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Soooo, the N7 Destroyer Missile Launcher


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#51
Paeyvn

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Chrome tater tot wrote...

Paeyvn wrote...

Chrome tater tot wrote...

I don't understand the missile launcher hatred... It staggers like crazy, does plenty of damage, and works all by itself, with minor reductions to your shields. You still have more shields than most other characters even when it is on. Besides, what are you buying instead? Grenades to run out of? I have no problems on gold with it. Even did well on platinum.


Clearly you haven't seen how much damage a fully evolved and properly built up multi-frag can do. I'm pretty sure ONE of those grenades will do more damage if it is landed properly than that missile launcher will do for the entire match.

It's a glorified shotgun that can't do any damage once you run out, which is frequently on gold/platinum. I'm not saying they aren't a good nade, but you don't really need to max them.


Honestly I never have much issue with keeping grenades. Most of the time the 4 I carry are enough for anything I'd run into needing them, and I can always use one of those 255 thermal clip packs I never use otherwise if I REALLY need them and don't have them.

Something to note is that the MFG from my experience staggers ANYTHING, even atlas/banshee/brute/primes without fail. If all of the grenades impact the target, a brute can be reduced to a smoldering pile of krogan and turian bits with one grenade launch. I don't have any exact tests, but I want to say a tier 6 MFG will do 85%+ of a brute's total health if all impact. This is also a fairly large splash radius around the target...it's disgusting.

#52
EVILFLUFFMONSTER

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You forget another of its bonuses, its a power which is not affected by the cooldown weight of your weapons(it continues to fire every three secs or so regardless once active). Its weak damage is counteracted by the fact that you can carry two really heavy, really powerful weapons, that can do a shedload of damage as you also have devastator mode boosting them as well. You still have loads of shields, and it continues to aim and fire itself whilst you are concentrating on shooting the enemy - unlike a power where you have to stop shooting to cast it.

I know grenades are awesome, especially as you also get more shields - but when you run out, and ammo boxes are only giving a single grenade out every 30 secs or so you have to rely on other means to get reliable damage, like relying on gear to add 3 more grenades to your stock pile, instead of picking a gear that gives you 25% more shields or weapon damage, and then using up consumables to replenish them all at once in a sticky situation. If I was using the missile launcher I would be more inclined to pick a shield boosting gear, or a weapon damage boosting one, but if you choose grenades instead on a high difficulty I really do think you are best picking the increased grenades gear if you plan to use it often, as you run out so easily unless you take the time to run to multiple ammo boxes and /or you have a generous N7 demolisher who isn't using the grenades themselves for some unknown reason..

Also, as someone else also said, you can just turn it off when you want your shields back, and pop it back on for an immediate increase in DPS.

As for it missing enemies, you guys are exaggerating a little, some of you make out it never hits. It practically always hits close up, which is where the stagger saves your life - especially if you have forgotten that devastator mode stops you from rolling to cover.

Another thing most people are forgetting, is that if you regularly play below gold difficulty, which the vast majority of all ME3 players do, speccing into missiles is far more efficient than grenades as it kills most groups of enemies in one hit and staggers the rest on bronze, and packs a punch on silver if you spec for powers. I agree that on gold or platinum its power is lacking, but in reality its mostly people like us avid forum goers who play gold, not your general run of the mill ME3 player. In time, perhaps because we are a more dedicated crowd there will be a greater percentage playing higher difficulties when the less serious player start to leave for something else.

Modifié par K1LL STREAK, 04 août 2012 - 07:49 .


#53
realgundam

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I think the destroyer is good enough to not need the little dps ML gives you, and better spec for nades for an "oh ****" button. Ppl who said no nades obviously don't use ammo clip that often, even I still have 255 with regular usage...
As long as you use it as an OS button, you shouldn't need to refill that often. You aim it somewhere close to you and you could clean out 1/2 the room easily even on gold, assuming you spec it correctly.

#54
DoubleHell

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The missile fabrication units were accidentally set to create training/dummy level munitions, resulting in non-effective rounds being used in the field.

Hopefully this gets fixed once the OTA update is transmitted to all deployed T5-V units.

