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If Infiltrators are left as-is, then other classes need similar damage bonuses


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#176
CmnDwnWrkn

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Creighton72 wrote...

CmnDwnWrkn wrote...

Ashen Earth wrote...

CmnDwnWrkn wrote...


I don't play infiltrator because I don't like hiding cloaked far away from harm like a coward while my teammates get in close and fight.  It just doesn't seem right to me.


Obvious bias is obvious


It doesn't invalidate anything I just wrote, and you know it. 


You do realize you just called every real sniper in the world a coward because you have no clue what you are talking about. Not to mention given the size of the maps, your never far away from anything. Also shotgun infiltrators, and infitraitor revives. Play a solo game with an Infiltrator on gold and get back to me about taking cover and how great cloak is. Yes charging into the middle of a hoard of enemies is a brilliant plan. That's a great plan, get closer to an enemy that will never break. Then lay there on the ground and wait for the Infiltraitor to come revive you.


By comparing ME3 sniping to real-world sniping, you've demonstrated you have no idea what you're talking about.

And basing an argument on how the class doesn't give you much of an advantage on soloing Gold is too ridiculous for words.  What percent of the player base do you think can solo Gold for a single round, let alone an entire match?

#177
Demigod_3000

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CmnDwnWrkn wrote...

Creighton72 wrote...

CmnDwnWrkn wrote...

Ashen Earth wrote...

CmnDwnWrkn wrote...


I don't play infiltrator because I don't like hiding cloaked far away from harm like a coward while my teammates get in close and fight.  It just doesn't seem right to me.


Obvious bias is obvious


It doesn't invalidate anything I just wrote, and you know it. 


You do realize you just called every real sniper in the world a coward because you have no clue what you are talking about. Not to mention given the size of the maps, your never far away from anything. Also shotgun infiltrators, and infitraitor revives. Play a solo game with an Infiltrator on gold and get back to me about taking cover and how great cloak is. Yes charging into the middle of a hoard of enemies is a brilliant plan. That's a great plan, get closer to an enemy that will never break. Then lay there on the ground and wait for the Infiltraitor to come revive you.


By comparing ME3 sniping to real-world sniping, you've demonstrated you have no idea what you're talking about.

And basing an argument on how the class doesn't give you much of an advantage on soloing Gold is too ridiculous for words.  What percent of the player base do you think can solo Gold for a single round, let alone an entire match?


First of all, you have just demonstrated (again) that you have no idea what you are talking about.

Are you saying that ME3's meticulously constructed graphics and game engine are entirely unrealistic? Last time we checked, snipers were pretty damn important on the battlefield. Cowards? Really?

Snipers in real life and the game work on the same basic principles. One of those is sitting behind cover really far away from your enemies while trying to pick them off.

Are we not correct?

#178
Creighton72

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CmnDwnWrkn wrote...

Creighton72 wrote...

CmnDwnWrkn wrote...

Ashen Earth wrote...

CmnDwnWrkn wrote...


I don't play infiltrator because I don't like hiding cloaked far away from harm like a coward while my teammates get in close and fight.  It just doesn't seem right to me.


Obvious bias is obvious


It doesn't invalidate anything I just wrote, and you know it. 


You do realize you just called every real sniper in the world a coward because you have no clue what you are talking about. Not to mention given the size of the maps, your never far away from anything. Also shotgun infiltrators, and infitraitor revives. Play a solo game with an Infiltrator on gold and get back to me about taking cover and how great cloak is. Yes charging into the middle of a hoard of enemies is a brilliant plan. That's a great plan, get closer to an enemy that will never break. Then lay there on the ground and wait for the Infiltraitor to come revive you.


By comparing ME3 sniping to real-world sniping, you've demonstrated you have no idea what you're talking about.

And basing an argument on how the class doesn't give you much of an advantage on soloing Gold is too ridiculous for words.  What percent of the player base do you think can solo Gold for a single round, let alone an entire match?


You said people who stay far away from harm are cowards, in fact playing the game keeps you as far away from harm as possible. Meaning you are a coward. That was what said, you didn't say ME3, you spoke about combat. That was not just a specific thought about ME3, that was your opinion on fighting. If it was a specific ME3 thought why did you generalize so much? How can you call anyone who is just playing a game a coward? It's a game, there exists no threat, your not brave for charging your character in, your not a coward for sniping. None of that exists in a freakin game, and you should be ashamed you even said it. You say your not compaing it to the real world, well how can anyone be a coward in a freakin video game? Please explain that. How is anyone brave playing a game when you are never in any danger, or threatened, how is anyone a coward in the same situation?

