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Least useful bonus powers.


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#26
Abraham_uk

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RA RA XD wrote...

Decoy is borderline broken in the way it only moves about a foot in front of you. Appart from that every man/woman has his/her own. I personally wouldn't use inferno grenade just because of its bad reputation from ME2, but there are others who swear by it so I'm probably just being prejudiced.


Inferno Grenades are much better than they were in Mass Effect 3.
Trouble is with grenades is that they are limited. They lack the spamability of other powers.

In multiplayer however, having grenades generally trumps not having grenades. This is because the maps have plenty of ammo boxes. As long as you're the only grenade user, you're going to have a ball.

In singleplayer however, they are limited. The main advantage of having grenades is if your class already has grenades, you can increase your stock of grenades. This is very useful.

#27
Abraham_uk

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According to this thread, the least useful powers are decoy and defence drone.


How would you get the most of these two powers?

#28
RedCaesar97

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Abraham_uk wrote...

According to this thread, the least useful powers are decoy and defence drone.

How would you get the most of these two powers?


Decoy: requires Infiltrator with Tactical Cloak rank 6 Free Power. Infiltrator cloaks, rushes forward, places decoy, rushes back. Begin shooting the enemy.

Defense Drone 1) Use on Engineer, use with Combat Drone and Sentry Turret. Ideally with Tali for another Combat Drone. Run in and hope everything is staggered and shoot everything to death. 

Defense Drone 2) