Engineers in MP suck.
#1
Posté 07 avril 2012 - 11:59
It really got my goat when i just played vs reapers a moment ago, i was on my quarian engineer, with all the available bonus' for extra damage on frozen/chiled enemies taken, and the freeze combo, etc.
I used cryo -> incinerate on a ravager 3 times, and barely tickled it. and then mrs asari comes along and uses a throw (there was no combo triggered) and she seemed to do more than my 3 incinerates together, after that she actually combo'd and almost 1 shotted it.
it just feels woefully underpowered for a power class. but as i said, i could be playing them wrong and it's my fault. just feels to me like all the effort i put in on gold means squat, but an asari adept can just warp -> throw all day and do 20 times my damage.
and also.... why are tech bursts so hard to achieve? the only listed combinations ive seen are overload -> frag/sticky. thats one annoying combo to try and pull off even in a co-ordinated team....and even then it does less damage than the biotic combos.
please tell me im not alone in thinking this
#2
Posté 08 avril 2012 - 12:00
All the tech/cryo/fire bursts are far weaker and more difficult to use than the BE.
I've taken a QE through reaper gold solo.
Modifié par Tangster, 08 avril 2012 - 12:01 .
#3
Posté 08 avril 2012 - 12:01
#4
Posté 08 avril 2012 - 12:01
#5
Posté 08 avril 2012 - 12:02
Other than that, Overload is crowd control and devastating vs shields (which helps adepts with Singularity do their thing)
And Incinerate ROCKS against armor (good vs health as well)
It's a toss-up between them and adepts as far as which is easier to play. I'll let someone else go into the non-human engineers, don't use them much. Seem to have good potential though.
#6
Posté 08 avril 2012 - 12:03
Inker19 wrote...
I've seen a few salarian engineers use their decoys really efficiently on gold
thats another thing too....why does my QE turret with 1700 shields die almost instantly, but the salarian decoy with 1900 seem to last for half a decade?
#7
Posté 08 avril 2012 - 12:04
psuzero wrote...
Inker19 wrote...
I've seen a few salarian engineers use their decoys really efficiently on gold
thats another thing too....why does my QE turret with 1700 shields die almost instantly, but the salarian decoy with 1900 seem to last for half a decade?
Because Decoy is immune to nearly all types of damage. Just have to watch out for rockets for the most part.
#8
Posté 08 avril 2012 - 12:04
Though I do feel like the Quarian's CC is really weak in comparison to the other 2.
#9
Posté 08 avril 2012 - 12:05
An Engineer's job is to rip off shields and delay the enemy. A Good engineer will get assists aplenty as he keeps enemies clumped up in one place for enemies to pick off. If a human engineer uses the falcon with disruptor ammo, he can stagger his opponents then follow up with a chain overload to detonate his tech bursts while staggering them again, doing decent damage while his teammates can blast them.
All classes have their uses, just takes some time getting used to them.
#10
Posté 08 avril 2012 - 12:05
OBJECTION! That is only correct for Fire/Cryo Explosions. Those can be achieved by having the detonator spell kill the target. Tech Bursts (primed by Overload, Energy Drain, Disruptor Ammo and probably Sabotage) are detonated by any damaging spell, regardless of the state of the target.Sevrun wrote...
Tech bursts can only be achieved on death.
#11
Posté 08 avril 2012 - 12:07
Salarian engineer is amazing, if somewhat lame, thanks to drain and decoy.
Human engineer is a great support class, since drone is good for running distractions and chain overload and incinerate put the screws to shielded/barriered and armored targets, respectively.
#12
Posté 08 avril 2012 - 12:07
#13
Posté 08 avril 2012 - 12:07
Because it is. It's much harder to setup a fire or cryo burst than a tech burst.Cyonan wrote...
Though I do feel like the Quarian's CC is really weak in comparison to the other 2.
You need to be in a team that knows what they are and how use them.
If you play publics, such teams may be few and far between.
#14
Posté 08 avril 2012 - 12:08
#15
Posté 08 avril 2012 - 12:08
Sevrun wrote...
Tech bursts can only be achieved on death.
Other than that, Overload is crowd control and devastating vs shields (which helps adepts with Singularity do their thing)
And Incinerate ROCKS against armor (good vs health as well)
It's a toss-up between them and adepts as far as which is easier to play. I'll let someone else go into the non-human engineers, don't use them much. Seem to have good potential though.
wrong, tech bursts occur without death. You're thinking of flame/ice explosions. Techbursts can be detonated without killing the target, they function the same as biotic explosions except you can specialize to increase their yields the way asari adepts can for biotics.
As for engineers being sucky in multiplayer, you're doing it wrong. you are the ultimate support class, especially with a salarian. The decoy, used properly, can set off tech bursts, occupy most heavy enemy units, and increase your survivability a hundred fold (not exxagerating, maybe just pulling a number outta my ass, could be more). The drones for humans can serve a similar function, albeit less effectively. The quarian turrets can be very effective damage dealers, but fall off as support classes in later difficulties.
Modifié par fafnir magnus, 08 avril 2012 - 12:09 .
#16
Posté 08 avril 2012 - 12:09
You might not get the most points that way, but you make it easier for the whole team if you know what you are doing.
(I dont know what I am doing, I am pretty bad with engineer)
#17
Posté 08 avril 2012 - 12:10
Broganisity wrote...
Tech Bursts can be achieved outside death, Sevrun. Fire and Cyro explosions are activated on enemy death.