Please explain that to me. You like to throw around your mouth and words, but you don't think about what you are saying, which I have now demonstrated twice. Your idea of combat is charging in there and anybody who does not do it your way is a coward. But you are brave, right. 6 years at Norfolk, First Fleet FAST. Don't you ever call anyone a coward for how they play a f###### game. You feel real safe behind your computer don't you. You know so much about combat, that you decide what a coward is by the way someone plays a video game. Yeah your a real brain surgeon.

#179
Ashen One

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Pitznik wrote...
That's what I call "extremely situational". While I do like Tech Armor, keeping cooldown low just to use it doesn't make any sense to me (even if I actually do that - but not because it is so good, but I find it more fun than equpping second weapon).


My solution to that is to carry a powerful weapon that doesn't kill my cooldown. Wraith V works just fine for that. I still kill most things in one shot, but I can actually use my powers. Tech Armor isn't as "situational" as you might think on a CQC character like a Krogan. It's a guaranteed stagger on anything that can be staggered except for Banshees, bosses that have already been staggered by something else recently, or bosses that are in a melee animation. It's the perfect set up for a heavy melee, the perfect defense if you try to melee someonee and miss (happens all the damn time as a Krogan) and it's one of the best panic buttons in the game.

Pitznik wrote...
Widow on AA is counterproductive for other AA powers. Claymore on my Krogan Sentinel is not, it actually fits the idea of tough to kill, melee strong, grenade lobbing character perfectly. It both works in gameplay, works in lore, Krogan passive evolution even decreses shotgun weight.


So are the Wraith, and Carbine. Both deal high damage, and both get weight reductions from the shotgun passive. (although they are light enough to not even need them) Also... Lore. lolololol, I'm not even going to go there.

Pitznik wrote...
Soldiers also have multiple damaging powers, does that make them power based class, that would benefit more from power damage bonuses?


No. Soldiers in general are obviously meant to use weapons as a primary source of damage. The Batarian Soldier could get away with speccing into power damage because Ballistic Blades and Inferno grenades are awesome, and he has one of the best melee attacks in the game

Human Soldier: Concussive Shot, Frag Grenade, Aderenaline Rush- CS is a low damage power, Grenades are limited, and AR boosts weapon damage but also instantly reloads your gun. Obviously meant for weapons.

Turian Soldier: Marksman, Proxy Mine, Concussive Shot. Again, CS is low damage. Marksman shines only with a decent weapon, and PM is best used as a debuff to inflict more weapon damage, and to enhance the damage your allies dish out. The majority of your own damage comes from weapons.

Krogan Soldier: Fortification, Inferno Grenades, Carnage. A CQC class, Inferno Grenades allow you to CC and kill groups of enemies, but unless your Krogan is specifically built around grenade spam, your melee and weapon will probably be doing most of the damage. I know some people use Carnage spam builds, but Carnage takes a damage nerf vs shields, which makes it somewhat impractical to rely on as a primary source of damage, imo.

So no, having multiple damaging powers doesn not aoutomatically make your character a power class, especially when theose powers are meant to maximize weapon damage. If you're using multiple powers from both different class skillsets though...

Pitznik wrote...
How is having access to both Tech and Biotic better than Combat and Tech? Are Combat powers in some inherent way worse than Biotic? You say synergy, I say being self dependant. Both are good things


Most combat powers like Concussive Shot, and Proximity Mine cannot set up power combos. A Turian sentinel can synergize well with anyone due to having a tech and a biotic power. Any damaging power can set off a tech burst, and he can set them up with Overload. Acess to both Tech and Biotic powers makes a Sentinel more versatile. in the SP campaign it was useful because you could set up and detonate your own biotic explosions and tech bursts. But Sentinels kind of got shafted in the MP due to only having 3 powers. Sentinels (aside from the human, vorcha, and Turian if he's really close to the enemy and has a near 200% CD bonus) rely on others to contribute to their power combos. You have much better team synergy as a Sentinel than you would as a Soldier, or Infiltrator but at the same time you are less self reliant. That mainly applies to the Batarian, and Turian. A Krogan can set up biotic detonations and fire explosions, but usually the lift grenades just kill the targets outright. :lol:

Pitznik wrote...
Also, saying that Sentinel has more utility than Infiltrator is surprising, Infiltrators are absolutely awesome when it comes to utility. Infiltrator's reliance on power damage isn't any lower than some Sentinels, you can even build Justicar relying on weapons and still being very good.


Mainly the Turian, he can CC nearby enemies with Tech Armor, CC far away enemies with Chain Overload, detonate/set up biotics and tech bursts....

The others are all capable of setting up, and detonating their own power combos as well. Their diverse skillsets allow them to synergize with other team members better, whereas most infiltrator skills are more beneficial to just the infiltrator.

Ashen Earth wrote...

