This isnt about fear or talent, its about possibility. The Jugg is the only kit that can walk up to two phantoms and take them down without having to work to avoid sync kill/stagger. That's a big deal. Skilled players will always keep their DPS up, the point of the nerf is that this kit requires significantly less skill, bc it has too many advantages.Jay_Hoxtatron wrote...
Dorick wrote...
having to avoid sync kill drastically controls your DPS options, since you have constant pressure from banshees and phantoms. With no fear of them, you can just walk forward, keep your turret up, and do whatever you want. If you are in danger, shoot some scorpion rounds on the ground as you walk backwards until you can place a wall.Lathlaer wrote...
Dorick wrote...
he can still get sync killed.Feirefiz1972 wrote...
I would expect this to be more true for the krogan, he will have damage reduction from tech armor, damage reduction from rage mode, regenerating health, lots of health and shields, the ability to run and he can use hard cover. The geth on the otherhand might just turn out to be a sitting duck, yes he can deploy cover, but that will keep him protected from one side only. He is going to need all the shields and health he has.
He is pretty powerful, I dont see him being very popular for some reason.
You are giving this sync kill immunity a lot more credit than it deserves. As if it was a main cause of death for players. Which bewilders me because you are an experienced platinum player. Perhaps you are so good that you only die when you get surprised by a lost banshee quickly teleporting through the wall or a phantom sneaking behind your back, but I suspect most deaths in game are caused by traditional overwhelming gunfire.
You only fear sync kills if you do not know how to play offensively under pressure while controlling aggro. With a fast kit, you can around in circles killing stuff not even bothering with the 2 banshees chasing you because you are on the move.
Modifié par Dorick, 25 février 2013 - 09:13 .





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