Biotic class discrimination- reason to suspect bioware favour Tech powers over biotics in mplayer-
#26
Posté 17 février 2013 - 04:21
#27
Posté 17 février 2013 - 04:23
Lrn2FalconBiower, detonations pls
#28
Posté 17 février 2013 - 04:26
Also, thanks for being the voice of reason. I don't think most people are aware the warp+shockwave and warp+throw combos do more damage to shields than a tech burst.
#29
Posté 17 février 2013 - 04:27
HolyAvenger wrote...
Titus Thongger wrote...
I think biotics are fine. I find a 4 man biotic death squad > 4 man tech squad
Biotics get exponentially stronger with every added biotic character on a team. Short of 4 GIs, 4 biotics is probably one of the strongers combinations in the game.
I was trying to talk Link into a 4-fury glacier speedrun with no missiles. I honestly think we could beat the Dream Team record on Goddess. We'd have to work hard and find someone else, though.
That's cause in a close map a fury rivals even the mighty GI. Just sayin'.
#30
Posté 17 février 2013 - 04:27
Maybe just me. But it made it funny.
#31
Posté 17 février 2013 - 04:27
lightswitch wrote...
Shampoohorn, is the tech combo bonus on electric slash broken?
As far as I know, it's still broken.
#32
Posté 17 février 2013 - 04:34
HolyAvenger wrote...
Titus Thongger wrote...
I think biotics are fine. I find a 4 man biotic death squad > 4 man tech squad
Biotics get exponentially stronger with every added biotic character on a team. Short of 4 GIs, 4 biotics is probably one of the strongers combinations in the game.
I would suggest geometric rather than exponential. ;p /quibble
I had happy times last night playing in an all asari pug vs all factions, Roflstomping our way to glory.
#33
Posté 17 février 2013 - 04:34
Deerber wrote...
HolyAvenger wrote...
Titus Thongger wrote...
I think biotics are fine. I find a 4 man biotic death squad > 4 man tech squad
Biotics get exponentially stronger with every added biotic character on a team. Short of 4 GIs, 4 biotics is probably one of the strongers combinations in the game.
I was trying to talk Link into a 4-fury glacier speedrun with no missiles. I honestly think we could beat the Dream Team record on Goddess. We'd have to work hard and find someone else, though.
That's cause in a close map a fury rivals even the mighty GI. Just sayin'.
I love the Fury, but she's the least teamplay-oriented biotic. I kinda don't really find her that synergetic with other biotic kits.
#34
Posté 17 février 2013 - 04:40
HolyAvenger wrote...
I love the Fury, but she's the least teamplay-oriented biotic. I kinda don't really find her that synergetic with other biotic kits.
Uhm... No, I disagree. I think that's only due to the fact that people find it hard to change their playstyle accordingly to what kit the other players are using, and because people care about their stupid score. If they didn't, and they were willing to adapt...
The fury can prime up to 3 targets at the same time, simply by existing. She doesn't even need to be alive. If people started spamming their detonators to whatever is in close contact with the fury...
Booom!
We should try it once. Two fury, two vanilla asari adepts. I foresee a lot of booms
Or even better, two furies and two vanilla humans... With the chance of double shockwave 'splosions!
Modifié par Deerber, 17 février 2013 - 04:41 .
#35
Posté 17 février 2013 - 04:43
Deerber wrote...
HolyAvenger wrote...
I love the Fury, but she's the least teamplay-oriented biotic. I kinda don't really find her that synergetic with other biotic kits.
Uhm... No, I disagree. I think that's only due to the fact that people find it hard to change their playstyle accordingly to what kit the other players are using, and because people care about their stupid score. If they didn't, and they were willing to adapt...
The fury can prime up to 3 targets at the same time, simply by existing. She doesn't even need to be alive. If people started spamming their detonators to whatever is in close contact with the fury...
Booom!
We should try it once. Two fury, two vanilla asari adepts. I foresee a lot of booms
Indeed. Just had a couple games as an Asari Valkyrie with a Turian Sentinel and there were biotic 'splosions all day e'ryday. Also fire 'spolsions because I slapped Incendiary Ammo on my Falcon. Very fun.
Modifié par Chi_Mangetsu, 17 février 2013 - 04:43 .
#36
Posté 17 février 2013 - 04:43
Modifié par Sovereign24, 17 février 2013 - 04:45 .
#37
Posté 17 février 2013 - 04:44
Really? I remember when it was a giant pain in the ass.Sovereign24 wrote...
God I remember back when it took skill to get a fire explosion
#38
Posté 17 février 2013 - 04:50
#39
Posté 17 février 2013 - 04:53
dahilla wrote...
