Yeah, indeed on PC, it's horrible... of course, the consoles are uneffected...Dracian wrote...
The problem is not the omni bow, but the fact that it's buggy (reset controls)
Talon Engineer Omni-Bow Tips
#176
Posté 01 mars 2013 - 01:14
#177
Posté 01 mars 2013 - 01:21
Jarno Mikkola wrote...
Yeah, indeed on PC, it's horrible... of course, the consoles are uneffected...Dracian wrote...
The problem is not the omni bow, but the fact that it's buggy (reset controls)
At least PC can aim worth a large-barricade-holding-back-massive-quantities-of-water. I'm stuck with this woefully inadequate little stick...
inb4that'swhatshesaid.
#178
Posté 01 mars 2013 - 01:27
ATM he's more of a gimped character than a niche one. I'm sure this will change in the future, but he's a bit lackluster as it stands.
But the main problem with him is that he screws up my key bindings each time I play him. That's my main beef.
Great jobs on the various kits though, they each are quite unique
#179
Posté 01 mars 2013 - 01:29
#180
Posté 01 mars 2013 - 01:32
#181
Posté 01 mars 2013 - 01:44
#182
Posté 01 mars 2013 - 01:44
I tried pure melee build on omni bow ap full and he dies while youre taking a shot soon as you try to get the laser dot on mook, then i tried full biotic build but this time only died because a mook did a dance around my tripwire some how he walked thru the beam meleed me while trying to kill brother mook .
#183
Posté 01 mars 2013 - 01:46
#184
Posté 01 mars 2013 - 01:59
I would only sugest that when the grab hand is avaiable that he would grab instead of shooting, but it is great to fire arrows from cover.
#185
Posté 01 mars 2013 - 02:01
Elotana wrote...
Nailed it!LeinadSemrig wrote...
So let's see, in order to use the bow I have to.
1) Equip 1 of my 2 weapon slots as a shotgun
2) Equip 1 of my 2 weapon mods as an omni-blade
3) Equip as many gear slots as possible for melee boosts
4) Spec completely out of survivability in favor of bow damage
5) Spec completely out of weapon damage in favor of power damage
6) Constantly use grenades to boost my arrows
7) Stand at least partway exposed to lock on with my shots since aiming on consoles is pretty much impossible.
If I do all of this my bow will at last become effective... Here's the thing, I can't think of a single kit that requires this level of specialization in order to use it's primary abilities effectively. No survivability, no weapon boosts, extremely limited load out options. The payoff for doing this should be enormous, With these kinds of requirements, I would expect this kit to literally have the single highest damage output in the game. It's nowhere even close to that. There needs to be significant boosts to this kit before a bow build would even seem remotely appealing.
I agree wholeheartedly
#186
Posté 01 mars 2013 - 02:18
#187
Posté 01 mars 2013 - 02:42
Me personally Cain mine all the way
#188
Posté 01 mars 2013 - 02:52
LeinadSemrig wrote...
So let's see, in order to use the bow I have to.
1) Equip 1 of my 2 weapon slots as a shotgun
2) Equip 1 of my 2 weapon mods as an omni-blade
3) Equip as many gear slots as possible for melee boosts
4) Spec completely out of survivability in favor of bow damage
5) Spec completely out of weapon damage in favor of power damage
6) Constantly use grenades to boost my arrows
7) Stand at least partway exposed to lock on with my shots since aiming on consoles is pretty much impossible.
If I do all of this my bow will at last become effective... Here's the thing, I can't think of a single kit that requires this level of specialization in order to use it's primary abilities effectively. No survivability, no weapon boosts, extremely limited load out options. The payoff for doing this should be enormous, With these kinds of requirements, I would expect this kit to literally have the single highest damage output in the game. It's nowhere even close to that. There needs to be significant boosts to this kit before a bow build would even seem remotely appealing.
This. I just played witht he OP recommended spec and it was terrible. The damage itself isn't horrible but requires way to much equipment / mods to be any kind of effective.
