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The Turian


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#126
For Hoi Polloi

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NeferiusX3 wrote...

(Turians need a roll, I rarely play them because of their lack of mobility.)


I play the turian sentinel quite often because of his powers. Their walking speed works fine for me, their sprint is fine, the lack of a roll is something I only notice in particular situations... And when everyone else is having a rolling party and I'm left out! AH! GIVE THEM A ROLL!!! >:(

But, on a serious note, I don't see a problem with them. Must just be my play style, since more people seem to disagree with me than agree with me.

#127
For Hoi Polloi

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Variasaber wrote...

lexiconicle wrote...

Bigger gun? I thought they were supposed to be the weapons specialist species, while the Krogans were the defencive/melee specialists, the units that skip/biotic dash to evade are the ones that focus on powers, and the humans are all-'rounders.

With humans it depends, I've seen both, but some would argue that their combat roll is better than most other dodge maneuvers. In my own experience I tend to make humans power-focused and dodging a lot.


That's exactly how I play my humans, too. ^.^ 

#128
For Hoi Polloi

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GodlessPaladin wrote...

Turian should definitely dodge, and krogans should have less shields and more health, and that health should regenerate.


I always wondered why the krogan didn't have a redundant nervous system in the MP while it was practically shoved in our face in the SP. They do need health regeneration at the cost of their shield strength. It just fits with the lore and would help keep it balanced. Plus, it would save me survival packs. :)

#129
Pitznik

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BoomDynamite wrote...

Rule 1. Have fun. I do think it lightened the mood. I don't think it was spam because it was related to the topic. People wanting a Turian buff even though I think it doesn't need one. That's what that pic symbolizes, needless buffs. I do agree that it broke a rule by being an image only with no text, but why wasn't it deleted? I'm not flaming, just refuting.  I get the warning, but I'm just wondering why I got it now. I've done single image posts before and seen them, but never until now have I seen it enforced. I just want to know why now and me?

Maybe someone reported you?
Maybe its first time your single image post was read by moderator?

Doesn't really matter, picture was relevant to discussion, but rules are rules and that's it.


There is no reason really turians couldn't have a roll, since they already roll between covers just fine. Of course they would need to lose a bit of shields then.

#130
BoomDynamite

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Pitznik wrote...


There is no reason really turians couldn't have a roll, since they already roll between covers just fine. Of course they would need to lose a bit of shields then.

They could get a roll, but keep lower walking speed.

#131
For Hoi Polloi

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BoomDynamite wrote...

Pitznik wrote...


There is no reason really turians couldn't have a roll, since they already roll between covers just fine. Of course they would need to lose a bit of shields then.

They could get a roll, but keep lower walking speed.


Their walking speed works fine for me, actually. The only walking speed I have a problem with is the krogans'.

#132
alyxor

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For Hoi Polloi wrote...

GodlessPaladin wrote...

Turian should definitely dodge, and krogans should have less shields and more health, and that health should regenerate.


I always wondered why the krogan didn't have a redundant nervous system in the MP while it was practically shoved in our face in the SP. They do need health regeneration at the cost of their shield strength. It just fits with the lore and would help keep it balanced. Plus, it would save me survival packs. :)


This is actually a pretty good idea. Give Krogans health regeneration or make them unstunnable (or less stunnable), and let Turians dodge. I think it'd be fair to sacrifice some shield strength (or in the Turians' case, maybe health) so that it fits better with the entire story we've been told since the first game.

I remember in 2 they made a huge deal about Krogan blood rage and how even in immense pain adrenaline kicks in and you pretty much have to kill them in order to keep them from fighting when it kicks in. I'm going through an insanity playthrough on the first game right now, and it takes five minutes apiece for each krogan because if i don't spam everyone's powers just right they'll regenerate and I have to basically re-kill them completely from nearly dead.

#133
nuculerman

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alyxor wrote...

For Hoi Polloi wrote...

GodlessPaladin wrote...

