You have be an idiot to think sabotage is usefull only against the geth, Now that I see your avatar I think it's the case.Darth Brotarian wrote...
Is that why biotics get all the cool and multipurpose powers while tech has a lot of powers that barly do anything against enemies?
Name me a biotic equivilant of sabotauge in mp? I want to know what biotic ability is so niche that it's only useful against 1 of the 4 factions.
Biotic class discrimination- reason to suspect bioware favour Tech powers over biotics in mplayer-
#101
Posté 20 février 2013 - 10:43
#102
Posté 20 février 2013 - 04:47
Grumpy Old Wizard wrote...
Xiaolruc wrote...
And people used to complain that ME2 favored Biotics far more than Techs.
Easiest fix for biotics is to prime a target with the biotic, use ammo (fire, for example) as a second prime, then throw two detonators for two separate explosions. Get dem cooldowns low, and it's all good.
Example: Use Warp-->Incendiary Rounds-->Throw-->Throw= Fire explosion followed by Biotic Explosion
Look, there's no way for BioWare to please everyone here. The system they have in place is pretty fair, when you think about it.
If they attempted to touch it up, everyone would fly into a tizzy about it 'being just fine before' or along the lines of 'why u nerf everythin biower'.
No, the current system is not fair at all. Biotics can be completely shut down by tech ammo spammers and tech power spammers. You can cast your detonator power multiple times and still not get a biotic explosion on the enemy you primed because your prime is constantlyl being overwritten by tech ammo or tech power spam.
That is one of the reasons biotics are now a rare breed in multiplayer. Not fair or balanced AT ALL.
If the biotic wants to set off biotic explosions he in public games he is usually forced to go lone wolf and stay away from the rest of the squad.
As I mentioned before, the adepts less affected by that paritular issue are the grenade chunkers and the Fury because they are not as cooldown dependant (grenades have no cooldown and anihilation field autoprimes)j and thus there is less opportunity for their primed targets to get overwritten by tech ammo/powers or to be killed by squad mates before the prime can be detonated.
...It's as fair as it's gonna get. Any changes will result in FAR more complaints than just leaving it as is.
I don't think it would be easy to code biotics to explode separately from whatever's primed a target. It's one thing to allow fire/cryo explosions whenever as opposed to on-death, but it's another to create a separation between biotic/tech explosions.
What you seem to be asking for amounts to Patch work.
inb4 QUICK EVERYONE DEMAND A PATCH!
Look, I've never really had any problems with my biotics unless I use a Warp+Shockwave kit, since I can have my cooldowns high with the others and I do just fine. I guess I'll just have to take your word for it.
#103
Posté 20 février 2013 - 06:14
Xiaolruc wrote...
Grumpy Old Wizard wrote...
Xiaolruc wrote...
And people used to complain that ME2 favored Biotics far more than Techs.
Easiest fix for biotics is to prime a target with the biotic, use ammo (fire, for example) as a second prime, then throw two detonators for two separate explosions. Get dem cooldowns low, and it's all good.
Example: Use Warp-->Incendiary Rounds-->Throw-->Throw= Fire explosion followed by Biotic Explosion
Look, there's no way for BioWare to please everyone here. The system they have in place is pretty fair, when you think about it.
If they attempted to touch it up, everyone would fly into a tizzy about it 'being just fine before' or along the lines of 'why u nerf everythin biower'.
No, the current system is not fair at all. Biotics can be completely shut down by tech ammo spammers and tech power spammers. You can cast your detonator power multiple times and still not get a biotic explosion on the enemy you primed because your prime is constantlyl being overwritten by tech ammo or tech power spam.
That is one of the reasons biotics are now a rare breed in multiplayer. Not fair or balanced AT ALL.
If the biotic wants to set off biotic explosions he in public games he is usually forced to go lone wolf and stay away from the rest of the squad.
As I mentioned before, the adepts less affected by that paritular issue are the grenade chunkers and the Fury because they are not as cooldown dependant (grenades have no cooldown and anihilation field autoprimes)j and thus there is less opportunity for their primed targets to get overwritten by tech ammo/powers or to be killed by squad mates before the prime can be detonated.
...It's as fair as it's gonna get. Any changes will result in FAR more complaints than just leaving it as is.
I don't think it would be easy to code biotics to explode separately from whatever's primed a target. It's one thing to allow fire/cryo explosions whenever as opposed to on-death, but it's another to create a separation between biotic/tech explosions.
What you seem to be asking for amounts to Patch work.
inb4 QUICK EVERYONE DEMAND A PATCH!
