Ehrgeix wrote...
re: QMI - he's very good (best of tier 2?) but I don't think he's as good as SI, QI, or GI.
re: QI - yes, great standalone.
re: GE - why would you use the GE as a standalone char when there's a character that loses overload + turret for cloak + prox mine? GE is great for supporting a party/setting up tech bursts, but there're a bunch of characters that just kill stuff alone faster.
re: Drell - my take is that they are too difficult for most people to use properly (myself included!), but drell adept especially is excellent if used well.
First, I do want to congratulate you on trying to help people think intelligently about playing Platinum, that is to be lauded.
However, I think your experience with some classes and weapons may be too limited to have given some of the opinions you have. And you're defending them even in the face of players who clearly have experience with these things. I would strongly suggest listening to some of the people in this thread, and basically take your own advice. Think intelligently about how to play Plat. I'm going to pick out a few of the claims I have issue with.
On the QMI:
I would point out that the Plat Speedruns have included the QMI. On a grenade rich map, or a player willing to burn Thermal Packs, there may not be a higher DPS character when he can hit a spawn or a group. Sure other characters get greater single target DPS. But the QMI can stack 1600+ points of damage onto 4-8 targets at a time when hitting the right spawn point. That's something like 2400+ versus Shields or Armor depending on your spec. He's one of the few characters that can consistently output 10,000 points of damage bursts against groups. I admit to being mystified how it is you don't view that as a Top-Tier Character. That doesn't even factor in using TacScan to help the rest of the team.
On the GE:
It's a fabulous weapons platform that adds a fifth gun and target the battlefield, while providing the incredibly unique ability to recharge allies' shields. Sure, while it does not put out the massive DPS of it's Infiltrator counterpart, it brings other advantages to a team, while still outputting very high weapons damage for an Engineer. Even a partial spec into Overload will give him shield stripping abilities as well. Compensate for the loss of shields to HM with Fitness, Gear and/or Equipment, and he's not that squishy anymore either.
Your weapon advice seems dated. Seeking out some advice from this thread on how to better flesh it out would be valuable.
On Pistols and SMGs:
Carrying 2 weapons on Platinum can be very important, given the low ammo available. With the recently discovered bug that ULM works on SMGs and Pistols when they are equipped at the same time, there are now a ton of 200 percent CD options for casters that far outsrip the Carnifex. If you have the Hurricane, an entire world of possiblity opens up to a player. Hurricane with ULM + Piercing for armored targets and Guardians. Then add in the gun that fits your playstyle best. The Paladin, Talon, Scorpion and Acolyte all serve different playstyles and are excellent choices. Given the metric ton of shielded opponents on Plat, the Acolyte supports the whole team well. Laying down a carpet of Scorpion bombs still wipes out mobs (of which there are plenty). And the Paladin and Talon put out great single target damage for their weight.
On Snipers:
With the recent buff to the Indra, it's now comparable to the Valiant, while being more forgiving given the large number of rounds it puts down range. And while it's an UR, it may be more likely for a player to have it than to have the Valiant.
Okay, I'll end it there, as this is probably long enough.