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Is the Acolyte the new Reegar?


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#201
mrcanada

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xBUMMx wrote...

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?

We have proposed to lower the health damage multiplier. Or to just put the charge back on it.


The charge will never return as it allows missile glitching. The health is a non issue because no one uses it for damage on health. But the damage it does to shields and barriers is unprecedented and obviously needs addressing. Short of removing the gun from the game entirely, I don't really see how you nerf it other than taking away it's AOE ability. The AOE with ammo effects make it something completely different than what it was intended for.

#202
TheLastAwakening

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Put the charge back on, or lower health multiplier. Don't nerf anything else, I feel like yelling...

#203
Shampoohorn

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TheLastAwakening wrote...

Put the charge back on, or lower health multiplier. Don't nerf anything else, I feel like yelling...


Yell away.   I don't care.  Acolyte is poorly designed.

#204
whalewhisker

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HolyAvenger wrote...

Just needs to be heavier so caster classes pay a penalty for using it.


As if they didn't already pay a penatly for every other weapon.

#205
MaxShine

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mrcanada wrote...
The charge will never return as it allows missile glitching.


There is missile glitching right now... BW should just implement a better fix, maybe they will get it right after they tried a million times. There was a reason why they put the charge mechanism on this gun in the first place... It is more difficult to use with the charge

#206
mrcanada

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TheLastAwakening wrote...

Put the charge back on, or lower health multiplier. Don't nerf anything else, I feel like yelling...


The charge will never be put back on the weapon and healh multiplier nerfs mean nothing to that weapon.

#207
mrcanada

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100RenegadePoints wrote...

mrcanada wrote...
The charge will never return as it allows missile glitching.


There is missile glitching right now... BW should just implement a better fix, maybe they will get it right after they tried a million times. There was a reason why they put the charge mechanism on this gun in the first place... It is more difficult to use with the charge


I'm not BW, but anything that has had a charge or a warm up has been removed so rest assured that will never return. But this isn't about missile glitching, so let's stop talking about it and just agree that the charge will NEVER return to the Acolyte.....................because it won't.

#208
Fortack

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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?


You could keep its (feather) weight so it remains a good caster weapon. Give it 3 shots that require aiming (and only hit one target). Reduce the shield & barrier multiplier so one shot is powerful enough to strip shields & barrier of all the common enemies (Centurions, Marauders, C Captains, Geth Hunters etc).

#209
xBUMMx

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We've also pointed out how pointless the no charge on the acolyte and krysae was because they can't fully get rid of the missile glitch unless they find another route besides preventing it via weapon charge mechanics because they can't do it to guns like the GPS

I do appreciate that Bioware is trying because most developers would have given up by now, but cutting the charge from certain guns will only move the missile glitchers to different guns, and ruin the original balance and features of some guns that we now have to suffer because of those worthless missile glitching d bags

#210
mrcanada

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Fortack wrote...

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?


You could keep its (feather) weight so it remains a good caster weapon. Give it 3 shots that require aiming (and only hit one target). Reduce the shield & barrier multiplier so one shot is powerful enough to strip shields & barrier of all the common enemies (Centurions, Marauders, C Captains, Geth Hunters etc).


Ya, the nerf has to be centered around getting rid of the AOE. That, or reduce the effect it has on shields and barriers, but you have to be careful there as that is the only thing it was designed to do. If you take it too far, it's just another weapon that no one uses like 50% of the stuff already in there.

#211
xBUMMx

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mrcanada wrote...

TheLastAwakening wrote...

Put the charge back on, or lower health multiplier. Don't nerf anything else, I feel like yelling...


The charge will never be put back on the weapon and healh multiplier nerfs mean nothing to that weapon.

The health damage is actually prevalent because it could still easily kill mooks without help.

#212
mrcanada

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xBUMMx wrote...

We've also pointed out how pointless the no charge on the acolyte and krysae was because they can't fully get rid of the missile glitch unless they find another route besides preventing it via weapon charge mechanics because they can't do it to guns like the GPS

I do appreciate that Bioware is trying because most developers would have given up by now, but cutting the charge from certain guns will only move the missile glitchers to different guns, and ruin the original balance and features of some guns that we now have to suffer because of those worthless missile glitching d bags


It doesn't matter that you think it's pointless, BioWare doesn't think so and that is why they took it off the Acolyte and a few others. It isn't returning and the fact that people still missile glitch has no bearing on how this weapon works.

#213
TheLastAwakening

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Shampoohorn wrote...

TheLastAwakening wrote...

