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Why Tactial Cloak prevents good weapon creation and weak wep buffs


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#151
DNC Protoman

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Immortal Strife wrote...

@ DNC Protoman

I honestly have not seen one useful or intelligent post from you. All you do it respond with snide remarks, I've come to realize that your sole reason for being on the forum is to troll.



I have stated my case clearly and if you can't understand it I am sorry for you.

#152
capn233

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dgumb wrote...
Though I think it was a mistake allowing all weapons to be used by all classes, which was the most unique thing about soldiers in previous ME games.

That was because of the cry-baby adepts, which basically caused them to screw up the combat mechanics of ME3.

#153
Kingston Atticus

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Ramsutin wrote...

People who call nerfing on TC, try to understand if that happens who the hell would like to volunteer to be a medic? No one. The idea of TC is to make Infiltrators viable option over others.


Hmm you sound like somebody I'd prefer to play with if your infi is the medic, but in most random golds I've been in the infi refuses to leave their sniping position so the krogan/batarian/turian has to be the medic and device disabler. All because the infi snipes and feels since those classes have high shields health it is their job to do it all. Don't get me wrong I know there are infi out there that do more than just snipe and hide, I am friends with some, but in gold randoms the hidden snipers who won't move are the majority. They are also the ones using powerful weapons and whinning that they need nerfed. So it's not even the infiltrators who BELEIVE in teamwork that are the OP's problem, it's the majority of nerfers that think the guns make their camping too easy. The thing is this is a team game PvNPC. do you see the NPC saying our guns are overpowered? No so quit nerfing.

#154
Malditor

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dgumb wrote...

LULZferBAKON wrote...

The Soldiers are suppose to be the weapon class, ever since ME1 they have been about that.  They could use every gun, they had marksman, carnage, overkill, and assassinate.  They had access to those weapons in ME2, they had the ammo powers to improve those weapons, they still have ammo powers in ME3 as well as a low reliance on powers, thus encouraging them to use the heavy weapons.

Infiltrators are half-combat, so they should be good with weapons, just not better than the soldier, who is all-combat.


In my mind the soldier trades some weapon damage (they still get 70% with AR for humans, more accuracy for turians, etc.) for more shields and health. They are still unarguably the second best weapon damage class, with other utility.

Though I think it was a mistake allowing all weapons to be used by all classes, which was the most unique thing about soldiers in previous ME games.

I agree.

#155
OblivionDawn

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capn233 wrote...

OblivionDawn wrote...
As for the bosses, Infiltrators would have to rely on teammates, powers, and/or kiting to take them down after a change like this. Headshots aren't the only way to kill a boss.

Ridiculous. What do you think they are doing now?  One-shoting Banshees, Atlases, and Primes?


They might as well be. They're doing ridiculous damage compared to most other classes.

#156
molecularman

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ok

#157
Immortal Strife

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DaDiddles wrote...

I often wondered why weapons as a whole feel underpowered. Now it makes sense, because they are balanced based off tactical cloak.

I think the proposed changes by OP are a tad much, but something should happen to cloak for sure. One possible solution is to have the damage bonus from cloak decrease over time. So the first shot that breaks the cloak has the full damage bonus, while 1-2 seconds later it drops to 50% bonus, and by the time the cloak damage bonus time is almost up you only have 10%-20% extra damage.


This is not a bad ideal, actually. Thumbs up!

#158
Longhammer808

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So, to all the pro-TC nerfers, what is the crux of the desire? Because Infiltrators score too many points? Are Infiltrators that score a lot of points inherently bad teammates?

Are there no Infiltrators that are also good teammates, reviving during corssfires, securing objectives, and causing havoc behind enemy lines? Infiltrators that contribute to full extraction on Gold? Infiltrators that remember your birthday?

Are all Infiltrators god-like? In my experience, I've seen just as many good ones as hapless ones caught in the wrong line of work. This fact, more than anything, should give Bioware pause before nerfing TC: when a Gold match has gone south and its a Level 14 human infiltrator with a Mantis X against the horde, 9 times out of 10 the horde is going to get the win.

#159
capn233

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OblivionDawn wrote...

They might as well be. They're doing ridiculous damage compared to most other classes.

If it was only possible to do massive damage with the Biotic or Tech classes...

#160
BjornDaDwarf

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At this point, I agree. Sure, I love my infiltrators, but they are the Swiss Army Nuclear Bomb of ME3 MP.

#161
dgumb

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capn233 wrote...
In reality as the pure combat class, Soldier should be hands down the best with weapons, at least across the board.  Right now it is sort of DPS on Soldier vs Burst for Infiltrator, but given that Burst is actually "better," the balance is whonky.

