I only have time to show people how effective they are! >
[GUIDE] Geth Engineer, do you geth it ?
#76
Posté 13 avril 2012 - 01:55
I only have time to show people how effective they are! >
#77
Posté 13 avril 2012 - 01:56
#78
Posté 13 avril 2012 - 01:59
#79
Posté 13 avril 2012 - 02:03
Do you base this on Geth Gold farms, or do you actually random map/enemy in Gold?
Unknown/unknown/gold, always.
Surprised GE's cool downs are good even with the GPS. Been switching between that and gpr/gpsmg combo. I'm a pretty good shot as an infiltrator but with this class I feel alot more useful in a group. Seems like there is more to do with this class than just objectives and kill stuff.
Hunter's Mode 20% Cooldown reduction + Power Amplifier, cornerstone of the Gengineer's versatility.
I don't have time to write guides anymore!
I only have time to show people how effective they are! >
Those are just basic guides to give people an idea about what to do with each class and wether or not it will correspond to their expectations. I'm not running indepth statistics, which are what takes a lot of time generally. So it's not that much of a big deal.
I maxed out my turret for healing, and didn't do the shields and damage rank 4 perk..... Should I change it?
Depends, if you want pure healing, just hide your turret and it will be fine, it heals through walls. It's fine really, I like the bonus armor on gold because it allows me to survive a surprise ambush from hunters/phantoms, they tend to target it and the more shots they waste on it, the more time I have to Falcon them to death.
Also, with only area&effectiveness, the turret already instantly refills my shield when I'm under HM. It's up to you if you want to help your allies a bit more or protect yourself.
Modifié par Geist.H, 13 avril 2012 - 02:09 .
#80
Posté 13 avril 2012 - 02:11
Geist.H wrote...
Do you base this on Geth Gold farms, or do you actually random map/enemy in Gold?
Unknown/unknown/gold, always.Surprised GE's cool downs are good even with the GPS. Been switching between that and gpr/gpsmg combo. I'm a pretty good shot as an infiltrator but with this class I feel alot more useful in a group. Seems like there is more to do with this class than just objectives and kill stuff.
Hunter's Mode 20% Cooldown reduction + Power Amplifier, cornerstone of the Gengineer's versatility.I don't have time to write guides anymore!
I only have time to show people how effective they are! >
Those are just basic guides to give people an idea about what to do with each class and wether or not it will correspond to their expectations. I'm not running indepth statistics, which are what takes a lot of time generally. So it's not that much of a big deal.I maxed out my turret for healing, and didn't do the shields and damage rank 4 perk..... Should I change it?
Depends, if you want pure healing, just hide your turret and it will be fine, it heals through walls. It's fine really, I like the bonus armor on gold because it allows me to survive a surprise ambush from hunters/phantoms, they tend to target it and the more shots they waste on it, the more time I have to Falcon them to death.
Also, with only area&effectiveness, the turret already instantly refills my shield when I'm under HM. It's up to you if you want to help your allies a bit more or protect yourself.
Hunter mode I love though after a while have to rest my eyes they hurt so much.
#81
Posté 13 avril 2012 - 07:47
3 Chain overload
or 2 Chain overload with final damage upgrade?
This is what I am really having a hard time deciding.
#82
Posté 13 avril 2012 - 07:49
EDIT: Found it in another topic. Think this should be posted here
Modifié par tytanowy, 13 avril 2012 - 11:49 .
#83
Posté 13 avril 2012 - 08:09
Dustin1280 wrote...
What do you guys tend to find more efficient?
3 Chain overload
or 2 Chain overload with final damage upgrade?
This is what I am really having a hard time deciding.
I have found 2 chain with 100% bonus to shield damage the best compromise. I can still crowd control, but also knock down phantoms and boss shields/barriers in two hits. I enjoy the 3 chain better, but it's not as effective.
#84
Posté 13 avril 2012 - 08:12
#85
Posté 13 avril 2012 - 08:22
Eyeless17 wrote...
Best options for Overload in my opinion are either rank 4 damage, rank 6 chain; or rank 4 chain, rank 6 shield damage. 3 chains is fun, but when it comes to the big guys you want to rip that shield off and without a damage upgrade it's slow to remove.
