Talon Engineer Omni-Bow Tips
#251
Posté 01 mars 2013 - 02:26
Even if the target was standing still the arrows would go straight through it dealing no damage what so ever (I am host, Xbox). Also, as always the auto-aim for this is a pain when you have Swarmers around.
Also, how do you recommend this class to be effective with the bow against Phantoms and Banshees considering that they block your power arrows? If you only use the melee arrows you won't be able to take a Phantom or a Banshee down on Platinum since their barriers will come back faster than you can take them away.
#252
Posté 01 mars 2013 - 02:27
Cain trip mines are your friend. Max this tree. You don't need the enemy to activate your mine. After the third mine (the fourth) will detonate the first mine you've placed. Abuse it and you'll see the havoc you can cause.
Concussion Arrows are awesome. Max this tree. Phantoms (despite what the wiki says) have NO CHANCE against you if you see them coming. One arrow (heavy melee) will send those pesky Phantoms flying (even with shields). I may be wrong but I think I even saw a Phantom with a bubble getting hammered. Shields will NOT cancel the concussion effect (Rocket Troopers, Hunters, Centurions, Captains...) You can send all of them flying.
AP Arrows. I didn't max this one but, even at level 3 I could kill Dragoons with 2 (or 3) heavy arrows.
Elite Mercenary: I went for a level 5 with this one (maxing out power damage at level 5)
Omni-Bow: Melee all the way. (100%)
Weapon: Scorpion (I like the AOE and you can shoot a few times at the enemy, let a concussion go, enemy flies away still exploding and usually dies. Phantoms (on Gold) do not have a chance in my experience.)
Equipment: Grenades (instead of Hydraulics)
Abuse trip mines (placing them on walls when defending and at the enemy's feet when attacking) and use the arrows when needed: Concussion for phantoms, rockets, hunters and AP for anything heavier (pyros, dragoons, brutes.)
You can save your team many times if you spam trip mines at their feet while your team is surrounded by enemies (or one of you has been grabbed by a Banshee for example) It's even faster than take your rocket out.
When in need of more grenades: Thermal Clip (I haven't encountered the bug).
When surrounded and low on mines, spam concussion (it will spread and hit many targets instead of just one). Every target will be "infected" by the concussion effect (shock in my case) and can be detonated by your team. I don't think the chill effect can be detonated though. This will also stagger low level troops and can give you time to escape.
Needless to say, now, I like the Talon a lot. =)
The reset but is my only complaint. Using F to aim is terrible.
#253
Posté 01 mars 2013 - 02:27
#254
Posté 01 mars 2013 - 02:37
#255
Posté 01 mars 2013 - 03:01
justinblac wrote...
Megakoresh wrote...
Fixing the bugs on him so he is actually playable would be nice first and foremost.
True. I had seven Cain mines that appeared to be active at the same time and the enemies kept walking through and around them. I know through is not right, but are the enemies supposed to be able to walk around the mines? Also, I had one stuck to a wall near the floor at the bottom of the ramp in glacier but nothing ever set it off. It stayed there from wave 1 on.
Were you Off Host? If so they simply don't visual go away but they are gone./
#256
Posté 01 mars 2013 - 03:01
Oh, I quite like that he's a bit different. The original mission statement for the engineers was that they'd use their powers to control and sculpt the battlefield, and while there's a bit of that, there's a slight propensity to just make them elemental casters. The Talon Merc though, in many ways, is one of the characters who really succeeds in fulfilling that brief. The (fantastic!) trip mines and the cooldown-free elemental effects are part of that.Mindfane wrote...
I think the two arrow powers should be like normal powers (like Ballistic Baldes) with a cooldown. Then we can leave his melee damage at what it currently is.
Also being an engineer I expected some tech based powers on him. I thought I would see Incendiary arrows and Electrical arrows. That we he could prime and detonate tech explosions. he is an engineer and xplosions should happen wherever he goes.
Speaking of! I had a go with Eric's suggested Talon build on silver, and I did quite enjoy it. I came second, and I was KOing geth pyros with little to no effort, but he was indeed incredibly fragile. I think he does need a little more work, but there's a germ of a really cool idea in there.