I realize that Infiltrator's have been better with SR's in ME1 and were arguably equivalent or superior (depending on point of view) in ME2, but that doesn't mean they necessarily should be better with shotguns or the other weapons.


I see your point, but I guess we see the soldier differently in terms of role in ME3. I think of them as basically the second best weapon class, and the second best meat shield class (though that's arguable). In other words a fire support class, rather than a pure damage dealer.

Just my two cents.

#162
Fox-snipe

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capn233 wrote...

dgumb wrote...

In my mind the soldier trades some weapon damage (they still get 70% with AR for humans, more accuracy for turians, etc.) for more shields and health. They are still unarguably the second best weapon damage class, with other utility.

Though I think it was a mistake allowing all weapons to be used by all classes, which was the most unique thing about soldiers in previous ME games.

In reality as the pure combat class, Soldier should be hands down the best with weapons, at least across the board.  Right now it is sort of DPS on Soldier vs Burst for Infiltrator, but given that Burst is actually "better," the balance is whonky.

I realize that Infiltrator's have been better with SR's in ME1 and were arguably equivalent or superior (depending on point of view) in ME2, but that doesn't mean they necessarily should be better with shotguns or the other weapons.

Just because Soldiers are trained in all all weapons does not mean they have mastered all weapons.  An Infiltrator should always be better with a Sniper than a soldier.  If ever there was a weapon that required additional firearm training compared to others (though to a lesser degree for shotguns), it's a sniper.

Modifié par Fox-snipe, 06 juin 2012 - 07:18 .


#163
Hypertion

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i am of the opinion that only on sniper rifles should Tactical Cloak give a bigger damage bonus over Adrenaline rush.


so lower inital Damage bonuses to 25% and rank 4 Damage bonus to 25% this would be 50%

add in sniper Damage which stacks uniquely by adding another 40% to the already boosted damage. and it wil still be well over what Soldeirs can manage on Sniper Rifles and still be a good boost for other weapons..


but people will complain so nope its never going to happen.

lowered to 15% is too much tho and lowering it by 15% is too little.

#164
OblivionDawn

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capn233 wrote...

OblivionDawn wrote...

They might as well be. They're doing ridiculous damage compared to most other classes.

If it was only possible to do massive damage with the Biotic or Tech classes...


That would be a valid point if those classes were also capable of going virtually invisible when they were threatened.

#165
Hypertion

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Fox-snipe wrote...

capn233 wrote...

dgumb wrote...

In my mind the soldier trades some weapon damage (they still get 70% with AR for humans, more accuracy for turians, etc.) for more shields and health. They are still unarguably the second best weapon damage class, with other utility.

Though I think it was a mistake allowing all weapons to be used by all classes, which was the most unique thing about soldiers in previous ME games.

In reality as the pure combat class, Soldier should be hands down the best with weapons, at least across the board.  Right now it is sort of DPS on Soldier vs Burst for Infiltrator, but given that Burst is actually "better," the balance is whonky.

I realize that Infiltrator's have been better with SR's in ME1 and were arguably equivalent or superior (depending on point of view) in ME2, but that doesn't mean they necessarily should be better with shotguns or the other weapons.

Just because Soldiers are trained in all all weapons does not mean they have mastered all weapons.  An Infiltrator should always be better with a Sniper than a soldier.  If ever there was a weapon that required additional firearm training compared to pistols, SMGs, assault rifles and shotguns (though to a lesser degree), it's a sniper.


i agree on this. Infiltrators SHOULD have the highest damage on Sniper Rifles but only on Sniper Rifles.

#166
capn233

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Fox-snipe wrote...

Just because Soldiers are trained in all all weapons does not mean they have mastered all weapons.  An Infiltrator should always be better with a Sniper than a soldier.  If ever there was a weapon that required additional firearm training compared to pistols, SMGs, assault rifles and shotguns (though to a lesser degree), it's a sniper.

I agree, and really I think Infiltrator should remain "superior" with SR's, at least the low ROF ones.  If only the Viper wasn't completely terrible this time around.

Part of the problem with Soldier is that there just isn't enough weight capacity.  Really they should have double weight capacity, but relatively insensitive cooldowns that do not give as large a penalty or bonus for going over or under.  Which means no CS every 1s or ARush in 3s.

Modifié par capn233, 06 juin 2012 - 07:22 .


#167
Striker93175

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I know! Let's make all the weapons shoot marshmallows while we buff the enemy to fire 50 kiloton nuclear warheads at us!

Make it so tact cloak makes you sing a sing and do a little jig all but .0000001 seconds before wearing off... let's make it so novagaurds dash in for hugs! Cobra launchers... are actually my-little-pony launches and we can all have the enemy circle us while we sit at the LZ eating the pizza for 2 minutes after making the delivery!

NERF DA PLANET?!?