Don't misconstrue what I said. My point was that the weapon classes have abilities in their class powers that increase weapon damage because they are weapon classes. It make sense for Infiltrators, Soldiers, and to an extent, Vanguards to have power evolutions in their class powers (Charge, Cloak, Adrenaline Rush) that increase weapon damage because it's part of their class proficiency. However, a Drell Adept that gets increased weapon damage from Reave, or a Krogan Sentinel that gets increased weapon damage from Tech Armor would be pretty stupid. However, the existing power damage bonus that you can get from using Tech Armor is reasonable, because every class with Tech Armor has at least 2 other damaging powers in their skillset.


Pitznik wrote...
So if the only factor making a class "weapon class" is having an active ability somehow affecting weapon damage?


No. Read up.
http://masseffect.wi...om/wiki/classes

Even though any class can use any weapon now, it's pretty obvious that the traditional weapon classes are still better with weapons than the non-weapon classes, and it's reflected in their class power evolutions. And like I've said too many times throughout this thread, there are some exceptions. For example, the Geth Engineer relies on weapons for damage moreso than a Salarian Engineer, Human Engineer, and Male Quarian Engineer because Overload is his only damaging power, and his racial ability (Hunter Mode) can increase his damage to compensate. However, a Geth Engineer is inferior to a Geth Infiltrator when using weapons. A Geth Engineer will typically do more damage with powers than a GI, and a GI will typically do more damage with weapons than a GE. Neither class is bad, and each class has a different role. GE doesn't need to be able to dish out the same type of weapon damage as a GI.


Pitznik wrote...
Can't you see how weak is your definition of weapon based class when you try to apply it to what we have in game?


Not really, seeing as I'm not the one playing a power class while trying to justify why he should have infiltrator/soldier level weapon damage bonuses on top of having all of the benefits that come with the Sentinel class.

Pitznik wrote...
How weapon damage bonus from biotic power Biotic Charge makes sense, and having weapon damage bonus from biotic power Reave doesn't? If biotic energy can somehow affect your weapon, it can also do it for other biotics.

Tech Armor helping character wearing it to see target's weak points, or even providing his weapon with way of optimizing power usage, that makes sense to me, lorewise.


Again, not touching the lore in MP argument, it's been beaten to death. I'm speaking from a balance standpoint, where it makes more sense for classes with acess to skills from two different class specializations to have passives that boost power effectiveness.

Pitznik wrote...
Kroguard has Carnage, because he's an exception. You can't dismiss some things as exceptions, yet label Vanguard class as Combat basing on single power given to one Vanguard out of five. Vanguards are pure biotics, yet they use weapons.


Adepts are also "pure biotics", and they also use weapons. It's also worth noting that 0 out of 5 adepts has a combat power, or an ability that specifically increases weapon damage in their class specific powers. Your point?

#180
nicethugbert

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billy the squid wrote...

nicethugbert wrote...

You guys are missing the point.

TC is UNFAIR because it DUMPS AGGRO ON YOUR TEAM. Therefore, non-infiltrators need better DEFENCE to deal with the eztra aggro.


It's called shield regen. Mine doesn't. You also have the shield gear, consumables, Adrenaline rush bonuses for damage or shields, barriers, rage for Krogans, tech armour. Geth shield turret, salarian decoy. There's quite a few powers to use that can deal with the extra agro.
 
And a good infiltrator will line up a shot, cloak, fire, deacaivate cloak and pick a next target. It's all about target priority. My job is to hit the hard targets that will stamp on the rest of the team before they get close.

I get great burts DPS and dump agro on the team. In trade off I'm expected to do the objectives, revive people when I can and kill the big thing that is making it's way to the team. Or out flank and hit from the behind. If the team has trouble with agro then a more effective position is the issue, or the team remains mobile. In which case the agro is not so much an issue as the movement reduces the issue of being outflanked and surrounded.


ROFLMAO, shield regen???  BWAHAHAH, good one billy.  Oh, gee, I had no clue that infiltrators do all the same things that other classes do.  Is that why they deserve to use everyone as a decoy, avoiding getting shot while everyone eats rockets?

Modifié par nicethugbert, 13 juin 2012 - 10:06 .


#181
Ashen One

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xabkish wrote...

These nerf-this and nerf-that threads become a great way to find smart people and filter out, well, not that smart :D

I'm not going to get into this argument though. I just want to say one thing: Infiltrators get a lot of attention just because they are actually a «solo» class — I mean, they do not need to team up with other players in order to be really effective. Some other class and race combinations are also capable of being amazingly effective on their own but the majority of classes require you to team up — and then, then they start to rock just as good or even better than Infiltrators. But due to random nature of matchmaking only good players constantly playing with good players from their friend list are actually able to unleash all of the classes to their true potential as a part of a coordinated squad.


This guy understands.

#182
Kick In The Door

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I absolutely despise infiltrators and I play one.

