Scottus4 wrote...
Care to explain why you'd pass on them? Or what improvements you would like to see...?
Most of these kits bring a new power or combination in along with a new character model so its new and different at least in my eyes it is.
What is the concept behind these kits? Like, how do you see them playing in the current game? Like, Flare on a Vanguard... why do you have a power meant for long ranged caster damage on a close quarters combat class? How does Biotic Protector fit into that Adept kit?
I can see what you're going for with the Sentinel, but Tech Bursts aren't nearly as powerful as Biotic Explosions, and the shield siphon isn't anything special when both of the other Salarans have Energy Drain, which fills up their shield and gives them a defense boost like Tech Armor. The STG soldier doesn't need Cyro Grenades AND Snap Freeze.
Pathfinder Infy would have to be played as a weapons class, but he'd be a weapons class with only TC bringing extra firepower. Flashbang would really determine whether the class would be useful or not. If flashbang was really good, the kit could be alright. If Flashbang sucked, the kit would pretty much fail.
The Artillery Platform will be garbage in higher difficulties given that it will have to have shields that can be taken down, and the amount of actual damage put out by ranged enemies on gold/plat would destroy it before you could place another one down.
Female Turian Cabal Adept:Support in using Biotic Protector for tough situations and objectives and adequate casting role in using Singularity and Biotic Orbs, keeping a low capacity and recharge rate is key.
Female Turian Talon Vanguard:Like I said before, Flare would need to have a serious nerf for it to be MP friendly but it would be good to have a capable ranged attack to use along side Throw or Lash considering that you'd be expected to use a light wieght weapon.
It's either that or I change Flare to Lift or Cluster Grenade, but then that would be an old power and I'd like to add something new with the Female Turians.
Salarian STG Soldier:Okay then, I'd more than likely ditch Snap Freeze for Tactical Scan or otherwise. Concussive Shot would be plenty for setting off Cryo Explosions... I think?
Salarian Operative Sentinel:Perhaps when Surge Radiator is active it siphons a small percentage of Shields back (Without going crazy with it) to make up for the slight weakness in Tech Bursts.
Ex-Cerberus Pathfinder Infiltrator:I'm thinking about ditching Decoy... but Flashbang Grenades do damage enemies as well as disorientating them with each rank changing the scales of length of disorientation and damage.
It would have a relatively large radius but the damage wouldn't be to the quality of Frag Grenades for example due to it only being shrapnel.
Ex-Cerberus Annihilator Engineer:I admit I had a hard time coming up with something different and interesting for the Annhilator but I took a slight inspiration from the N7 Paladin Sentinel by having choice between Fire and Ice.
As for the Artilery Platform it can be taken many ways... Either the Chain Gun could be relatively weak, whatever choice you make to take it into either Incendiary or Cryo rounds sets up whoever it shoots for Cryo or Fire Explosions.
Hence why this kit has Incinerate and Cryo Blast.
But like you said, it could have shields to protect it, but in the end it's up to the player on where they posistion it.
If it's constantly getting blown up then perhaps they need to think smarter on where they deploy.
Boceto wrote...
Very great ideas for the kits, there's just one thing I don't like: The infiltrator needs an offensive power, he'll be too weak otherwise.
As mentioned above, Flashbang Grenades will do damage =) Not as much as a Frag but it also disorientates enemies leaving them open for attack.