Modifié par Striker93175, 06 juin 2012 - 08:06 .


#168
ThirdChild ZKI

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Infiltrators are designed for long range, as such, the most effective way for them to play is by positioning themselves to have either a wide field of vision to see enemies, or to setup a "restriction" against enemies (good example: top of the stairs on Firebase Ghost, facing the spawn point down the hallway). This is why they get so many kills. They get eyes on targets first.

As far as sniping goes, why can't other classes do the same? I utilize my turrets as an Engineer to draw enemies from cover or tack on damage, even distract Banshees while I sight in on them. An adept (using special ammo) could easily setup tech bursts through effective sniping + power use, or a Vanguard could drop shields with a shot, then use their charge ability they love so much, lol.

I didn't intend to break into a tactical discussion, only to say Infiltrators aren't overpowered or the best due to TC. Any class can outsnipe/outperform an Infiltrator, but the player has to be willing to be flexible and try different strategies.

#169
Immortal Strife

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DNC Protoman wrote...

Immortal Strife wrote...

@ DNC Protoman

I honestly have not seen one useful or intelligent post from you. All you do it respond with snide remarks, I've come to realize that your sole reason for being on the forum is to troll.



I have stated my case clearly and if you can't understand it I am sorry for you.


I understand it completely and I quote, "... i think it's time their TC got nerfed ... Nerfed into the ground". Good Job op way to be productive.

Modifié par Immortal Strife, 06 juin 2012 - 07:23 .


#170
RGFrog

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no thanks, op, quit calling for nerfs of any kind.

#171
shumworld

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i accept nerfing when it comes to pvp. in co-op its not welcome in my house.

#172
DiebytheSword

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Immortal Strife wrote...

DaDiddles wrote...

I often wondered why weapons as a whole feel underpowered. Now it makes sense, because they are balanced based off tactical cloak.

I think the proposed changes by OP are a tad much, but something should happen to cloak for sure. One possible solution is to have the damage bonus from cloak decrease over time. So the first shot that breaks the cloak has the full damage bonus, while 1-2 seconds later it drops to 50% bonus, and by the time the cloak damage bonus time is almost up you only have 10%-20% extra damage.


This is not a bad ideal, actually. Thumbs up!


It breaks multishot rifles and doesn't affect single shot ones.

#173
ntrisley

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Gockey wrote...

DiebytheSword wrote...

If TC is severely slashed, Sniper rifles would need to be seriously buffed, lest they become useless.


Which would help make them a more viable loadout option for other classes as well, ensuring that homogenization we all love in games. /sarcasm

Heavens forbid there be "signature weapons" for each class type.

As I've stated before, not sure what changes should be made.  Just sure that changes need to be made.  A nerf to TC in incoming.  The degree of severity is the only question.

Then maybe you should try to actually come up with a reasoning rather than "Nerf the thing!".

Tactical Cloak isn't the issue. The horribly designed howitzer that was introduced is the problem.

You can use it on any class with quite acceptable results, but the fact that it was a sniper rifle with an explosive shot was just a dumb move--especially allowing it to benefit from the same perks which are designed to beef up an already underperforming group of weapons.
If it was given higher damage to armored targets and penetration, I can almost guarantee you that I would be using it more than I use my Viper X/Widow X. As it stands though? It's a gimmick. It's a freakin' gimmick gun and I don't like using it.

#174
LULZferBAKON

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ThirdChild ZKI wrote...

Infiltrators are designed for long range, as such, the most effective way for them to play is by positioning themselves to have either a wide field of vision to see enemies, or to setup a "restriction" against enemies (good example: top of the stairs on Firebase Ghost, facing the spawn point down the hallway). This is why they get so many kills. They get eyes on targets first.

As far as sniping goes, why can't other classes do the same? I utilize my turrets as an Engineer to draw enemies from cover or tack on damage, even distract Banshees while I sight in on them. An adept (using special ammo) could easily setup tech bursts through effective sniping + power use, or a Vanguard could drop shields with a shot, then use their charge ability they love so much, lol.

I didn't intend to break into a tactical discussion, only to say Infiltrators aren't overpowered or the best due to TC. Any class can outsnipe/outperform an Infiltrator, but the player has to be willing to be flexible and try different strategies.

Vanguard with a sniper rifle, are you serious?  We actually have to manage our weapon weight thank you very much.

#175
dgumb

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capn233 wrote...
I agree, and really I think Infiltrator should remain "superior" with SR's, at least the low ROF ones.  If only the Viper wasn't completely terrible this time around.

Part of the problem with Soldier is that there just isn't enough weight capacity.  Really they should have double weight capacity, but relatively insensitive cooldowns that do not give as large a penalty or bonus for going over or under.  Which means no CS every 1s or ARush in 3s.


Agree 100% with this.