It's not the actual mechanics of the class it's the player themselves. They're not concerned with objectives, they're not worried about reviving fallen comrades. They're tunnel visioning dick waving scoreboard fanatics that more often then not get the team killed. I'm so sick of having to deal with these people. I hope Bioware makes it so that only the good infiltrators will want to play the class.

You know, the infiltrators who do objectives. The infiltrators who provide cover fire for their allies in a tight spot. You know, people who INFILTRATE.

#183
Ashen One

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Kick In The Door wrote...

I absolutely despise infiltrators and I play one.

It's not the actual mechanics of the class it's the player themselves. They're not concerned with objectives, they're not worried about reviving fallen comrades. They're tunnel visioning dick waving scoreboard fanatics that more often then not get the team killed. I'm so sick of having to deal with these people. I hope Bioware makes it so that only the good infiltrators will want to play the class.

You know, the infiltrators who do objectives. The infiltrators who provide cover fire for their allies in a tight spot. You know, people who INFILTRATE.


Then all of the bad players would return to playing Vanguards, and all of the Vanguard hate threads would come back with a vengeance.

Or maybe they would all play Krogan characters, and all of the Krogan hate threads would come back.

Or they would play Adepts with bad loadouts and....

#184
Rodrrigoww

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WTF are you talking about?Infiltrators are extremely vulnerable when not cloaked that's why their damage is high.Or do you think it's reasonable for a kroguard to do similar damage as an infiltrator?
Most infiltrators use the widow , that's a single shot , they have to make it count.You nerf TC it becoms useless, the BW you nerf TC it becomes a joke , with it's ridiculous recoil and reloading time , don't even get me started on the javelin.So please just stop trying to ruin this game it's an effing co op class based games , some classes do more damage than others , sme have more health ,get the f* over it kid.

#185
Rodrrigoww

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nicethugbert wrote...

billy the squid wrote...

nicethugbert wrote...

You guys are missing the point.

TC is UNFAIR because it DUMPS AGGRO ON YOUR TEAM. Therefore, non-infiltrators need better DEFENCE to deal with the eztra aggro.


It's called shield regen. Mine doesn't. You also have the shield gear, consumables, Adrenaline rush bonuses for damage or shields, barriers, rage for Krogans, tech armour. Geth shield turret, salarian decoy. There's quite a few powers to use that can deal with the extra agro.
 
And a good infiltrator will line up a shot, cloak, fire, deacaivate cloak and pick a next target. It's all about target priority. My job is to hit the hard targets that will stamp on the rest of the team before they get close.

I get great burts DPS and dump agro on the team. In trade off I'm expected to do the objectives, revive people when I can and kill the big thing that is making it's way to the team. Or out flank and hit from the behind. If the team has trouble with agro then a more effective position is the issue, or the team remains mobile. In which case the agro is not so much an issue as the movement reduces the issue of being outflanked and surrounded.


ROFLMAO, shield regen???  BWAHAHAH, good one billy.  Oh, gee, I had no clue that infiltrators do all the same things that other classes do.  Is that why they deserve to use everyone as a decoy, avoiding getting shot while everyone eats rockets?

Way to ignore everything he said and single out 1% of his post , I'll try again , allow me : TECH ARMOR , BARRIER , BIOTIC CHARGE , HP REGEN , DECOY , TURRETS , DRONES , STASIS , OVERLOAD ,ADRENALINE , 2k BARRIER.
All your posts you embarass yourself making you look like a child 'b-b-but teh aggro on meee'
 , get over yourself.

#186
Pitznik

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Ashen Earth wrote...

Pitznik wrote...
Widow on AA is counterproductive for other AA powers. Claymore on my Krogan Sentinel is not, it actually fits the idea of tough to kill, melee strong, grenade lobbing character perfectly. It both works in gameplay, works in lore, Krogan passive evolution even decreses shotgun weight.


So are the Wraith, and Carbine. Both deal high damage, and both get weight reductions from the shotgun passive. (although they are light enough to not even need them) Also... Lore. lolololol, I'm not even going to go there.

My point was that at least for some Sentinels, their skillset supports weapon usage, unlike your example with AA and Widow. Some Sentinels, even some Adepts are clearly meant to use weapons, so giving them additional synergy with those weapons makes sense. Some of what you call power based classes work extremely well when using weapons, making them also weapon classes.

Ashen Earth wrote...

Pitznik wrote...
Soldiers also have multiple damaging powers, does that make them power based class, that would benefit more from power damage bonuses?


No. Soldiers in general are obviously meant to use weapons as a primary source of damage. The Batarian Soldier could get away with speccing into power damage because Ballistic Blades and Inferno grenades are awesome, and he has one of the best melee attacks in the game

Human Soldier: Concussive Shot, Frag Grenade, Aderenaline Rush- CS is a low damage power, Grenades are limited, and AR boosts weapon damage but also instantly reloads your gun. Obviously meant for weapons.

