 27 février 2012 - 03:59
ZweiWing wrote...
I just don't feel Throw is that useful on the class and Warp is only good when Phantoms pop up so the cooldown reduction is barely noticeable to me.
Throw not useful? Warp only rarely good?
Dude. Warp + Throw is the most powerful biotic combo. You're doing it wrong.
#16
Posté 27 février 2012 - 04:00
#17
Posté 27 février 2012 - 04:03
#18
Posté 27 février 2012 - 04:09
ScroguBlitzen wrote...
ZweiWing wrote...
I just don't feel Throw is that useful on the class and Warp is only good when Phantoms pop up so the cooldown reduction is barely noticeable to me.
Throw not useful? Warp only rarely good?
Dude. Warp + Throw is the most powerful biotic combo. You're doing it wrong.
Well, sorry. I haven't found either one to be all that useful to me on a Sentinel. If you think I'm "doing it wrong" then you're free to think that way.
#19
Posté 27 février 2012 - 04:13
But it's cons can easily outweigh the pros. I'm fine with the cooldown penalty (+50% to +80%), but the defensive bonuses are pretty pathetic (+5% to +40%), and the pulse has a weak damage & force output. It also is one of the more handicapped powers from gate: you need to reach Rank 4 & 5 before it comes worthwhile at all.
I'm happy with the cooldown penalty, but I would really enjoy the class more if they made ONE of these changes:
- A further +15% (at max) power damage & force
- +15% (at max) weapon damage
- A further +25% (at max) damage reduction
In any case, the Pulse should be able to knockdown/incapacitate unprotected enemies (at max), just like in ME2
I appreciate Bioware's attempt to give Tech Armor some drawbacks like all of the other classes--something that it completely lacked in Mass Effect 2--but the reality is that it requires too much investment before it becomes useful, and the bonuses it provides are just not enough.
EDIT: Typos.
Modifié par squidney2k1, 27 février 2012 - 04:17 .
#20
Posté 27 février 2012 - 04:34
#21
Posté 27 février 2012 - 04:35
#22
Posté 27 février 2012 - 04:36
I can see your perspective but I don't agree with it; if a power is going to have a drawback, it had better be a damn small one and/or paired with an enormous benefit. Otherwise, it's not worth using, and thus not worth implementing.squidney2k1 wrote...
Tech Armor is much more situational now. It's just no longer a constant, "Always have it on so you won't die, at no penalty" power, it has drawbacks. The best thing about it is the damage/force boost to all of your powers while the armor is active, plus the defensive boost. This is ideal only when you need to deal direct, heavy damage to few foes, or need to hold a position.
But it's cons can easily outweigh the pros. I'm fine with the cooldown penalty (+50% to +80%), but the defensive bonuses are pretty pathetic (+5% to +40%), and the pulse has a weak damage & force output. It also is one of the more handicapped powers from gate: you need to reach Rank 4 & 5 before it comes worthwhile at all.
I'm happy with the cooldown penalty, but I would really enjoy the class more if they made ONE of these changes:
- A further +15% (at max) power damage & force
- +15% (at max) weapon damage
- A further +25% (at max) damage reduction
In any case, the Pulse should be able to knockdown/incapacitate unprotected enemies (at max), just like in ME2
I appreciate Bioware's attempt to give Tech Armor some drawbacks like all of the other classes--something that it completely lacked in Mass Effect 2--but the reality is that it requires too much investment before it becomes useful, and the bonuses it provides are just not enough.
EDIT: Typos.
#23
Posté 27 février 2012 - 04:39
#24
Posté 27 février 2012 - 04:43
Impulse and Compulse wrote...
I can see your perspective but I don't agree with it; if a power is going to have a drawback, it had better be a damn small one and/or paired with an enormous benefit. Otherwise, it's not worth using, and thus not worth implementing.squidney2k1 wrote...
Tech Armor is much more situational now. It's just no longer a constant, "Always have it on so you won't die, at no penalty" power, it has drawbacks. The best thing about it is the damage/force boost to all of your powers while the armor is active, plus the defensive boost. This is ideal only when you need to deal direct, heavy damage to few foes, or need to hold a position.
But it's cons can easily outweigh the pros. I'm fine with the cooldown penalty (+50% to +80%), but the defensive bonuses are pretty pathetic (+5% to +40%), and the pulse has a weak damage & force output. It also is one of the more handicapped powers from gate: you need to reach Rank 4 & 5 before it comes worthwhile at all.
I'm happy with the cooldown penalty, but I would really enjoy the class more if they made ONE of these changes:
- A further +15% (at max) power damage & force
- +15% (at max) weapon damage
- A further +25% (at max) damage reduction
In any case, the Pulse should be able to knockdown/incapacitate unprotected enemies (at max), just like in ME2
I appreciate Bioware's attempt to give Tech Armor some drawbacks like all of the other classes--something that it completely lacked in Mass Effect 2--but the reality is that it requires too much investment before it becomes useful, and the bonuses it provides are just not enough.
EDIT: Typos.
That's exactly my point.
As of right now, there benefits just aren't enough. If they were to impliment one of my proposed changes, I feel that it will give the class enough benefits to make the class power worthwhile. The idea is that Tech Armor is supposed to either give you very strong defenses, or give you a very good power damage boost, but at this moment, it does none.
However, I fully disagree with making it auto-explode. I like being able to detonate it when surrounded, but the pusle is incredibly weak.





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