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Collectors outclass Reapers in every way...


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#326
me0120

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ryanshowseason3 wrote...

Star fury wrote...

ryanshowseason3 wrote...

Aren't they supposed to be better? Like reaper special forces basically? I see nothing wrong here.


I don't get why I have to try twice as hard to get the same reward. As Air Quotes said, give us moar credits for beating Collectors and all will be fine. Preferably twice as much.


Your effort increased, but the things accomplished did not.

What you are proposing is akin to giving a salaried worker more pay because his second task was harder.

Thats what salarys are for though.


^_^

#327
CmnDwnWrkn

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A significantly more difficult faction paying out higher XP and/or credits? Too logical for BioWare to comprehend.

#328
Dr. Tim Whatley

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NuclearTech76 wrote...

The Geth laugh at the Collectors.

Pretty much. It just isn't possible to get cheaper.

#329
Taritu

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Sure, but the Reapers are also, now, the weakest faction. Compare them, to, oh Geth.

#330
Mondhase

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ElSuperGecko wrote...

Air Quotes wrote...
I think we all know Collectors are tougher then Reapers. I just wanted to spell it out for Bioware to finally do something about it. There's just no point in choosing Collectors. The payoff is the same, XP is less. 


Absolute rubbish.  There's a huge point for choosing Collectors, and it's called a challenge.

If all the factions were equally balanced in difficulty, THEN there'd be no point in choosing between the different factions other than for aesthetic differences.  Which may be fine if you're solely interested in whoring credits atr the expense of all else, but some of us want - y'know - a bit of variety in their games.

The Collectors do not need any changes making to them whatsoever (unless of course we're talking about adding Collector Assasin snipers...).

 

That's just really not a good argument. If you want a bigger challenge, go and play platinum. That's what the difficulty levels are there for. The different enemy types bring variety to the game, as you said, but not because they're varyingly strong, but because of their tactics and their composition. If you're playing a kit with overload or energy drain you'll probably do better against the geth than the reapers, while for an asari going for max BEs it will be the other way around. Every enemy faction has advantages/disadvantages and that's how it should be, but from an objective viewpoint they should all be relatively balanced.

And with collectors that's just not the case. Bioware said that on silver collectors are actually the easiest faction, but I'm having a very hard time believing that. I've played against them on every difficulty and every time it feels like a difficulty higher than what I'm actually playing. Maybe I just like using power classed too much. With a high dps gun and a kit that's not cooldown dependant they're probably just as easy to deal with as the other factions, but I find it ridiculous that collectors more or less counter an entire playstyle.

Every single UUG match I played in the past few days ended up being against collectors, but as soon as I've killed the last few abominations missing for my collector general banner I'm not gonna play them again. I usually don't like setting the enemy, as it takes away from the surprise and having to be ready for everything, but I'm just fed up with having to deal with their BS.

#331
akimboDEEZ

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Reapers are more of a melee faction(aside from the 2 of the mooks). While the collectors are ranged, with higher health bosses.

#332
CmnDwnWrkn

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There is no way the Collectors are the easiest faction. Eric based this assessment on "his numbers," but keep in mind BioWare has a very hard time with numbers. These are the same guys who equate "100% bonus" with a 30% actual bonus.

#333
Apl_Juice

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Doesn't every Collector unit cost more of the spawn budget than the Reaper units?

#334
Kaall

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Balancing the collector the easy way = Removing possession system.

#335
Mondhase

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Apl_J wrote...

Doesn't every Collector unit cost more of the spawn budget than the Reaper units?

 
I haven't read the entire thread, but there were some numbers floating around here, like 70 points for a brute, 75 points for a scion and nothing extra if it gets possessed. 

But I think wave budged doesn't really equal difficulty. Everyone knows by now that in a reaper match it is far easier to just kite the banshee(s) until all of the other enemies are dead and then kill them, instead of having to kill 6 or 7 respawning banshees throughout the wave.

If you look at the budget points for brutes and scions I already find those 5 points difference laughable, for a unit that is essentially a brute/ravager/geth bomber(when possessed) hybrid and I would seriously prefer fighting against three brutes on my own than against one possessed scion. The strength of these two enemy types isn't even remotely comparable IMO.