Turian Soldier: Marksman, Proxy Mine, Concussive Shot. Again, CS is low damage. Marksman shines only with a decent weapon, and PM is best used as a debuff to inflict more weapon damage, and to enhance the damage your allies dish out. The majority of your own damage comes from weapons.

Krogan Soldier: Fortification, Inferno Grenades, Carnage. A CQC class, Inferno Grenades allow you to CC and kill groups of enemies, but unless your Krogan is specifically built around grenade spam, your melee and weapon will probably be doing most of the damage. I know some people use Carnage spam builds, but Carnage takes a damage nerf vs shields, which makes it somewhat impractical to rely on as a primary source of damage, imo.

So no, having multiple damaging powers doesn not aoutomatically make your character a power class, especially when theose powers are meant to maximize weapon damage. If you're using multiple powers from both different class skillsets though...


So in whole Soldier class there are two just two powers clearly meant for weapon usage - Marksman and AR. That makes your qualification of "classes with multiple damage powers" as "power classes" invalid, because some Sentinels also have exactly similar support powers, clearly meant to support and work with weapons as main source of damage. Combat and Tech are also powers from different skillsets, so that doesn't make Sentinels more power oriented either, at least some of them.

Ashen Earth wrote...


Pitznik wrote...
How is having access to both Tech and Biotic better than Combat and Tech? Are Combat powers in some inherent way worse than Biotic? You say synergy, I say being self dependant. Both are good things


Most combat powers like Concussive Shot, and Proximity Mine cannot set up power combos. A Turian sentinel can synergize well with anyone due to having a tech and a biotic power. Any damaging power can set off a tech burst, and he can set them up with Overload. Acess to both Tech and Biotic powers makes a Sentinel more versatile. in the SP campaign it was useful because you could set up and detonate your own biotic explosions and tech bursts. But Sentinels kind of got shafted in the MP due to only having 3 powers. Sentinels (aside from the human, vorcha, and Turian if he's really close to the enemy and has a near 200% CD bonus) rely on others to contribute to their power combos. You have much better team synergy as a Sentinel than you would as a Soldier, or Infiltrator but at the same time you are less self reliant. That mainly applies to the Batarian, and Turian. A Krogan can set up biotic detonations and fire explosions, but usually the lift grenades just kill the targets outright. :lol:

Both Soldiers and Infiltrators can detonate combos, they can setup fire explosions, they can setup other combos through special ammo. Hardly different from Sentinels' abilities, nothing that would make giving Sentinels some weapon synergy overpowered. Every single character can be a part of combo team, so its hard to call that some special strength of Sentinel class, especially in those cases where Sentinel can't even spec for stronger detonations.



Ashen Earth wrote...

No. Read up.
http://masseffect.wi...om/wiki/classes

That's ME1. No longer true, not reflected in powers. Vanguards are definitely not a combat class anymore, even if that article labels them as such their powers do not reflect it.

Ashen Earth wrote...

Pitznik wrote...
Kroguard has Carnage, because he's an exception. You can't dismiss some things as exceptions, yet label Vanguard class as Combat basing on single power given to one Vanguard out of five. Vanguards are pure biotics, yet they use weapons.


Adepts are also "pure biotics", and they also use weapons. It's also worth noting that 0 out of 5 adepts has a combat power, or an ability that specifically increases weapon damage in their class specific powers. Your point?

My points is: you don't have to be a Combat class to have abilities synergizing with weapons use. Like Vanguards do now, like some Sentinels could, without breaking the balance. Old no longer true labels aren't reason good enough to stop that. Bioware doesn't seem to really care about this anymore, especially when it comes to racial powers.

To sum it up - your definitions are full of holes - in your reasoning most of the soldier class should be considered power class (multiple damaging abilities, lack of weapon based abilities). Your other definition of weapon based class was "having Combat abilities" which again isn't true, because of Vanguards. Nothing left in game defines Infiltrators, Soldiers and Vanguards as weapon users, except for your will to stick to ME1. It is entirely up to player now to make his character weapon user or power user, class doesn't restrict that, on some kits only one approach works well, but on some both do.

Modifié par Pitznik, 13 juin 2012 - 11:54 .


#187
Ashen One

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Pitznik wrote...

My point was that at least for some Sentinels, their skillset supports weapon usage, unlike your example with AA and Widow. Some Sentinels, even some Adepts are clearly meant to use weapons, so giving them additional synergy with those weapons makes sense. Some of what you call power based classes work extremely well when using weapons, making them also weapon classes.


The AJA is the only adept which would get more damage out of a weapon than power spam.