StarCynic wrote...
If I understand the OP correctly
Let's work on the that assumption, I'm not entirely sure either.StarCynic wrote...
biotic primers being overwritten by any tech power or priming ammo, and that while biotic powers detonate all those tech/ammo primers, no tech or combat abilities can detonate biotic primers (...) Which, to some extend, turns any biotic into a pure detonator-b_tch for tech and combat classes when grouped with those.
Matter of perspective, I'd say. Seeing as the explosion is credited to the primer, not the detonator, the *kill* will be credited to the non-biotic, however the points are actually distributed according to damage (or an approximation thereof - this is my understanding, anyway). Are the biotics forced into a detonator-role? The argument could be made that they get robbed of the killcount if so, but then, quite a few biotic classes can prime and detonate their own bursts.
Meanwhile, apart from the Engineers (and the Paladin, who has somehow mistakenly boarded the wrong train and ened up being a Sentinel, when he is clearly an engineer as well), few tech - and even fewer combat - classes are completely independent in setting up explosions (ammo mods notwithstanding).
I'm not sure the issue, if present, is all that severe. Perhaps adding a second type of "biotic" ammo mod (as there is only one, versus the 3? 4? tech mods) would help to alleviate this. But all in all... the detonator gets the BOOM. and who doesn't like the BOOM? I'ev always simply thought it to be a specific of the "class", and don't mind it.
I'm not even talking about score and kill-count, thought those issues don't help.
It's really just efficiency: if every ammo and tech primer overwrites your biotic primers, then you'll detonate lvl 7 tech bursts and fire explosions from disruptor/inciendary rounds all the time instead of setting off that tasty lvl 6 warp /w detonate evo for a lvl12++ biotic explosion that deals more than twice the damage ... or even more if hitting barriers/armor. Not to mention Cryo rounds ...
And if you would have for example Warp and Smash or Reave feeding off each other for awesome mayhem, ammo primers overwrite actually causes substantial damage loss.
Even with Throw it's often hard to dig through layers of primers.
Which makes biotic primer abilities very lackluster in a group of non-biotics as they rarely if ever get detonated -> the biotic gets demoted to detonator-b-tch for everyone's ammo powers as there's little gain in even using primers anymore.
Not much of an issue for Vanguards ('don't care what you set off, 'only matters that things explode), but Sentinels and Adepts (and the Huntress) can feel quite underwhelming.
#40
Posté 17 février 2013 - 04:54
Titus Thongger wrote...
I think biotics are fine. I find a 4 man biotic death squad > 4 man tech squad
this
#41
Posté 17 février 2013 - 05:06
Yosuke wrote...
AF + Area reave = multiple simultaneous explosions?
Doesn't work like that, you need something that can hit multiple targets at separate times. So to get multiple BE's in one cast, you'd have to be using cluster grenades (incredibly luck dependent and extremely unlikely), biotic slash, or shockwave.
Honestly, i see little reason to complain about tech over riding biotic primers though. If I am determined to play a biotic when there is more than 1 tech on the team, or someone is using disruptor ammo (seriously, cryo ammo rarely gives explosions, and incindiary ammo can only give multiple explosions if the person with it stops shooting for 3 seconds and let's the effect end on the target) I just use something with cluster grenades.
Get the tech explosion and biotic explosion at the same time. Hell, sometimes i play vorcha sentinel with disruptor ammo when there are biotics on the team. Get a fire explosion, tech burst, and biotic explosion all on one target with one toss of cluster grenades. Should note that this is different than getting multiple explosions on different targets. It's easy to set off multiple explosions on the SAME target, but only cluster grenades and multifrags will do it.
#42
Posté 17 février 2013 - 05:12
One time I asked if they could stop and they told me to STFU and that its works on every enemy, which was a Banshee at the time that was down to armor.
Bioware needs to change that aspect of tech over biotic. I do not expect it in this version, but have hope for ME4. .
Modifié par ALLLLLLLLLY, 17 février 2013 - 05:14 .
#43
Posté 17 février 2013 - 05:26
To be clear and i apologize for poor grammar sometimes something on your mind you need to post it sooner than ltr- even if it 4am in a 30 plus deg nite:P
First issue and it is quite complex (even if you use good grammar, have more than 3 hrs sleep in 36 hrs and do a post at 4am:P
is that ammo as primer is the specific point of concern primarily. Warp missing it target more often than it used to is unacceotable.
There been significant improvement against geth and esp collector for pure biotic detonations. Indeed i not concerned about that. I acknowledge and appreciate bioware have resolved this to many biotic users satisfaction.
