Modifié par tatski, 18 décembre 2012 - 08:00 .
I disapprove of reverting the Acolyte
#51
Posté 18 décembre 2012 - 07:22
#52
Posté 18 décembre 2012 - 07:24
#53
Posté 18 décembre 2012 - 07:25
count_4 wrote...
No, it wasn't. It could still strip shields in one shot from any enemy besides bosses after the nerf, which means it wasn't actually a nerf in practice.upinya slayin wrote...
The acolyte was better pre-nerf and i'm happy its back
And how is a one second delay before firing preferable to a second delay after firing (and killing the target)?
I have yet to hear even one single argument from the pro-chargers why it was better before that actually makes sense.
how about reading my whole posts on it?
#54
Posté 18 décembre 2012 - 07:26
Nemy Montoya wrote...
upinya slayin wrote...
2) the charge mechanic when mixed with some powers (BC, SS, Etc.) released and lands on impact.
This is the main reason I didn't want the charge mechanic back. It just doesn't feel like how the gun was supposed to be used. I don't get the impression the asari made the Acolyte so they can fire while sprinting and their vanguards can fire while charging. Feels a little like an abuse of a mechanic that was supposed to limit use of the weapon and not supposed to be a selling point.
So they made a weapon for it to not be used effectively?
#55
Posté 18 décembre 2012 - 07:30
I hope they nerf the Harrier into something that can't be used effectively on anything other than the most strict weapon classes.
#56
Posté 18 décembre 2012 - 07:30
#57
Posté 18 décembre 2012 - 07:30
#58
Posté 18 décembre 2012 - 07:33
N7-Commander wrote...
Ugh. Great. I really hate BSN sometimes. They just had to go and get my caster gun nerfed back to charge. Fantastic, can't wait to have my character slaughtered on gold everytime he's forced to peek out of cover for a few seconds to charge this snail. Why didn't they just make it like the Arc Pistol, please everyone that way.
I hope they nerf the Harrier into something that can't be used effectively on anything other than the most strict weapon classes.
once agian its a buff. all you people complaining make no sense. Alot of us felt screwed by the nerf of removing charge just to stop cheaters and then eveyrone and their mom overused it getting it nerfed. Now tis back to its original glory and i'm happy as hell for that.
#59
Posté 18 décembre 2012 - 07:34
count_4 wrote...
No, it wasn't. It could still strip shields in one shot from any enemy besides bosses after the nerf, which means it wasn't actually a nerf in practice.upinya slayin wrote...
The acolyte was better pre-nerf and i'm happy its back
And how is a one second delay before firing preferable to a second delay after firing (and killing the target)?
I have yet to hear even one single argument from the pro-chargers why it was better before that actually makes sense.
This is incorrect. I know for a fact on gold+ the chargeless nerfed acolyte (no consumables) left 3 bars of shields on a phantom, requiring a second shot. Playing as a drell adept, this was detrimental. My jacket has the holes to prove it
#60
Posté 18 décembre 2012 - 07:35
You can charge and shoot while sprinting. It's fun and allows for aggressive play.count_4 wrote...
I have yet to hear even one single argument from the pro-chargers why it was better before that actually makes sense.
#61
Posté 18 décembre 2012 - 07:38
#62
Posté 18 décembre 2012 - 07:39
I did.upinya slayin wrote...
count_4 wrote...
No, it wasn't. It could still strip shields in one shot from any enemy besides bosses after the nerf, which means it wasn't actually a nerf in practice.upinya slayin wrote...
The acolyte was better pre-nerf and i'm happy its back
And how is a one second delay before firing preferable to a second delay after firing (and killing the target)?
I have yet to hear even one single argument from the pro-chargers why it was better before that actually makes sense.
how about reading my whole posts on it?
The ROF increase is negligible as it is too minor to really do anything in practice.
The damage increase? Sure helps a bit against bosses but the bosses aren't the ones killing me, it's the mooks and minor bosses, both of which can be one-shot with the chargeless Acolyte.
And firing on impact? What keeps you from firing on impact manually?
Reverting the Acolyte to the charge mechanic takes away the ability to react instantly to any threat without giving us anything worthwhile in return.
And while I know that lore isn't really a concern to people on MP, nobody in their right mind would build a weapon where you have to constantly pull the trigger and release it only if you want to fire.
#63
Posté 18 décembre 2012 - 07:39
#64
Posté 18 décembre 2012 - 07:43
#65
Posté 18 décembre 2012 - 07:45
I can deal with a slow firing rate and damage reductions (just equip pistol consumables). The reloading delay when we had the chargeless Acolyte was never that detrimental for me since you can just reload behind cover.
Alas, I didn't care for the Acolyte when it had to be charged. I don't think I'll care for it now, but I'll have to try again and see.
Modifié par Najarati, 18 décembre 2012 - 07:54 .
#66
Posté 18 décembre 2012 - 07:47
upinya slayin wrote...
once agian its a buff. all you people complaining make no sense. Alot of us felt screwed by the nerf of removing charge just to stop cheaters and then eveyrone and their mom overused it getting it nerfed. Now tis back to its original glory and i'm happy as hell for that.
I honestly don't care how you perceive it to be. Removing the charge was one of the best and most useful buffs I ever had the pleasure of enjoying, imo.
