Which Character do you think is the worst/The one you just can't play?
#176
Posté 06 février 2013 - 03:09
#177
Posté 06 février 2013 - 03:15
Miniditka77 wrote...
No, infiltrators do weapn damage better, not everything better. You can't argue in favor of using a weapon damage-based build on a non-infiltrator and then object when someone else says that an infiltrator does that job better. That's what infiltrators are supposed to do. Power-based characters should be able to do something Infiltrators can't do. For the QFE, that list consists of throwing out a useless turret, getting a little extra damage on Incinerate, and getting cryo explosions on unshielded mooks (if someone else doesn't shoot them first). That's not an impressive list, which is why I think the QFE is not good.Deerber wrote...
The same thing can be said about pretty much 75% of the non-infiltrators kits in the game. Infiltrators do the same thing, better. And they do other things better as well. They do everything better.
So yeah, if you factor them into play then there's pretty much no reason to play half the kits in the game.
If Cryo Blast did cryo explosions better and if Sentry Turret actually did... well, anything useful, she would be a great character. You could use a good weapon and mix together cryo-debuffed weapon damage with a bunch of cryo explosions and some significant damage and distraction from the Turret - which would give the QFE the ability to do a lot of damage in ways the infiltrator can't. That's how you make up for the difference in weapon damage between an infiltrator and a non-infiltrator.
EDIT: It's also why the Turian Engineer is not a good character.
The Turian Engineer shares two powers with an infiltrator, both significate debuffs. the classes that can make up damage in a way infiltrators can't still fall short because infiltrators have those options too. One infiltrator has warp, one has homing nades and recon mine, two have prox mine, one has cyroblast, one has tac scan, one has sabotage. What you're saying is flatout false. what does QFE do that HI can't do faster?
Turian engineer is a perfectly fine character, easily gold viable. You just have to try, which i believe should be required for all classes.
- Homings don't benefit from tech vul, so he's the first guy I've ever used Berserk Sabotage on and it's really good with him. Sabotage is an excellent stagger power.
- Homing have a huge armor debuff and deal amazing damage consistently.
-The turret is multi purpose use it as a sentry to distract stuff, use it as a stun grenade... etc.
-pick a weapon setup that makes sense on the class.
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Modifié par darkblade, 06 février 2013 - 03:16 .
#178
Posté 06 février 2013 - 03:17
#179
Posté 06 février 2013 - 03:25
Question 2)GI and BatSent.
Edit-Fixed typo.
Modifié par Admiral Dreck, 06 février 2013 - 03:26 .
#180
Posté 06 février 2013 - 03:28
#181
Posté 06 février 2013 - 03:29
#182
Posté 06 février 2013 - 03:35
Admiral Dreck wrote...
Question 1) Vorcha Hunter or Volus Mercenary (Although I love both those kits.)
Question 2)GI and BatSent.
Edit-Fixed typo.
The nice thing about the Hunter and Mercenary...both have DOT. With any Volus, you have to get used to making use of heavy melee damage resistance between shield boosts as well as the light melee tactical cloak. The Mercenary and the Vanguard are probably the best synergy-wise. The Mercenary can have pets doing slow DOT while he's cycling shield boost, heavy defense, and gun fire. The Volus can Shield Boost, Biotic Charge, Heavy Defense cycle.
The Hunter's different, you have to play him like a pest...pretend you're a Marauder, or a Centurion, or a Nemesis sniping from a distance (Saber works, so do the Viper and Valiant). Hit and run, hit and run. Alternatively, do a lot of Incinerate priming for someone else to detonate... and stack submission net on bosses.
Now if you can tell me how to play the Drell right I'd appreciate it...
#183
Posté 06 février 2013 - 03:39
im not saying they bad, i just cant make them work, diffrent case with diffrent people.
#184
Posté 06 février 2013 - 03:40
I personally have a hard time with the Vorcha Hunter Engineer, but I think that's in part due to the lack of goggles.
#185
Posté 06 février 2013 - 03:42
Bolded the reason why I put the VolMerc as the weakest.CitizenThom wrote...
Admiral Dreck wrote...
Question 1) Vorcha Hunter or Volus Mercenary (Although I love both those kits.)
Question 2)GI and BatSent.
Edit-Fixed typo.
