Platinum and class viability
#101
Posté 30 novembre 2013 - 11:32
Jugg force to either camp or lone-wolfing, can't pick you up fast, can't be picked up fast (and usually even "well-played" jugg dies in the middle of boss-mob). Extremely stupid kit actually.
#102
Posté 30 novembre 2013 - 11:44
Modifié par Kalas Magnus, 30 novembre 2013 - 11:44 .
#103
Posté 30 novembre 2013 - 11:49
Kalas Magnus wrote...
my gawd. it has actually been a year since they added platinum
And it's still annoying as hell.
#104
Posté 30 novembre 2013 - 12:14
Chief Capo wrote...
Like I said before, it shines in situations where teams use strategys likefortifying a specific position ( like the beginning spawn in firebase giant)camping
no thanks.
#105
Posté 30 novembre 2013 - 02:33
Kislitsin wrote...
2-3 decent players with properly built kits - no need in jugg, cuz you can split aggro, control several spawns each, be half-map from each other but still able to pick-up each other.
Jugg force to either camp or lone-wolfing, can't pick you up fast, can't be picked up fast (and usually even "well-played" jugg dies in the middle of boss-mob). Extremely stupid kit actually.
You should not call Jugg 'stupid' just because you can't play it well. I've topscored many times with my Jugg in Plat pugs. The secret is simple - don't melee. Play him like a tough soldier.
#106
Posté 30 novembre 2013 - 02:44
It's not so hard to play him well. Meh, I tried him as a weapon platform and as a siege pulse spammer, still boring and inferior to any other geth and any other weapon platform, and as I said, disturbs team tactical synergy.stealth_202 wrote...
You should not call Jugg 'stupid' just because you can't play it well. I've topscored many times with my Jugg in Plat pugs. The secret is simple - don't melee. Play him like a tough soldier.
I've topped plat pug with katana wielding TSent, doesn't mean katana is plat viable.
If one is effective with jugg he will roflstomp with destroyer, tsol, gt etc.
#107
Posté 30 novembre 2013 - 04:04
It would've been better if they made more diverse characters in the vanguard class. If they made a biotic caster with biotic charge or a weapons class with biotic charge, it wouldn't be so bad. Those characters wouldn't have to rely on bc to do damage and survive. I think they were a little hamstrun in this because of how overpowered bc is on lower levels.
#108
Posté 30 novembre 2013 - 05:08
But winfiltrators are all that diverse and variablepageiommi wrote...
The problem is that vanguards are the least diverse class in the game. Every vanguard relies on biotic charge. No other class is that one dimensional. The issue with platinum is that biotic charge is a bad power for platinum and every vanguard relies on that power.
L2chargesmart, vanguards are plat viable, period. They are off-host nonreliable, but if you host you can roflstomp plat with drellgod, broguard, slayer, kroguard. Only the novaguard is a bit of luckluster on plat.
Also I will elaborate my juggy hatred: SyncKills are improtant future of game balance (and I actually like that future) and two fractions are built around syncs, so making sync-immune kit (who also has 2 ways of shield recharge) is the most unwise things for the devs (on par with immortal infiltrators).
Modifié par Kislitsin, 30 novembre 2013 - 05:09 .
#109
Posté 30 novembre 2013 - 06:41
Kislitsin wrote...
But winfiltrators are all that diverse and variablepageiommi wrote...
The problem is that vanguards are the least diverse class in the game. Every vanguard relies on biotic charge. No other class is that one dimensional. The issue with platinum is that biotic charge is a bad power for platinum and every vanguard relies on that power.
L2chargesmart, vanguards are plat viable, period. They are off-host nonreliable, but if you host you can roflstomp plat with drellgod, broguard, slayer, kroguard. Only the novaguard is a bit of luckluster on plat.
Also I will elaborate my juggy hatred: SyncKills are improtant future of game balance (and I actually like that future) and two fractions are built around syncs, so making sync-immune kit (who also has 2 ways of shield recharge) is the most unwise things for the devs (on par with immortal infiltrators).
