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.
kr3g wrote...
It should become charged after 10 shots
Modifié par Xaijin, 12 juillet 2012 - 08:10 .
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.
Modifié par SinerAthin, 12 juillet 2012 - 08:12 .
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.
Modifié par Xaijin, 12 juillet 2012 - 08:14 .
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.
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.
No, 10 is perfect.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.
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)
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.
Modifié par landylan, 12 juillet 2012 - 08:19 .
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?
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.
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
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...
Modifié par bob2.0, 12 juillet 2012 - 08:55 .
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.
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?
Mysterious Stranger 0.0 wrote...
lol
What games are you referring to exactly?
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
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.
Modifié par bob2.0, 12 juillet 2012 - 09:58 .
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.
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.