But if the Sentinel skillsets supported weapon usage, rather than the versaitiliy that comes with having a tech and a biotic power as you would have me believe, then you wouldn't be trying to convince me that Sentinels should get weapon damage bonuses on par with the Soldiers and Infiltrators in their class powers (in addition to their class/racial passives): They would probably already have them. What better way to support weapon usage, than with a damage bonus, right?


Pitznik wrote...
So in whole Soldier class there are two just two powers clearly meant for weapon usage - Marksman and AR. That makes your qualification of "classes with multiple damage powers" as "power classes" invalid, because some Sentinels also have exactly similar support powers, clearly meant to support and work with weapons as main source of damage. Combat and Tech are also powers from different skillsets, so that doesn't make Sentinels more power oriented either, at least some of them.


I like how you completely ignored Proximity Mine, and the fact that CS is a low damage "support power" which was clearly meant to "work with weapons as a main source of damage." However, I wouldn't consider Lift Grenades to be a "support" power. It doesn't debuff, or debilitate the enemy, nor does it buff the player or anything you would expect from a "support" power. They do a crapton of damage, and set up a biotic combo on whatever unsheilded enemy that might have survived. And as far as I know, Incinerate was intended to be a spammable power effective vs armor, and organic health bars. Realistically, you could get plenty of tech and biotic kills per game with those powers, (especially the grenades combined with the TA power bonus) unlike say... Concussive Shot where it's actually better used as a CC support tool than spamming on boss units for damage. Maybe that might change if the rank 6 evo ever gets fixed.



Pitznik wrote...

Both Soldiers and Infiltrators can detonate combos, they can setup fire explosions, they can setup other combos through special ammo. Hardly different from Sentinels' abilities, nothing that would make giving Sentinels some weapon synergy overpowered. Every single character can be a part of combo team, so its hard to call that some special strength of Sentinel class, especially in those cases where Sentinel can't even spec for stronger detonations.


Well any class can detonate a combo. The Turian Sentinel can set up two different combo attacks though, and every Sentinel is capable of detonating biotics (which are easier to pull off, and often times more practical than fire explosions). The Turian and Batarian can set up tech bursts (also easier to detonate, and more reliable than a fire explosion) as well. A Soldier cannot do that without an ammo type, and on that note, there was no point in mentioning specialized ammunition as it is not class specific. Any class in the game can set up a tech burst/cryo explosion/fire explosion with ammo mods. That isn't unique to a Soldier, or Sentinel and it gives neither of them an advantage over the other.

It's more practical to bring a Sentinel as opposed to a Soldier for a combo team because the tech burst/biotic explosion combos are usually faster, and more reliable than the fire explosions that 3 of the soldiers can set up.

Well, a soldier couldn't contribute to a biotic team with biotics anyway, and that's pretty significant given that half of the MP characters use biotic powers. :?



Pitznik wrote...
My points is: you don't have to be a Combat class to have abilities synergizing with weapons use.


Going with the Krogan Sentinel example, his powers are already far more damaging than the HI, QI, and GI powers. (Particularly Lift Grenade) he doesn't need Tactical Cloak or Adrenaline Rush tier weapon damage bonuses on top of that, really. But if you really think that the Sentinel is supposed to be a weapon expert like the Soldier/Infiltrator classes, then whatever. BW obviously disagrees, because KS doesn't have weapon damage bonuses in his class power.

Pitznik wrote...
To sum it up - your definitions are full of holes - in your reasoning most of the soldier class should be considered power class (multiple damaging abilities, lack of weapon based abilities).


Refer to what I said earlier about it making more sense to bring a Sentinel in a combo team than a soldier. Their powers are easier to set up/detonate combos with, because half of the MP characters in the game have biotic powers, you get better synergy with a Sentinel than a Soldier, whereas a Soldier/Infiltrator's powers benefit mostly the Soldier/Infiltrator.

Pitznik wrote...
Your other definition of weapon based class was "having Combat abilities" which again isn't true, because of Vanguards.


Well when you can point me to an Adept, Engineer, or Sentinel with a combat power...


Pitznik wrote...
Nothing left in game defines Infiltrators, Soldiers and Vanguards as weapon users, except for your will to stick to ME1.


That, and the weapon damage bonuses that the above classes have access to, but the Engineers, Sentinels, and Adepts do not. A lot of the abilities were largely unchanged from ME 1, and ME 2 they're just not as blatantly obvious as they were before. Hell, the rank 6 TC damage bonus that inspired OP to post a whine thread is essentially the Asassination ability from ME 1. (massive damage spike with sniper rifles)

Pitznik wrote...
It is entirely up to player now to make his character weapon user or power user, class doesn't restrict that, on some kits only one approach works well, but on some both do.