Why the novaguard hate? I find Novaguard to be fairly effective at higher difficulties as long as you know when not to charge, when not to nova and when to actually shoot things lol... Sure this leads to sub-optimal damage for large amounts of time, but he can damn sure keeps things out of that hack circle. Novaguard is pretty solid against cerb plat for example. I wouldn't bring him to reaper plat (or collector plat for that matter). Charge nova can level a group of pyros, dragoons and/or phantoms in no time...It just starts to get really sketchy when banshees are porting around you because charging anything is risky.
I disagree that synch kills are a good thing. In a game so susceptible to lag, having your round end instantly and seemingly randomly is pretty unpleasant. Additionally, as outlined above, certain boss units can make certain cqc playstyles ineffective. This leads to lousy balance. I do agree that not seeing Kroguards everywhere claiming Plat is easy is a good thing, but I don't think synch kills are the way to do that.
I really just have issues with instant synch kills (banshees) or the fact that synch kills can be 'primed' against a party member yet done on you.
#110
Posté 30 novembre 2013 - 06:49
#111
Posté 30 novembre 2013 - 06:51
Ares_GoW wrote...
HusarX wrote...
Der Ivan91 wrote...
The team should look like this:
3x Geth Juggernaut (screw the turret, go for the siege pulse that gives you more damage resist and the large Hex shield)
1x Volus adept (the spheres it creates decrease cooldown for shield boost)
Good to know, thx.
Next time we try this. Maybe the we will finally extract on platinum
Yep, your Volus with Spitfire + my Juggy with Predator. Imagine all those tasty credits...
#112
Posté 30 novembre 2013 - 07:01
I agree with the year old OP in some ways. Platinum isn't always fun because it render a lot of classes obsolete that focus on crowd control, and bullet spongey boss spam is never very fun.
FTFYKislitsin wrote...
Also I will elaborate my juggy hatred: SyncKills are important feature of game balance (and
I actually like that feature) and two factions are built around syncs,
so making a sync-immune kit (who also has 2 ways of shield recharge) is
the most unwise things for the devs (on par with immortal infiltrators).
LOL! synckills were implemented purely to make up for extremely dense AI. SyncKills were not in the other games and they worked just fine. Instant kills in general are not very fun or interesting especially how they are implemented in ME3.
I like the Juggie simply because he is a true tank in the game built around drawing aggro and protecting squishy teammates. Other tanks are completely worthless because of LOLsynckills.
Modifié par MajorStupidity, 30 novembre 2013 - 07:10 .
#113
Posté 30 novembre 2013 - 07:22
Syncs are ok, user-site hosting related and net coding related BS, as well as some poorly planned insta-kill mechanics - that's not ok.
And well played squishy teammates don't need jugg's protection, so go spam your siege pulse elsewhere.
Modifié par Kislitsin, 30 novembre 2013 - 07:25 .
#114
Posté 30 novembre 2013 - 07:37
You really like a mechanic where an enemy can instantly put you out of the game with no warning at all just because you got close to them... that is just ridiculous. You don't like the juggie thats fine I am not saying I use it all the time, but I like that there is a class that does something other than DPS fest.
#115
Posté 30 novembre 2013 - 08:08
SoundWraith wrote...
Chief Capo wrote...
Like I said before, it shines in situations where teams use strategys likefortifying a specific position ( like the beginning spawn in firebase giant)camping
no thanks.
No one cares how you feel. It's smarter to camp Than to run around like an idiot getting downed leaving your team to fend for itself, I take it you're one of those typa players
#116
Posté 30 novembre 2013 - 08:10
#117
Posté 30 novembre 2013 - 08:12
Dala Kaar wrote...
Chief Capo. It's smarter to run around as a team than camp.
Not when you have a Geth Juggernaut .... Durr
#118
Posté 30 novembre 2013 - 08:16
#119
Posté 30 novembre 2013 - 08:18
Sure thing.Chief Capo wrote...
Dala Kaar wrote...
Chief Capo. It's smarter to run around as a team than camp.
Not when you have a Geth Juggernaut .... Durr
You really should post some vids of your 45 minute long golds, let us know how awesome they are.
Don't forget to take your Lancer and pretend it's a Harrier too.