IMO rank 4 dmg isn't ideal, and the most sensible "all around" spec for overload is: rank 4 chain, rank 5 recharge, rank 6 shield dmg.
Reasoning: This gives you the ability to hit 2 targets, spam overload quickly, and do big damage to shields/barriers (very useful on phantoms for instance). For me rank 6 shield/barrier dmg is the most important overload perk, stripping shields is more useful than regular damage for overload.
Modifié par screamin_jesus, 13 avril 2012 - 08:23 .
#86
Posté 13 avril 2012 - 11:47
#87
Posté 14 avril 2012 - 11:37
Yubz wrote...
I don't get the point of getting Range+Speed for Hunter's Mode. Doesn't seem to do much for a class that wants to "turtle". 10% more overall dmg seems much better.
I've experimented with this. I went range+speed on one geth toon and +dmg on the other and compared back-to-back.
In short, for me at least I've felt better off with the +speed/+range upgrade than the +damage. Of course everyone's experiences are different, but here why I say that:
I've found that in many places, having the extra range makes a big difference between seeing the mobs before they round a corner or pass through some sort of choke point.
Being able to see baddies from farther away lets me open up on them sooner. Hitting them with more shots before they get close to me seems better than needing one or two less shots/attacks to take them down closer to me. (And if you like the Falcon, it makes it that much easier to know when the bad guys are around a corner so you can lob some shots at them.)
Furthermore, it can help much with crowd control. Sometimes I'll see a group coming and I'll chuck my turret over their way to buy my team a little extra time to finish up whatever front they're focused on atm. (Again, getting a head start on Falcon stun-locks is nice, too.)
Finally, it also lets me better plan which way I want to go if I need to get somewhere, or when I need to retrea-... er, I mean advance in the opposite direction of the enemy.
Modifié par CaptainFlan, 14 avril 2012 - 11:41 .
#88
Posté 15 avril 2012 - 12:05
Have you tried Striker Assault Rifle instead Falcon ? Weight is the same, damage is like 20% less but it can shoot a lot faster than Falcon...
I did, it's bad, the Falcon is better:
_The Striker has poor DPS unless you land a lot of hits (with ammo and rail.) whereas the Falcon does "okay" damages with no upgrade and "good" damages with them on each hit.
_The crazy decoy reduces its range, if you run stability mod, you lose DPS. The Falcon is omni-range, perfectly accurate and can hit stuff you shouldnt be able to shoot at via ricochets, it also ignores cover and guardian shielding thanks to air shot/said ricochet. On top of ignoring covers, it also staggers your victims OUT of cover, lining them up for your team/Overload.
_ It is also unreliable, you have to spray and pray to get your ammunition procing, meaning that you need to focus fire the same target while compensating for the recoil in order to get the effect you want. The Falcon always procs ammo, meaning you can quickly freeze up/disrupt/incinerate enemies and land Tech Burst/Fire Explosions reliably. The Falcon increases your survivability dramatically by giving you an instant "get out of jail" stagger that gives you time to find a solution to an otherwise certain death.
_ The Striker tickles bosses, the Falcon does decent damages to them.
_ The Striker was made by krogans.
Falcon 5, Striker 0.
I have a crappy subburb connection, cannot host because of it (it's laggy for people who joins.) and duds are not an issue.
I don't get the point of getting Range+Speed for Hunter's Mode. Doesn't seem to do much for a class that wants to "turtle". 10% more overall dmg seems much better.
I play aggressively, moving in with my turret setup while chain staggering targets with my Falcon, relying on Tech Bursts to DPS, mobility allows me to get out of danger when things go awry and to mop up faster.
On Gold a geth will be shot down by two salvos from a centurion or troopers, the faster I can reposition myself, the better. Improved wallhack is just icing on the cake. I don't need 10% increased damage because it wouldn't change anything, Mooks would still die in one "falcon hit, overload, tech burst, falcon hit" rotation, Elites in two and Phantoms in four, it's not worth it.
People need to stop looking at "numbers" and exploit synergies, I see to many Geth running Geth weapons simply because they think that investing all your points into Geth weapon bonus will give you crazy DPS.
