vivanto wrote...
That's a mouthful for saying zero.
You've QUOTED the posts where I answered those questions, then just repeated the questions right back at me. And I referenced you to demonstration videos. They're in my sig. If you're not being disingenuous then I can only conclude that you're completely blinkered if you think I've been "saying zero."
This is the final time I will address this topic while you repeatedly insist that I'm not addressing this topic. These are some of the factors that contribute to Geth Infiltrator survivability. The Human Vanguard shares some of these factors, but not all. Likewise, the Human Vanguard has some factors that the GI doesn't, but also some vulnerablities that the GI doesn't.
[list][*]-Shield and Health gate. A great deal of enemy attacks on Gold are hitting these benchmarks even on characters with higher health/shields. It's pretty much just rapid fire attacks where the GI is meaningfully more vulnerable in the health/shields department than many others.
[*]-You actually have the option to turn off Hunter Mode for a shield boost if you think it will help you hold the line in some given situation. The fact that this just isn't often done only stands to illustrate that doubling its shields isn't a big deal for the GI. In fact in many situations you're probably better off having the extra
situational awareness, movement speed, and offensive power when it
comes to survivability.[*]-You can stay at a safe range and still dole out massive damage. Even with a full melee build (like my original GI) melee is a more situational, opportunistic thing... for clearing out rooms of mooks or enemies who get too close. Treating the GI like a one trick pony is doing it wrong. Take a look at the videos of my melee GI in my sig.
[*]-Between your effectiveness against bosses (and phantoms) at a variety of ranges, situational awareness, and mobility, sync kills almost never occur. This is meaningful because sync kills are FAR worse for you than any other kind of damage you take. Unless you're the type to die all the bloody time for some reason, you can just get right back up after being knocked down by normal attacks. Only sync kills can really permanently remove skilled players from a wave (barring situations like solo runs, and even then there's a difference in importance between types... a sync kill just ends the run outright, whereas you need to be downed 5 times by normal attacks).
[*]-Shields don't regenerate when in cloak... who cares? They regenerate while I'm shooting at thngs.[*]-Movement speed bonus means many attacks miss outright. [*]-They can dodge.[*]-Infiltrators can grab 4-device objectives more safely than anyone else. They can also maneuver TO targets or pizza objectives more easily than most. They can also revive teammates in the middle of a firefight more safely than most.
[*]-Tactical Cloak means enemies have a very difficult time tracking you.[*]-An attentive player is almost never surprised by enemies due to Hunter Mode.[*]- Enemies rarely have time to react to you during the time you are exposed for attacking. They will stagger, die, or simply not have time to react before you reposition to mount another offensive. There is pretty much one thing that can really knock out an attentive GI... rapid fire attacks from mooks, and you can kill all of those guys almost instantaneously.
[*]-A bit of an expansion on the last point: The best defense is a good offense and damn do GIs have offense. You are dealing with any given threat for a lesser amount of time than many other classes.
Modifié par GodlessPaladin, 09 juin 2012 - 11:55 .