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List of biotic and elemental (tech) combos


435 réponses à ce sujet

#426
NuclearTech76

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TchockTckocky. Lift nades can detonate as long as the target is down to a red health bar and the nade hits directly on the primed target. Other than AOE detonation damage from the combo explosion that is academic since a lift nade will kill anything down to a red health bar anyways. I think it original design the AOE was meant to detonate combos probably against defenses.
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#427
dudemacha

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Cyonan wrote...

Nik6454 wrote...

^I can confirm that you can detonate 3 combos......test: try priming a lone 2nd wave brute(gold) with DC, disruptor ammo and flamer....and throw 3 times to get 3 combos..... test can be done with a fury and a flamer friend
I'm fairly sure that the order of priming is also the order of detonation, though any clarification is appreciated.


The order of detonation is the reverse of the order of priming.

Whichever was the last primer to hit the target is the first one to be detonated.

Oops, thats what i meant to say....thanks for the clarification

#428
robarcool

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Cassandra Saturn wrote...

to my knowledge, necroed threads were locked by mods so, yes... new thread is needed to create new discussion about specific game powers or other etc.

Thing is, your thread had incorrect information and it was your thread that was locked, not this.

Modifié par robarcool, 26 août 2013 - 06:36 .


#429
Alfonsedode

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Nik6454 wrote...

^I can confirm that you can detonate 3 combos......test: try priming a lone 2nd wave brute(gold) with DC, disruptor ammo and flamer....and throw 3 times to get 3 combos..... test can be done with a fury and a flamer friend
I'm fairly sure that the order of priming is also the order of detonation, though any clarification is appreciated.


Nice, I will try that nex time I play with a friend (which is not quite often, everybody left :().
But I feel the time window for detonating the Distuptor ammo is quite short. Also, I have never been able to clearly identify tech burst... So Maybe in the reverse order (flamer stopped, then few bullets, and 3 throws)  or with a long biotic primer,  snap freeze and incendiary ammo

#430
Jeremiah12LGeek

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Cyonan wrote...

Nik6454 wrote...

^I can confirm that you can detonate 3 combos......test: try priming a lone 2nd wave brute(gold) with DC, disruptor ammo and flamer....and throw 3 times to get 3 combos..... test can be done with a fury and a flamer friend
I'm fairly sure that the order of priming is also the order of detonation, though any clarification is appreciated.


The order of detonation is the reverse of the order of priming.

Whichever was the last primer to hit the target is the first one to be detonated.


Thanks for the clarification. :)

#431
Jeremiah12LGeek

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alfonsedode wrote...

Nice, I will try that nex time I play with a friend (which is not quite often, everybody left :().
But I feel the time window for detonating the Distuptor ammo is quite short. Also, I have never been able to clearly identify tech burst... So Maybe in the reverse order (flamer stopped, then few bullets, and 3 throws)  or with a long biotic primer,  snap freeze and incendiary ammo


I believe the issue is mainly the short duration of the Prime for Tech Bursts, which I think is usually about 3 seconds.

Biotic Primers like Warp or Reave often have durations of 10 seconds or more, so they'll often last long enough to be detonated after a tech combo.

#432
Guest_DapperDrell_*

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Thanks to the OP for this. It'll be a solid reference.

#433
Alfonsedode

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Nik6454 wrote...

^I can confirm that you can detonate 3 combos......test: try priming a lone 2nd wave brute(gold) with DC, disruptor ammo and flamer....and throw 3 times to get 3 combos..... test can be done with a fury and a flamer friend
I'm fairly sure that the order of priming is also the order of detonation, though any clarification is appreciated.


Jeremiah12LGeek wrote...

I believe the issue is mainly the short duration of the Prime for Tech Bursts, which I think is usually about 3 seconds.

Biotic
Primers like Warp or Reave often have durations of 10 seconds or more,
so they'll often last long enough to be detonated after a tech combo.


I validate the principle with 2 primers yesterday night. Warp BE and disruptor ammo tech burst with 2 throws. I should have gone for fire ones  which are easy to see/ear. I feel I see the tech bursts now...
If one of U care to try the 3 primers tonigth (GMT +2) I have the same profile name on origin.
Maybe we can imagine four primers configuration ?

#434
dudemacha

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try snap freeze > DC >flamer > disruptor ammo and then throw.....

#435
Alfonsedode

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Nik6454 wrote...

try snap freeze > DC >flamer > disruptor ammo and then throw.....


So, need to be 3 then, but I thing DC is a better start, with 10" or so duration. And I don t know why, but I fell snap freeze alwys dominate the others primer and wil give a cryo explosion at the first throw.

Maybe the flamer will detonate the snap freeze too ? It s not listed as a tech power which gives direct damage though.

#436
dudemacha

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alfonsedode wrote...

Nik6454 wrote...

try snap freeze > DC >flamer > disruptor ammo and then throw.....


So, need to be 3 then, but I thing DC is a better start, with 10" or so duration. And I don t know why, but I fell snap freeze alwys dominate the others primer and wil give a cryo explosion at the first throw.

Maybe the flamer will detonate the snap freeze too ? It s not listed as a tech power which gives direct damage though.

Flamer only primes....thats why i chose it.....and i did have a doubt about SF skipping the order....