An Engineer's job is to rip off shields and delay the enemy. A Good engineer will get assists aplenty as he keeps enemies clumped up in one place for enemies to pick off. If a human engineer uses the falcon with disruptor ammo, he can stagger his opponents then follow up with a chain overload to detonate his tech bursts while staggering them again, doing decent damage while his teammates can blast them.
All classes have their uses, just takes some time getting used to them.
The QE seems to go against this though, with a turret that dies after a small breeze, and a power set that is only "effective" vs armor and health, they cant do a thing to shields/barriers. incinerate just seems to tickle things, cant sa ive ever once seen it do something noticable.
granted, i'll accept the whole support/assist arguement, but they have to at least be able to do something. against something like a banshee/atlas i feel helpless.
#18
Posté 08 avril 2012 - 12:11
The quarian answer to shields is the most powerful gun you can carry without compromising your CD. Usually a Carni or the Phalanx if you don't have a carni.gavinjeffes wrote...
Engineers are excellent, ESPECIALLY on gold! Your problem is that you're playing a quarian engineer, they have no answer to shields. Play a human or a salarian, and don't use incinerate. Just stick with drone/decoy and overload/energy drain, and put armor piercing on your weapon. You'll have a lot more success.
#19
Posté 08 avril 2012 - 12:13
Tangster wrote....
Because it is. It's much harder to setup a fire or cryo burst than a tech burst.
I'd say QE's CC is worse because the turret just isn't as good as drone or decoy.
Also, cryo explosions are rather easy to set up with QE's Incinerate (+100% dmg to chilled/frozen targets)
Modifié par cruc1al, 08 avril 2012 - 12:13 .
#20
Posté 08 avril 2012 - 12:13
And when Chain Overload is crippling and stunning everything in sight on top of that, they become downright wonderful.
#21
Posté 08 avril 2012 - 12:13
Use the herp-derp banshee/brute v turret effect.psuzero wrote...
The QE seems to go against this though, with a turret that dies after a small breeze, and a power set that is only "effective" vs armor and health, they cant do a thing to shields/barriers. incinerate just seems to tickle things, cant sa ive ever once seen it do something noticable.
granted, i'll accept the whole support/assist arguement, but they have to at least be able to do something. against something like a banshee/atlas i feel helpless.
Brutes and Banshees can't seem to attack the QE turret, so pop one in front of them watch it burn.
#22
Posté 08 avril 2012 - 12:13
explination of tech combos here
http://social.biowar...ex/9629730&lf=8
Modifié par modok8, 08 avril 2012 - 12:14 .
#23
Posté 08 avril 2012 - 12:13
A Salarian Engineer and his decoy can completely tip the scale of a fight, and deal with any situation, be it armor, HP or shield.
I find them to be an essential addition to any group on Gold.
#24
Posté 08 avril 2012 - 12:14
#25
Posté 08 avril 2012 - 12:14
psuzero wrote...
Maybe i'm playing it wrong.
To put it bluntly: Yes, your playing it wrong.
psuzero wrote...
It really got my goat when i just played vs reapers a moment ago, i was on my quarian engineer, with all the available bonus' for extra damage on frozen/chiled enemies taken, and the freeze combo, etc.
Reapers are my favorit enimies as Quarian, no Shields, except for the Banshee. But the Quarian does underperform compared to the human and Salarian, due to their inability to strip shields.
psuzero wrote...
I used cryo -> incinerate on a ravager 3 times, and barely tickled it. and then mrs asari comes along and uses a throw (there was no combo triggered) and she seemed to do more than my 3 incinerates together, after that she actually combo'd and almost 1 shotted it.
Lag or the wrong skilling of Incincerate. There is no way a Throw or a Warp could do more damage to a Ravager than your incinerate. Their Damage, if specced right, should be identical.
psuzero wrote...
it just feels woefully underpowered for a power class. but as i said, i could be playing them wrong and it's my fault. just feels to me like all the effort i put in on gold means squat, but an asari adept can just warp -> throw all day and do 20 times my damage.
If they do 20 times your damage you definately playing it wrong. Even if there is an Asari Adept on the Playing field, i usually tend to be onpar with them, even with a Quarian Engineer. Smart use of the Turrets combined with area freeze and area incinerate for maximum Techburst chance, makes me usually leading in Assists and allows me to trigger quite alot of explosions as well.
psuzero wrote...
and also.... why are tech bursts so hard to achieve? the only listed combinations ive seen are overload -> frag/sticky. thats one annoying combo to try and pull off even in a co-ordinated team....and even then it does less damage than the biotic combos.
Unless you talk about non killing tech explosions, there should be cryo and incinerate explosions as well. Admitted the later is rather hard to trigger on your own with a Quarian. But Cryo Explosions do quite the damage and triggering one with Incincerate on "foot soldiers" should be quite easy. Since the Cryo explosion not only does quite some damage, it also freezes enemies much more, allowing you to keep exploding them.
But that requires to kill the enemy, so it is necessary to spec your char the right way. Also keep in mind that unlike any other "Pet", if you use the quarian engineer you can lob the turret into places others cannot reach. Like throwing it against a doorframe to have it bounce into the room and killing or weakening stuff before they even turn a corner.
Oh... and pick the Human or preferably, (even better) Salarian for Gold Matches. The Quarian underperforms a bit in situations where there are a lot of armored enemies. Its strength are hordes of smaller ones.
Modifié par Kajan451, 08 avril 2012 - 12:16 .





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