#336
Devoidparanoia

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Collectors are that area between gold and platinum, geth out of the question.
the collector troops never stop to eat their teammates corpses like cannibals, theyre guns also do about the same damage per shot, but with a faster rate of fire and faster projectile speed.

collector mooks also move very fast, and while having these ranged advantages they distract you with abominations,(possesed/norm) and seeker swarms/plauges and range you down.

another problem bieng, the enemies known for thier range on collectors, are just as deadly up close.mooks have a double melee that can magically hit you after you have evaded away,and stagger you,scions and praetorians can synch kill and abominations are usually everywhere. melee kits are rendered useless. and so are close range kits. since there isnt a huge variety in thier units they compensate by sending massive amounts of certain units at you. making the map flood with seeker plagues and possesed abominations.another way of compensating is possesion, healing a unit and giving it barriers AND special abilities (praetorian stunlock missiles,scions fustercluck sniper grenade pod...thingy)

all in all, they are ridiculous, under very certain circumstances can they be fought, and you might as well give melee and caster kits up. since you can almost never use powers with swarms.

geth can be manageable with the correct kits. collectors, not so much. unlike geth collectors have no weakness. they have no synthetics for sabotage and most of them have armor, wich means barrier/shield shredding powers such as overload are only useful to an extent

#337
JackieLee13

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Air Quotes wrote...

DHKany wrote...

Slowpoke.jpg?

Seriously collectors are top dog enemy faction right now.

 

I think we all know Collectors are tougher then Reapers. I just wanted to spell it out for Bioware to finally do something about it. There's just no point in choosing Collectors. The payoff is the same, XP is less. 


I'm sure it's already been mentioned before, but since I don't have time to read through 15 pages of responses...

It sounds like there are quite a few reasons to avoid playing against collectors, including the PS3 freeze.  When I host platinums on PS3, I often rotate between Reapers, Cerberus, and Geth;  never Collectors.

#338
BattleCop88

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As I've been saying before, I like playing against Collectors because they're a new addition to the game, but no matter how well or poorly I do against them, there isn't one match where I don't sit in awe about how cheap the enemies in this game have gotten. Seriously. Has anybody ever stopped in amazement at how far the devs went to implementing cover denial?

I miss getting into protracted gun battles from cover against Cerberus while watching my rear, knowing they will attempt to flank me; I miss the balanced, yet hard hitting approach from Geth; most of all, I hearken back to ME2, when Collectors were vulnerable against biotics and fire-based attacks. I'm really getting tired of the forced run-and gun style of MP.

#339
Sakasa

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Well I like to point out that Reapers never changed from launch they always had the same set and the same spawn ratios. They never got the new unit treatment. But the reapers have everything they need to stop a squad cold. Ravagers and Marauders at distance Banshee and Brutes to stop a retreat but the weakness comes with their breaching unit which consists of just Cannibals. Now if you changed The Marauder buff to changing their health damage to armor instead of faux armor that isn't resist to cryo or anyone who can nail a head shot 7 out of 10 times.

On that same page though the geth are weak long range and stopping movement I think they should bring back Geth snipers/stalkers back from me1 but I don't know if stalkers can work on how the maps are designed but they should. While the Geth shotties will make a person think twice they don't ahve the stopping presence of a pyro but the pryo AI is charge not wait for interception.

For balanced issues I think Cerb comes forward because they have a unit for every situation even though they don't spawn that way. If Phantoms spawned in the same units with phantoms so they all approach at the same time they would be much more threatening.

#340
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Sakasa wrote...

Well I like to point out that Reapers never changed from launch they always had the same set and the same spawn ratios. They never got the new unit treatment. But the reapers have everything they need to stop a squad cold. Ravagers and Marauders at distance Banshee and Brutes to stop a retreat but the weakness comes with their breaching unit which consists of just Cannibals. Now if you changed The Marauder buff to changing their health damage to armor instead of faux armor that isn't resist to cryo or anyone who can nail a head shot 7 out of 10 times.

On that same page though the geth are weak long range and stopping movement I think they should bring back Geth snipers/stalkers back from me1 but I don't know if stalkers can work on how the maps are designed but they should. While the Geth shotties will make a person think twice they don't ahve the stopping presence of a pyro but the pryo AI is charge not wait for interception.

