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Fun Facts that you suspect no one else knows?


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#426
mechanical_lunatic

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About the Krogan Warlord Sentinel:

(Some of the following was mentioned here: forum.bioware.com/topic/454886-krolord-guide-urdnot-smash-messenger-of-destruction/)

  • First of all: He has a GUN! He migth want to use it sometimes. (Have not seen an only melee Krolord in months, but you never know.)
  • Killing ONE enemy with his sprint heavy melee will trigger Rage (even if Warlord Rage is only at lvl 1). This means in particular your choice for rank 6 does not effect the number of kills in this case (i.e. 6a will "only" give you melee damage bonus). The number of hammer (heavy/light) melees required however depends on rank 6.
    Therefore he likes troopers/husks/abominations running straight at him at the beginning of waves. (Depending on his loadout/build other mooks, too.)
  • Sometimes when the Krolord kills two (or more?) enemies with sprint heavy melee one of them is ignored on the kill feed. I think it is the same for the hammer heavy melee (if enemies should stand very close to each other) and Biotic/Electrical Hammer. No idea about his headbutt and how this effects score.
  • His sprint heavy melee is IMO very forgiving concerning bad aim. He his also able to kill enemies with it by running past them. This is especially usefull for killing mooks near the edge of cover without slowing down too much/having to turn around for them.
  • The mighty Warlord is able to skip the long hammer charge animation after reaching for his hammer by headbutting air/teammates/enemies (in most cases he should not target sync kill units with too much armor for this) or using hammer heavy melee --- consuming one of the restored charges and applying the associated effect.
    This also works for activating his Tech Amor.
    (So he has no reason to keep his hand up while he is mowed down by enemies firing at him from all directions.)
  • Then there is the usual fact of sync kill imunity on ramps/stairs when at a different height than the enemies. But here he can also experience problems with hitting stuff.
  • Since he does not want to take hard cover he should use soft cover!
    Being unable to reach some spots directly (FB Vancouver --- are there more?) like the Volus Characters and the Juggernaut can be frustrating, running against cover, too.
    But he turns this to his advantage by not hopping over cover/against walls/etc. like a ****** while trying to revive a fallen comrade. Furthermore he excels at delivering the Pizza nice and hot (and thrown on the ground quite often): He is quite fast when running, tanky (Tech Armor, Rage, Health Regeneration), has a high stagger treshold, is not going into hard cover, can kill/stagger stuff with his sprint heavy melee. So if there is no one with speed bonus on the team, the hungry Warlord should get the pizza ASAP.
  • If he decides to dominate the battlefield by using the infamous Reegar/Incendiary Ammo Loadout, the applied fiery DOT/Fire Explosion will kill stuff after his (not quite) finishing melee blow. Sometimes it even makes stupid Big Bugs let go of him.
    Not so sure about this: Is the Incendiary/Melee or Incendiary/Biotic Hammer combo glitched? I had the feeling that some kills were listed as melee ones --- despite the fact that the enemy had some health/armor left before burning to death.
  • If he should go down, he can take instant revenge after being revived/using medigel: While getting to his feet he simply uses his (charged) hammer heavy melee to crush/stagger the enemies around him. This way when he got up completely he should already have regenerated enough health to continue the carnage --- and laughter.
  • He can surf: His melee and hammer attacks lock onto enemies, so (if timed correctly) he will follow fast moving targets to their new position --- and crush them there. Works good with the hammer heavy melee. Works IMO best with the 3-Hit-Combo and grenade laying bombers.
    He is not a master surfer like the Batguard, but at least he laughs about it.
  • Since he is so huge sometimes the camera will do weird stuff while he attacks: Turn the angle, change the position so he disappears behind a wall for a few seconds etc.
  • The wise Krolord is a nice and kind krogan: He carries gold PUGs with low level guns and (almost) no equipment to victory --- even at lvl 1. At least he got them to full extraction on FBGhost Hazard/Reaper/Gold (U/U/G) a few hours ago. (Please do not hate him for having used the Reegar, he only wanted to help.)

 

Short version:

The Krolords sprint heavy melee is awesome. He can/should skip the long charging animations.

 

Shorter version:

The Krolord is awesome. (Some might say glitchy/over powered.)

 

Question: Should this stuff better be moved into a new thread with more structure and advice ("Complete Krolord Guide")?


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#427
Catastrophy

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About the Krogan Warlord Sentinel:

(Some of the following was mentioned here: forum.bioware.com/topic/454886-krolord-guide-urdnot-smash-messenger-of-destruction/)

[...]

 

No mention of headbutting teammates between waves? :o

 

His headbutt animation can be awkward at times and he doesn't always make a noise while doing it like the other Krogan.



#428
mechanical_lunatic

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No mention of headbutting teammates between waves? :o

 

His headbutt animation can be awkward at times and he doesn't always make a noise while doing it like the other Krogan.

 

Sorry, that was too obvious.

 

Edit:

Another thing I forgot: His sprint heavy melee occasionally results in staggering the enemy without applying any damage. This might (only ?) be caused by starting the attack too soon (from too far away).



#429
Catastrophy

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Sorry, that was too obvious.

 

Edit:

Another thing I forgot: His sprint heavy melee occasionally results in staggering the enemy without applying any damage. This might (only ?) be caused by starting the attack too soon (from too far away).

Maybe, if iirc bumping into enemies deals damage or force, so it might be just that.