Put the charge back on, or lower health multiplier. Don't nerf anything else, I feel like yelling...


Yell away.   I don't care.  Acolyte is poorly designed.


"Designed for asari resistance, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers."

SO, how is it POORLY designed? The real problem is that this pistol should of been an Ultra rare to begin with and that it can damage health significantly well. Otherwise, this is one of the few weapons that does precisely what was intended.

#214
joker_jack

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The gun is a great side arm. Good phantom killer and shield/barrier killer. Everyone who had complained about the charge being taken out is nothing more than an elitist hipster idiot.

#215
mrcanada

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TheLastAwakening wrote...

Shampoohorn wrote...

TheLastAwakening wrote...

Put the charge back on, or lower health multiplier. Don't nerf anything else, I feel like yelling...


Yell away.   I don't care.  Acolyte is poorly designed.


"Designed for asari resistance, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers."

SO, how is it POORLY designed? The real problem is that this pistol should of been an Ultra rare to begin with and that it can damage health significantly well. Otherwise, this is one of the few weapons that does precisely what was intended.


Making it a UR would have been smart, just like how the Krysae should have been as well. 

#216
whalewhisker

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joker_jack wrote...

The gun is a great side arm. Good phantom killer and shield/barrier killer. Everyone who had complained about the charge being taken out is nothing more than an elitist hipster idiot.



#217
Shampoohorn

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TheLastAwakening wrote...

Shampoohorn wrote...

TheLastAwakening wrote...
Put the charge back on, or lower health multiplier. Don't nerf anything else, I feel like yelling...


Yell away.   I don't care.  Acolyte is poorly designed.

"Designed for asari resistance, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers."

SO, how is it POORLY designed? The real problem is that this pistol should of been an Ultra rare to begin with and that it can damage health significantly well. Otherwise, this is one of the few weapons that does precisely what was intended.


LOL, why are you bringing background fluff into a discussion about the mechanics of the gun?  You don't think Asari ACTUALLY designed the Acolyte, do you?  And if they did, then *cough* Disciple *cough* I'd like to have a word or two with them.

Regardless, the lightest gun in the game currently does the most single shot damage to barriers and shields.  And it does it over a large AoE.  You can't explain that.

#218
Evo_9

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plat is too easy with acolyte, nerds a nerf pronto!!

Modifié par Evo_9, 12 novembre 2012 - 11:50 .


#219
Miniditka77

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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?

I agree - the shield stripping of the Acolyte is the entire point of the gun.  Take that away, and you might as well just call it a lighter version of the Falcon.

As long as it does enough damage to strip the shield/barrier off any mook in one shot, I don't care what else you do to it.  I don't need the AOE, although it's nice to not have to aim.  I don't need it to stun enemies, although that's nice too.  I don't need it to apply ammo effects with every shot, but that's nice.   If it must be nerfed (and I'm not saying it should be), the first thing to go should probably be the stun effect.  It's very nice, but it's unnecessary.

Stardusk wrote...

For example, most people hate the shield/barrier evolution of Flamer, Their reason? they have an Acolyte and use it constantly.

I was hating the shield/barrier evolution of Flamer before it was cool.

Modifié par Miniditka77, 12 novembre 2012 - 11:56 .


#220
xBUMMx

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whalewhisker wrote...

joker_jack wrote...

The gun is a great side arm. Good phantom killer and shield/barrier killer. Everyone who had complained about the charge being taken out is nothing more than an elitist hipster idiot.

Did you just call me a hipster? No. Just no you wretched beast. (sorry, hipsters are the worst kind of person)

I am not hipster or elitist, we just noted that the charge was great for balancing the weapon, but it was taken out because of the missile ****ers-- I mean glitchers, and now it has become rather OP, and the threat of a nerd is very high.

I don't give a flying **** about how many people used it or if it took more skilthan most guns and I happened to have stuck with it long enough to learn, I just don't want this wonderful gun being ruined because of both missile glitchers and people complaining about the new mechanic making it "too easy to use" or "to overpowered". 

#221
noncasus

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Large AoE?
Define 'large', because on countless occasions I've fired in between 2 Centurions who were apart by no more than 3 feet from each other and only one got hit.

The Falcon or Krysea on the other hand... now those have large/huge AoE

#222
Ashen One

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Shampoohorn wrote...

TheLastAwakening wrote...

Shampoohorn wrote...

TheLastAwakening wrote...
Put the charge back on, or lower health multiplier. Don't nerf anything else, I feel like yelling...


Yell away.   I don't care.  Acolyte is poorly designed.