But what they overlooked are resolution to the functionality and efficiency of some primer forms of ammo creating tech explosions immediately or at the same time as a tech explosion in form of cryo or incendiary,.
It seriously beckons the question what is the point of biotic doing ammo types. And i reject bioware's 'theory' as to that if you use biotic you should always use warp rounds err.. sorry not if your soloing to get maximum bonus damage more so than warp rounds you need tyo be able to detonate your 'standard' biotic detonation and then right at that moment, provided you laced your target with incendiary or cryo as the standard biotic explosion occurs so to do enemies explode in a ball of fire or shatter from cryo ammo.
The total absence of this in squad games when not hosting is unacceptable.
Unless of course bioware's scewed misguided perception of 'fully customizable' skills trees plus gear and equipment means that when it comes to ammo types ther are limitations per class for customization and that is a absolute load of b.s frankly,
Yes, warp rounds is a biotic specialty but still proves useful for tech units but we cannot say that ammo types accounting for 3/4 of the ammo available are guaranteed to be as complimentary to biotic arsenal as warp rounds can be to a tech arsenal now can we? why?
because clearly bioware are on a crusade or just are putting off this urgent fix to bring a key element of balance so that there is not perception realisitically by me or others that our prefeered biotic classes whether solo or gold games are discriminated against.
bioware take note. in such a short time literally 2 hrs already 40 plus comments most largely backing the issues here. you can ill afford to ignore this matter, thankyou
#44
Posté 17 février 2013 - 05:28
Curzyfish wrote...
Yosuke wrote...
AF + Area reave = multiple simultaneous explosions?
Doesn't work like that, you need something that can hit multiple targets at separate times. So to get multiple BE's in one cast, you'd have to be using cluster grenades (incredibly luck dependent and extremely unlikely), biotic slash, or shockwave.
Honestly, i see little reason to complain about tech over riding biotic primers though. If I am determined to play a biotic when there is more than 1 tech on the team, or someone is using disruptor ammo (seriously, cryo ammo rarely gives explosions, and incindiary ammo can only give multiple explosions if the person with it stops shooting for 3 seconds and let's the effect end on the target) I just use something with cluster grenades.
Get the tech explosion and biotic explosion at the same time. Hell, sometimes i play vorcha sentinel with disruptor ammo when there are biotics on the team. Get a fire explosion, tech burst, and biotic explosion all on one target with one toss of cluster grenades. Should note that this is different than getting multiple explosions on different targets. It's easy to set off multiple explosions on the SAME target, but only cluster grenades and multifrags will do it.
Ah, yes, the cap.
#45
Posté 17 février 2013 - 05:28
For the record, i like to clarify i love tech classes too but i proudly a biotic class player by nature...and it certainly not my damn fault that when i use tech prime type ammo which really supposed to accomodate for both biotic and tech to give damage bonus btw both classes that sometimes i deal less damage no thanx to this anti - biotic mentality bioware have,
#46
Posté 17 février 2013 - 05:32
#47
Posté 17 février 2013 - 05:38
Enemies dodge warp just as much as other tech projectile powers.
I think you forgot about all the other amazing biotic powers like singularity, annihilation field, biotic charge, cluster grenades, and lift grenades.
And you said it should work as a combined tech explosion plus biotic explosion???? Sorry, but you're not very familiar with the mechanics. Tech powers suck compared biotics.
#48
Posté 17 février 2013 - 05:51
I wouldn't say suck, but most biotic powers can detonate tech combos.landylan wrote...
And you said it should work as a combined tech explosion plus biotic explosion???? Sorry, but you're not very familiar with the mechanics. Tech powers suck compared biotics.
#49
Posté 17 février 2013 - 10:22
landylan wrote...
Warp detonates a fire explosion 100% of the time if the enemy is primed for the explosion.
Enemies dodge warp just as much as other tech projectile powers.
I think you forgot about all the other amazing biotic powers like singularity, annihilation field, biotic charge, cluster grenades, and lift grenades.
And you said it should work as a combined tech explosion plus biotic explosion???? Sorry, but you're not very familiar with the mechanics. Tech powers suck compared biotics.
First: He was talking about that very issue of tech over biotic explosians
Second: Only Incinerate and Cryo Blast can be dodged.
Third:Only two of those biotics you mentioned are primers, which again, is what he was talking about was the tech overlap of biotic primers
Fourth:They are weaker, but SO much easier to accomplish regardless of who your teammates are.
#50
Posté 17 février 2013 - 11:02
visionazzery wrote...
err Deerber with respect it a platinum and there no way in that forum is discerns or distinguished between the few geth and the non existent collectors in that links solo not a good example sorry to say.
...what?





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