#430
Deerber

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The krolord sucks ass :P

#431
NuclearTech76

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The krolord sucks ass :P

I thought this was a thread of things we suspect no one knows. Everyone knows the Krogan Spectator blows.


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#432
N7 Tigger

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I thought this was a thread of things we suspect no one knows. Everyone knows the Krogan Spectator blows.

 

8f412a4c9013fd8d09f91a202fca452fc9099172



#433
Deerber

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I thought this was a thread of things we suspect no one knows. Everyone knows the Krogan Spectator blows.

 

Tell that to the guys who have been posting for the last... Like, 10 pages :P



#434
mechanical_lunatic

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When a Possessed Abomination is killed by shooting off its head, it can explode! WTH?

 

Setting: Wave 2, FB Rio/Collector/Gold PC 60FPS, host: me with AJA

1. Spotted the Possessed Abomination.

2. Used Pull to stop it.

3. 3 body shots (I guess) with N7 Piranha --- my aim is bad :(

4. Headshot -> looked like the head was gone; And also "5 Headshots" medal.

5. Explosion.

????

Bad bullet spread or what?

Also:

You can get a "... Kills" medal although someone else gets the kill.

 

And:

A healthy Abomination (or two for that matter) can be instantly blown up with one rank 4(4b) Pull just to screw you up.



#435
Argent Xero

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You can get headshots sometimes on an already dead enemy on the ground. If you see something laying on the ground that appears to be dead. Shoot it's head. If it makes another "death noise" you did it right.

#436
Pearl (rip bioware)

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When a Possessed Abomination is killed by shooting off its head, it can explode! WTH?


Damage from ammo types is applied before weapon damage. What happened here is that the bonus damage from your ammo type was what actually killed the abomb.

#437
mechanical_lunatic

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Damage from ammo types is applied before weapon damage. What happened here is that the bonus damage from your ammo type was what actually killed the abomb.

 

So using Pull on barriers "primes" for Warp Ammo? Nice.



#438
PsychoticBiotic

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So using Pull on barriers "primes" for Warp Ammo? Nice.


Not sure if srs. Warp ammo gives a damage bonus regardless of priming.

#439
Pearl (rip bioware)

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So using Pull on barriers "primes" for Warp Ammo? Nice.


??

How did you get that from what I said?

#440
mechanical_lunatic

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??

How did you get that from what I said?

 

Forgot there is a damage bonus in addition to the biotic damage bonus.

Never mind.



#441
bondiboy

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So using Pull on barriers "primes" for Warp Ammo? Nice.

 

I thought Pull only primes what can be pulled eg., enemies down to their health ?



#442
N7BlackDahlia

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On the reactor map, if you roll down the first ladder to your left near the spawn/extraction area just right, you can get behind the big yellow crate. Enemies can do damage to you with weapons and projectiles but can not go behind it. So you are out of reach for instakills. All you have to do to get out from behind is keep walking until you fall off the map and you respawn on extraction. 



#443
Xaijin

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I'm not 100% sure on this, but I think when a phantom does the power-absorbing bubble it increases their hit box for bullets. In other words you can damage a phantom by shooting just the bubble.

 

Yes, and also applies to the Banshee's warp field, and unlike Phantoms, still works for double weapon damage if you're the host.

 

The Krogan Camaro's ->running<- melee can hit fully grounded and crumpled opponents, and is the only Krogan that can do this.



#444
NuclearTech76

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I thought Pull only primes what can be pulled eg., enemies down to their health ?

This is correct. Target must be primed, pull only primes versus enemy health.

 

Warp Ammo itself gets a damage bonus versus Health, Armor, and especially barriers. The damage bonus is increased depending on the level of warp ammo used versus the specific defenses. IE if a shot has 345 ammo damage versus health and armor and 690 versus barriers those damage levels will go up to 690 versus health and armor and 1380 versus barriers if the target is primed. IIRC ammo powers also benefit from debuffs on targets so have the capacity to inflict even more damage with a power like Warp or Biotic Sphere. 

 

Forgot to mention shields never take extra damage whether primed or unprimed.



#445
MaxCrushmore

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Don't think this is common knowledge ..

 

If a teammate is downed, once you start the revive circle graphic, they are immune from being finished via a stomp, assuming the revive circle graphic isn't broken before completing the revive.

 

So even if the stomp is administered before the revive graphic is complete, your teammate will not be finished for the round ..


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#446
Dr. Tim Whatley

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Don't think this is common knowledge ..

 

If a teammate is downed, once you start the revive circle graphic, they are immune from being finished via a stomp, assuming the revive circle graphic isn't broken before completing the revive.

 

So even if the stomp is administered before the revive graphic is complete, your teammate will not be finished for the round ..

 

Hmmm...Didn't know that.



#447
OniGanon

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Seriously?

 

Crap.

 

I can think of hundreds of times I could have started a revive but attempted to kill/CC the Pyro/Dragoon/Marauder instead and failed to stop the stomp.



#448
Alfonsedode

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i feel i have missed few revives like this, so i would say it s the opposite ? Or is it the stomp that stagger me and end the revive circle ?

#449
Derpy

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That Arc Pistol is the true High Lord?



#450
mechanical_lunatic

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Don't think this is common knowledge ..

 

If a teammate is downed, once you start the revive circle graphic, they are immune from being finished via a stomp, assuming the revive circle graphic isn't broken before completing the revive.

 

So even if the stomp is administered before the revive graphic is complete, your teammate will not be finished for the round ..

 

I am quite sure this is not (always) true.

Maybe some lag or no lag at all?