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Get rid of the charge mechanic on the Acolyte and it would be fairly useful...


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#126
Alijah Green

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KAM12780 wrote...

The gun isn't made for killing. It's used for stripping shields/barriers so that you can kill it with biotics. It's a gun made for biotics who have trouble taking shields/barriers down. If you don't like it, use a different gun.


+1

#127
Immortal Strife

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Star fury wrote...

Strange thread. Acolyte is a great situational weapon, especially for adepts that can strip shields with it and then cast something nasty. Good for stopping banshees...


This 100%. The Acolyte fills the ninche of shield stripping and light weight very well.

#128
a hobo wit an omniblade

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I see alot of people saying that the charge mechanic is not an issue when it comes to casting powers at the same time. Probably bc alot of them are on pc where they have multiple hotkeys. On consoles, with only three buttons to use, the charge up time is one hell of a hand sore to hold on to while using powers and/or looking.

#129
Asebstos

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Stardusk wrote...

Podboq wrote...

While it could be reduced a bit, removing the charge would make this gun really op. When it removes the shields from a gold prime in a few shots you kinda need a downside.


Yes, it removes shields, that's nice, also stuns (inconsistently) but shields are far easier to take down than armour anyway so whilst nice, being good against shields is meh. Like I said, I can kill enemies faster with dozens of other normal weapons. Apart from weight and weirdness, why use this weapon?

I know that you're a very competent player SD, but in my experience, on Gold and Platinum, the Acolyte has a use. Yes, on my Piranha carrying Turian Soldier/Geth Infiltrator, my nade spamming Demolisher, or my Typhoon carrying Destroyer its pointless, but on my Justicar/Fury/FQE I find myself hard pressed to find a weapon that can take down shields/barriers as quickly (barring using say, Disruptor Ammo, which is a terrible choice on my adepts). I find it especially worthwhile on Phantoms (since it immediately drops their barriers and puts them into a less aggressive stance) and boss units that have a ton of shields/barriers.

#130
bondiboy

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Stardusk wrote...

 ...with the stress on fairly. The charge mechanic makes it quite...well, a weapon not to be taken.


Agree . Many better options

Modifié par stricko, 29 juillet 2012 - 10:31 .


#131
kingvenom41392

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 +1

#132
Whatislove?

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I loled when I saw this post. Not a bad idea actually, this gun is useless with that charge function. I've tried it without the ammo consumables, yeah I couldn't kill much with it. At times I'd use it just to see if I can kill anything with it.

#133
Silbane_23

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Courtesy of snkstr.



This is how the acolyte shines when used well.

#134
bondiboy

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Silbane_23 wrote...



Courtesy of snkstr.



This is how the acolyte shines when used well.


Good video . . Pirahna + Acolyte at X with Pistol ULM - CD is 130% Not the best set up for an Adept normally

Modifié par stricko, 30 juillet 2012 - 12:32 .


#135
snkstr

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CD is 160% with the 30 weight bonus from the passive N7 Fury power.

#136
Asebstos

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Mr-_-Zero wrote...

I loled when I saw this post. Not a bad idea actually, this gun is useless with that charge function. I've tried it without the ammo consumables, yeah I couldn't kill much with it. At times I'd use it just to see if I can kill anything with it.


It's meant for getting rid of shields/barriers so you can kill with other powers/weapons.

Why is this so hard for people to understand?

#137
Bleachrude

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Kenadian wrote...

Feneckus wrote...

You can carry a Hurricane and an Acolyte and still keep a 200% cooldown bonus if both guns have the ultra light materials. And it works.


And you also can't use the clip mod with the ULM mod on a pistol. It's not worth it. The only load out you should be using with an Acolyte is a barrel and clip. If you wanna bring a Hurricane, use equipment and gear to boost cooldowns.


Disagree about the clip...There's no reason to have a clip on an acolyte since this is NOT your primary weapon...

#138
Miniditka77

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Stardusk wrote...

Uberschveinen wrote...

Stop whining. The problem is not the Acolyte. It is the most powerful anti-shield weapon in the game. The problem is you, for using it wrong.


LOL. Really? Well, I can kill enemies far more quickly with dozens of other weapons, I can kills enemies faster with even the Mattock. But I am using it wrong? lol.

As far as I can tell, the Acolyte was designed for two purposes:

1.  Use by adepts with skills that are useless on shielded enemies (Pull and Singularity, especially).  Use the Acolyte, use Pull/Singularity, and you have an extremely quick biotic explosion.  It doesn't matter that it can't take down armor well, because you should be using your biotics on the armor anyway.  It synergizes perfectly with this type of character, because the presence of so many shields and barriers limits their effectiveness (or at least their versatility) on Gold/Platinum, especially when there isn't another biotic on the team.