#257
Posté 01 mars 2013 - 03:04
#258
Posté 01 mars 2013 - 03:10
so then give this melee character either hitpoints or melee damage - because all upgrades to one of the two categories together are still unable to create any anyhow decent value - as the base value is just to tiny - like this, he always will stay the CTM carrier in a 500/500 base HP common char-model that also could use a grenade for two good OB-shots that he is by now... .
it was stated so often here in the last time: all of the 500/500 base HP chars were ever weak - but by the games current state they are just ridiculous weak and should be buffed because of it - and now you release another such char as our last human - and give him also a very long power-cast duration (so he needs to stick his nose out of cover for the cast that it would be 3 times enough to die for him with his low HP on gold)
- and even make it count as a melee attack that is solely to him not allowed to kill even an unprotected 900 healthpoints bronze mook by any means (so regardless of permanent melee damage bonuses active) as long you are not in the mood to spend a grenade for casting out !a different attack! that is just same styled?
this kit needs a complete overlook or will stay a regular, just bronze-worthy common human male, that sacrifices crowd-control powers and a melee ability for being allowed to carry the CTM!
Modifié par HELLHOUND_ROCKO, 01 mars 2013 - 03:15 .
#259
Posté 01 mars 2013 - 03:12
Also, the auto-firing of the crossbow after a set period of time is REALLY annoying. If my intended target dies before I release my AP shot, and I don't see another viable target, I should be able to NOT fire the crossbow - I mean, I'm the one choosing to fire it, right?
Up until I tore my rotor cuff a few years ago I was an Archer in RL for fun/sport. If I was holding my aim with a bow for any length of time and found my strength waning, I could, you know, relax my muscles and NOT fire. I didn't have a muscle spasm which caused me to immediately fire wildly in a random direction because that would have been insane and got me chucked off the archery range. So why does it happen to the Talon?
#260
Posté 01 mars 2013 - 03:21
will get this guy back in the lab and work on him.
#261
Posté 01 mars 2013 - 03:24
HELLHOUND_ROCKO wrote...
what? the team wants "to make sure he is a viable kit at all difficulty levels"?
so then give this melee character either hitpoints or melee damage - because all upgrades to one of the two categories together are still unable to create any anyhow decent value - as the base value is just to tiny - like this, he always will stay the CTM carrier in a 500/500 base HP common char-model that also could use a grenade for two good OB-shots that he is by now... .
it was stated so often here in the last time: all of the 500/500 base HP chars were ever weak - but by the games current state they are just ridiculous weak and should be buffed because of it - and now you release another such char as our last human - and give him also a very long power-cast duration (so he needs to stick his nose out of cover for the cast that it would be 3 times enough to die for him with his low HP on gold)
- and even make it count as a melee attack that is solely to him not allowed to kill even an unprotected 900 healthpoints bronze mook by any means (so regardless of permanent melee damage bonuses active) as long you are not in the mood to spend a grenade for casting out !a different attack! that is just same styled?
this kit needs a complete overlook or will stay a regular, just bronze-worthy common human male, that sacrifices crowd-control powers and a melee ability for being allowed to carry the CTM!
This. I might as well skip the bow, equip a claymore and spam cain mines. The bow is great, but the long cast animation, and the squishiness makes him a PIA. The damage output isn't worth it.
#262
Posté 01 mars 2013 - 03:27
Thanks for the tips on the Talon, I was looking forward to a bow-build, so perfect for me
#263
Posté 01 mars 2013 - 04:41
#264
Posté 01 mars 2013 - 05:11
Tang Tsu wrote...
Another significant problem on consoles is that heavy melee must be charged but it requires the player to take his thumb off the stick for the duration of the charge up. This limits mobility and thus survivability. Preferably Omni bow would be a bumper ability.
Well the bow is supposed 2 lock on so you woulldn't need to keep your thumb on the right stick, however you could very easily use your index finger to do it. (still not a ideal character but its a way around it.)
#265
Posté 01 mars 2013 - 05:16
Combine that with the already longwinded windup for a full hit, and how slow its rate of fire is, its kinda lackluster.
I get the design team was probably thinking "long range heavy melee to OP" but this guy is a glass cannon, only he is using styrofoam for amunition. I wish I hadn't wasted a respec on him and focused on armor piercing, as it seems to not hit half the time.
This class was clearly built for PC controls too, I don't have mobility problems due to that, but I can see using the hold down thumbstick thing being a royal pain.
His tripmine things are a joke, I've seen atlas walk over them without anything triggering but then a stray phantom glides near it and it blows up before they are in range of the blast. (This is on laggy hosts and as host, seems more bugged than a latency issue)
#266
Posté 01 mars 2013 - 05:19
Modifié par NeferiusXji, 01 mars 2013 - 05:31 .