Turian should definitely dodge, and krogans should have less shields and more health, and that health should regenerate.


I always wondered why the krogan didn't have a redundant nervous system in the MP while it was practically shoved in our face in the SP. They do need health regeneration at the cost of their shield strength. It just fits with the lore and would help keep it balanced. Plus, it would save me survival packs. :)


This is actually a pretty good idea. Give Krogans health regeneration or make them unstunnable (or less stunnable), and let Turians dodge. I think it'd be fair to sacrifice some shield strength (or in the Turians' case, maybe health) so that it fits better with the entire story we've been told since the first game.

I remember in 2 they made a huge deal about Krogan blood rage and how even in immense pain adrenaline kicks in and you pretty much have to kill them in order to keep them from fighting when it kicks in. I'm going through an insanity playthrough on the first game right now, and it takes five minutes apiece for each krogan because if i don't spam everyone's powers just right they'll regenerate and I have to basically re-kill them completely from nearly dead.


It really doesn't make sense to me Krogans have 30% more shields than a Turian.  Which is why I asked for more shields.  Lore wise, Turians should own the shield department.  Krogans should have less shields, but be able to regenerate health.  I can't be the only one that wants to play a ME1 or ME2 Krogan.

I'm interested to see what they do with the Vorcha.  Maybe they'll be able to test health regen over less shields, and once they find a good balance, can rework the Krogans.

#134
DragonRacer in Mourning

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For Hoi Polloi wrote...

NeferiusX3 wrote...

(Turians need a roll, I rarely play them because of their lack of mobility.)


I play the turian sentinel quite often because of his powers. Their walking speed works fine for me, their sprint is fine, the lack of a roll is something I only notice in particular situations... And when everyone else is having a rolling party and I'm left out! AH! GIVE THEM A ROLL!!! >:(

But, on a serious note, I don't see a problem with them. Must just be my play style, since more people seem to disagree with me than agree with me.


I am the same way; Turian's movement doesn't bother me. And I have gotten so used to my "main" character, Turian Sentinel, that whenever I break out a different race, I actually forget I can dodge and roll. LOL

#135
L. Han

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Go watch Garrus in SP! He can roll around like a boss

Applies for Tali too, she manages to roll around alot.

#136
Drummernate

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Megachaz wrote...

@Cal and Frostbite

I wouldn't backtalk a mod. The BSN mods seem to very happy to ban you for almost anything, so it would be in your best interests to just "move along citizens."


What?!? And let tyranny and unjustice reign free?!?!?

This shall not stan-...


Wait... I thought we were talking about cereal without milk...

Nevermind everyone!

#137
the slynx

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I like my Turian Sentinel, but it does seem awfully weird that these supposed apex predators built for hunting are so incredibly slow and wooden. On tougher settings, a little sidestep would certainly be appreciated, both as a gameplay mechanic that's lacking and to correct a weird perversion of series lore.

#138
astheoceansblue

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nuculerman wrote...

alyxor wrote...

For Hoi Polloi wrote...

GodlessPaladin wrote...

Turian should definitely dodge, and krogans should have less shields and more health, and that health should regenerate.


I always wondered why the krogan didn't have a redundant nervous system in the MP while it was practically shoved in our face in the SP. They do need health regeneration at the cost of their shield strength. It just fits with the lore and would help keep it balanced. Plus, it would save me survival packs. :)


This is actually a pretty good idea. Give Krogans health regeneration or make them unstunnable (or less stunnable), and let Turians dodge. I think it'd be fair to sacrifice some shield strength (or in the Turians' case, maybe health) so that it fits better with the entire story we've been told since the first game.

I remember in 2 they made a huge deal about Krogan blood rage and how even in immense pain adrenaline kicks in and you pretty much have to kill them in order to keep them from fighting when it kicks in. I'm going through an insanity playthrough on the first game right now, and it takes five minutes apiece for each krogan because if i don't spam everyone's powers just right they'll regenerate and I have to basically re-kill them completely from nearly dead.


