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Set Phasers to Suck; The Particle Rifle's Stats


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#176
Stance Punk

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kr3g wrote...

It should become charged after 10 shots


Way too fast. Isn't around 40 right now? With the mag mod, it's fine.

#177
Xaijin

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Pretty hilarious considering it's supposed to be the best assault rifle in the game, and one the best weapons period.

Especially considering how long you're exposed when you're waiting for it to overclock. Damage needs to be tripled, basically. Funny thing is, when it was used in the preview vids, it worked like it was supposed to.

Modifié par Xaijin, 12 juillet 2012 - 08:10 .


#178
SinerAthin

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The Reegar is capable of destroying an Atlas without any extra ammo beyond its standard total.

Killing an Atlas typically consumes about 60-80% of its total ammo, and a little less if you are a Male Quarian infil with grenades/geth infil with proxy.


As for what you mentioned about ammo:

I would rather have a weapon with low ammo that could kill things than a weapon with high ammo that couldn't kill things.

Ammo boxes are always available, and Thermal Clips are quite often the least used consumables.

Stance Punk wrote...

kr3g wrote...

It should become charged after 10 shots


Way too fast. Isn't around 40 right now? With the mag mod, it's fine.

 

It's already too bad.

When Reapers/brutes are swarming you or two phantoms pop out around a corner, the rifle will fail you.

This is an Ultra Rare, yet it is outclassed by both Uncommon and Rare weapons.

Modifié par SinerAthin, 12 juillet 2012 - 08:12 .


#179
Xaijin

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Foxtrot813 wrote...

Has anyone tried this on a DoT-heavy char like the Justicar or the Batarian Soldier? I imagine the sheer melting power of Reave stacked on + Particle Beam or Inferno grenades burning with some Ballistic Blade bleed damage could make this thing at least somewhat worthwhile.


It doesn't even work on a geth with full weapon damage hunter mode. There are common weapons that makes this weapon look like a  (literal) nerf(ed) gun.

Modifié par Xaijin, 12 juillet 2012 - 08:14 .


#180
Stance Punk

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SinerAthin wrote...

The Reegar is capable of destroying an Atlas without any extra ammo beyond its standard total.

Killing an Atlas typically consumes about 60-80% of its total ammo, and a little less if you are a Male Quarian infil with grenades/geth infil with proxy.


As for what you mentioned about ammo:

I would rather have a weapon with low ammo that could kill things than a weapon with high ammo that couldn't kill things.

Ammo boxes are always available, and Thermal Clips are quite often the least used consumables.

Stance Punk wrote...

kr3g wrote...

It should become charged after 10 shots


Way too fast. Isn't around 40 right now? With the mag mod, it's fine.

 

It's already too bad.

When Reapers/brutes are swarming you or two phantoms pop out around a corner, the rifle will fail you.

This is an Ultra Rare, yet it is outclassed by both Uncommon and Rare weapons.


On second thought, yeah. It's UR so having it even a bit overpowered is justified.

#181
Ashen One

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Foxtrot813 wrote...

Has anyone tried this on a DoT-heavy char like the Justicar or the Batarian Soldier? I imagine the sheer melting power of Reave stacked on + Particle Beam or Inferno grenades burning with some Ballistic Blade bleed damage could make this thing at least somewhat worthwhile.


I don't think it would synergize well with Reave because you would have to interrupt the firing process to cast Reave, and then go through the slow charge up time again, so basically imo it's probably as crappy for caster classes as the Geth SMG.

That's why I suggested using it on a defensive AJA, because in her case Reave is mainly used for stagger and additional damage reduction. It's not like it needs to be spammed.

#182
kr3g

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Stance Punk wrote...

kr3g wrote...

It should become charged after 10 shots


Way too fast. Isn't around 40 right now? With the mag mod, it's fine.

No, 10 is perfect.
Currently it's 50, and before you will charge up your rifle, phantom or any other decent enemy will kill you, or force to cover.

And dont forget about stunning. 1 hit from rocket trooper, hunter, or prime and you must charge again. That's another 50 shots.

#183
Father Superior

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LeonLionHart wrote...

Dude... I was laughing so hard at all of your ice cream and pie references, that needless to say I failed to see your point due to you making you making me so hungry. 

