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Please Bioware, It's time for the self-detonating tech burst to be more viable


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#1
mandalorian sun

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 Seriously, tech bursts don't do that much damage, and only stagger a bit, no force to knock anyone over. I wouldn't care except that it is insanely frustrating having so little time after an overload/energy drain to actually burst the target.

Say you're a human engineer, and you take neural shock evolution because it does more damage to organics. You won't burst ever at long range and at short range the follow-up incinerate is often dodged, resulting in you killing the target before you can set up another one. 

You have even less time with energy drain. 

This is kind of ridiculous now that arc grenades give people ten years to detonate those tech bursts. 

I don't want more combo damage, i don't want more power damage, i don't want more recharge speed, i just want enemies to stay zapped for another three seconds while i fire a second incinerate in case the first one missed. 

Modifié par mandalorian sun, 04 septembre 2012 - 10:14 .


#2
St3v3H

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Yes the window is way too small for tech bursts if you compare them to biotic explosions.

#3
essarr71

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Having overload stun locking badies for 5 seconds would break the game.

#4
De1ta0m3ga

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essarr71 wrote...

Having overload stun locking badies for 5 seconds would break the game.


Overload, 5A:  "Neural Shock":  Incapacitate weaker organic enemies for a short duration.

I'm pretty sure that "short duration" is around 5 seconds or so.  

But that means that...Overload is OP!!11!11!  Nerf it!  Nerf it to the ground!1!!!11!!!1

#5
Paeyvn

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Honestly, the only truly viable method I've found for self TB is using Disruptor Ammo, then triggering that. Doing overload or ED -> Incinerate is just too hit or miss.

#6
Neumeusis

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To self TechBurst reliably, you have to be really close of your ennemy, so Incinerate could not be dodged and to have the travel time short enough.
But if i'm CQC, i will rather unload my shotgun. More reliable...

#7
kevosama

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Neumeusis wrote...

To self TechBurst reliably, you have to be really close of your ennemy, so Incinerate could not be dodged and to have the travel time short enough.


Powers can still be doged at point blank. The enemy AI gets a random chance to dodge, if they succed, the power flies through them at any range (even point blank), but they'll roll out of the way and take no damage. At close range, it can take the game longer to decide if they've dodged than the animation to the target takes, so it looks like the power connects, but then they roll and take no damage.

#8
ABjerre

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I would love to see Tech Bursts being brought up to par with Biotic Explosios, either in the form of doing more damage, having greater force or by stripping shields/barriers completely from surrounding targets... or by simply being a lot easyer to set up and detonate.

#9
corlist

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essarr71 wrote...

Having overload stun locking badies for 5 seconds would break the game.


Totally missing the point. OP is asking for increased duration where tech burst can be triggered.

A level 1 warp can set up BEs on 1 target for 10 seconds.
A level 4 reave can set up BEs on A GROUP of targets for 5.4 seconds.
A level 6 overload can't even set up TBs on 1 target for 4 seconds.

Even a 10 second tech burst window is nothing game breaking.

#10
Heggy

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I'd like tech bursts to have more noticeable audiovisual effect. Most of the time, I only know a tech burst happened because the kill feed showed a tech burst kill.

Modifié par Heggy, 04 septembre 2012 - 12:03 .


#11
Ronnie Blastoff

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Heggy wrote...

I'd like tech bursts to have more noticeable audiovisual effect. Most of the time, I only know a tech burst happened because the kill feed showed a tech burst kill.

This is mainly the issue with all burst besides BE. The A/V of BEs is much more "appreciated" than C/F/T explosions.
Cryo explosions actually look and sound exactly like you just killed an enemy that was frozen, the only way I can tell is if enemies around the target I "cryo exploded" have a chill effect on them. Fire explosions have great audio, I get them on almost all my trooper level kills with soldier/adepts/sentinels, but the visual is meh. Tech burst have a great visual, but is only for a split second and see through compared to BE.

