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"You won't even really need to fire your weapon" lolno. Talon Merc Thread


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#26
L.ast L.ife

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Lukeman1884 wrote...

They need to increase the activation range of his mines. I've had way too many dragoons and phantoms walk JUST to the side of them.


QFT x 10,000.

...

I've lost count of how many enemies (Husks included) run around them.  Banshees lolteleport past them on sight.

#27
DAO MAdhatter

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Ya the talon is trash. Hell! A volus's heavy melee does more damage than the techbow.

#28
Kuro_Fenikkusu

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L.ast L.ife wrote...

Lukeman1884 wrote...

They need to increase the activation range of his mines. I've had way too many dragoons and phantoms walk JUST to the side of them.


QFT x 10,000.

...

I've lost count of how many enemies (Husks included) run around them.  Banshees lolteleport past them on sight.


The mines are so awesome, but the kit is hamstrung by only having two useful trees.

#29
Clayless

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Yeah I thought my game was glitched or something at first.

Then I realised he just sucked.

#30
Veovim

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From what I've seen, I would say there are 3 main problems with the omni-bow right now:

1) The damage seems really low for how slowly it fires. It shouldn't take 3+ seconds to only half way kill a husk, gold or not. Are you supposed to use a special arrow for absolutely every enemy? If so, he needs to regenerate them much faster or enable thermal clip packs (or both).

2) It sometimes doesn't fire promptly after locking on, leaving you unable to attack until it eventually goes off (after a long delay) or just fails altogether (again, after a long delay).

3) It doesn't play well with cover, soft or hard. You seem to need a clear line of sight to target the enemy, and then another clear line of sight when you want to fire. That's a long time spent exposed when using a kit with minimal health.

One other thing: can banshees (and phantoms/praetorians) always block your arrows, or is it only when you have an AP/concussive arrow equipped? Not that you'd do any noticeable amount of damage without a special arrow. Either way, this seems like an awfully big penalty on an already mediocre class.

#31
templarphoenix

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Elite Merc 6A: Increase the rate that charges are generated by 50%
200% cooldown shows generate a charge every 30 sec, and with 6A...25.71 sec?

#32
MrFuddyDuddy

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Come on OP gotta love that Talon bow, heavy meele does a whole 2 bars to cerb troopers on Gold... Thank god for those Beastly Mines, deffenantly going to have to respec his ass cause that bow is freaking useless at the moment.

#33
Kuro_Fenikkusu

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MrFuddyDuddy wrote...

Come on OP gotta love that Talon bow, heavy meele does a whole 2 bars to cerb troopers on Gold... Thank god for those Beastly Mines, deffenantly going to have to respec his ass cause that bow is freaking useless at the moment.



He's getting shelved until he gets a buff.  I'm not even going to try.

#34
Jhanus

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Veovim wrote...

From what I've seen, I would say there are 3 main problems with the omni-bow right now:

1) The damage seems really low for how slowly it fires. It shouldn't take 3+ seconds to only half way kill a husk, gold or not. Are you supposed to use a special arrow for absolutely every enemy? If so, he needs to regenerate them much faster or enable thermal clip packs (or both).

2) It sometimes doesn't fire promptly after locking on, leaving you unable to attack until it eventually goes off (after a long delay) or just fails altogether (again, after a long delay).

3) It doesn't play well with cover, soft or hard. You seem to need a clear line of sight to target the enemy, and then another clear line of sight when you want to fire. That's a long time spent exposed when using a kit with minimal health.

One other thing: can banshees (and phantoms/praetorians) always block your arrows, or is it only when you have an AP/concussive arrow equipped? Not that you'd do any noticeable amount of damage without a special arrow. Either way, this seems like an awfully big penalty on an already mediocre class.

I haven't been able to grab with any of the arrow ammo on, have to be free of charges before grabbing can go, so there's a 4. And there's the whole 'no challenge credit' thing.

#35
SavagelyEpic

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Also he doesn't have the proper amount of points available to him. Wouldn't make much of a difference cause he still sucks anyway, but come on. At level 20 my build is stuck at 6/0/5/6/6. Really?

#36
solidprice

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SavagelyEpic wrote...

Also he doesn't have the proper amount of points available to him. Wouldn't make much of a difference cause he still sucks anyway, but come on. At level 20 my build is stuck at 6/0/5/6/6. Really?

yeah cant wait for balance change fixes/buffs to the talon .:?

#37
SeijiTataki

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I haven't tested him on gold, but on silver his melee works fine.

For fitness, grab all of the melee buffs, and ignore the health ones. You want to get a melee chain started, so that you get the bonus to melee damage. Whenever the melee buff falls off, it will definitely feel awkward to kill things at first.

Throw away the pistol. Pistol melee stunner is junk - grab a shotgun, and throw the shotgun omni-blade on it, that's a 50% melee bonus, versus a 25%. I run him with a melee gear, personally - the __ + melee combos seem great, but they're not, and the grenade gear is pointless, depending on how you choose to play him. If you're not using mines all the time, you likely won't need to use grenades all that often, because the arrow abilities are all REALLY situational.

For AP arrows, I went damage-bleed-count, because they're the main damage booster, and for concussive I went with damage-chill-count. Shock seems cool, but it's not practical to self detonate, so the damage debuff is a much better utility, and assuming all the arrows hit, it's a decent debuff. Truth be told, though, I just about never find a good excuse to use the concussive arrows - you might actually be better off using the trip mine, instead, which has a much better long-term utility at the cost of you having to grab grenades more often.

Unfortunately, I promoted all my characters before I bought packs, so I don't have the engineer back up to 20, so I can't test my theory of whether or not power damage has enough of an impact on the bow damage to bolster the powers. However, with only 2 ranks in Elite Merc (10% power damage) the numbers for the arrow abilities is:

Concussive Arrow; 40 x 5 = 200 damage x2 Charges. (Junk, but I'm using it just for the debuff, anyway)
Armor Piercing: 160x5 = 800 damage x2 Charges.

As far as I can tell, this is actually added to the base damage of the melee damage (according to the description, anyway), so the damage isn't nearly as bad as it seems, especially once you get the melee kill bonus running.

The only thing I'm not certain of is whether or not the 50% melee bonus from shotguns is going to be better than the new power and melee mods for pistols combined.

Modifié par SeijiTataki, 27 février 2013 - 06:51 .


#38
_sigge_

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I survived Gold with him, but not thanks to that awful bow. Give us twice as many charges and make it hitscan and maybe it would be ok.

Modifié par _sigge_, 27 février 2013 - 06:55 .


#39
R Rarzy

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I like this character even though he has problems. Everyone is saying the bow is not good, and to go with the mines. But I've even had trouble with the mines! They're awesome when they hit, but I've had quite a few times where an enemy would walk right through the red laser and wouldn't detonate it, making it completely worthless. That of course leads to redeploying new mines hoping they do register in a different position, and wasting grenade ammo in the process.

#40
DrunkenReflex

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To make him work at all you have to build him strictly for damage, not fitness--then good luck keeping him alive. Cool idea, but not enough punch.