And... just for the record bro, Your N7 rank doesn't hold up in the court of skill. And if I ever have the fortune of playing someone such as yourself I will gladly turn your spaghetti pasta tactics against you and stomp the scoreboard until you barf twinkies.  (I can make food references too)


N7 doesn't show skill, it shows potential to do really well. As much as I would like to use a food analogy, I cannot think of one that would fit so this should suffice:
You are captain of a 4 man basketball team (I know that doesn't make sense in the real sports world but just humor me). You have 2 players already picked and you are trying to decide on the 4th teammate. Who would you choose: a 7' monster of a man or a 5' shrimp, both with some kind of prior knowledge that isn't specified and the same "equipment" (shoes, athletic equipment, etc. meant to signify weapons/loadout)? You would pick the 7' tall guy because he has more potentially to do really well and be an asset to the team. Does that mean that the 5' shrimp isn't going to be good? No, he could just not have grown much and could be an expert on the game with amazing agility and endurance. Unfortunately, the same situation could be true for the 7' monster, who could end up being a clusmy behemoth who can barely jog up and down the court without breaking a sweat. Without seeing them in action, you don't have much of a means of determining their skill and you need to make a decision, which can best be done by investigating their knowledge of the game (do they have correct form [loadout]), do they know the basic rules (ULM, etc.), are they a team player who is putting in the effort (using equipment and amps) and whatever else you can determine during tryouts (the lobby). There is no way of knowing for sure, but more often than not the 7' monster will end up being a better teammate than the 5' shrimp because of their prior knowledge of the game (having played enough of the game to know get to their rank) and what they need to bring to the table.
N7 is hardly the end-all skill tester, but you can rightfully expect a lot more of a high N7 than a low. And just know that when someone stomps on my spaghetti, I serve them a cake that is so delicious, they can never experience the feeling of deliciousness again because their tastebuds are forever scarred, locked in eternal envy by the goodness they have touched. Think about that. Now if you excuse me, I need to get back to the homeless shelter so I can barf twinkies on hobos and feel all fuzzy inside about doing a good thing.

#184
whateverman7

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CheetahZ1 wrote...

Its not just BSN. It's with most forums. Most people who check forums are either metagaming to maximize effectiveness or looking for news about the game. The fact is, most people here are going to be worried about effectiveness on the highest difficulty, It's not the wrong way of thinking for weapon balance anyways.


it is the wrong way of thinking when it comes to balance....for as long as i've been involved with gaming, no game has ever balanced around the hardest level of difficulty....the hardest level of difficulty is the most broken level in terms of balance and it's set against the player....that's what makes it hard and provides that challenge....yet for some reason, the bsn thinks that should be different for me3 mp...why is that?

#185
landylan

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how well does it apply ammo effects? It might be good to set off tech bursts at any distance and give a little extra kick against bosses.

Modifié par landylan, 12 juillet 2012 - 08:19 .


#186
Mysterious Stranger 0.0

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whateverman7 wrote...

CheetahZ1 wrote...

Its not just BSN. It's with most forums. Most people who check forums are either metagaming to maximize effectiveness or looking for news about the game. The fact is, most people here are going to be worried about effectiveness on the highest difficulty, It's not the wrong way of thinking for weapon balance anyways.


it is the wrong way of thinking when it comes to balance....for as long as i've been involved with gaming, no game has ever balanced around the hardest level of difficulty....the hardest level of difficulty is the most broken level in terms of balance and it's set against the player....that's what makes it hard and provides that challenge....yet for some reason, the bsn thinks that should be different for me3 mp...why is that?


lol


What games are you referring to exactly? 

#187
MaxShine

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spudspot wrote...

I can't really tell... I don't know the difficulty and how many other squadmates are targetting that Atlas, but it seems to drop fairly quick once its shields are down. Maybe there's a multiplier against armor as well? Armor damage reduction would otherwise be really crippling to the gun, even with mods.


Hmm, that video does not look very promising, even if the damage increases over time, the charge time is still pretty high and the reason why I hated it in sp is the ammo recharge time... that is just way too long. I suppose I would do better with the harrier in every possible situation and this thing is UR, so it takes a very long time to reduce weight and get additional damage...

#188
Father Superior

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Ashen Earth wrote...

Oh trust me, I know how unpopular the Claymore would be simply from all of the "Claymore sucks" posts during the demo days of ME 3.

Truth be told, ammo is never really a problem for me with said weapons because I'm constantly moving around the map on the classes I use them on but like I said in another post, I could see the potential in the PPR on a class like the AJA specced for defense. Defensive AJA can fire the weapon continously while shrugging off enemy damage, (benefitting more from the increased damage mode) gets a passive weight reduction to make the weapon somewhat less ludicrous, and benefits more from the unlimited ammo than a more mobile class because having the full DR from Biotic Sphere/Reave at all times means having severely reduced mobility


I wasn't around for those days so I didn't know. That would explain how it seems to be the closest to perfectly balanced weapon in the MP. And while you don't need to worry about ammo when you're running around, when you need to hack or you and your team get pinned down without any equipment to save you, that's when you'll wish your weapon has more ammo in its reserves. The Harrier and Reegar are excellent weapons, but they do fail in respect to their ammunition. The Particle Rifle isn't necessarily better than those guns, but it is miles above them in capacity. That doesn't make the gun the best ever, but it fits its niche very well.
I have only used it on Insanity SP, still awaiting to get it in the store :(, but I imagine it would be a great gun for Sprinkles while he levels up or Buttercup for longer range weapon (Sprinkles the Vorcha Soldier & Buttercup the Vorcha Sentinel, in case you were wondering).

