Phantom Nerf
#76
Posté 25 mars 2012 - 10:22
I wouldn't mind a damper on the blast thingie tbh. Set it so it only knocks
HALF my typically impressive shields (Krogan/Turian) or doesn't take off
a full 3 bars of health. Keep in mind with a Krogan set up for
durability, that's over 1K damage. AFTER whatever DR you happen to
have. And fires as fast as my Paladin.
I can (and do) deal with them in the best ways I can, because that's ust how I am. But it'd be nice if they were toned down just in that one regard. SLIGHTLY
The last word cannot be emphasized enough.
[/quote]
You
say +1 to the bad gamer comment you quoted and then contradict yourself
by admitting that their ranged attack is overtuned. So honestly, which
is it?
[/quote]
Both, or was I somehow unclear?
If you're just trying to bolster your l33t credentials then harrass someone else. If my first post was unclear I doubt you'll understand a second explanation any better.
#77
Posté 25 mars 2012 - 10:28
Sorry you can't handle them, OP, but the I'd rather they stayed exactly the way they are.
#78
Posté 25 mars 2012 - 10:58
#79
Posté 25 mars 2012 - 11:00
Uh I don't see it? All I've seen for multiplayer in the Mass Effect series over the past 10 eyars is them enrfing the players and buffing the A.I. ..... Not really fun considering none of it was required in the first place.Beatrix Tair wrote...
Dumbing down my gaming experience has been done enough over the past 10 years.
#80
Posté 25 mars 2012 - 11:05
At the current speed and with their deadly melee attacks they are powerful enough to pose a threat,
they don't need to one-shot players from far away aswell. Thats what the Nemesis was meant for. Right ?
Modifié par EmperorZorn, 25 mars 2012 - 11:06 .
#81
Posté 25 mars 2012 - 11:10
Cerberus is already not that difficult and I'd hate to see an already easy faction become even easier to beat.
#82
Posté 25 mars 2012 - 11:23
#83
Posté 25 mars 2012 - 11:24
They are a major pain to deal with if you aren't using a class that's good at dealing with them though. I had the worst phantom experience earlier, was playing gold on firebase with, on wave 10 we get the hack on the landing pad. Of course the enemiers are all spawning on the landing pad, 4 phantoms flip up on the landing pad, so i pull out a rocket and kill them. However as soon as I did that, 4 more phantoms spawned there, and then this process kept repeating itself and needless to say we all got destroyed
#84
Posté 25 mars 2012 - 11:27
A heavy melee attack should always break a phantom's sword, and their ranged attack should have less accuracy at longer ranges.
#85
Posté 25 mars 2012 - 11:33
A Wild Snorlax wrote...
They are easy to deal with if you have an asari adept or 2 on your team that knows what they are doing. They're not to hard to kill as an infiltrator either, other stuff that works is engineer with a geth plasma shotgun, human vanguard works too.
They are a major pain to deal with if you aren't using a class that's good at dealing with them though. I had the worst phantom experience earlier, was playing gold on firebase with, on wave 10 we get the hack on the landing pad. Of course the enemiers are all spawning on the landing pad, 4 phantoms flip up on the landing pad, so i pull out a rocket and kill them. However as soon as I did that, 4 more phantoms spawned there, and then this process kept repeating itself and needless to say we all got destroyed
Wow! I knew enemies respawned as soon as you killed them on the objective rounds, but you got them on the pad every time? That's murderous.
#86
Posté 25 mars 2012 - 11:38
#87
Posté 31 mars 2012 - 06:38
#88
Posté 31 mars 2012 - 06:41
#89
Posté 31 mars 2012 - 06:42
SeanThen1 wrote...
I would say nerf their ranged weapon a bit and increase the damage output from Guardians. There shouldn't be just 1 unit that is a problem. Spread the love around, people!
Guardians are fine with their primary role being distraction/bullet sponge. If anyone should see their damage output increased it's the Nemesis. Right now she's kind of a joke.
Modifié par total47, 31 mars 2012 - 06:44 .
#90
Posté 31 mars 2012 - 06:45
for example, make it more similar to the banshee shield.
the phantom just sticks up her perma-shields and you can't touch her - which means 99% of the time she gets headshotted from stasis or exploiting clumsy use of cover where her head is sticking out.
to balance this, one thing i would really like to see from cerberus and reapers on gold is more grenades. in single player on insanity there were literally non stop grenades... in multiplayer you see maybe 2-3 grenades in an entire match.
reaper are way too easy on gold, i think more grenade spam would make things a lot more interesting
Modifié par hireuin, 31 mars 2012 - 06:48 .
#91
Posté 31 mars 2012 - 06:46
total47 wrote...
SeanThen1 wrote...
I would say nerf their ranged weapon a bit and increase the damage output from Guardians. There shouldn't be just 1 unit that is a problem. Spread the love around, people!
Guardians are fine with their primary role being distraction/bullet sponge. If anyone should see their damage output increased it's the Nemesis. Right now she's kind of a joke.
I thought about them getting a buff instead, but they always are pinging me from across the board. Still, I think that something should be done as typically the only thing that gets me killed is Phantoms, or running from a phantom and getting torn apart. Yes, they should be deadly, but the rest shouldn't be cake in comparison.
#92
Posté 31 mars 2012 - 06:49
Modifié par robarcool, 31 mars 2012 - 06:52 .
#93
Posté 31 mars 2012 - 06:52
#94
Posté 31 mars 2012 - 06:53
robarcool wrote...
Yep, nerf the phantoms. Nerf everything actually.
Useful post is useful.
Other things that could be done to boost Cerberus would be to shorten the delay of detonation for grenades, or widen their AoE. Centurians feel pretty balanced, though I wouldn't mind if they moved a bit faster. I personally think Guardians should be buffed. If people think their role is purely bullet sponges, perhaps giving them a bit more HP would work.
Modifié par SeanThen1, 31 mars 2012 - 06:54 .
#95
Posté 31 mars 2012 - 06:54
SKiLLYWiLLY2 wrote...
No, play as a team and they're easy to take down. If you're having trouble with phantoms you're clearly not playing as a team and are getting punished for it.
Cerberus is already not that difficult and I'd hate to see an already easy faction become even easier to beat.
/\\ This. Play as a team and keep together when the phantoms come out and you will be able to take them down.
#96
Posté 31 mars 2012 - 06:58
#97
Posté 31 mars 2012 - 07:02
I do agree that the ability to instant kill while reviving is just wrong. It makes medi-gel useless and it just frustrates the players.
Also tying cloak to barriers is a nice idea could see that being a fair balance.
#98
Posté 31 mars 2012 - 07:03
Stasis
Tactical Cloak, Energy Drain, and a sniper rifle
Falcon and Concussive Shot (neither is good enough by itself, but together they cause Phantoms fits)
Nova Spam and a shotgun (if the Vanguard is good)
Scorpion (aim for her feet)
Reave and other biotics to set off explosions
Melee infiltrator with Claymore
If you nerf Phantoms, Cerberus becomes a joke. Unless they seriously buff Nemesises (sp?) to make up for it. Though that honestly sounds much worse. Nemesis who actually shoot twice as often and with greater accuracy? Eek!
Modifié par Atheosis, 31 mars 2012 - 07:04 .
#99
Posté 31 mars 2012 - 07:04
#100
Posté 31 mars 2012 - 07:06
SeanThen1 wrote...
robarcool wrote...
Yep, nerf the phantoms. Nerf everything actually.
Useful post is useful.
Other things that could be done to boost Cerberus would be to shorten the delay of detonation for grenades, or widen their AoE. Centurians feel pretty balanced, though I wouldn't mind if they moved a bit faster. I personally think Guardians should be buffed. If people think their role is purely bullet sponges, perhaps giving them a bit more HP would work.
Guardians are fine. They punish players who don't come prepared for them, and that's as it should be.





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