The GPR is a joke, same for the SMG (If I use disruptor ammo for a gun, it will be the Falcon...)
The GPS is a good weapon, but it cannot trigger Tech Bursts storm like the Falcon, so I'm losing DPS, even with reload cancel. It is better against bosses, for sure, but when I play GE, I want to be the king of CC, Phantom lock and AoE disruption, not a poor man's Infiltrator. I will let my Infiltrator buddy with proxi-mine/Black Widow facemelt deal with the banshee while I keep the place safe.
Modifié par Geist.H, 15 avril 2012 - 12:17 .
#89
Posté 15 avril 2012 - 01:08
Geist.H wrote...
_ The Striker was made by krogans.
Aww, hey now. After a long day, I find the Claymore quite... therapeutic.
#90
Posté 15 avril 2012 - 01:25
This is just a minor point that maybe doesn't apply to other people, and the above answers are certainly more complete reasons for the Range+Speed upgrade, but I know for me personally this is somewhat of a factor:Yubz wrote...
I don't get the point of getting Range+Speed for Hunter's Mode. Doesn't seem to do much for a class that wants to "turtle". 10% more overall dmg seems much better.
Due to the contrast/saturation of Hunter Mode making everything but red-highlighted enemies a bit harder to see, I tend to get tunnel vision. I focus on the easy-to-see red highlighted enemies, and it's harder to see/notice enemies (especially light color Cerberus and Geth) thanks to the random symbols/markings all over the screen and heavy saturation outside of Hunter Mode's highlighting range. Since it's not only the close-range enemies that can kill you, having longer range on HM helps me maintain a more complete picture of the battlefield, and better situational awareness.
Modifié par Iodine, 15 avril 2012 - 01:28 .
#91
Posté 16 avril 2012 - 09:07
#92
Posté 16 avril 2012 - 09:23
Geist.H wrote...
I did, it's bad, the Falcon is better:
People need to stop looking at "numbers" and exploit synergies, I see to many Geth running Geth weapons simply because they think that investing all your points into Geth weapon bonus will give you crazy DPS.
The GPS is a good weapon, but it cannot trigger Tech Bursts storm like the Falcon, so I'm losing DPS, even with reload cancel. It is better against bosses, for sure, but when I play GE, I want to be the king of CC, Phantom lock and AoE disruption, not a poor man's Infiltrator. I will let my Infiltrator buddy with proxi-mine/Black Widow facemelt deal with the banshee while I keep the place safe.
I tried the striker as well (x) and I agree it's bad.
I've tried the falcon setup for a few games now and it really is very good, exellent for crowd control and normal troopers. I find the problem compared to the gps are the big targets though. i Play a lot with randoms and a lot of the time they are simply unable to do damage or unwilling to focus on the big targets and they become a problem because of my inability to do solid damage to them. If I knew I could count on them I'd roll with the falcon a lot more, sadly I know I can't. And i found that with the fps on my geth engi I can take off 1 bar of shield/armor with an uncharged shot, 2 bars with a charged shot, which is pretty good dps.
On another note, how do you not get the blanks issue if you're not hosting. i get it a loot if I'm not host so I tend to shy away from it in that case.
#93
Posté 16 avril 2012 - 09:25
#94
Posté 16 avril 2012 - 10:24
Hunter mode is crazy. The turret finds targets, you didn't spot yet. Great class on Hydra and an effective long range sniper for low-medium mobs. Let the others care for the big ones, keep the little ones in check.
This is definitely my favourite, awesome abilities and fun to play.
#95
Posté 16 avril 2012 - 10:37
#96
Posté 16 avril 2012 - 11:11
Modifié par Eksplosiv, 16 avril 2012 - 11:12 .
#97
Posté 16 avril 2012 - 01:56
ehehehe... this guide can't be searched using "geth engineer"
lucky I read this before got buried and remembered the pun LOL
#98
Posté 17 avril 2012 - 09:21
#99
Posté 17 avril 2012 - 02:40
#100
Posté 17 avril 2012 - 02:44
If only Hunter mode didn't strain my eyes.





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