#189
Bahroo3

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100RenegadePoints wrote...

spudspot wrote...

I can't really tell... I don't know the difficulty and how many other squadmates are targetting that Atlas, but it seems to drop fairly quick once its shields are down. Maybe there's a multiplier against armor as well? Armor damage reduction would otherwise be really crippling to the gun, even with mods.


Hmm, that video does not look very promising, even if the damage increases over time, the charge time is still pretty high and the reason why I hated it in sp is the ammo recharge time... that is just way too long. I suppose I would do better with the harrier in every possible situation and this thing is UR, so it takes a very long time to reduce weight and get additional damage...


And add to the fact that the video is showing silver not gold.

#190
NeedsMoreCowb3ll

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If you could set phasers to suck, I don't think most of the Alliance soldiers would come out of the barracks.

#191
bob2.0

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Never minding the fact that in SP this weapon hits overcharge mode after consuming only 30 ammo, which is way more acceptable to me due to exposure times in gold, it has the flaw of having a finite range.

Even with it being a x4 damage multiplier when firing in overcharge mode, that exposure time prior to it is unacceptable to me when firing from cover. 3.75 seconds is a long time. The other (personal taste) issue is that once charged, there is no window where it will remain in overcharge mode before reverting to default damage.

Edit: And in my experience, games that didn't balance around the highest levels of play didn't last long. I'm glad that things are balanced around gold play, and if that means things are very strong or OP or brokenly OP in the lower tiers (i.e. bronze), then so be it. When you don't balance around the highest levels of play or the hardest difficulty, then you get games with severe pidgeon holing of character/class/build/gear/whatever.

Modifié par bob2.0, 12 juillet 2012 - 08:55 .


#192
Father Superior

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SinerAthin wrote...
The Reegar is capable of destroying an Atlas without any extra ammo beyond its standard total.

Killing an Atlas typically consumes about 60-80% of its total ammo, and a little less if you are a Male Quarian infil with grenades/geth infil with proxy.


As for what you mentioned about ammo:

I would rather have a weapon with low ammo that could kill things than a weapon with high ammo that couldn't kill things.

Ammo boxes are always available, and Thermal Clips are quite often the least used consumables.


The Reegar exhausts almost its entire supply just to kill an Atlas is what you're telling me, and even that statement is flawed. Being an QM/Geth Infiltrator shouldn't matter because you would compromise the experiment by using Arc Grenades/Proximity Mines. I am talking about the sole damage the weapon can dish out compared to its reserves, weight, accuracy and fire rate. If I am weighed down to the point of not being able to fire off powers in quick succession, unable to deal with enemies at a distance, restricted by a low fire rate and/or tasked with constantly running to ammo boxes, how am I going to be doing the best I can possibly do? The amount of factors involved in this equation make it far too complicated for it to be answered with a "Yes, it sucks/No it is good".
First off, there is a vast difference between "high ammo" and "infinite ammo". High ammo means I am only subjected to minimal trips to the ammo box, while infinte ammo means I do not need to make any trips at all. I could not go to a single box all game and be fine. And just because you prefer to constantly be visiting the ammo boxes doesn't mean everyone does. There are plenty of players (including myself) who are frustrated with the amount of trips they need to make per game when using the Harrier or Reegar. Also, the ammo boxes are not always available like you said (a game on Firebase Condor can illustrate that point for you) and being forced into using Thermal Clips due to an ammo shortage can get expensive/wasteful for the player relatively fast.

#193
CheetahZ1

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whateverman7 wrote...

CheetahZ1 wrote...

Its not just BSN. It's with most forums. Most people who check forums are either metagaming to maximize effectiveness or looking for news about the game. The fact is, most people here are going to be worried about effectiveness on the highest difficulty, It's not the wrong way of thinking for weapon balance anyways.


it is the wrong way of thinking when it comes to balance....for as long as i've been involved with gaming, no game has ever balanced around the hardest level of difficulty....the hardest level of difficulty is the most broken level in terms of balance and it's set against the player....that's what makes it hard and provides that challenge....yet for some reason, the bsn thinks that should be different for me3 mp...why is that?


You mean SP right? Because balance doesnt  matter in an SP game. Everything can be completed using a certain setup, it just becomes more time consuming.

In MP youre mostly putting yourself up with other players and you are constantly referenced. Imbalance causes a bottleneck of builds for the community where most people will sticck to one setup (you know like the whole infiltrator thing). It generally makes the other options feel wasted.