#55
sonofabumdooda

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pinch the last evo of concussive shot that lets it have ammo bonus (cryo,incind,warp + dis) or maybe make it fire molotovs (bell rings) better yet turn it into a shoulder mounted auto firing flamethrower.

#56
EVILFLUFFMONSTER

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realgundam wrote...

I think the destroyer is good enough to not need the little dps ML gives you, and better spec for nades for an "oh ****" button. Ppl who said no nades obviously don't use ammo clip that often, even I still have 255 with regular usage...
As long as you use it as an OS button, you shouldn't need to refill that often. You aim it somewhere close to you and you could clean out 1/2 the room easily even on gold, assuming you spec it correctly.


Yes, the grenades make a much better "OS button" and yes, the destroyer doesnt even need the added DPS from the missiles - but they are still a viable option for those who dont like having to fish for grenades. Some people would rather have a regular stunning and damaging ability that fires every three seconds, rather than grenades that only spawn one every thirty seconds unless they use a consumable to top them up. Remember, not everyone stockpiles them, and not everyone can carry five of them into battle - newbies can only carry two. And like I said, to make the most of your grenades you would be using grenade plus gear items, which could have been shield plus items instead (which is the same trade off people moan about losing shields when they pick missiles).

My missiles do enough to kill multiple weak troopers in one hit on lower difficulties, and with my shield booster and devastator mode my shields are at 1700 without the shield penalty perk on missile being picked.

So while I do agree that the grenades are the better choice for experienced players on high difficulties, I still say that the missiles are better on lower difficulties for spam happy people who keep running out of nades.

I myself like to use nades like people spam powers, which means legging it back and forth between ammo boxes, using ammo packs, and using the plus grenade mods. I sometimes have to do this to keep squad members from dying, some maps are easy to get flanked on and sometimes you need all your nades to carve a path out for your team and stagger the brutes, banshees, primes  hunters and god knows what else has surrounded you while you were escorting or hacking objectives. 

It would be nice for the missiles to have something good enough for people to want to pick them - I actually like them, but I can see why others dont. I am just trying to point out that they are not as useless as some people make out, and that on lower difficulties they are actually quite good. Their main problem is that simply the grenades are so awesome. Their DPS(the missiles)works out as 164.42 with all the power evolutions picked, which actually pales in comparison to the added DPS from picking weapon damage on some of the higher tier weapons instead. :(

Modifié par K1LL STREAK, 04 août 2012 - 11:05 .


#57
DHKany

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they at least need to buff the force to make it somewhat useful.

#58
EVILFLUFFMONSTER

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Its sounds worse on paper than it feels for me, they feel useful, and I like the stun. However it really does poor damage for what it is. If it had a greater explosive range per missile and/or more force, then perhaps it wouldn't be such a bad trade off for raw damage.

#59
TheContrived

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I like being able to run and still launch missiles. It makes shotguns a little more effective, since your mad dash towards an enemy has some covering fire that staggers your targets.

Right now my build is:

Devastator Mode 6 ( Weapon Accuracy / Rate of Fire / Max Shields )
Missile Launcher 6 ( Shield Penalty / Refire Time / Hydra Missiles )
Multi-frag Grenade 3
T-5V Battlesuit 5 ( Damage & Capacity / Power Damage )
T-5V Internal Systems 6 ( Durability / Shield Recharge / Fitness Expert )

I keep the grenades available for emergencies, or to soften up groups of enemies, but otherwise I'm running and gunning with a weapon and my missiles. I could have gone with weapon damage over power damage, but I wanted to see if it made a noticeable difference, and so far it's working out for me.

I might try boosting magazine capacity over rate of fire with my next build, to cut down on reloading which interferes with the missile launcher.


EDIT: Now I see why everyone hates the missile launcher. Until you get Hydras or Cobras, their flight path is INCREDIBLY RETARDED. Just came out of a Bronze match on Firebase Hydra with my level 1 Destroyer, and my missiles hit only 20% of the time. I only had an acceptable hit rate when I was in close combat. I'd never promoted and started over with the class from scratch, so hadn't seen how bad the low ranks of missile launcher really are. It's nothing like Hydras, where my hit rate was usually 2-3 per salvo.

Modifié par TheContrived, 04 août 2012 - 06:19 .