I say, make Cryo explosions have more of a exploding glacier effect, with snowflakes raining alittle bit afterward.
Have Fire explosion actually look like a fire explosion and not an enemy on fire body parts just seperating.
Have tech burst have a lightning storm visual and sound. Dark channel kill hop animation has a great lightning visual and audio for tech burst, >.> why not put it on TB idk.

#12
YapperFlapper

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I'd guess the TB window is so short because there are a lot more powers that can detonate a TB vs. BE. It does require some teamwork to get bursts at range.

#13
KAM12780

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Ronnie Blastoff wrote...

Heggy wrote...

I'd like tech bursts to have more noticeable audiovisual effect. Most of the time, I only know a tech burst happened because the kill feed showed a tech burst kill.

This is mainly the issue with all burst besides BE. The A/V of BEs is much more "appreciated" than C/F/T explosions.
Cryo explosions actually look and sound exactly like you just killed an enemy that was frozen, the only way I can tell is if enemies around the target I "cryo exploded" have a chill effect on them. Fire explosions have great audio, I get them on almost all my trooper level kills with soldier/adepts/sentinels, but the visual is meh. Tech burst have a great visual, but is only for a split second and see through compared to BE.

I say, make Cryo explosions have more of a exploding glacier effect, with snowflakes raining alittle bit afterward.
Have Fire explosion actually look like a fire explosion and not an enemy on fire body parts just seperating.
Have tech burst have a lightning storm visual and sound. Dark channel kill hop animation has a great lightning visual and audio for tech burst, >.> why not put it on TB idk.

A fire explosion has  "meh" visual?!? It explodes in streams of burnt bits and flames! and Tech Bursts have great visual effects?! If I ever see it, it'll look like an overload. The only way I know I got a tech burst is if it chains to anything around it or I see it in the kill feed. 

#14
defleshing

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qme

#15
Amano Kazumi

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I support a 1 second TB window increase on Overload and Energy Drain. Way too small as of right now for anything but a 200% cooldown build, and even then.

#16
Killahead

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Everything can detonate a tech burst. We'd have tech bursts everywhere if this was to happen. No thanks.

#17
Draining Dragon

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*throws arc grenade*

*fires incinerate*

*gets 3 kills with Tech Burst*

It's already viable. It's intended to deal light damage, take out shields/synthetics, and stun everyone.

#18
Amano Kazumi

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Draining Dragon wrote...

*throws arc grenade*

*fires incinerate*

*gets 3 kills with Tech Burst*

It's already viable. It's intended to deal light damage, take out shields/synthetics, and stun everyone.


Arc Grenades are fine as is, that's not the problem. Overload has a bit of trouble with Overload -> Warp or Incinerate, it needs a very high multiplier and relatively close distance. Energy Drain has an even tighter window, requiring nigh 200% cooldown and extreme CQC to detonate with Incinerate or Snap Freeze.

#19
jotun04

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I'd like tech bursts to LOOK and SOUND as cool as biotic detonations.

#20
upinya slayin

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mandalorian sun wrote...

 Seriously, tech bursts don't do that much damage, and only stagger a bit, no force to knock anyone over. I wouldn't care except that it is insanely frustrating having so little time after an overload/energy drain to actually burst the target.

Say you're a human engineer, and you take neural shock evolution because it does more damage to organics. You won't burst ever at long range and at short range the follow-up incinerate is often dodged, resulting in you killing the target before you can set up another one. 

You have even less time with energy drain. 

This is kind of ridiculous now that arc grenades give people ten years to detonate those tech bursts. 

I don't want more combo damage, i don't want more power damage, i don't want more recharge speed, i just want enemies to stay zapped for another three seconds while i fire a second incinerate in case the first one missed. 


using disrupter rounds and/or the MQE is teh best way for TBs. the slayer is actually awesome at this with an acolyte with disrupter rounds

#21
Pedactor

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How about reliable Fire or Cryo Explosions? I honestly have no issue setting off Tech Bursts. Just equip Disruptor Ammunition.

