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1.5 meters (Smash)


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#51
Blind2Society

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DJCubed wrote...

I propose the range be increased to....over 9000!!!!!

Okay, sorry I'm bored but I don't have this character yet and I'm excited to see this smash move.


I'll just ignore the first line.

It's a great move that does good damage and has a cool animation. However, you'll be standing right next a guy (or there abouts) and it will not make it to him. You'll be left with a big fat WTF face as you lay bleeding on the ground.

#52
Blind2Society

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Adhok42 wrote...

Alright, which does everyone think it needs? Range, speed increase, or innate (NOT an evolution add on) damage reduction?


How are the options increased range, speed increase or damage reduction?

Just a typo I imagine?

Either way, a significant range increase is the only real solution.

Modifié par Blind2Society, 31 mai 2012 - 06:10 .


#53
quack123

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Blind2Society wrote...

Adhok42 wrote...

Alright, which does everyone think it needs? Range, speed increase, or innate (NOT an evolution add on) damage reduction?


How are the options increased range, speed increase or damage reduction?

Just a typo I imagine?

Either way, a significant range increase is the only real solution.

No damage reduction is a much better solution.

#54
Stahlhammer

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For CV the best one would be a separate cooldown. But i guess that'll never happen.

#55
Blind2Society

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quack123 wrote...

No damage reduction is a much better solution.


Ahh yes, no range and no damage. Yes, that's a much better solution.

#56
Stahlhammer

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Blind2Society wrote...

quack123 wrote...

No damage reduction is a much better solution.


Ahh yes, no range and no damage. Yes, that's a much better solution.

I'm almost positive he meant damage reduction for the player =]

#57
Dino

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My Cerberus Adept's name is Hulk.

So, Hulk Smash!!

#58
LimeANite

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Blind2Society wrote...

quack123 wrote...

No damage reduction is a much better solution.


Ahh yes, no range and no damage. Yes, that's a much better solution.

Player damage reduction/immunity (like Charge).

#59
Blind2Society

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Stahlhammer wrote...

For CV the best one would be a separate cooldown. But i guess that'll never happen.


Yeah, for the CV that would be ideal but for the CA range increase is necessary.

I played the CV for a few rounds with no lash and it really didn't go so well. I mean, it didn't really go bad but the cooldown issue was definitely present. I think leaving smash untouched on the CV and just going with Lash and BC would be the way to go. Haven't tried it yet but it seems it would work for BEs. Then just use BC + shotgun for other situations.

Modifié par Blind2Society, 31 mai 2012 - 06:22 .


#60
Blind2Society

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Stahlhammer wrote...

Blind2Society wrote...

quack123 wrote...

No damage reduction is a much better solution.


Ahh yes, no range and no damage. Yes, that's a much better solution.

I'm almost positive he meant damage reduction for the player =]


Ah well, I'm still for increased range.

#61
palmof40sorrows

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Full martial artist makes your heavy melee ridiculously good for cc. Charge, heavy melee, reegar carbine, repeat. Smash, well, guess I needs to practice my roll cancels!

#62
Stahlhammer

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palmof40sorrows wrote...

Full martial artist makes your heavy melee ridiculously good for cc. Charge, heavy melee, reegar carbine, repeat. Smash, well, guess I needs to practice my roll cancels!

The problem is that CV heavy melee does less damage than regular one, plus taking all melee options in fitness will make you really short lasting on gold. 

Tested charge=>heavy melee on bronze, finished without shots fired. But other than that - needs more insight.. 

Modifié par Stahlhammer, 31 mai 2012 - 06:26 .


#63
TrveOmegaSlayer

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Haven't unlocked it yet, but I heard people complaining about the Shields/Health of the Ex-Cerberus more than the effectiveness/range of powers

#64
gimmethegepgun

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TrveOmegaSlayer wrote...

Haven't unlocked it yet, but I heard people complaining about the Shields/Health of the Ex-Cerberus more than the effectiveness/range of powers

It's got the same health/shield as HV, and the same Charge. That's not the issue. The issue is Smash is very poor because it makes you so vulnerable and is such short range, and is on the same cooldown as Charge, while Lash doesn't fit vanguard at all.

#65
Johnsen1972

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I did a quite a few gold runs yesterday with my Cerberus Adept and Smash is THE Phantom killer. I lash them to me and finish them of with smash. Takes the max of 2 Smashes and during the cooldown I shoot at them and use heavy melee.

#66
GodlessPaladin

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Lash --> Smash is an incredibly inefficient way of dealing with trash mobs.

#67
Commander B

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Thats why you hide around a corner, then start it up and move out slowly and hit them with it.

#68
gimmethegepgun

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Commander B wrote...

Thats why you hide around a corner, then start it up and move out slowly and hit them with it.

You don't need to move around the corner to hit them with it, it goes right through the wall no trouble.
Range is still crap though and it's pretty much only viable firing it through a wall so you don't get your ass shot off.

#69
Commander B

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gimmethegepgun wrote...

Commander B wrote...

Thats why you hide around a corner, then start it up and move out slowly and hit them with it.

You don't need to move around the corner to hit them with it, it goes right through the wall no trouble.
Range is still crap though and it's pretty much only viable firing it through a wall so you don't get your ass shot off.


Guess the game i was in was lagging so badly when i was using the vanguard i thought it didnt go through the wall.

#70
r0estir0bbe

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I think both Lash's and Smash's animations should speed up a lot, like +50% speed increase. I got a hard time lashing trash mobs in open areas from cover because you are way too long exposed to enemy fire. Same goes with Smash. Your shields are gone when using Smash.

#71
MrScottBear

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Blind2Society wrote...

quack123 wrote...

No damage reduction is a much better solution.


Ahh yes, no range and no damage. Yes, that's a much better solution.


It needs both DR and Range.  Bump it's range to at least 3M with upgrades AND a Damage Reduction or Invincibilty frames.  It's just too exposing as is. 

I think it's damage is fine.  It does...what, nearly 1200 when maxed?  That's...a LOT.

EDIT:  950 with no Power damage bonuses from Phoenix Training.  Still, that's excellent damage.

Modifié par MrScottBear, 31 mai 2012 - 07:29 .


#72
Stahlhammer

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Yeah it's by far the highest damage biotic power, that's why i doubt you'll get a range increase. Such high damage must be balanced by something..

#73
LimeANite

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MrScottBear wrote...

EDIT:  950 with no Power damage bonuses from Phoenix Training.  Still, that's excellent damage.

1175 is the maximum, including damage passives.

Edit: yeah, I'd much prefer invincibility/damage reduction frames over range.  Having both would make it way OP.

Modifié par LimeANite, 31 mai 2012 - 07:34 .


#74
fallingseraph

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Best part? During the animation (the long warm up) husk grabbed me.

shave 1.5 seconds off the warmup and increase distance 3m-5m

#75
gimmethegepgun

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Think about a 2m distance increase AND either a faster cast or DR/Immunity WITH stagger/grab immunity would about do it. Maybe increase recharge some if you speed up the cast.