#60
ParatrooperSean

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Chrome tater tot wrote...

Paeyvn wrote...

Chrome tater tot wrote...

I don't understand the missile launcher hatred... It staggers like crazy, does plenty of damage, and works all by itself, with minor reductions to your shields. You still have more shields than most other characters even when it is on. Besides, what are you buying instead? Grenades to run out of? I have no problems on gold with it. Even did well on platinum.


Clearly you haven't seen how much damage a fully evolved and properly built up multi-frag can do. I'm pretty sure ONE of those grenades will do more damage if it is landed properly than that missile launcher will do for the entire match.

It's a glorified shotgun that can't do any damage once you run out, which is frequently on gold/platinum. I'm not saying they aren't a good nade, but you don't really need to max them.


Are you high? Yes, it's a "glorified shotgun" that does massive AOE damage. Yes, who wants to nuke an entire room full of enemies when you can shoot fizzle rockets at walls. 

The Piranha can't do any damage once it runs out; ergo, the Piranha sucks? That's according to your logic. 

Modifié par ParatrooperSean, 04 août 2012 - 09:01 .


#61
HinDae

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Creston918 wrote...

Not maxing passives means you miss out on 25% shield and health AND 10% weapon damage. In exchange for a power that shoots 3 missiles that rarely hit anything, get dodged if they WERE to hit anything, and even IF they finally connect with something, it does 300 damage (I believe?) which is a grand total of 2 health bars on Gold.

Up to you, man, but I'll take the 25% health and shields and 10% extra weapon damage. You know, while they still last, as the Destroyer will undoubtedly get nerfed 15 more times before Bioware ever even bothers to acknowledge that the missile launcher is a PoS.


That said, it staggers anything it hits, and can save you in a pinch.

Im thinking of re-speccing my Destroyer for only rank 3 in ML, its stagger is built in, and that extra weapon damage is too good to pass up.

#62
Homey C-Dawg

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All I'll say is that they're gonna have to buff the living hell out of it for me to ever choose it over...anything.

#63
Guest_Rubios_*

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The missile launcher is too stronk.

I'd change all the weapon damage/shields for it, hits so hard.

#64
SilentCO1

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I just played a match of Platinum on FBW, and scored first using the Destroyer with missile launcher maxed (Hydra Missiles) and the Particle Rifle I. Scored about 111,000 too, so the missiles aren't useless, and neither is the PPR. Just spec for Shields in DM, and skip the passive and go for full health/shields in fitness. Still a lot more of a tank than most classes.

#65
TheContrived

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Just played a match on Gold Geth FBW. The missiles stagger Pyros and Hunters, making them far less deadly in close quarters. I camped out at the bottom of the stairwell with a Revenant X and Piranha X and had no problems.

#66
Kenadian

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SilentCO1 wrote...

I just played a match of Platinum on FBW, and scored first using the Destroyer with missile launcher maxed (Hydra Missiles) and the Particle Rifle I. Scored about 111,000 too, so the missiles aren't useless, and neither is the PPR. Just spec for Shields in DM, and skip the passive and go for full health/shields in fitness. Still a lot more of a tank than most classes.


That's the single biggest mistake you can make with any soldier class. Why would you skip out on 30%~ of weapon bonuses? Bad, baaaaad idea to get a stupid little pea shooter that halves your shields. You also lose out on 15% damage bonus from DM. So no, missiles suck. That's a bad idea and you should feel bad.

#67
uhaveaface

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these missiles are fun and a bit silly... i specced my guy like this:

devastator mode = nothing
missile launcher = damage/force, refire time & hydra
multi-frag grenade = force/damage, force/damage & grenade count
passive = weapon/power/weapon
health = all health and shields

i end up with 1650 shields and 825 health... obviously i permanently have my missiles engaged so i'm effectively playing at 825 shields and 825 health with constant missile output. i recently did a fbwgg run and ended up first with 109762 points. i used distruptor ammo 3, adrenaline module 3 and warfighter package 2 with a typhoon 1 plus extended magazine and armor penetrating module. it was fun and a change of pace to hear the firing of the missiles and to watch them fly. a good time. i also ended up first with ~103k on silver using the same setup except fire rounds 3 instead; playing against i can't remember, firebase hydra.

