To be honest, if we can get Bioware to realize that because there are weapons that they CAN'T change (GPS and Graal etc.), it literally did nothing but limit the weapons that the glitchers could use and agitate the people who really liked the charge acolyte, or even the zooming krysae,they might change it back.born2beagator wrote...
xBUMMx wrote...
Thisborn2beagator wrote...
This gun is fine.
It has a wonky firing system that has a learning curve to use correctly, there is a one second delay between shots in which you cannot take an action, and it does jack squat to armor. its a niche weapon meant to take down shields and barriers.
Leave it alone, or if it really has to be nerfed, just reduce the damage it does to health, which is decent. But do NOT nerf the shield and barrier damage.
I'm completely against a nerf, but a change back to the charge effect would be nice, but if it HAS to be done change the health damage. I always thought it did a lot of damage to health when considering its shield niche.
Same here. For being a niche gun it does a lot of damage to health. I would be fine with a nerf to that, but everything else is fine. Sadly we can't have the charge back because of rocket glitchers:?
PS: I knew that the removal of the charge mechanic would bring out the balance whiners. we have one of these threads a week now
Is the Acolyte the new Reegar?
#176
Posté 12 novembre 2012 - 10:31
#177
Posté 12 novembre 2012 - 10:32
Alijah Green wrote...
born2beagator wrote...
Alijah Green wrote...
a hater thread, but yeah I prefer the old one better it was way more effective. what else is the point of this thread
I did too. I acutally liked the charge mechanic.
Dam missile glitchers ruin everything.
they didn't ruin crap its Bioware that did this, the missle glitch went nowhere. They should just reverse the balance change but instead they will probably do something more awesome like NERF
Yeah, missile glitchers did ruin this. But yes, its bioware's fault that people can still missile glitch. IMO that should be the #1 priority right now: Get rid of the missile glitch....for good.
#178
Posté 12 novembre 2012 - 10:33
In previous ME games it was sensible to use one weapon to strip shields and another for armor. ME3 mechanics and fast paced combat forces to use one weapon. Acolyte is an exception. It doesn't mean that it's imbalanced. I think we just need more specialized light guns. Say paladin, which is much weaker against the shield and huge bonus against armor. Shield-killer SMGs would be cool to have too.
#179
Posté 12 novembre 2012 - 10:33
Parallax Demon wrote...
I'm a bit confused about this thread.
The OP makes a claim that everybody is using the Acolyte, but I hardly see people with this pistol equipped in the lobby.
Than we have Ronnie who kicks everybody from his lobby who is only using the Acolyte as a gun. Really don't understand this as an Adept will be perfectly fine with this. An Adept is also fine with a Talon or Scorpion, but according to Ronnie, Adepts should also use a 2nd weapon, even though nothing does more damage than a BS.
Then there is Ashen, who says that people must not take the 200% cooldown as a priority. A reason I can understand, but the weapons he's suggesting are all UR's, so not a lot of us will have them at level X, making his point less valid.
And then there are those people who claimed the Acolyte was perfectly balanced before the removed the charge mechanic. Mayby it was on the Destroyer or the Kroguard, but everybody playing an Adept labelled this gun as garbage, because the time to charge it resulted in an immediate death on Gold or Plat.
its all subjective like every other thread he might be getting out score but friend you know the butthurt theory
#180
Posté 12 novembre 2012 - 10:34
tutzdes wrote...
The worst thing about acolyte is that it's now the only good real sidearm. GPS for Destroyer doesn't count :}
In previous ME games it was sensible to use one weapon to strip shields and another for armor. ME3 mechanics and fast paced combat forces to use one weapon. Acolyte is an exception. It doesn't mean that it's imbalanced. I think we just need more specialized light guns. Say paladin, which is much weaker against the shield and huge bonus against armor. Shield-killer SMGs would be cool to have too.
IMO the Paladin, Carinfex, and Talon are good sidearms. but other than those, I agree
#181
Posté 12 novembre 2012 - 10:37
born2beagator wrote...
Alijah Green wrote...
born2beagator wrote...
Alijah Green wrote...
a hater thread, but yeah I prefer the old one better it was way more effective. what else is the point of this thread
I did too. I acutally liked the charge mechanic.