Fire or Cryo are amazing but neither can be set off reliably unless soloing.

#22
Anders028

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St3v3H wrote...

Yes the window is way too small for tech bursts if you compare them to biotic explosions.

This is the main problem.  A tech power electric effect like overload doesn't stay around long enough to hit it with a second power.  Its more effective to take Krysae, Falcon or any gun that puts ammo powers on enemy in a couple shots and take disruptor ammo.  Then allow the ammo take effect and hit the tech power to set off tech burst.

#23
Samurai Knecht

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corlist wrote...

essarr71 wrote...

Having overload stun locking badies for 5 seconds would break the game.


Totally missing the point. OP is asking for increased duration where tech burst can be triggered.

A level 1 warp can set up BEs on 1 target for 10 seconds.
A level 4 reave can set up BEs on A GROUP of targets for 5.4 seconds.
A level 6 overload can't even set up TBs on 1 target for 4 seconds.

Even a 10 second tech burst window is nothing game breaking.


^This. I play as Adepts and Sentinels quite often, and I find that I can throw Warp (or Reave or fill in the blank with another Biotic Power) at an enemy, have it hit, run around avoiding enemy fire or even shooting another target to death, and still have time to come back and set off a BE to kill the orginal target and possibly some surrounding enemies as well.  Whereas with the Engineers (and the Human Engineer is definatley my overall favorite character), even with 200% cooldown bonus I am hard-pressed to set off a solo TechBurst using just Overload and Incenerate (no ammo or allied help of any kind) even if I am standing right in front of my target.  That to me is a little unbalanced.  I don't think anyone here is asking for more damage from tech bursts, they seem fine in that regard, however the window to be able to pull off TechBursts should be increased to make them more viable.  

#24
Catastrophy

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I'm having a harder time setting off fire explosions. I'd suggest trying an ammo power, too. As Overload is instacast you don't have to care about the dodges or long travel times of powers like incinerate.

#25
mandalorian sun

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Samurai Knecht wrote...

corlist wrote...

essarr71 wrote...

Having overload stun locking badies for 5 seconds would break the game.


Totally missing the point. OP is asking for increased duration where tech burst can be triggered.

A level 1 warp can set up BEs on 1 target for 10 seconds.
A level 4 reave can set up BEs on A GROUP of targets for 5.4 seconds.
A level 6 overload can't even set up TBs on 1 target for 4 seconds.

Even a 10 second tech burst window is nothing game breaking.


^This. I play as Adepts and Sentinels quite often, and I find that I can throw Warp (or Reave or fill in the blank with another Biotic Power) at an enemy, have it hit, run around avoiding enemy fire or even shooting another target to death, and still have time to come back and set off a BE to kill the orginal target and possibly some surrounding enemies as well.  Whereas with the Engineers (and the Human Engineer is definatley my overall favorite character), even with 200% cooldown bonus I am hard-pressed to set off a solo TechBurst using just Overload and Incenerate (no ammo or allied help of any kind) even if I am standing right in front of my target.  That to me is a little unbalanced.  I don't think anyone here is asking for more damage from tech bursts, they seem fine in that regard, however the window to be able to pull off TechBursts should be increased to make them more viable.  


Yeah dude i def agree, i use the human sentinel alot, and i spec for lasting damage, so i have sixteen friggin seconds to stretch and have an orange mocha frappuccino before i detonate my target, and if a throw misses you can spam that bad boy with its low cooldown. Getting a reliable tech burst on your own, WITHOUT AMMUNITION, is way too hard for human engineer/N7 paladin/salarian engineer/salarian infliltrator/turian sentinel and any class i might have missed that are clearly meant to be combo user's. Just have the electrical primer last longer the same way it does on arc grenade, it doesn't even stun the enemy for any longer amount of time, just have longer time to detonate it