I disapprove of reverting the Acolyte
#76
Posté 18 décembre 2012 - 07:59
#77
Posté 18 décembre 2012 - 07:59
Just pretend the charge mechanic was never removed, that's what I did.
#78
Posté 18 décembre 2012 - 08:00
Should be able to reload/switchweapons/etc. immediately after shots again now. Very cool.
#79
Posté 18 décembre 2012 - 08:00
#80
Posté 18 décembre 2012 - 08:02
Zhuinden wrote...
Googleness wrote...
I remember some vanguard player crying that with charge-acolyte he could: charge the acolyte>hold the trigger same time he biotic charge>win.
But you can just shoot after the Biotic Charge is complete and it's pretty much the same thing.
oh nooooo its nooooot
#81
Posté 18 décembre 2012 - 08:02
But to say it has effected casters is a fallacy. I mastered the charge mechanism before they removed it and used it very effectively before. It has regained the benefit of using it while cloaked on the shadow, and vanguards can do the charge trick with it.
I actually welcome the return of the charge instead of the damage nerf, and any other future nerfs to damage.
#82
Posté 18 décembre 2012 - 08:03
STOP with the niggling changes and improve the game engine/server so it actually works right. Now THAT would be an improvement!
#83
Posté 18 décembre 2012 - 08:04
lol you know what time it is...Biotic charge of acolyte death!upinya slayin wrote...
Zhuinden wrote...
After messing with the Carnifex and the Piranha, there should be at least one Caster weapon left.
The Acolyte did not need to be reverted, I'd laugh if the missile glitchers would be more abundant yet again.
People don't realize that the charge removal was a nerf not a buff. I'm happy to have it back the way it was.
#84
Posté 18 décembre 2012 - 08:05
#85
Posté 18 décembre 2012 - 08:05
upinya slayin wrote...
Zhuinden wrote...
After messing with the Carnifex and the Piranha, there should be at least one Caster weapon left.
The Acolyte did not need to be reverted, I'd laugh if the missile glitchers would be more abundant yet again.
People don't realize that the charge removal was a nerf not a buff. I'm happy to have it back the way it was.
Perhaps you'd like to explain? Before, you had to wait for a long charge time and then shoot. It took about two-three bars of shield off. Then it was no wait and two-three bars. Now we're back to waiting again. How is that an improvement in your opinion? Pls clarify.
#86
Posté 18 décembre 2012 - 08:05
Shyde01 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.
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
That's bull. Maybe on Plat, but on Gold you needed exactly one shot to completely strip the shields of a Phantom.
#87
Posté 18 décembre 2012 - 08:06
It's been reverted to its original form, so...okay? Wish granted.Swansuite wrote...
Sorry, but I'm utterly peaved about this. First of all.... enough with the freaking balance changes. Imo, they are NOT improving the game. Second, this gun is useful as a shield stripper and pretty much nothing else (it has a little bit of kick, but not much). Essentially, you've forced me to completely revamp the way I pla (paladin/Sentinel/acolyte=strip, spray, explode). That's very poor form and you're starting to frustrate me to the point that I'm no longer interested in investing a whole lot of time in this game.
STOP with the niggling changes and improve the game engine/server so it actually works right. Now THAT would be an improvement!
#88
Posté 18 décembre 2012 - 08:06
N7-Commander wrote...
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.
Since you are actually polite and responded with good points i'll return the kindness
I do understand how alot of players can take it as a buff when teh charge was removed. Personally I orginally hated the original charge acolyte until i took the time to learn the greatness of it. and becuase of that I feel like alot of people are in the same boat i was 6 months ago when it was released. They just don't have the experiance with it or the patince to learn how to use it. a chargeless acolyte is easier to use not better IMO. Alot of people feel its better becuase its easier to use. Most people migrate to easy to use layouts and weapons. IDK why they do but they do.
Its an asari weapon that was made to use for casters. I agre with you. the idea is to strip shields since biotocs are weak against shield so that biotics can do the bigger damage to health and armor that they do. I know you cna't charge it form "hard cover" so i understand its annoying that you cna't be in hard cover and pop up fire with the squishy casters. That brings me to the next part which is soft cover. Soft cover is far more effective then hard cover and you can charge it in soft cover and pop out to fire. You just have to use more soft cover and less ahrd cover.
Now I know its the only gun that requires a charge to fire, its also the only gun that does 5 times damage to shields and barriers. Its also the only gun that weighs as little as it does (.2 at level X) so its teh lightes gun that does the most damage to shields and barries. Its also has an AOE hitting multiple targets and doens't require good aim. It can also be bank shooted around corners and stuns phantoms. You can run around with ti charged and if a pahntom leee's you it discharges and stuns the pahntom before it can OHK you. awesome huh? I know. Its no coincicdence taht after the charge was removed eveyrone started using it and it got nerfed. It did become a little OP after the charge was removed due to the fact it becames so easy to use that eveyrone used it.
