After playing SP again recently with my Vanguard Shepard, I remembered again how much fun a pull/reave combo can be and respecced my drell adept for max combo potential on those two powers. As guns I'm using a hurricane II with stabilising mod and the new armor breaking one (forgot the name) and as second gun I'm carrying the acolyte with extended barrel and ULM.
Now I'm trying to use the acolyte as my primary weapon, running around while charging, stripping shields and going for as many pull/reave combos as possible, but the charge delay is just really annoying. Charge is cancelled whenever you go into cover (and let's face it, with space as the omni-button that happens a lot accidentally) and whenever you get into a real pinch and find yourself surrounded by enemies and need a second shot, that short delay might be your doom. Swapping weapons takes even longer, so that's not an obtion, either.
So my question is, would removing this delay make the weapon overpowered, or why was it added in the first place? Maybe they should make the damage multiplier against armor 50% instead of 100%, giving the weapon a different downside, or have an uncharged shot could do just 300% damage against shields and barriers instead of 500%. Leave the charge function, just don't force it.
Thoughts?
Modifié par Mondhase, 16 octobre 2012 - 10:51 .





Retour en haut