For balanced issues I think Cerb comes forward because they have a unit for every situation even though they don't spawn that way. If Phantoms spawned in the same units with phantoms so they all approach at the same time they would be much more threatening.

 

Stopped reading at "Geth are weak at range and preventing movement" 

#341
Sakasa

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Air Quotes wrote...


Stopped reading at "Geth are weak at range and preventing movement" 


You can't be refering to the geth prime who shoots 3 rounds in 2 sec after a 1 second cool down and whose AI is obessed with walking towards who ever is its target even if it means going into a blind spot and get railed on from the back?

#342
sandboxgod

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I agree with the OP however I am loathe to ask these devs for anything. They'd probably sooner buff the hell out of Reapers. 

BattleCop88 wrote...

As I've been saying before, I like playing against Collectors because they're a new addition to the game, but no matter how well or poorly I do against them, there isn't one match where I don't sit in awe about how cheap the enemies in this game have gotten. Seriously. Has anybody ever stopped in amazement at how far the devs went to implementing cover denial?

I miss getting into protracted gun battles from cover against Cerberus while watching my rear, knowing they will attempt to flank me; I miss the balanced, yet hard hitting approach from Geth; most of all, I hearken back to ME2, when Collectors were vulnerable against biotics and fire-based attacks. I'm really getting tired of the forced run-and gun style of MP.


The ironic part is they've gone out of their way to flush out of cover but the controls dont lend to run-and-gun naturally (at least on console). All the time when I'm trying to run away from something its too easy to get stuck on cover

I was just thinking bout how badly they've screwed us over just last night as well. Game is still fun but I used to have more fun with it personally.

Ironic thing is all the farmers did was pack up and relocate over into Rio

#343
Das Rouse

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I don't mind them. I consider them Harby's Special Forces. The game is done, leave them alone.

#344
Lady Galaga

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Buff the Husks and buff the dead enemy cannibalism/Marauder buff. The latter is really tactically stupid, since the enemy breaks attack and just stands/floats/kneels there in the small chance for a slight buff.

#345
stinekandts

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How bout because some players just like the challenge? Quit crying.

#346
xtorma

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Sakasa wrote...

Air Quotes wrote...


Stopped reading at "Geth are weak at range and preventing movement" 


You can't be refering to the geth prime who shoots 3 rounds in 2 sec after a 1 second cool down and whose AI is obessed with walking towards who ever is its target even if it means going into a blind spot and get railed on from the back?


Rocket troopers.Rapid fireing homing missles from across the map.

#347
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stinekandts wrote...

How bout because some players just like the challenge? Quit crying.

 

Read before posting. 

Challenge is one thing. Same payoff and less XP for more consumables and gear wasted is another. 

#348
Sakasa

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xtorma wrote...
Rocket troopers.Rapid fireing homing missles from across the map.


True I suppose but if you count them as long range combatant (even though in my games they are right behind the troopers 5 meters away from the squad) then geth are missing a heavy infantry unit which I guess is easily fixable if geth primes turrents gave troopers near it shield at random intervals.

#349
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Sakasa wrote...

xtorma wrote...
Rocket troopers.Rapid fireing homing missles from across the map.


True I suppose but if you count them as long range combatant (even though in my games they are right behind the troopers 5 meters away from the squad) then geth are missing a heavy infantry unit which I guess is easily fixable if geth primes turrents gave troopers near it shield at random intervals.

 

Everything Geth do staggers. 

#350
Cyonan

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Sakasa wrote...

xtorma wrote...
Rocket troopers.Rapid fireing homing missles from across the map.


True I suppose but if you count them as long range combatant (even though in my games they are right behind the troopers 5 meters away from the squad) then geth are missing a heavy infantry unit which I guess is easily fixable if geth primes turrents gave troopers near it shield at random intervals.


They don't really need a buff since Rocket Troopers and Primes fill the ranged damage dealer role just fine(Troopers barely spawn on higher difficulties).

If anybody needs a ranged dps buff, I'd say it's the Reapers since Ravager's don't have the tracking that Primes do on the shot, and don't spawn turrets.

Though giving them Scion like damage is not the answer =P