Dam missile glitchers ruin everything.
they didn't ruin crap its Bioware that did this, the missle glitch went nowhere. They should just reverse the balance change but instead they will probably do something more awesome like NERF
Yeah, missile glitchers did ruin this. But yes, its bioware's fault that people can still missile glitch. IMO that should be the #1 priority right now: Get rid of the missile glitch....for good.
we still have charge weapons, so if they did fix the problem there would be a new sniper and maybe the arc pistol
#182
Posté 12 novembre 2012 - 10:41
But I'm not complaining at all - saves me having to use a paladin + disruptor ammo in order to use pull effectively.
#183
Posté 12 novembre 2012 - 10:42
#184
Posté 12 novembre 2012 - 10:46
born2beagator wrote...
IMO the acolyte is one of the only truly creative weapons there is atm
A specialized anti-shield / barrier weapon would be creative. To add stun, AoE, no need to aim, arguably the best ammo power weapon in the game, more damage to shields / barriers than a Claymore / Javelin shot etc etc is a bit too much, esp since it weights nothing. A really creative weapon has pros and cons, the Acolyte doesn't have drawbacks thus spits creativity in the face.
#185
Posté 12 novembre 2012 - 10:50
capn233 wrote...
It doesn't really do the same job, unless you just mean staggering or killing mobs and maybe Phantoms specifically. Scorpion is not particularly good at stripping shields, which is the main job of the Acolyte.UKStory135 wrote...
I agree that calling the Acolyte a POS is hyperbolic, but the Scorpion with it's 100% stagger and ammo pop rate can do the job as good or better than the Acolyte.
As a primary weapon, yes they do act differently. I do prefer the Acolyte on my HA, DA. AJA. and DV, but the reason most people are using the acolyte or for that matter the scorpion as a sidearm on every class is as an answer for phantoms, and that is why I am comparing them.
#186
Posté 12 novembre 2012 - 10:51
Would people still use it:
-if it weighed as much as the arc pistol? Yes.
-if it did 1/2 it's current damage? Yes.
-both? Maybe not.
The trouble with the acolyte is that it's not enough of a niche weapon. It has too much general utility at the moment. So, I agree with Stardusk.
edit: And agree with Fortack's post above as well.
Modifié par Shampoohorn, 12 novembre 2012 - 10:51 .
#187
Posté 12 novembre 2012 - 10:51
Fortack wrote...
born2beagator wrote...
IMO the acolyte is one of the only truly creative weapons there is atm
A specialized anti-shield / barrier weapon would be creative. To add stun, AoE, no need to aim, arguably the best ammo power weapon in the game, more damage to shields / barriers than a Claymore / Javelin shot etc etc is a bit too much, esp since it weights nothing. A really creative weapon has pros and cons, the Acolyte doesn't have drawbacks thus spits creativity in the face.
Try to kill an Atlas with it! Will not give you a complete list of weapons who can do it in less time, but it's well over 10
#188
Posté 12 novembre 2012 - 10:55
Parallax Demon wrote...
Fortack wrote...
born2beagator wrote...
IMO the acolyte is one of the only truly creative weapons there is atm
A specialized anti-shield / barrier weapon would be creative. To add stun, AoE, no need to aim, arguably the best ammo power weapon in the game, more damage to shields / barriers than a Claymore / Javelin shot etc etc is a bit too much, esp since it weights nothing. A really creative weapon has pros and cons, the Acolyte doesn't have drawbacks thus spits creativity in the face.
Try to kill an Atlas with it! Will not give you a complete list of weapons who can do it in less time, but it's well over 10
Not really a relevant test, but what it will do is strip all of the Atlases shields within 5-10 seconds, leaving just the armor to deal with.
#189
Posté 12 novembre 2012 - 10:56
#190
Posté 12 novembre 2012 - 10:57
Shampoohorn wrote...
Parallax Demon wrote...
Fortack wrote...
born2beagator wrote...
IMO the acolyte is one of the only truly creative weapons there is atm
A specialized anti-shield / barrier weapon would be creative. To add stun, AoE, no need to aim, arguably the best ammo power weapon in the game, more damage to shields / barriers than a Claymore / Javelin shot etc etc is a bit too much, esp since it weights nothing. A really creative weapon has pros and cons, the Acolyte doesn't have drawbacks thus spits creativity in the face.
Try to kill an Atlas with it! Will not give you a complete list of weapons who can do it in less time, but it's well over 10
Not really a relevant test, but what it will do is strip all of the Atlases shields within 5-10 seconds, leaving just the armor to deal with.
But that's nothing, because it's not like there's any power in the game that can destroy an unshielded Atlas in a single cast.
That would be kind of ridiculous.