#194
whateverman7

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Mysterious Stranger 0.0 wrote...

lol

What games are you referring to exactly? 


what's so funny? where was i incorrect with what i said? If i'm incorrect, name a game that balanced around the hardest difficulty level

i get it now, you're the cat that i disagreed with on some topic, and you stopped reading my posts cause you said you couldnt follow them lol...now that i remember, nevermind

#195
Mysterious Stranger 0.0

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whateverman7 wrote...

Mysterious Stranger 0.0 wrote...

lol

What games are you referring to exactly? 


what's so funny? where was i incorrect with what i said? If i'm incorrect, name a game that balanced around the hardest difficulty level

i get it now, you're the cat that i disagreed with on some topic, and you stopped reading my posts cause you said you couldnt follow them lol...now that i remember, nevermind


WoW and all other PVE MMOs.


Now what games are you refferring to

#196
whateverman7

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CheetahZ1 wrote...

You mean SP right? Because balance doesnt  matter in an SP game. Everything can be completed using a certain setup, it just becomes more time consuming.

In MP youre mostly putting yourself up with other players and you are constantly referenced. Imbalance causes a bottleneck of builds for the community where most people will sticck to one setup (you know like the whole infiltrator thing). It generally makes the other options feel wasted.


I mean in gaming in general. Balance is always broken and set against the player on the hardest difficulty of a game, no matter sp or co-op mp. It's that broken setup of the data that provides the challenge and makes it hard. That's why no game is balanced around the hardest level.

As for bottleneck of builds in regards to me3, that has nothing to do with the balance of the game. That was just the bsn being sheep and using what made the game: a) a lil easier on gold and B) what allowed players to play the co-op mp like it was sp. All the things in the game can be used on gold effective. Yes, some things are easier to use then others, but that's what provides variety and challenge to it. If everything worked the same, the game would be no fun. 
 

#197
bob2.0

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Again, balance must be centered around the highest levels of play if you want your game to last.
A perfect example is the difference between GG Accent Core (all characters proven tournament winners at the highest levels of play) and just about every Street Fighter game I've ever played (half the roster is clearly inferior to the other half).

Imbalance to the levels that have been seen in this game and many others WILL lead to bottlenecking builds, because an easy/obvious choice is no choice at all.

Edit: The TC changes and GI detuning, from what I've seen, resulted in less infiltrators played and more of other classes being played. Like it was stated, people are lazy. And most WILL choose the path of least resistance towards victory. Rebalancing this game around silver (or worse, bronze) would lead to only a few very specific builds being able to clear gold.

I am glad that I see less infiltrators now, because it means I see more of all the other classes.

Modifié par bob2.0, 12 juillet 2012 - 09:58 .


#198
WaffleCrab

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Father Superior wrote...

SinerAthin wrote...
The Reegar is capable of destroying an Atlas without any extra ammo beyond its standard total.

Killing an Atlas typically consumes about 60-80% of its total ammo, and a little less if you are a Male Quarian infil with grenades/geth infil with proxy.


As for what you mentioned about ammo:

I would rather have a weapon with low ammo that could kill things than a weapon with high ammo that couldn't kill things.

Ammo boxes are always available, and Thermal Clips are quite often the least used consumables.


The Reegar exhausts almost its entire supply just to kill an Atlas is what you're telling me, and even that statement is flawed. Being an QM/Geth Infiltrator shouldn't matter because you would compromise the experiment by using Arc Grenades/Proximity Mines. I am talking about the sole damage the weapon can dish out compared to its reserves, weight, accuracy and fire rate. If I am weighed down to the point of not being able to fire off powers in quick succession, unable to deal with enemies at a distance, restricted by a low fire rate and/or tasked with constantly running to ammo boxes, how am I going to be doing the best I can possibly do? The amount of factors involved in this equation make it far too complicated for it to be answered with a "Yes, it sucks/No it is good".
First off, there is a vast difference between "high ammo" and "infinite ammo". High ammo means I am only subjected to minimal trips to the ammo box, while infinte ammo means I do not need to make any trips at all. I could not go to a single box all game and be fine. And just because you prefer to constantly be visiting the ammo boxes doesn't mean everyone does. There are plenty of players (including myself) who are frustrated with the amount of trips they need to make per game when using the Harrier or Reegar. Also, the ammo boxes are not always available like you said (a game on Firebase Condor can illustrate that point for you) and being forced into using Thermal Clips due to an ammo shortage can get expensive/wasteful for the player relatively fast.


+1 :)

#199
Lukeman1884

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So it seems the PR is the new Eagle. I've saved up 1m creds so far in prep for the DLC, and I just KNOW that half my packs are gonna contain this PoS.

#200
Stance Punk

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Lukeman1884 wrote...

So it seems the PR is the new Eagle. I've saved up 1m creds so far in prep for the DLC, and I just KNOW that half my packs are gonna contain this PoS.


I'm praying I get a Cerby Harrier instead of the PR