#120
Posté 30 novembre 2013 - 08:19
Chief Capo wrote...
No one cares how you feel. It's smarter to camp Than to run around like an idiot getting downed leaving your team to fend for itself, I take it you're one of those typa players
Lol. It's better to move across the map through RHA, controlling at least 2 spawns at a time and retaining a constant distance from each other. In between waves it's better to reposition to force spawns in the most tactically beneficient places. It allows to cover each others back and not being swarmed and reduces the length of the match drastically. But it requires to be aware of the position of enemies and teammates, it requires smart positioning and some teamwork, it requires knowledge of game mechanics as well.
Camping is never smart, it's just the most simple tactics that doesn't require anything but some box (like giant LZ).
Good luck at camping in thunderdome.
Modifié par Kislitsin, 30 novembre 2013 - 08:20 .
#121
Posté 30 novembre 2013 - 08:32
Kislitsin wrote...
Chief Capo wrote...
No one cares how you feel. It's smarter to camp Than to run around like an idiot getting downed leaving your team to fend for itself, I take it you're one of those typa players
Lol. It's better to move across the map through RHA, controlling at least 2 spawns at a time and retaining a constant distance from each other. In between waves it's better to reposition to force spawns in the most tactically beneficient places. It allows to cover each others back and not being swarmed and reduces the length of the match drastically. But it requires to be aware of the position of enemies and teammates, it requires smart positioning and some teamwork, it requires knowledge of game mechanics as well.
Camping is never smart, it's just the most simple tactics that doesn't require anything but some box (like giant LZ).
Good luck at camping in thunderdome.
I agree on SPECIFIC maps, Not Rio + Giant though, Even on Glacier, it's sometimes better to camp that main middle room .. Goddess, London, Other maps, I'd agree with you saying to move around .
Second off, are we forgetting that we were talking about camping IF you had a geth juggernaut on the team?
Didn't I say an earlier post, the geth juggernaut would shine in maps where you are fortyfing a position or camping (LIKE FIREBASE GIANT)
I guess that slipped everyones mind when they attempted to say something lol
#122
Posté 30 novembre 2013 - 08:40
#123
Posté 30 novembre 2013 - 08:43
Kislitsin wrote...
Ahem, why should 3 other people be forced to "amuzing" camping if fourth decided to play juggernout? I would like to have tgi or sexbot on the team over jugg for these sole reason.
They're Not forced, But PUG common sense is if you see the map on Giant Or Rio, And there's a Juggernaut in the room .... You probably assume it's gonna be a campfest lol.
You can feel free to run around, But that's what Mic's + Communication is for , and while you're running around while the team is camping around, And get downed, Better get yourself back up, Because chances are if you get downed, another teammate will get downed trying to get to you (Less they have tac cloak) and etc.
And that just makes a mess when things could've been more simple by camping it out.
Bottom line is, Like I said, The Geth juggernaut is a good build and shines in certain situations..
Modifié par Chief Capo, 30 novembre 2013 - 08:46 .
#124
Posté 30 novembre 2013 - 08:47
You're making the assumption yourself that a juggernaut is an auto-camp. The best juggs are the mobile ones who control choke points then move on to the next choke point of the nearest spawn. It's never worth your time to camp unless you're very new to platinum and undergeared and really have no clue what you're doing.
#125
Posté 30 novembre 2013 - 08:51
Dala Kaar wrote...
lol, you keep getting more and more specific, well, but, on *these* maps! Assume something!
You're making the assumption yourself that a juggernaut is an auto-camp. The best juggs are the mobile ones who control choke points then move on to the next choke point of the nearest spawn. It's never worth your time to camp unless you're very new to platinum and undergeared and really have no clue what you're doing.
Well, I'm so specific because the first post WAS that specific in the first place, I mean, After all I said "The geth juggernaut shines in situations where you need to camp, ( Such as firebase giant)" Those were my exact words,
So I don't see how i'm getting more specific than the base comment.
You guys are the ones getting super specific with it lol
Just going off of how I've seen things go for the last few months of pugging platinum when a juggernaut would enter
Modifié par Chief Capo, 30 novembre 2013 - 08:53 .





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