The two biggest problems are:
1. The insane squishiness required in order to make the bow useful. Being forced to stand out of cover while waiting for the bow to charge is suicide in many cases and this kit has ZERO defensive options. Every other squishy I can think of has SOMETHING, even if its just a stagger. This character is forced to be exposed to damage with a bare minimum of survivability.
2. The TERRIBLE tracking of the bow (playing on 360). My 5 AP arrow cluster of doom just completely annihilated a swarmer. <_< Numerous times within the same round my bow would stick and simply not fire. Arrows often miss and there is no way of canceling a shot if the target dies, moves behind cover, etc.
My suggestion that would fix a lot of this... make the Omni bow function like Ballistic Blades or Nightshade Blades. Let it fire instantly, button tap with a slight delay before firing like BB, on the move and either fire in a tight cone or simply instant target tracking. This would have to be the 'light melee' to be used with button taps, and heavy melee could be any number of things ('shaped charge' knockback like the Geth Jugg maybe?). That way the character could utilize soft cover, which would provide synergy with his trip mines. Survivability goes up, tracking is less of an issue, and class remains balanced.
#189
Posté 01 mars 2013 - 03:06
#190
Posté 01 mars 2013 - 03:06
Anyway I will definitely give this guy another try.
#191
Posté 01 mars 2013 - 03:07
#192
Posté 01 mars 2013 - 03:10
He isn't a bad character at all either. Phenomenal on Silver if hosting with the buffs you'd mentioned, but that also leaves him extremely weak too by skipping health in fitness so taking him over to Gold can be difficult for some. And the trade off for doing so is laughable when you consider the damage you do with it.
I'd really like to see the Omni-Bow get a damage buff and also try and fix the firing mechanic so that it is homing. I don't expect it to go around cover like Throw, Warp, Incinerate etc. but it should most definitely hit the target more often. Off host you can pretty much predict it won't hit a moving target 50% of the time.
Also, as someone mentioned earlier this is a rather long list of requirements to make the character "effective" but no other character has this with their powers and abilities. They all have something to make them somewhat effective at base. The Omni-Bow at base is pitifully bad and not even its own power buffs can help it.
Modifié par FellowMusicFan, 01 mars 2013 - 03:15 .
#193
Posté 01 mars 2013 - 03:15
Wookie_Smuggler wrote...
Elotana wrote...
Nailed it!LeinadSemrig wrote...
So let's see, in order to use the bow I have to.
1) Equip 1 of my 2 weapon slots as a shotgun
2) Equip 1 of my 2 weapon mods as an omni-blade
3) Equip as many gear slots as possible for melee boosts
4) Spec completely out of survivability in favor of bow damage
5) Spec completely out of weapon damage in favor of power damage
6) Constantly use grenades to boost my arrows
7) Stand at least partway exposed to lock on with my shots since aiming on consoles is pretty much impossible.
If I do all of this my bow will at last become effective... Here's the thing, I can't think of a single kit that requires this level of specialization in order to use it's primary abilities effectively. No survivability, no weapon boosts, extremely limited load out options. The payoff for doing this should be enormous, With these kinds of requirements, I would expect this kit to literally have the single highest damage output in the game. It's nowhere even close to that. There needs to be significant boosts to this kit before a bow build would even seem remotely appealing.
I agree wholeheartedly
Signed. Also, what's with developing a character assuming that we are going to have all the right mods to make it playable. I have a lot of other characters that use melee mods. So why make a guy that is not Gold worthy if I don't have a Melee 3 mod around? Mods should be player controlled extras. Not developer assumed additions to their kits they think up. We are either playing for or paying for those mods, so they should be considered extraas not planned into the kit developing process.
#194
Posté 01 mars 2013 - 03:24
And Platinum near-impossible without T4 consumables.
Fact that the few people that speak up here in the forums are apparently too good for that is unrelated to the game's design.