It is a caster weapon. Casters are squishy. You have to stay out of cover to fire the weapon. This means jack on bronze and silver but gold isn't so forgiving on so such stupidity. But oh hey! Vanguards can now do that charge-charge trick! So yay! Its not like they didn't have a Geth Plasma Shotgun, or any other charge weapons. Thank god those classes are safe, if the squishy casters and adepts, for which the gun was designed for, are crippled because of it, so be it! They are necessary causalities.
This is like the only gun in the game that HAS to be charged to fire. How anyone can not view that as a ridiculous weakness, especially on a caster, is beyond me. All other charge weapons have the ability to fire instantly, be it at a weaker damage output. I'd rather have that then be crippled with a mandatory charge up.
Don't agree? Good for you. No, really. I'm super happy that this nerf doesn't effect you personally, kudos, good for you. Must be nice. Forgive me if your pleasure over this nerf doesn't have relevance to how much it hurts my casters.
Harrier is widely claimed to be one of the best assault rifles. I never use it myself though. So if they nerf it down to be crap I won't personally care since it doesn't effect me. Doesn't mean I won't be aware of how much it'd hurt other players and kits though. They nerfed a caster weapon to be less effective on squishy casters. Weapon kits and a few niche kits won't be effected by it, so what?
It's still a nerf, a fatal nerf, to many caster players regardless of how much you personally prefer it to be as such.
#67
Posté 18 décembre 2012 - 07:48
#68
Posté 18 décembre 2012 - 07:52
count_4 wrote...
I did.upinya slayin wrote...
count_4 wrote...
No, it wasn't. It could still strip shields in one shot from any enemy besides bosses after the nerf, which means it wasn't actually a nerf in practice.upinya slayin wrote...
The acolyte was better pre-nerf and i'm happy its back
And how is a one second delay before firing preferable to a second delay after firing (and killing the target)?
I have yet to hear even one single argument from the pro-chargers why it was better before that actually makes sense.
how about reading my whole posts on it?
The ROF increase is negligible as it is too minor to really do anything in practice.
The damage increase? Sure helps a bit against bosses but the bosses aren't the ones killing me, it's the mooks and minor bosses, both of which can be one-shot with the chargeless Acolyte.
And firing on impact? What keeps you from firing on impact manually?
Reverting the Acolyte to the charge mechanic takes away the ability to react instantly to any threat without giving us anything worthwhile in return.
And while I know that lore isn't really a concern to people on MP, nobody in their right mind would build a weapon where you have to constantly pull the trigger and release it only if you want to fire.
it takes away 245 damage per shot against shields/barriers and tahts w/o any amps. thats alot.
anyway with that said the firing on impact can't be done since you can't fire in the middle of a charge. if you charge the weapon then perform a Biotic charge it releases up impact stripping away the shields then letting teh force and damage from BC affct health.
and yes it takes away the ability to react insatnly unless you know you run around with it charged and then you can react even faster
#69
Posté 18 décembre 2012 - 07:52
After dropping a boss' (or anything's) shields, the last thing you want to do is sit idly for over a second.
Just because it wasn't more convenient to use before doesn't mean that taking the charge away was a buff. It just made it easier to use, but actually less effective.
#70
Posté 18 décembre 2012 - 07:54
Im sorry, but if peeps are using a single weapon to play higher difficulties, then for sure this thing needed fixing. Hurray for the charge back. Back to Silver for yas!!
#71
Posté 18 décembre 2012 - 07:54
This is like the only gun in the game that HAS to be charged to fire. How anyone can not view that as a ridiculous weakness, especially on a caster, is beyond me. All other charge weapons have the ability to fire instantly, be it at a weaker damage output. I'd rather have that then be crippled with a mandatory charge up.
Don't agree? Good for you. No, really. I'm super happy that this nerf doesn't effect you personally, kudos, good for you. Must be nice. Forgive me if your pleasure over this nerf doesn't have relevance to how much it hurts my casters.
It's still a nerf, a fatal nerf, to many caster players regardless of how much you personally prefer it to be as such.
I couldn't agree more. It helps to make my casters (which are my fave classes to play) weaker and, more importantly, less fun to play
Modifié par Calgac, 18 décembre 2012 - 07:54 .
#72
Posté 18 décembre 2012 - 07:56
#73
Posté 18 décembre 2012 - 07:57
upinya slayin wrote...
Nemy Montoya wrote...
upinya slayin wrote...
2) the charge mechanic when mixed with some powers (BC, SS, Etc.) released and lands on impact.
This is the main reason I didn't want the charge mechanic back. It just doesn't feel like how the gun was supposed to be used. I don't get the impression the asari made the Acolyte so they can fire while sprinting and their vanguards can fire while charging. Feels a little like an abuse of a mechanic that was supposed to limit use of the weapon and not supposed to be a selling point.
So they made a weapon for it to not be used effectively?
They made a weapon for stripping shields. Both versions did that.
They most likely did not make a weapon that can fired at pin-point accuracy while running (despite the up-down movement of your arm) or charging yet can't hold it's charge when going up a ladder or off a ledge. As funny as it was to shoot a trooper who snuck up behind me by climbing a ladder and having the shot bounce back, I'm pretty damn sure that was not an intended feature of the weapon.
#74
Posté 18 décembre 2012 - 07:57
#75
Posté 18 décembre 2012 - 07:59





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