My point was not that players should be forced into speccing a character a certain way, but rather that Sentinels and Infiltrators/Soldiers play a different role due to having powers that synergize (or don't, in the case of the Turian and Human Soldiers) with the majority of the other MP characters differently.

Modifié par Ashen Earth, 14 juin 2012 - 02:21 .


#188
Fang92

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CmnDwnWrkn wrote...

Binary_Helix 1 wrote...

Soldiers need major buffs to their passives. It's ridiculous that they are equal in weapon damage, health, and shields, to everyone else.

As for people saying infiltrators aren't inherently OP well maybe but this game is very biased in favor of snipers and other single shot weapons. It makes most other weapons and play styles useless.


Exactly.  I'm not sure why everyone is getting so defensive, as if they're personally being attacked.  The suggestion is to boost the weaker classes and characters so that their specific utility approaches that of the infiltrator.  Not necessarily with direct damage, but strengthing whatever their inherent powers are.  So that people would actually choose to play Quarian Female Engineer or Drell Vanguard, for example.


Good job changing your argument. 

Modifié par Fang92, 14 juin 2012 - 03:33 .


#189
Psycho Pisces

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billy the squid wrote...

nicethugbert wrote...

You guys are missing the point.

TC is UNFAIR because it DUMPS AGGRO ON YOUR TEAM. Therefore, non-infiltrators need better DEFENCE to deal with the eztra aggro.


It's called shield regen. Mine doesn't. You also have the shield gear, consumables, Adrenaline rush bonuses for damage or shields, barriers, rage for Krogans, tech armour. Geth shield turret, salarian decoy. There's quite a few powers to use that can deal with the extra agro.
 
And a good infiltrator will line up a shot, cloak, fire, deacaivate cloak and pick a next target. It's all about target priority. My job is to hit the hard targets that will stamp on the rest of the team before they get close.

I get great burts DPS and dump agro on the team. In trade off I'm expected to do the objectives, revive people when I can and kill the big thing that is making it's way to the team. Or out flank and hit from the behind. If the team has trouble with agro then a more effective position is the issue, or the team remains mobile. In which case the agro is not so much an issue as the movement reduces the issue of being outflanked and surrounded.


Oh my god, someone understands strategy?!? Ban him from the game!    No one should use STRATEGY in a game!   

That's exactly how I play my infiltrator an use TC.. I'm popping the dangerous troops... You know the Engineers, the Pyro's, the Ravagers, primes, Atlases, Banshee's, Phantoms....  I suppose we could just rock Assault rifles and never cloak.. that would make everybody happy right? 

#190
Dilandau3000

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Demigod_3000 wrote...

Snipers in real life and the game work on the same basic principles. One of those is sitting behind cover really far away from your enemies while trying to pick them off.

Are we not correct?

If sniping in ME3 worked the same way as in the real world, you wouldn't have any infiltrators on the map. You'd have two or three infiltrators who are somewhere outside the main area, looking at the action from afar. They would not seek out targets, but only wait until someone walks in front of your scope.

This is because real world sniper rifles are impossible to fire accurately if they're not resting on a stable platform. You can't hold a sniper rifle freehand and expect to hit anything. Besides that, real snipers have to do some pretty detailed math to adjust their shot for wind, distance and gravity, and any time they move all of that has to be done again (I will concede that targetting assistance in the ME universe makes that a non-issue).

Sniping in ME is nothing like the real world. If it were, you wouldn't need tactical cloak, because you'd never be anywhere near an enemy (unless they happened to find your sniper perch, in which case the game is up and you have to abandon your position and give up or set up elsewhere).

#191
Dilandau3000

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I think the main issue is that the current scoring system isn't a great barometer of utility. Infiltrators get a lot of kills, so they tend to score high. Other classes may not score as high, but that doesn't mean they're not useful.

Take the much-maligned female quarian engineer, for example. You can't score very high with that, but is it as useless as people say? The sentry turrent doesn't do much damage, but it will distract enemies and drive them in a certain direction (hopefully right into the sniper's scope). For a hack objective in a location with multiple access routes, it can prevent enemies from using one route, funneling them through the others into the line of fire of your teammates.

Cryo blast doesn't do a lot of damage, you don't get a lot of assist score for it, but it does slow enemies down and increases the damage they take. Thanks to AoE and fast cooldown you can hold back entire groups of enemies making them easier for your teammates to pick off. Make that phantom easier to falcon punch for the batarian in your team by freezing it.

And then you still have incinerate as a panic button if you get in a tough spot.

Would a team of four QFEs work? Of course not. Will a QFE score the highest? No. Are they the best egineer? No. Are they useless? No, if used right you can help the rest of your team score higher and make their job easier.

Infiltrators may score higher (depending on weapon and skill), but I don't think that necessarily makes them more useful than the others.