It really doesn't make sense to me Krogans have 30% more shields than a Turian.  Which is why I asked for more shields.  Lore wise, Turians should own the shield department.  Krogans should have less shields, but be able to regenerate health.  I can't be the only one that wants to play a ME1 or ME2 Krogan.

I'm interested to see what they do with the Vorcha.  Maybe they'll be able to test health regen over less shields, and once they find a good balance, can rework the Krogans.


While I don't agree that Turians are UP as such, I think this makes a lot of sense and would be a great way to add variety and character to each race, the different feel of playing with the various heatlh/shield mechanics would be very cool.

#139
Mendelevosa

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justgimmedudedammit wrote...

Deltakarma wrote...

You know what you are right!

Kill all of the image heavy threads that pretty much make the forums fun! Especially that darn LOLZ thread! Have you not seen that place? That is like, so breaking rule 6! Go there and do something!

And dont forget, stay on topc. The mods are watching ;)


Last post about this:

Image heavy threads are not the problem. They are especially not a problem in off topic areas of the forum where they are more than welcome to exist. The problem is people adding zero value to something I have an interest in. I want to read about and or discuss the topic I am looking at. Not check out the lastest Sunday comic (meme) in a forum/thread that is clearly outside of the off-topic arena. If this is something that you cannot grasp then so be it. I will continue to hold my ground on this subject and couldn't care less what you think of me because of it.

I'm glad the mods are watching. They make the forums a better place.


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#140
Serkevan

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Actually, when it comes to lore, Turians don't really have to roll. Their militar doctrine is "extreme overpowering", so they just lay down fire on whatever is in front of them. And, as Garrus says, "Good joke, Shepard, but you know Turians don't duck". Would love them to have a small sidestep though. Because they can roll from cover to cover, lol.

#141
fallingseraph

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Anything to help a Turian move in the open and not get stunlocked by Primes.

#142
kevchy

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Even if Turians don't get to dodge in the end, at least buff their agility. I thought Turian legs are built for speed.

#143
Variasaber

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nuculerman wrote...

Variasaber wrote...

I disagree with OP's suggestion that the Turian Soldier is underpowered, but that the Turian Sentinel is just fine. I'd call them about equal, they just have different roles; buff both, or neither.

On the other hand that isn't really a problem, since dodges are a race trait so both would receive them anyway.


Mainly this:

If I die, and an ally comes to revive me, I will be able to get up, take enough damage to escape, and live to fight another day as my Turian Sentinel.

If the same thing happens with my Turian Soldier, I will almost always die a second time trying to run away.

The Turian Sentinel has tech armor DR, a tech armor explosion, and the CC of overload to get out of sticky situations.  The Turian Soldier has proximity mine, and concussive shot.  The former set of powers seems to be enough for me, on Gold, to make it out of a mob alive.  The latter doesn't.

And fine, I can play the Turian Soldier more, get used to it, learn all the spawn points on maps, and just play smarter.  My issue is exactly that.  And frankly, lore wise, Turians shields should be better than Krogans.  Krogans should have way more health, but Turians are military tech specialists.  Right now my Krogan Solider has about 33% more shields than my Turian.

It seems you've never been revived with enemies around you and had them stunlock you before you've finished getting up, then promptly kill you again (this as a Turian Sentinel). It doesn't matter if Tech Armor is up or not, your shields are still down when you get back up, so unless you use an Ops Survival Pack and get really lucky, your ass is still toast.
And the other big issue is being unable to escape Banshees, who seem to love instakilling Turians and Krogans more than anything else. Last night I tried detonating Tech Armor to stagger them like someone suggested, that didn't do ****.

#144
Zaraki kanzaki

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agree, all the character not able to dodge need 3000 shields or a dodge

#145
Koenig888

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The Turians also need a fix for the negative recoil when using stability mod V. With more than 100% stability bonus (including the Turian racial stability bonus), assault rifles should be rock steady.