#195
Posté 01 mars 2013 - 03:39
GPS(Geth Plasma Shotgun)- You can charge up this weapon and then charge the bow which really helps the timing for both things and doing a good amount of damage. The attachment that probably would be best suited for this guy is the Omni-blade. Now because the omni-blade increases your weight by an extra 50, DO NOT TRY TO WORRY ABOUT THE WEIGHT WITH THIS GUY since most of his powers are grenade based. He has the ability to regenerate his grenades but do not rely on that too much so just run to the ammo boxes to refill them. The GPS is great at applying ammo effects so Incendiary rounds would be a good idea because you can get some fire explosions or help your teammate/mates set them off. The second attachment is really what you suits you more comfortably (you got ammo problems then obviously spare ammo is the way to go/want some damage then use either damage mods).
The acolyte is also a good choice and is better at applying ammo effects than the GPS plus it can easily strip the shields off of enemies. Use melee stun mod and I would prefer the heavy barrel as the 2nd attachment so that the shield stripping is more effective. For the ammo type, I would heavily prefer those Cryo rounds because they can slow the enemy and debuff targets. If you do take an acolyte, bring a back up like the hurricane smg so you just have that there in case you need it because you never know when you will actually have to use it.
Charge weapon first then charge bow second. If you charge bow first, then you can't charge your weapon or apply the bow's ammo power. So take advantage of the gun's charge by being able to apply the bow's power(if you forgot to set it) and charging the bow.
I hope this part of my text can help people learn that the weapon choice can make their Talon better and make their Talon Engineer more efficient.
Tip of advice for the bow's powers:
Use concussive for regular troops and shields/barriers,
Use armor for bosses that are the armor level health state.
Edit: Keep the full melee build and power set-up that Eric Fagnan suggested. You can skip the rank 6 passive for regenerating the grenade slots quicker and put it to Cain mine.
If you are using the GPS, then use the 12%shotgun12%melee gear mod. If not, then use the 20% melee damage mod.
Use level 3 or 2 melee amps and power amps. Those amps will his go to amps.
2nd Edit:
Here's my set-up for this guy.
Concussive(6)- damage and force/chill/arrow count (this makes the damage higher)
Armor(6)- damage/armor damage/arrow count
Cain(3)
Elite Mercenary(5) power damage and power damage
Bow Mastery(6) All towards melee
This set-up is mainly for the bow and not the cain mine. To make you guys feel confident about this build, I have done well with this guy meaning that I scored 100k in a gold game on Condor/Reaper. But I will have to say he uses up a lot of amps.
Modifié par BasketballParty, 01 mars 2013 - 04:16 .
#196
Posté 01 mars 2013 - 03:39
*The Bow takes so long to charge that your primary weapon is taken out of the field
(No argument that the Cain Mine build is a strong class though.)
#197
Posté 01 mars 2013 - 03:39
#198
Posté 01 mars 2013 - 03:48
#199
Posté 01 mars 2013 - 03:51
BasketballParty wrote...
I would actually like the heavy melee ramp up for the omni-bow to be quicker so you can shoot more arrows quicker between shots. I feel this would really help him be more survivable because when you are able to take shots quickly and get back into cover, you are not exposing yourself out in the open as much. I have to admit that 625 Health and Shields is not a lot especially when you are exposing yourself out in the open alot. The auto lock-on with the bow gets annoying when the enemy is dead but the bow is still locked onto its dead body.
You can roll to cancel a shot and save an AP or concussive charge.
#200
Posté 01 mars 2013 - 03:53
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.
The trip-mines are good at the moment and they can stay as a grenade power and you can remove his grenade auto-regen.
I do not like his power and melee linked together. I usually melee and enemy when he is almost dead and I run out of ammo/reload. But in Talon's case if I happened to have a power arrow active, this means I am wasting an arrow.
When I played him, most of the damage came out of gun-he looks more like a soldier (actually when I think about it did BioWare accidently swapped talon with Jugg when they were assiging them a class?)
Modifié par Mindfane, 01 mars 2013 - 03:56 .





Retour en haut