#267
Posté 01 mars 2013 - 05:23
HELLHOUND_ROCKO wrote...
what? the team wants "to make sure he is a viable kit at all difficulty levels"?
so then give this melee character either hitpoints or melee damage - because all upgrades to one of the two categories together are still unable to create any anyhow decent value - as the base value is just to tiny - like this, he always will stay the CTM carrier in a 500/500 base HP common char-model that also could use a grenade for two good OB-shots that he is by now... .
it was stated so often here in the last time: all of the 500/500 base HP chars were ever weak - but by the games current state they are just ridiculous weak and should be buffed because of it - and now you release another such char as our last human - and give him also a very long power-cast duration (so he needs to stick his nose out of cover for the cast that it would be 3 times enough to die for him with his low HP on gold)
- and even make it count as a melee attack that is solely to him not allowed to kill even an unprotected 900 healthpoints bronze mook by any means (so regardless of permanent melee damage bonuses active) as long you are not in the mood to spend a grenade for casting out !a different attack! that is just same styled?
this kit needs a complete overlook or will stay a regular, just bronze-worthy common human male, that sacrifices crowd-control powers and a melee ability for being allowed to carry the CTM!
The base human infiltrator has 500/500 and I do great with him on gold. 4/6/6/6/4 with a piranha.
#268
Posté 01 mars 2013 - 05:30
I just got top score in a Gold match with the talon doing a no health build. 150k. Just look at my post above.Krazy_Kirby wrote...
HELLHOUND_ROCKO wrote...
what? the team wants "to make sure he is a viable kit at all difficulty levels"?
so then give this melee character either hitpoints or melee damage - because all upgrades to one of the two categories together are still unable to create any anyhow decent value - as the base value is just to tiny - like this, he always will stay the CTM carrier in a 500/500 base HP common char-model that also could use a grenade for two good OB-shots that he is by now... .
it was stated so often here in the last time: all of the 500/500 base HP chars were ever weak - but by the games current state they are just ridiculous weak and should be buffed because of it - and now you release another such char as our last human - and give him also a very long power-cast duration (so he needs to stick his nose out of cover for the cast that it would be 3 times enough to die for him with his low HP on gold)
- and even make it count as a melee attack that is solely to him not allowed to kill even an unprotected 900 healthpoints bronze mook by any means (so regardless of permanent melee damage bonuses active) as long you are not in the mood to spend a grenade for casting out !a different attack! that is just same styled?
this kit needs a complete overlook or will stay a regular, just bronze-worthy common human male, that sacrifices crowd-control powers and a melee ability for being allowed to carry the CTM!
The base human infiltrator has 500/500 and I do great with him on gold. 4/6/6/6/4 with a piranha.
#269
Posté 01 mars 2013 - 05:39
Prob would need a patch though so I'm struggling to see how they can "fix" this guy.....
Maybe BW just thought that some characters were simply not supposed to be viable for Gold+, I dunno....
#270
Posté 01 mars 2013 - 05:43
The bow is not worth it to sacrifice the HP and shields. Also not worth using if your not the host.
#271
Posté 01 mars 2013 - 05:52
I was using the M-11 pistol and the Mattock, it seems to work best with a harder-hitting semi-auto with no scope. It makes even the unpowered arrows a little more viable.
#272
Posté 01 mars 2013 - 05:53
OneTrueShot wrote...
I think the problem isn't how 'good' he is, it's his viability in gold. I used that exact same build on Gold along with two other players whom I consider wholly competent, and the only conclusion we could come to for Gold and above is to spec full power damage and use the cain mines whilst using him as a dynamic weapons platform, only using the bow as a debuff instead of an offensive.
Pretty much that. Cain mines were the only reasonable thing to use, and even that was random, because enemies could just appear from a different corridor, mines could be wasted on a husk, or phantoms, dragoons and whatever, could just bug out and not trigger the explosives. Not to mention there's a small arming time, so it can't be just spammed like that. While playing Talon I caught myself just using Harrier, while leaving mines as arm and forget. Bow was quite useless - if a Husk or Abomination goes after you, it takes a while to use one of the bow powers AND another while to focus a heavy "melee," which convinced me to just skip using it all together and just use guns.
#273
Posté 01 mars 2013 - 06:05
1. His natural heavy melee feels like the weakest in the game, light is great for stagger. Since these are arrows his melee should have innate piercing.
2. For having to use the same gear/power mods for a krogan warlord he does 1/10th the damage. I understand krogan warlord is in melee range and should do more, but give us 75%.
3. Armor Piercing arrows are not gold/platinum viable. Weakest grenade based power in the game.
4. Cain trip mine is op when it works.
#274
Posté 01 mars 2013 - 06:14
Fagnan.NeferiusXji wrote...
This, with F_agna's build, (It bleeps out ****nan? LOL)I just finished agame of Gold on Giant against Reapers with 150k.
ETA: Seems fine to me!
Modifié par Constant Motion, 01 mars 2013 - 06:15 .
#275
Posté 01 mars 2013 - 06:19
Modifié par ManRightChea, 01 mars 2013 - 06:22 .





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