#192
xXdmndmnXx

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+1. Instead of nerfing the living daylights out of every god-damn weapon and class, i'd love to see buffing of some classes for a change. Like the one they did to the Shockwave power.

#193
ElectroNeonPanda

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Ashen Earth wrote...

If cooldowns were totally irrelevant like the majority of the idiots on this forum who don't play an infiltrator, but think they know about the class say, then I should be able to load up the two heaviest weapons in my arsenal no problem.


Infiltrators can happily load up on a 200% CD without adverse effects and many do.  With the exception of the odd hack where you can't utilise the environment for cover and have aggro cooldown is irrelevant to the class due to the TC cancellation glitch.  Infiltrators currently have all the benefits with none of the drawbacks inherent in the other classes.  

Of course, none of the people here will accept that and as long as Infiltrators are the most played class, which I have no doubt they are, they won't be correctly tuned by Bioware.  In time though, Little Timmy will grow bored of his cloak/shoot cycle and will try another class out.  When he doesn't top the charts with that class then the forums will be flooded for a while with bufff/nerf posts or they'll simply leave for the next shooter.

Modifié par ElectroNeonPanda, 14 juin 2012 - 06:21 .


#194
Ashen One

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ElectroNeonPanda wrote...

Ashen Earth wrote...

If cooldowns were totally irrelevant like the majority of the idiots on this forum who don't play an infiltrator, but think they know about the class say, then I should be able to load up the two heaviest weapons in my arsenal no problem.


Infiltrators can happily load up on a 200% CD without adverse effects and many do.  With the exception of the odd hack where you can't utilise the environment for cover and have aggro cooldown is irrelevant to the class due to the TC cancellation glitch.


A 24.50 second maximum cooldown is an "adverse effect", especially for infiltrators that disarm objectives, and revive allies. You know, typical things the Infiltrator would do in a match. There is no "TC cancellation glitch", the power cooldown is proportional to how long you stay in cloak and is working as intended.

Your argument rests on the assumption that all an Infiltrator uses cloak for is shooting, which is just wrong. If that's how you play an infiltrator, you're a horrible Infiltrator. If you don't play an infiltrator, and you can't grasp the concept, then you're talking out of your ass.

Modifié par Ashen Earth, 14 juin 2012 - 07:57 .


#195
V_Davion

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No they don't.

Infiltrators are the rogues of ME3 and rogues have always had huge damage bonuses when they sneak attack, because they are squishy and die often if they try to go into the heat of battle.

All my points have been already said in the thread so I won't repeat. Listen to Ashen Earth, he knows what he's talking about

#196
ElectroNeonPanda

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Ashen Earth wrote...

Your argument rests on the assumption that all an Infiltrator uses cloak for is shooting, which is just wrong. If that's how you play an infiltrator, you're a horrible Infiltrator. If you don't play an infiltrator, and you can't grasp the concept, then you're talking out of your ass.


Trying to decide whether you're being deliberately obtuse in order to lend credibility to your walls of idiocy or if you actually do have difficulties with reading comprehension.  Here, let me help:

ElectroNeonPanda wrote...
With the exception of the odd hack where you can't utilise the environment for cover and have aggro cooldown is irrelevant to the class due to the TC cancellation glitch.  

 

ElectroNeonPanda wrote...
I play SE and GI pretty much to the exclusion of everything else 

 

I play the class, the difference between myself and the majority of the Infiltrators on here is I acknowledge the fact the class is currently overtuned in MP.  Where other classes sacrifice utility for damage (Soldier) they still fall far behind Infiltrators in damage dealing capability.  Other classes that are focussed more on utility/survivability (Engineer/Sentinel) struggle to keep up with Infiltrators.  I can quite happily solo gold waves on my GI that would destroy me on most other classes.  

Of course, this is all wasted on you.  You're not going to change your opinion for obvious reasons and I'm clearly not going to change mine.  Only time will tell how BW view class balance.

#197
Nl55

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Ashen Earth wrote...

Your argument rests on the assumption that all an Infiltrator uses cloak for is shooting, which is just wrong. If that's how you play an infiltrator, you're a horrible Infiltrator. If you don't play an infiltrator, and you can't grasp the concept, then you're talking out of your ass.



II playing infiltrator and soldier.
Near 90% of random infiltrators use TC only for shooting. Some ones use it for reviving team mates and can use it for objectives. In many cases people do objective without TC.
Longevity evolution of Tactical cloak is useless because basic time enough for making objectives and do silent move across combat.
And i can compare infiltrators utility with soldiers utility. Humans and turians have firepower comparable (less) but without cloak they must does move much more TACTICAL.

By this i want to tell that you're talking out of your ass.Be not rude, dude.;)


P.S.
AND infiltrator IS NOT rogue. Concept of battlefield is much different.