Robosexual wrote...
Collectors.
People obviously don't realise that players can stunlock far more than the Geth can, and the factions mostly just shrug it off.
This.
Some people here are
vastly overestimating how effective stunlock is on enemy factions.
First, the very principle of the thing makes it much more effective on players than AI. It makes the skill of anyone stunlocked irrelevant, leading to their death. But if it happened all the time, no one would ever finish a Geth game, actual complete stun lock to death is rather uncommon if you compute the ration of time spent being stunlocked to death to time spent playing (it rises a little if you take into account time being staggered that didn't lead to a kill). The Combat Drone is totted around as the ultimate weapon of death, but have you seen how low his RoF is? When it hits a player, he "often" dies from the considerable stagger and he has only one life (before using medigel), but enemy units not only have vastly superior expendable lives, they also have larger health bars allowing them to take more of a pounding while staggered.
At any time, a player who isn't strengthening his advantage is Doing It Wrong, so no matter when a stagger happens it is a serious penalty. But enemy troops spend a lot of time derping around.
Then there's the fact that, as Robosexual pointed out, enemies are leagues better than players (barring stagger-immune kits) at dealing with stagger. It takes way more force to stagger a boss than a player, and even when you have enough force they have a chance to ignore it anyway. But it does happen ... the boss suddenly gains complete immunity to further stunning for a while, thus making it impossible to stun
lock them. That feature is important because players are actually far better than even the Geth at stun-locking the opposition to oblivion.
Nah, the Geth would likely fare rather badly. They have the strategy which is closest to the player's, which is the one all factions were made to handle.
Cerberus, on the other hand? Without a considerable re-working of the AI, Cerberus would be ridiculously effective compared to their actual threat level to players. AI has little to no target selection capability. They favor targets out of cover and that's pretty much it. So they are going to spend a lot of time shooting at Guardian Shields and ignoring the Engineers in the back. They don't have anything about avoiding Sentry Turrets in their pathing algorithms, so they'll keep stumbling into the death zones Engineers set up. The phatoms's Cloack+high speed Barrier regenration is a potent tool against players, but against AIs who don't know to prioritize a badly hurt invisible phantom? It's going to take them forever to kill them. Nemesis shots are very powerful but easy to avoid thanks to the warning light ... except that the AI doesn't know that, so they'll eat the round in the face.
Collectors are hax enough that they'd have a good chance even against Cerberus, though. AP lazers as well as abomination grab + boom would go a long way toward dealing with Guardians, and Scions are pretty good at dealing with Snipers. Atlases are powerful, but not as much as possessed Praetorians. In the end, the downfall of the Collectors would likely come from their habit of rushing the nemy position without paying attention to the Turrets' interdiction zone*.
With some adaptations to the AI to make sure that they don't behave like idiots (like killing Possessed Abomination point blank or waste all their rounds on an invicible guardian shield instead of aiming for the mail slot), Collectors would dominate thanks to their overall overpowerdness. Faster and more health and damage than anyone else on top of the possession mechanics and the other stuff makes them a formidable opponent.
* PS : I just noticed that turrets have a very high RoF and since players do not have armor they are unlikely to have armor mitigation. So their insane damage on players is likely to be vastly less effective at taking out armored targets.
Modifié par Sojiro888, 18 février 2013 - 07:13 .