"Designed for asari resistance, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers."

SO, how is it POORLY designed? The real problem is that this pistol should of been an Ultra rare to begin with and that it can damage health significantly well. Otherwise, this is one of the few weapons that does precisely what was intended.


LOL, why are you bringing background fluff into a discussion about the mechanics of the gun?  You don't think Asari ACTUALLY designed the Acolyte, do you?  And if they did, then *cough* Disciple *cough* I'd like to have a word or two with them.

Regardless, the lightest gun in the game currently does the most single shot damage to barriers and shields.  And it does it over a large AoE.  You can't explain that.


I actually can explain that, but I would be labled as an "elitist" and possibly even a "nerfer", depending on just how far I decided to go with my trolling explanation. It is pretty funny that people waited until the charge mechanic was removed to post threads complaining about how the Acolyte is "unbalanced" though.

That being said, this forum will be a very interesting place if they ever add the Adas and the Executioner.
:wizard:

Modifié par Ashen Earth, 12 novembre 2012 - 11:56 .


#223
CmnDwnWrkn

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Shampoohorn wrote...

TheLastAwakening wrote...

Shampoohorn wrote...

TheLastAwakening wrote...
Put the charge back on, or lower health multiplier. Don't nerf anything else, I feel like yelling...


Yell away.   I don't care.  Acolyte is poorly designed.

"Designed for asari resistance, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers."

SO, how is it POORLY designed? The real problem is that this pistol should of been an Ultra rare to begin with and that it can damage health significantly well. Otherwise, this is one of the few weapons that does precisely what was intended.


LOL, why are you bringing background fluff into a discussion about the mechanics of the gun?  You don't think Asari ACTUALLY designed the Acolyte, do you?  And if they did, then *cough* Disciple *cough* I'd like to have a word or two with them.

Regardless, the lightest gun in the game currently does the most single shot damage to barriers and shields.  And it does it over a large AoE.  You can't explain that.


And it does poor damage against anything that isn't shields.  And it's very slow firing.  I haven't once seen someone dominate a match with an Acolyte.

noncasus wrote...

Large AoE?
Define 'large', because on
countless occasions I've fired in between 2 Centurions who were apart
by no more than 3 feet from each other and only one got hit.

The Falcon or Krysea on the other hand... now those have large/huge AoE


That's true.  Its AoE is relatively small.

Modifié par CmnDwnWrkn, 12 novembre 2012 - 11:56 .


#224
Bayonet Hipshot

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I have been using acolyte since the day it came out ..I use it on both Vorcha, Geth Trooper Soldier, & N7 Fury, Drell Adept...Nothing else.

Seriously, the gun is meant for caster classes. Heck I use the Talon for all my other adepts or sentinel (other adepts have warp that debuff enemies so they take extra damage, I have never played human sentinel, Phoenix adept has lash that go through shields.)

The fact of the matter is Acolyte as a base weapon (no mods, no ammo powers) remains solely as a shield / barrier stripper for single targets. Large AOE ? Try using it on groups of Geth on Gold or Platinum ? Only 1 or 2 get staggered & the rest kills you. The fact that acolyte does insane damage when paired with cryo ammo / incendiary ammo ..Is just the same when PPR or CSR with incendiary ammo or Talon with Cryo ammo.

On the subject of overpowered, any weapons class can take a heavy pistol that does good damage &turn it into a powerful weapon. Try the Talon or Paladin on the old Turian Soldier or Geth Infiltrator & you can still wreck things, in fact you can wreck them better because Talon or Paladin on weapons based classes have no cooldown and Marksman, Proxy Mine can be spammed.

I seriously have no problem with them bringing back the charge mechanic. & the bloody gun, being one that shoots projectiles is AWFUL off host..Like using Graal, Kishock off host..The only reason Acolyte work off host is the tiny AOE that allows you to shoot on the group & hope the projectile bounces to one the target....

Modifié par The Sin, 13 novembre 2012 - 12:11 .


#225
megabeast37215

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joker_jack wrote...

The gun is a great side arm. Good phantom killer and shield/barrier killer. Everyone who had complained about the charge being taken out is nothing more than an elitist hipster idiot.


Hey knucklehead... I liked the charge up version and I have a few reasons why.

When you charged it, then targeted an enemy with biotic charge, the weapon would fire instantly and the projectile would beat you to the target, causing instant tech combos. That was awesome...

Another thing that could be done was to charge the Acolyte, cloak, shoot a target which didn't decloak you, then switch weapons and goto town...

The Acolyte had character before the charge was removed...