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Question about Proximity Mines


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#1
Rusted Cage

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Giving my Drone Master Engineer a rest, I've been playing around with Infiltrator builds inspired by the likes of Yars Revenge and Capn233 and chose Proximity Mine as a bonus power.

I noticed that on the Turian Platoon mission on Tuchanka I cleared the first three Husks at the begining of the level with one Cloak-deployed mine. The surprising thing is that their corpses were frozen upon inspection implying that the mine had the properties of my active Cryo Ammo. 
 
Does anyone know whether the Proximity Mine gets added damage or affects based on active Ammo Powers or was this just a little glitch? I can't say I noticed this happening on any other enemies, though could be because I normally run past while cloaked and drop a mine close to an enemy followed by three or four shots with the Scorpion. The effect of the mine gets lost in the explosions.

Also, does anyone have any advice about speccing the Proximity Mine power's evolution? Currently it's 4:Radius, 5: Slow and 6:Recharge Speed. I'm thinking 4: Radius, 5:Damage Taken and 6: Damage would be more sensible? 
Does the 25% extra damage from Damage Taken evolution stack with Infiltrator's Tactical Cloak bonus?

if so, Image IPB

#2
RedCaesar97

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The Slow evolution will give enemies that frozen look; it has nothing to do with taking on Cryo Ammo properties.

For Shepard, I would spec Proximity Mine for Radius, Damage Taken, and Damage. I find that the Radius evolution is necessary for getting the Proximity Mine to detonate almost immediately if it closely hits an enemy in its proximity.

As far as I know, the Damage Taken applies only after Proximity Mine detonates, but I would need to test that to be sure. It does not stack with Cloak damage bonus; however, the Damage evolutions are added with the Cloak damage bonus and all other damage bonuses from passive, armor, intel and squadmates.

#3
All-a-Mort

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How are you using the mine? I tried it out once but couldn't see a use for it. Every time I positioned it at a choke point it either seemed to do very little damage or didn't go off. I could see a use to catch say Husks or Phantoms charging the player, but that doesn't really happen that often. Just seemed a waste of a bonus power on my soldier or infiltrator compared to other options.

#4
FifthBeatle

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One thing I love about the proximity mine is that it can hit enemies through cover so long as the enemy is within the mine's range. Therefore, I strongly suggest that you take radius, damage taken, and damage. This way you get an 800 damage grenade with unlimited range that, thanks to the ability to damage through cover, has several different utilities. Of course, if you are playing as an infiltrator, you might be better off just using the grenade as it can deliver 1425 points of damage if fully upgraded or 1125 if you choose the trap upgrade, which is still more than a fully damage spec'd version of the Proximity Mine.

#5
Frostmourne86

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But the Prox. Mine does have unlimited uses, whereas you need to find a crate if you're running low on grenades....

#6
capn233

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Proxi Mine doesn't take anything from active ammo power. Sticky grenades will do that though.

Proxi Mine does not apply damage taken unless it explodes... but since it always explodes if something is in its radius that isn't a problem (unless you miss).

It is one of the better bonus powers due to Damage Taken. It makes Brutes, Banshees and Atlases die substantially faster, especially if you stack it with other debuffs (like Garrus's Proxi, or Liara's Warp).

Modifié par capn233, 27 décembre 2012 - 11:42 .


#7
Rusted Cage

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RedCaesar97 wrote...
The Slow evolution will give enemies that frozen look; it has nothing to do with taking on Cryo Ammo properties.
For Shepard, I would spec Proximity Mine for Radius, Damage Taken, and Damage. I find that the Radius evolution is necessary for getting the Proximity Mine to detonate almost immediately if it closely hits an enemy in its proximity.
As far as I know, the Damage Taken applies only after Proximity Mine detonates, but I would need to test that to be sure. It does not stack with Cloak damage bonus; however, the Damage evolutions are added with the Cloak damage bonus and all other damage bonuses from passive, armor, intel and squadmates.

Oh well, I thought I'd found something new and cool Image IPB
I re-specced for Damage Taken and Damage and it's a beast!

All-a-Mort wrote...
How are you using the mine? I tried it out once but couldn't see a use for it. Every time I positioned it at a choke point it either seemed to do very little damage or didn't go off. I could see a use to catch say Husks or Phantoms charging the player, but that doesn't really happen that often. Just seemed a waste of a bonus power on my soldier or infiltrator compared to other options.

At first I had that problem. Despite all the Husks on Menae I couldn't hit a single one. Speccing for Radius helped a great deal.
I like to use my Infiltrator behind enemy lines. With the Bonus Power evolution of Tactical Cloak I flank the enemy in clustered spots and shoot a Proximity Mine at their legs. This seems to stagger them allowing well placed shots with the Scorpion equipped with Cryo Ammo whuch seems to freeze unarmoured targets on impact.
It isn't the quickest method of battlefield clearence but I find it extremely entertaining, what with all the explosions and all. The amount of time the enemy spends in stagger from the Mines and Scorpion projectiles allows me to Cloak again with hardly any flak.

FifthBeatle wrote...
One thing I love about the proximity mine is that it can hit enemies through cover so long as the enemy is within the mine's range. Therefore, I strongly suggest that you take radius, damage taken, and damage. This way you get an 800 damage grenade with unlimited range that, thanks to the ability to damage through cover, has several different utilities. Of course, if you are playing as an infiltrator, you might be better off just using the grenade as it can deliver 1425 points of damage if fully upgraded or 1125 if you choose the trap upgrade, which is still more than a fully damage spec'd version of the Proximity Mine.

Could I use them both? I haven't tested but I thought the Sticky Grenade could be used while Cloaked without needing the bonus power evolution. Or is that just multiplayer?

Edit: Just tested Cloaked Proximity Mine Followed by Sticky Grenade then Scorpion shots if needed and it works a dream against Cerberus. It's a slow way of playing but the explosions make it really fun!

capn233 wrote...

Proxi Mine doesn't take anything from active ammo power. Sticky grenades will do that though.

Proxi Mine does not apply damage taken unless it explodes... but since it always explodes if something is in its radius that isn't a problem (unless you miss).

It is one of the better bonus powers due to Damage Taken. It makes Brutes, Banshees and Atlases die substantially faster, especially if you stack it with other debuffs (like Garrus's Proxi, or Liara's Warp).


The only problem with the Proximity Mine is that I don't have the Shield Drain bonus power I normally use. Dealing with Atlas shields meant I had to rely on Garrus when dealing with the Atlas during Cerburus Bomb mission on Tuchanka. I also cheated and stealthed over to the rocket launcherImage IPB

I don't like using heavy weapons if I can help it though, but the Scorpion wasn't that quick at taking out shields.

Modifié par Rusted Cage, 29 décembre 2012 - 03:36 .