Look, I've never really had any problems with my biotics unless I use a Warp+Shockwave kit, since I can have my cooldowns high with the others and I do just fine. I guess I'll just have to take your word for it.
Yes, I realize it is as "fair" as it is going to get, in all probablity. Bioware has done no significant balance changes with regard to kits in quite some time. Underplayed/underpowerd kits continue to be ignored in the balance changes.
Which means biotics will continue to be underplayed because the current issues result in most bioitic powers/combos sucking in most public games, where tech ammo/powers ar constantly spammed. Oh well, the magic is gone out of the space magic in Mass Effect, which is why I seldom play any more and why biotics are seldom seen in matches. ME3 multilayer has moved more towards a straight up shooter where guns and grenades rule all and any power no augmenting shooting can be safely ignored. Sad, really.
As far as complaints, lots of peole have voiced their displeasure with the current state of biotics and many of us have moved on to other games because Bioware does not seem to be interested in addressing the issues.
Modifié par Grumpy Old Wizard, 20 février 2013 - 06:16 .
#104
Posté 21 février 2013 - 04:22
#105
Posté 22 février 2013 - 06:12
If not, I guess that crushes my hopes about any possibility of playing biotic bomber in gold or platinum.
#106
Posté 24 février 2013 - 12:01
#107
Posté 24 février 2013 - 12:03
#108
Posté 24 février 2013 - 12:16
AOE on warp is not the answer - it will make it OP. But I think that a hitscan warp would completely solve the problem.
#109
Posté 24 février 2013 - 12:22
mcjihge2 wrote...
Tech powers usually have an AOE, so even if the enemies dodges, its likely to hit them regardless. I dont tend to notice enemies dodging my AOE throw, but Warp is dodged all the time. Also tech users tend to be weapon users too, and the tech power is often tagged on the end of unloading a clip at an enemy. Biotic users tend to shot as a last resort and primerily will throw a warp. I think thats the main problem. A bit of lag/latency + a lack of AOE on TOF warp and biotic users are at a disadvantage.
AOE on warp is not the answer - it will make it OP. But I think that a hitscan warp would completely solve the problem.
How are Engineers any more weapon users than Adepts?
Arguably Adepts are better weapons users because of Warp Rounds.
You'll also notice less dodging on Throw because it's the detonator, and they probably already dodged one of your Warps. The enemy dodge has a cooldown(except for Phantoms on higher difficulties).
#110
Posté 24 février 2013 - 12:26
Who is OP?
#111
Posté 24 février 2013 - 01:02
Cyonan wrote...
How are Engineers any more weapon users than Adepts?
Who said that?
Alot of the kits that use tech powers such as incinerate, dont rely too heavily on that power. Warp is a pretty fundimental power to a few of the adepts and biotic users.
#112
Posté 25 février 2013 - 07:25
Miclotov wrote...
Discovers a flaw in gameplay design, calls out discrimination, is year too late.
Who is OP?
IT IS NEVER TOO LATE to give feedback if bioware care to listen to improve on their existing game design is it?
especially for future games like me4
now this mplayer has raised the bar high to NOT make repeat mistakes by the time me4 mpkayer comes by.
#113
Posté 25 février 2013 - 07:39
Titus Thongger wrote...
I think biotics are fine. I find a 4 man biotic death squad > 4 man tech squad
This. Alone, they are fairly weak and it doesn't take much for someone to screw up your BE's. Get a four player squad of Biotics, and the enemy won't stand a chance.
Tech explosions happen more often, but Biotic explosions are generally more damaging. Excluding a few abilities, I'd say Biotics as a whole are balanced.
#114
Posté 25 février 2013 - 07:46
Modifié par Schneidend, 25 février 2013 - 07:47 .
#115
Posté 25 février 2013 - 10:14
oO Stryfe Oo wrote...
Titus Thongger wrote...
I think biotics are fine. I find a 4 man biotic death squad > 4 man tech squad
This. Alone, they are fairly weak and it doesn't take much for someone to screw up your BE's. Get a four player squad of Biotics, and the enemy won't stand a chance.
Tech explosions happen more often, but Biotic explosions are generally more damaging. Excluding a few abilities, I'd say Biotics as a whole are balanced.
Lol!!!!!!!! Saying biotics are fine because they can still explode stuff if there are four of them is non-sensical. Biotics can be shut down by one tech power/ammo spammer. Biotics should not require a four man biotic team. Techies don't require a four man tech team and shooty classes don't require a four man shooty team.
And in public games one biotic on a squad is rare, much less four.
Biotics in general now suck in public games compared to techies and shooty classes which is why few people play them any more.
Modifié par Grumpy Old Wizard, 25 février 2013 - 10:18 .





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