The nice thing about the Hunter and Mercenary...both have DOT. With any Volus, you have to get used to making use of heavy melee damage resistance between shield boosts as well as the light melee tactical cloak. The Mercenary and the Vanguard are probably the best synergy-wise. The Mercenary can have pets doing slow DOT while he's cycling shield boost, heavy defense, and gun fire. The Volus can Shield Boost, Biotic Charge, Heavy Defense cycle.
The Hunter's different, you have to play him like a pest...pretend you're a Marauder, or a Centurion, or a Nemesis sniping from a distance (Saber works, so do the Viper and Valiant). Hit and run, hit and run. Alternatively, do a lot of Incinerate priming for someone else to detonate... and stack submission net on bosses.
Now if you can tell me how to play the Drell right I'd appreciate it...
The Vorcha.. is exactly how I play him. (With a Saber
And, which Drell?
#186
Posté 06 février 2013 - 03:44
#187
Posté 06 février 2013 - 03:46
The Vorcha Hunter at least offers something unique, even if it is uniquely ineffective.
Modifié par iOnlySignIn, 06 février 2013 - 03:48 .
#188
Posté 06 février 2013 - 04:00
Have you tried going the Heavy Melee spamming route? Can nuke spawn points like a boss, even if it's a bit of a glass cannon.Walker1610 wrote...
.........with a heavy heart I must say I am terrible with the Geth Infiltrator.........I know I know but for some reason I am terrible with him.......people murder with him and me I barely survive with him.......I just learned to use the freaking Infiltrators outside of the Shadow
#189
Posté 06 février 2013 - 04:57
Perhaps you misunderstood (although I thought I was pretty clear). I'm saying exactly that: The QFE can't do anything right now that is better than what the HI can do. That's the problem with the QFE. If Cryo Blast were changed to prime (and possibly detonate) cryo explosions better, then the QFE could do things the HI can't do - at least not without burning 5 thermal clips every game.darkblade wrote...
The Turian Engineer shares two powers with an infiltrator, both significate debuffs. the classes that can make up damage in a way infiltrators can't still fall short because infiltrators have those options too. One infiltrator has warp, one has homing nades and recon mine, two have prox mine, one has cyroblast, one has tac scan, one has sabotage. What you're saying is flatout false. what does QFE do that HI can't do faster?
All characters are gold viable if played correctly. Sabotage is a decent power, and he doesn't suffer from the cooldown that much because his other powers don't require spamming. Homing grenades are also a good power (or at least are useful against boss enemies). But the Turian Engineer's powers don't have much synergy, and the Sentry Turret is just an awful power. He isn't any more effective on Gold than any other class would be with the same weapon.darkblade wrote...
Turian engineer is a perfectly fine character, easily gold viable. You just have to try, which i believe should be required for all classes.
- Homings don't benefit from tech vul, so he's the first guy I've ever used Berserk Sabotage on and it's really good with him. Sabotage is an excellent stagger power.
- Homing have a huge armor debuff and deal amazing damage consistently.
-The turret is multi purpose use it as a sentry to distract stuff, use it as a stun grenade... etc.
-pick a weapon setup that makes sense on the class.
#190
Posté 06 février 2013 - 05:07
biower pls buff
#191
Posté 06 février 2013 - 05:19
Yes, infiltrators get power damage boosts from TC, but that doesn't mean they are better at using powers than power classes. That's the benefit that Level 12+ explosions bring to the game. Power classes can do a lot of AOE damage through explosions, which is something most infiltrators can't do without throwing grenades from a limited stock. And power classes like the QFE that struggle with creating their own explosions have limited potential because of it.UEG Donkey wrote...
Because the HI TC, CB Sticky 4 shots isn't any better than CB, 4 shots, Incinerate.Miniditka77 wrote...
IfUEG Donkey wrote...
Miniditka77 wrote...
You're right, that is weird. [smilie]http://social.bioware.com/images/forum/emoticons/grin.png[/smilie]b00g13man wrote...
That's
fair enough. I do weirdly think she's better than the paladin because I
can start dealing damage before I get into snap freeze range. That's
just a preference though.