2.  Use as a sidearm (maybe with the ULM pistol mod), solely for pulling out to take down a shield/barrier of a Prime/Banshee/Atlas and then putting it away until it's needed again.

If you're using it for any other purpose, then yes, I believe you're using it wrong.

Modifié par Miniditka77, 30 juillet 2012 - 02:44 .


#139
otakon17

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Simple fix to make it more accessible is to have the charge "hold" without having to keep the trigger held.Pull and hold trigger to charge, pull trigger again to fire. That and the ability to charge it behind cover. Having to be out of cover to charge a weapon is stupid and can get you killed easily, especially on the higher difficulties with paper shielded power casters.

#140
Shampoohorn

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AscendantWyvern wrote...

How about the Acolyte fire when fully charged, like the Javelin?


I like this idea. The current mechanics seems very stilted, and this would change that. Alternatively, a long delay after firing would deal with the cover issues but still maintained its very slow ROF.

#141
kipac

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How long does it need to be charged so it could be fired? Other charge weapons are easy to tell, but this gun is not so much, especially since it resets the charge when you try to fire when it's not ready.

#142
haisho

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To be honest, I'd prefer a weapon with no charge and depletes shields in 2-3 shots compared to a weapon that can only be charged for a large chunk of shield damage.

The fact you can't charge an Acolyte while in cover kind of hurts. Literally.

Modifié par haisho, 30 juillet 2012 - 03:57 .


#143
el Tacos56

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Prince Bubblegeth wrote...

No. Charge mechanic should NOT be removed.

It allows charge -> cloak -> fire on phantom/pyro/hunter/etc -> shadow strike.

Phantoms, are dead meat if one knows how to use the Acolyte properly. Phantoms can't block it. They have trouble dodging it. It has an AoE. It can hit them even while they're hiding behind cover.

It allows the Shadow and other infiltrators to drop enemy shields, effectively removing the shield gate, without breaking cloak. This is particularly useful against Hunters, as it ain't easy to taget them with powers when they're cloaked. It can be used in tandem with Singularity, against which Phantoms are helpless. It can be used in between a BE primer and its detonator . Getting rid of shields fast means you don't even have to  se a BE twice. This can be done with other weapons, but you'd have to keep on firing - not very nice if the enemy is rolling around the place. An acolyte shot also helps ensure the enemy won't be dodging the detonator. It can also be used with heavy melees, ensuring clean kills.

Also, since you can't take cover while charging the gun, you have to stand behind cover instead and not use it when that can't be done. If it can't be done, go find a more advantageous spot. This shouldn't be too hard to figure out. If you really don't like strafing in and out of tall cover, then go use another gun. 

It's not meant to be a primary weapon. It's also not a weapon that one pulls out when caught unprepared. It is to be used tactically and carefully. Besides, it's conveniently really light.

BUT I do agree that the charge time should be reduced and there should be a clear sound that tells if it's charged and ready to fire.

The Acolyte is a unique gun that has a clear purpose. If you want an all-around hard-hitting pistol, there are plenty of others to choose. 


YES.

This man perfectly understands how this gun is great for the shadow. I have the Acolyte X with the melee boost and barrel on my shadow, and in tandem with shadow strike makes it entirely possible to OHKO Phantoms on even platinum if you are using a melee damage gear bonus and have fully specced for melee damage in the fitness tree. It hones your already incredibly potent assassination abilities, making it so that you can kill most non-boss units from geth and cerberus with a single power by demolishing shields and barriers first. Sure, if you are using a weapon-heavy class like a destroyer or something, then obviously you want a gun with more practical stopping power, bigger clip, etc. But for it's few niche roles, there is no better weapon, hands down. Far, far from a bad weapon, OP.

#144
DullahansXMark

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To put it simply, you're doing it wrong.

#145
Rebel_Raven

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It needs to beep when it's charged at the very least.

#146
kipac

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Rebel_Raven wrote...

It needs to beep when it's charged at the very least.


Ooh, okay. I guess I didn't notice that since I play it with almost no sounds.

#147
Rebel_Raven

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kipac wrote...

Rebel_Raven wrote...

It needs to beep when it's charged at the very least.


Ooh, okay. I guess I didn't notice that since I play it with almost no sounds.

I didn't mean it beeped when fully charged, I meant that they needed to add a beep when it's fully charged. Sorry.

#148
AdamWeith

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It's OP, remove it

#149
RxP4IN

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Wait, I thought Stardusk was decent at this game? Guess not.

#150
neoskeptic2

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The Javelin charge mechanic seems a better option than the GPS mechanic for this gun.