Nydus Templar wrote...
The powers I listed were just an example, but you get the point I'm making. Having a bigger toolbox means you don't need a single tool that can do it all. It also means there can be trade offs. Although, to be fair, the fact that you've got Cryo to weaken armor versus Armor Piercing Ammo is a bit more depth in choice.
Using APA would free up the ammo consumable slot for another consumable type, and free up a weapon mod slot, all at the cost of an active power. On the other hand, you're giving up (if they built the power right) a great debuff/CC tool that can cause explosions as well at the cost of using a consumable to get an ammo power. That's a choice a player would have to make on their own, and neither answer would be wrong or right by default.
Also, its not just TCs damage that's the issue, its the total package. You mentioned AR & Marks, but neither of them provide the raw utility and damage combined. Its just not the same. Sure, AR can possibly give you some defensive boosts at the cost of offensive power, but pressing AR is a decision that has to be made. Its not always the right call to press AR or Marks. Its always the right call to press Tactical Cloak. That's an issue from a design standpoint.
Honestly, I don't see the point in making the trade in the first place. Just hand out set stats for the class that the player can modify using equipment and powers. It doesn't serve anyone to have to choose between power damage and weapon damage, especially since its a vapid choice on some classes. Better to focus the choice of points expenditures, and the player's attention, on powers to compliment their playstyle.
The system could use some tweaking, though I do like the overall idea of having a pool of powers to choose from.
I would argue that it's not always the right time to press TC. Use it while an enemy is in the middle of shooting you? Have fun with him because he still knows where you are until his next attack cycle. Close to an enemy? Have fun with him because he can still see you.
There is a reason that many people on the BSN say that Tactical Cloak does not cloak, because using it effectively to cloak is a skill that you need to understand when to use it to become invisible. As far as a damage boost is concerned I would say it's equal to Adrenaline Rush as to when you want to use it(basically any time you're attacking).
Marksman can also make any gun in the game into a long ranged weapon. Tactical Cloak cannot do this.
The point is not to remove the choice it presents. I don't believe they should just give up because this iteration wasn't ideal.
Stardusk wrote...
LOL. the Asari Infiltrator is the best biotic in the game and she gets no weapon damage. Bad argument.
Drell Adept and N7 Fury say that they're very disappointed that you forgot about them.





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