And it doesn't hurt my casters any, shouldn't hurt yours either. I'm sorry if you rely on one gun or one layout. there are porbably over 1000 kits you can build to use. don't limit yourself to only 5-10 of them. BW didn't make 1000s of options to have people sue the same 5-10 over and over. thats why they make balance changes every week.
And i also barely use the harrier cause everyone else in the world over uses it. If it was nerfed i wouldn't care either. but you make my point. you want teh agme built around you. You don't care of they nerf stuff you don't use but you get mad when they nerf somehting you overused?
in turn its not a fatal nerf. a fatal nerf is what they did to the krysea and falcon. the acolyte was a great weapon before teh changes. The fact you didn't see that is a perosnal issue.
#89
Posté 18 décembre 2012 - 08:07
Zardoc wrote...
Shyde01 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.
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
That's bull. Maybe on Plat, but on Gold you needed exactly one shot to completely strip the shields of a Phantom.
a gold pahntom has 3075 barriers. an acoltye with no amps after the nerf did 2205 damage.
#90
Posté 18 décembre 2012 - 08:11
upinya slayin wrote...
Zhuinden wrote...
After messing with the Carnifex and the Piranha, there should be at least one Caster weapon left.
The Acolyte did not need to be reverted, I'd laugh if the missile glitchers would be more abundant yet again.
People don't realize that the charge removal was a nerf not a buff. I'm happy to have it back the way it was.
Me too.
#91
Posté 18 décembre 2012 - 08:12
#92
Posté 18 décembre 2012 - 08:13
When rolling my Asari Vanguard I usually fire first and instantly BC afterwards, result is about the same, except that I don't have to wait a second before I can engage and the BC takes away the biggest chunk of the cooldown, when I'm done BC'ing, I can almost instantly fire againupinya slayin wrote...
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
So while you are still charging your Acolyte I'd have already killed one Phantom and stripped the shields of a second one.
Modifié par count_4, 18 décembre 2012 - 08:16 .
#93
Posté 18 décembre 2012 - 08:14
This is a business move. That's why the Wraith is the best SG(basically 2 shot claymore), the Harrier and PPR are the best ARs by a wide margin, now the Talon and Scorpion are the best pistols, Javalin, BW and Valiant are best SRs and the CSMG/Hurricane are the best SMGs. The power has now 100% shifted to the URs and you better keep buying packs to maximize them.
Shrewd move, but it makes sense. Power creep keeps people buying them packs!
#94
Posté 18 décembre 2012 - 08:14
Modifié par Eriseley, 18 décembre 2012 - 08:17 .
#95
Posté 18 décembre 2012 - 08:16
Charge weapons are actually amazing. Shooting while running on a tank is awesome.
#96
Posté 18 décembre 2012 - 08:17
UnknownMercenary wrote...
How is it not a caster weapon anymore?
Well, despite being light...
1) many maps have mostly low cover (less soft cover)
2) ...one therefore charges the acolyte in the open
3) adepts (the ones the acolyte is intended for) typically have the LEAST health and shields of ALL classES
What-ho, fun coming
Plus, one thing I like the acolyte for was stagger. If my adept was taking my surprise BAM and run. The charge-up means if I'm taken my suprise then vvVVV-TEAMMATE FLATLINED
#97
Posté 18 décembre 2012 - 08:18
count_4 wrote...
When rolling my Asari Vanguard I usually fire first and instantly BC afterwards, result is about the same, except that I don't have to wait a second before I can engage and the BC takes away the biggest chunk of the cooldown., when I'm done BC'ing, I can almost instantly fire againupinya slayin wrote...
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
So while you are still charging your Acolyte I'd have already killed one Phantom and stripped the shields of a second one.
Lift Grenade
Damage: 2970/2970/4455/2970 (health/shields/barries/armor)
i charge and throw in 2 lift grenades and the whole spawn dies. Acoltye what?
#98
Posté 18 décembre 2012 - 08:20
#99
Posté 18 décembre 2012 - 08:20
#100
Posté 18 décembre 2012 - 08:21
Well, I charge in and use a missile. Your point?upinya slayin wrote...
count_4 wrote...
When rolling my Asari Vanguard I usually fire first and instantly BC afterwards, result is about the same, except that I don't have to wait a second before I can engage and the BC takes away the biggest chunk of the cooldown., when I'm done BC'ing, I can almost instantly fire againupinya slayin wrote...
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
So while you are still charging your Acolyte I'd have already killed one Phantom and stripped the shields of a second one.
Lift Grenade
Damage: 2970/2970/4455/2970 (health/shields/barries/armor)
i charge and throw in 2 lift grenades and the whole spawn dies. Acoltye what?
It's about the Acolyte not how fast you can kill things with some arbitrary means.





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