Feneckus wrote...
UKStory135 wrote...
Infiltrators are supposed to have the highest burst DPS, that is their primary role. As far as Sustained DPS goes, Cyonan has already shown that there are several Soldiers that have as high or higher sustained DPS, which is as it should be.
With all due respect, that's total BS. I'd rather trust my in-game experience than theoritical numbers.
UKStory135 wrote...
Their powers might hit harder, but the Engineers are better at setting off combos.
Not really. The GI, SI, QMI and TGI can do that with ammo powers.
Besides, tech combos do what ? 250 damage ? Now compare that with a BW/Javelin/Harrier/Claymore boosted by Tactical Cloak.
With exception of the Ghost, I don't see how their survivabilty is any better than the Sentinels.
The SI has energy drain. The GI has Hunter Mode and proxy mine. And they all have Tactical Cloak.
capn233 wrote...
Durability was the only weakness, until the Ghost.
Adepts and Engineer have far weaker durability than Infiltrators.
unclemonster wrote...
Feneckus...the real problem is that you are too good...
so you have trouble seeing things from a NOOB (or even AVERAGE-above average player perspective)
you are in a very small percentage of elite player base.
I was a noob once.
I used to think silver was damn hard. Then I played some Gold. Playing Gold with a non infiltrator was just out of the question, I couldn't have handled it.
Now I got better, I can carry 3 bad players with pretty much every class, I can kill stuff just as efficiently as a GI with a lot of classes, but I know all the advantages you get while playing an Infiltrator. I exploited all those advantages at one point because it was the only way I could extract on Gold on a regular basis. I know what I'm talking about. I was horrible when the game came out.
So Infiltrators have higher sustained DPS than a damage specced AR soldier or the Destroyer, Turians equipped with high level ARs and Marksman, especially with the previous racial buffs?
In terms of burst DPS I don't think anyone is really arguing that given the nature of the type of weapons often found on Infiltrators.
I wouldn't use the point of Ammo powers to determin whether a kit is overpowered or not. It should be held on it's own and compared like for like with another not throwing in ammo powers and gear etc. as the BSN does not consist of the vast majority of the player base, however much we may wish it to be. There are a few hundred of us that regular the forums, maybe. when you can check the leaderboards for the ranks to determine how many players there actually are. Whether they play actively is another matter entirely.
I would say that the issue is, the 40% / 80% universal damage boost to both weapons and powers. That is the only issue still remaining with Tac cloak after the previous nerf. It should be one or the other not both, personally I would lean on the side of the damage boost being weapon damage only, to stop the Inf. outclassing most engineers with the exception of the GE and Destroyer, those being the only ones I frequently use.
Soldiers hold their own in terms of firepower with an Inf. an Engineer doesn't when it comes to an 80% damage boost to overload it instantly becomes a power which will systematically beat anything an engineer can throw out without stacking gear and equipment.
Nor should you mix tech combo damage and weapon damage to seperate issues which have nothing to do with one another.
As to durability well you mentioned 2 classes, yet ignored the Demolishers supply pylon, Geth turret specced for shields, Reave, Energy drain, Justicar's bubble and the Krogan's Barrier. I don't use either class much so I don't comment further. But if they are that over powered then why not mention Soldier, Sentinels and Vanguard. Surely if they were inf. Would outclass them in terms of durability as well.
well the stim pack nerf was always coming that was a given an inf running round with 4000 max shields should have set alarm bells of before release. Problem is Durability? So Krogans with Rage mode, Barrier, Fortification on Geth troopers. The 100% shield boost from AR on soldiers. The heavy shield and health buffs to Turians to compete with Krogan and Batarians. Vorcha blood lust heath regen does not count as durable then, and it doesn't match an infiltrator? Really?
Tac cloak in terms of shifting attention gives you a little extra edge, in that slipping round a corner and using tac cloak shifts attention for all of 2 seconds before you cancel, fire and everyone starts shooting at you again. HM grants situational awareness at the expense on half your base shields and if you don't know what you're doing you're going to spend half the match face down after a Phantom decided to give you an enema with her sword.
Yet we've all seen enemies blind fire at your location and 5 seconds isn't going to create some game altering move where your team is overwhelmed I can achieve simmilar results by running to another part of the map and hiding as the rest of the team keeps shooting and draws aggro to them. In addition to wall hacking rockets, curving Atlas shots, stun locking Prime blasts which curve like they've been thrown by an Australian curve cricket bowler. You're representing things far more simply than they are and it's disingenuous. Not to mention Primes being able to see you, the magical x ray vision of dragoons, and splash damage which makes cloak irrelevant.
As to adepts, that issue is more akin to the Biotic powers, I felt, have been left behind somewhat as our manifests have become more filled. I mean, do a choose a Turian Sol. with a Mrk V Harrier or a Geth Inf. with a mrk VI Black widow, or I could choose an adept... Naaaaah. But then again that's just probably me as I tend to be crap with power classes and mainly stick to Soldeirs, Inf, and Sentinels with a few exceptions.
In short, yes Inf. are a jack of all trades. And beat some classes in other aspects and not in others. The only issue I have with cloak after the previous nerf I reitterate is the 40% 80% universal damage boost to both powers and weapons. That's it. It should be limited to weapons.
Start mucking about with cooldown times and weight capacity as some people are, clearly they've never tried to use a Javelin, we'll be back shotgun inf. spam again. Although being able to fire a power cloak and fire another power due to the mechanics is stupid and should be fixed. That is not a class OP issue it's a Bioware coding issue and renders the second option on Tac cloak moot, unless you're suggesting that is a reason for a nerf because Bioware can't fix it's own mistakes.
Modifié par billy the squid, 06 décembre 2012 - 11:02 .