ofcourse the are listening! Next every shot from Geth Trooper will stagger and getting killed by Pyro means no revive for the remainder of the wave...Bioware Is listening, so post your thoughts
More geth hate. Bioware Is listening, so post your thoughts.
#251
Posté 08 octobre 2012 - 10:23
#252
Posté 08 octobre 2012 - 10:24
Chris Schanche wrote...
Geth are not the most fun right now.......
Understatement of the year award goes to..
#253
Posté 08 octobre 2012 - 11:53
Several players have noted on the forums that there is a "stun-lock" that is initiated by certain geth attacks, and are not pleased with it.
#254
Posté 08 octobre 2012 - 11:54
#255
Posté 09 octobre 2012 - 12:01
saintjimmy43 wrote...
^
Several players have noted on the forums that there is a "stun-lock" that is initiated by certain geth attacks, and are not pleased with it.
If by "certain geth attacks" you mean "every god damn unit can and will stun you", then yes you are correct.
#256
Posté 09 octobre 2012 - 12:03
#257
Posté 09 octobre 2012 - 01:07
I wish we had armatures instead of primes.joker_jack wrote...
I kinda wish they would bring back the geth hopper as a boss unit.Then at least you would have more units and take out the stun lock. This is the type of stun lock you see in the highlander atari game. And those familar with that pile o crap know how bad that was.
#258
Posté 09 octobre 2012 - 01:17
AppealToReason wrote...
I don't really find Geth that much harder than any other enemy.
Play them on Gold or platinum on a map other than FBW or FBG.
#259
Posté 09 octobre 2012 - 01:20
" Geth do not infiltrate? "
#260
Posté 09 octobre 2012 - 01:42
Cheap is not challenging and geth are cheap. When I play with friends I HAVE to tell everyone just how much I hate the geth every time we get them... If only their was an option to have "No Geth/No firebase white/Gold"
Geth Hunter are by far the worst: I can live with their stunlock. However, what REALLY grinds my gears is the fact that they can shoot back at you when THEY are stunlocked!!!
The Geth Primes are also really cheap: Seriously, curving (some times snaking) stunlocking 3 shot plasma canons... COME ON!!! And their turrets??? spawning in predetermined positions through walls, silently, killing 1-2 players before being noticed and now their drones can join in the stunlock abuse!!!
Rocket troopers can shoot 2-3 curving rockets while they spawn, facing backwards like OP said!!
When in groups of 5-6 units (except trooper), the geth combat patern is like a bulldowzer, If you are out of cover, you are stunlocked and dead in a second. If they get to close to your cover, good luck because when you try to retreat or find another cover, you are stunlocked and dead in a second anyway...
God! I hate the geth... <_<
I still think that this game is one of the best I have ever played! Just wanted to say something nice after all this verbal diarhea... LOL
#261
Posté 09 octobre 2012 - 02:03
#262
Posté 09 octobre 2012 - 02:05
...Geth?
#263
Posté 09 octobre 2012 - 02:11
Epique Phael767 wrote...
The funny thing is, enemies easily dodge our curved powers, but our dodges are ineffective due to their accuracy/precision.Dachau Joseph wrote...
I love watching Primes curveball their shots around corners
I can't tell you how infuriating it is to dodge 3 times and still get hit by everything that was shooting at you, while a simple flip by a phantom negates most of the damage that manages to hit her.
It is the worst when you are Slayer/Fury...for a teleport of out phase, you get hit the entire duration of the dodge.
#264
Posté 09 octobre 2012 - 02:37
About the rest, I think most of it has been addressed. Pyros have a huge range, that surpass the fire animation, so you can get killed while seemingly out of range. Rocket Troopers, when backwards to you, can shoot rockets through their bodies into your face.
And the Primes now are the worst. A stunlocking cannon, a stunlocking drone and two turrets that shred shields rapidly. You destroy the turret, he instantly recasts another on the same place. Sometimes he doesn't even do that hand gesture, and you can only wonder why your shields are falling before perceiving that turret behind you.
#265
Posté 09 octobre 2012 - 02:44
Your average Gold Cerberus spawn on wave 1 will be a few troopers, a centurion or two, and maybe a couple of nemesises. They tend to deploy smoke and fan out and take cover before attacking. Nemesis shots are instant shieldgaters but there's a significant delay between them and they will tend to run away if the player gets close.
Reapers, there'll be Husks, Cannibals, and Marauders waving their hands in the air like they just don't care. Often the Husks/Cannibals will be getting buffed and thus not shooting. They tend to fan out and take cover as well. No single ranged attack capable of shieldgating.
Geth though, Geth will spawn Troopers, Rocket Troopers and Hunters, all of whom will immediately, relentlessly charge you down and immediately open up on any player in range with very high damage ranged attacks which also stun. The other factions just don't have anything approaching either their brutal, immediate ranged damage output (both hunters and rocket troopers will shield/healthgate with each shot on the average character) or of course the stuns - two out of three units that spawn on Geth Gold wave 1 will stun the player immediately on hit, and two out of the three will immediately shield/healthgate the player (hunters will immediately healthgate if their opening volley hits).
#266
Posté 09 octobre 2012 - 02:45
Noticed that combat roll from a Geth Pyro as well, its just ridiculous with its huge fuel tank on its back!Flies_by_Handles wrote...
Just yesterday I saw a Pyro roll backwards to avoid a warp ball.
He rolled.
Him and his giant fuel tank.
One has to wonder why we cannot grap them over edges if the reasoning is that they are too heavy.
C'mon Bioware, if you're going to augment some units, at least make sense and be consistent about it.