Modifié par Ashen Earth, 12 novembre 2012 - 10:58 .
#191
Posté 12 novembre 2012 - 11:04
Actually, Flamer can do that. Have you seen this thread?
http://social.biowar.../index/14876383
(LoL)
Modifié par Shampoohorn, 12 novembre 2012 - 11:04 .
#192
Guest_manbearpig654_*
Posté 12 novembre 2012 - 11:05
Guest_manbearpig654_*
#194
Posté 12 novembre 2012 - 11:10
born2beagator wrote.
IMO the Paladin, Carinfex, and Talon are good sidearms. but other than those, I agree
Yes and no. Talon and Paladin are URs, which make them not so valid as a means of comparison.
All the good pistols are rather heavy, when you look at it, there's absolutely nothing between Phalanx weight-class(0.25) and Arc Pistol&others( Arc P. X/Scorpion X/Talon X = 0.6). Which means that most of these will handicap power users, especially considering the UR status of the ones concerned.
There should be average weapons in that 0.25~0.6 gap, starting with the Arc Pistol, but there aren't.
Also on an even more general note, most guns lack specificities, i'm thinking about different results on armor/barriers/shields: the rule is just 1.0/1.0/1.0 with too few exceptions: Typhoon, CSMG, Reegar and Acolyte on an array of >50 guns.
The Acolyte wouldn't be such an exceptional weapon if we had more varied weapon choices, and there might be a little less whining about crappy guns if they couldn't be compared directly stat for stat because of different shield/barrier/armor multipliers.
Modifié par JohnBobbyTheThird, 12 novembre 2012 - 11:15 .
#195
Posté 12 novembre 2012 - 11:13
#196
Posté 12 novembre 2012 - 11:17
Talon and Paladin are good all-around weapons. There's almost no reason to have two weapons at once.
Currently guns are mostly either good (against almost everything) or just don't belong to higher difficulties.
Modifié par tutzdes, 12 novembre 2012 - 11:19 .
#197
Posté 12 novembre 2012 - 11:19
Saying that, how do you even nerf it? It's entire premise is to be effective against shields and barriers, if you nerf the damage there then the weapon truly has zero purpose and should be taken out of the game.
Saying nerf is easy, but that doesn't help BW. How would you nerf it without invalidating it's very inclusion into MP? Maybe take away any instance of AOE with it and make it a one enemy weapon? Do you make it heavier?
#198
Posté 12 novembre 2012 - 11:20
We have proposed to lower the health damage multiplier. Or to just put the charge back on it.mrcanada wrote...
Ya I was thinking about it the other day, the weapon is entirely too powerful. On a weight to power ratio, it's undoubtedly the best weapon in the game right now.
Saying that, how do you even nerf it? It's entire premise is to be effective against shields and barriers, if you nerf the damage there then the weapon truly has zero purpose and should be taken out of the game.
Saying nerf is easy, but that doesn't help BW. How would you nerf it without invalidating it's very inclusion into MP? Maybe take away any instance of AOE with it and make it a one enemy weapon? Do you make it heavier?
#199
Posté 12 novembre 2012 - 11:20
tutzdes wrote...
JohnBobbyTheThird, exactly what i tried to tell.
Talon and Paladin are good all-around weapons. There's almost no reason to have two weapons at once.
The Talon's range is pathetic. Try sniping a Cerberus Turret from across Firebase Hydra with one, and then tell me that a ULM CSMG with AP ammo wouldn't be better suited for it.
The Paladin is a precision weapon that sucks in CQC when compared to something like a Hurricane.
No, there's almost no reason to not have two weapons at once, especially now that ULM is working.
#200
Posté 12 novembre 2012 - 11:23
mrcanada wrote...
Ya I was thinking about it the other day, the weapon is entirely too powerful. On a weight to power ratio, it's undoubtedly the best weapon in the game right now.
Saying that, how do you even nerf it? It's entire premise is to be effective against shields and barriers, if you nerf the damage there then the weapon truly has zero purpose and should be taken out of the game.
Saying nerf is easy, but that doesn't help BW. How would you nerf it without invalidating it's very inclusion into MP? Maybe take away any instance of AOE with it and make it a one enemy weapon? Do you make it heavier?
Cut it's damage by 50%. On any kit with good gear you'll still do 2000-3000 AoE damage to shields/barriers per shot. That's entirely respectable. It's damage to health/armor would drop drastically but you would still have a good chance of stunning your target.





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