this is a fun guy to run... the idea is to constantly have maximum projectiles emanating from your guy. why? because i tried the same setup with my saber 5, silver and ended up first with ~59k. way less because i didn't have a constant stream of bullets heading at my foes.

try the missiles. they're not that powerful but it gives a strong/tough feeling of being robocop; solid health/shields, 3 bomb-like grenades (with warfighter 2... i could have tried my grenade capacity 3 and ended up with 5, but i think 3 grenades is the max for refueling from ammo boxes), a light machine gun with lots of bullets that goes through walls/armor and a constant/no-need-to-manage output of small damage that helps you stand in the line of fire longer before getting downed.

and yes, i've done the devastator mode, maxed out with zero into missiles and a similar setup. i've done equally well... definitely not better. so missiles are a viable, effective option in my experience.

#68
Beerfish

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The grenades are a huge trump card to be played when things get dicey. If chaos is reigning and you or your team needs that exrtra boost tossing them one after another can really save your bacon, unlike a pea shooter on each shoulder.

#69
TheContrived

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uhaveaface wrote...

these missiles are fun and a bit silly... i specced my guy like this:

devastator mode = nothing
missile launcher = damage/force, refire time & hydra
multi-frag grenade = force/damage, force/damage & grenade count
passive = weapon/power/weapon
health = all health and shields

i end up with 1650 shields and 825 health... obviously i permanently have my missiles engaged so i'm effectively playing at 825 shields and 825 health

 

No, you're playing with 1150 shields and 825 health. The 50% reduction is on your base shields ( 1000 ) not your total shields ( 1650 ), so you lose 500 shields or 350 shields if you take the Shield Penalty evolution.

All +/- % modifiers are based off of your base amount, same as it is for all other values (i.e. power damage, melee damage, weapon damage, power radius, etc.). To confirm that you only have to look at a power that has 2 bonuses to damage across its tree, and compare the before/after values with the base values after taking them.

This means if you take the Shield Penalty evolution in Missile Launcher, and the Max Shields evolution in Devastator Mode, you will have a total of +5% of your base shields ( 50 ) on top of your total shields when both are active. If only Devastator Mode is active, you have +40% of your base shields ( 400 ), and if you only have Missile Launcher active you will have -35% of your base shields ( -350 ).

It's not as big a penalty as people think.

Modifié par TheContrived, 05 août 2012 - 04:59 .


#70
vDarkEaglev

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TheContrived wrote...

uhaveaface wrote...

these missiles are fun and a bit silly... i specced my guy like this:

devastator mode = nothing
missile launcher = damage/force, refire time & hydra
multi-frag grenade = force/damage, force/damage & grenade count
passive = weapon/power/weapon
health = all health and shields

i end up with 1650 shields and 825 health... obviously i permanently have my missiles engaged so i'm effectively playing at 825 shields and 825 health

 

No, you're playing with 1150 shields and 825 health. The 50% reduction is on your base shields ( 1000 ) not your total shields ( 1650 ), so you lose 500 shields or 350 shields if you take the Shield Penalty evolution.

All +/- % modifiers are based off of your base amount, same as it is for all other values (i.e. power damage, melee damage, weapon damage, power radius, etc.). To confirm that you only have to look at a power that has 2 bonuses to damage across its tree, and compare the before/after values with the base values after taking them.

This means if you take the Shield Penalty evolution in Missile Launcher, and the Max Shields evolution in Devastator Mode, you will have a total of +5% of your base shields ( 50 ) on top of your total shields when both are active. If only Devastator Mode is active, you have +40% of your base shields ( 400 ), and if you only have Missile Launcher active you will have -35% of your base shields ( -350 ).

It's not as big a penalty as people think.


Thats what I just said on the last page (Big list of stats for shields and ML) I just don't think the puny damage is worth putting points into ML granted it was neat in the begining but it has lost its novelty and Id much rather use Prothean Particle Rifle (with cryo ammo) and MFGs (yeah yeah yeah they run out big whoop i have had 255 thermal clip packs since since the launch of the game and usually Im playing with a a friend as a demolisher who doesn't mind sharing nades when I need them)