#267
Guest_TheCourier_1_*
Posté 09 octobre 2012 - 02:45
Guest_TheCourier_1_*
MustangJoe wrote...
I just played a pug silver against the geth. Never again! They cheat now more than ever, its disgusting. They appear to be immune to all biotics, pistols and smg's. They also developed ESP enabling them to evade any cast powers. Whatever was done to try to make them more challenging, has instead made them appear to be a cheating, dirty, no good,rotten down low, putrid smelly bloated rusted out mess of metal and cow flop. And while I know I could have wiped therm up with a kroguard, the point is I was using an asari adept and was literally worthless against them. Its too bad bcuz I like then random challenge, but with the possibility of getting the geth, forget it. I'll be choosing any other faction on any map other than Rio cuz its still bugged.
Hey, great rant! *highfives*
#268
Posté 09 octobre 2012 - 03:06
vs Cerberus = 15 out of 16
vs Reapers = 20 out of 21
vs Geth = 3 out of 7 (gold revive medal every single match, yay!)
Its obvious. Cerberus and Reapers need to be buffed to geth levels or its too easy. I suggest all reaper units other than cannibals have sync kills and all cerberus units other than engineers have phantom hand blasters. That should make it balanced.
#269
Posté 09 octobre 2012 - 03:41
Epique Phael767 wrote...
While I do respect you opinion on OHKOs, at least when sync-killed if you do gel you can run and get away most of the time, with stunlock you are rooted to the same position and when your teammates come to rez you, they have to overcome stunlock as well with a time limit that being stunned takes a considerable amount out of. On the issue of staying in cover, half the time a turret spawns behind you, or a hunter bum-rushes around it forcing you out and back into the danger zone. OHKOs are a danger to the team by the loss of a teammate, but stunlock is more dangeorous because of the risk to everyone. As I said earlier in this post, when someone can be revived, the team tries to save the downed person, but by doing so, they unknowingly jeopardize themselves to the same fate. OHKO enemies have to be close to sync-kill, the geth don't. OHKO enemies only target one player at a time, the geth don't. OHKOs must me done by the enemies boss units, all geth can stunlock except for troopers and pyros. The two are unbalanced because the geths is just as deadly and more versatile, unbalancing the two, in my opinion.
Dude, sync-killed = no gel. You're go down for the rest of the wave. Depending on what wave that is and what role you played, you could've just doomed your team to failure. God help you if it's the beginning of a later Gold/Plat wave. Even though OHKO's target one ally at a time, there are only four of you. If two go down, you're at 50% efficiency for the entire wave. For each ally that goes down, the enemy will have fewer targets to spread their units amongst. You don't think that counts as a "danger to everyone"?
If someone goes down in a geth match, they have the option of gelling, as do the idiots who ran through hell to pick them up without clearing the area. If the geth seem more versatile, keep in mind that you've also got versatility in fighting them instead of other factions (namely, reviving yourself after dying. OHKO's take this option away, remember). Besides, show me a character immune to sync-kills. OHKO's lead to more failures than stunlock. Yes, the latter is extremely annoying, and completely ruins the fun, but that's another issue.
#270
Posté 09 octobre 2012 - 03:42
#271
Posté 09 octobre 2012 - 04:32
I've seen more than once a Cerberus Guardian roll while carrying his shield.DAMASCUS_MAXIMUS wrote...
Noticed that combat roll from a Geth Pyro as well, its just ridiculous with its huge fuel tank on its back!Flies_by_Handles wrote...
Just yesterday I saw a Pyro roll backwards to avoid a warp ball.
He rolled.
Him and his giant fuel tank.
One has to wonder why we cannot grap them over edges if the reasoning is that they are too heavy.
C'mon Bioware, if you're going to augment some units, at least make sense and be consistent about it.
#272
Posté 09 octobre 2012 - 04:38
Sure, they're tough, but its a good challenge. I especially like how quick they are to execute players, good ol ruthless efficeincy! But seriously, all you have to do is stick with your team or pairs of two, and not go run out into the middle of fire to revive a downed player.
#273
Posté 09 octobre 2012 - 05:11
Geth Pyros overall size should be increased to match the mass effect 2 version (also a visual cue to show they likely can't be grabbed.). They should also be easier to detonate with powers when unshielded. boost their shields and health a little to make up for their heads and tanks being bigger hitboxes. Increase collateral damage when detonated.
Primes are ok but their max range is a little ridiculous combined with auto tracking plasma bolts. Also they pump out their drones at a retarded fast rate. Buff the drones but increase their cooldown significantly.
Hunters what everyone else said, and have them break stealth if they take any status effect or DoT. Increase their incapacitated time when staggered by the player. Slightly raise their shields.
Rocketeers fix the multi glitch, increase their incapacitated time when staggered, and reduce the correction of their shots so dodge rolls have a slightly bigger window. Raise shields.
Troopers are fine. Maybe add charge behavior in the proximity of both a Prime and a player.
Also in general I think enemy damage should be reduced on all difficulties slightly with a modest buff to enemy health and shields.
Modifié par Mightyg, 09 octobre 2012 - 05:19 .
#274
Posté 09 octobre 2012 - 05:46
When I lose to Geth, it's because of straight up shenanigans.
Pyro's fat asses can roll and jump and dodge around my Warp/Incinerate/Whatever, but magical Prime lasers are always delivered hot and fresh right into my face.
Just... just get rid of the stunlocking. Stunlocking has never, ever, been a good idea, and leads only to raeg.
#275
Posté 09 octobre 2012 - 05:48




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