Also
compare the cooldowns between SF and CB; here's a good analogy I can
carry a Cruasader/Claymore on a FQE and have approximately the same
cooldown as a Pally carrying a Talon
Forget all that Cryo explosion BS, chill those Brutes with CB, 4 shots from the Crusauder and finish with Incinerate
you're going to use a Cryo Blast - Crusader build, why not just use a
Human Infiltrator and do it better? You might not even be able to
unload your Crusader before that Brute's dead if you tack on a Sticky
Grenade. And you won't have to worry about your cooldown on Cryo Blast
at all.
BTW, Snap Freeze does pretty good damage, debuffs,
affects multiple enemies, goes through walls, can't be dodged (or at
least not very well), can prime armored targets, and detonates other
explosions. Even without the double damage bug, Cryo Blast is simply
not comparable to Snap Freeze as a power. At a minimum, it needs to
prime all targets, and it would be nice if it could detonate as well.
If this requires doubling the cooldown, then I'm fine with it.
I'm not going to go into a detailed analysis of SF versus CB because SF
is better, most of that is because its bugged but really that's
irrelevant. What you aren't considering is the cooldown time which you
addressed with the HI.Infiltrators don't just do weapon damage better they do biotic damage better, they do biotic charge better via shadow strike, they do better at nearly everything in the game.Miniditka77 wrote...
No, infiltrators do weapn damage better, not everything better. You can't argue in favor of using a weapon damage-based build on a non-infiltrator and then object when someone else says that an infiltrator does that job better. That's what infiltrators are supposed to do. Power-based characters should be able to do something Infiltrators can't do. For the QFE, that list consists of throwing out a useless turret, getting a little extra damage on Incinerate, and getting cryo explosions on unshielded mooks (if someone else doesn't shoot them first). That's not an impressive list, which is why I think the QFE is not good.Deerber wrote...
The same thing can be said about pretty much 75% of the non-infiltrators kits in the game. Infiltrators do the same thing, better. And they do other things better as well. They do everything better.
So yeah, if you factor them into play then there's pretty much no reason to play half the kits in the game.
If Cryo Blast did cryo explosions better and if Sentry Turret actually did... well, anything useful, she would be a great character. You could use a good weapon and mix together cryo-debuffed weapon damage with a bunch of cryo explosions and some significant damage and distraction from the Turret - which would give the QFE the ability to do a lot of damage in ways the infiltrator can't. That's how you make up for the difference in weapon damage between an infiltrator and a non-infiltrator.
EDIT: It's also why the Turian Engineer is not a good character.
#192
Posté 06 février 2013 - 05:40
And the Krogan Vanguard too. Find him rather choppy to use.
Modifié par JG The Gamer, 06 février 2013 - 05:40 .
#193
Posté 06 février 2013 - 05:40
#194
Posté 06 février 2013 - 05:50
Answer to question 2: The asari. I've seen people wreck with them, I know they're good characters. But I can't play them for the life of me....which I feel is odd. Any other biotic, I can kill everything with.
#195
Posté 06 février 2013 - 05:56
#196
Posté 06 février 2013 - 06:16
I know everyone always say they are op but when I play them they suck worse than a sinkhole.
#197
Posté 06 février 2013 - 06:41
2. To be honest I can blow heads away with snipers, blow the junk out of stuff with gernades, shoot down shinigami in the blink of an eye, teck beast with all the power of Grey Skull, but the moment I start using biotics my thumb goes so far up my bum I cough fingernails for a week. Am I doing something wrong?
#198
Posté 06 février 2013 - 07:04
But if you practice a little with them - you find every character, played right with the right weapons/upgrades, can dominate.
You just have to learn how to adapt to the strengths and weaknesses of the char. For the drell, my stupid habit was standing in one place too long. Idiot me. Took way too long for me to get it through my head - Drell Are Not Tanks. Same goes for all chars - for the Geth - Hunter Mode rocks. For the FQE - the turret, used wisely, can help you dominate. And you can set up awesome- AWESOME fire explosions. Even more fun than biotic explosions.
#199
Posté 06 février 2013 - 07:07
Also I really dont get the unconditional love for the Drell infiltrator that most of the bsn members seem to share, I simply dont like this character
#200
Posté 06 février 2013 - 07:13
I also can't seem to click with the Batarian Sentinel, unless I'm missing something.





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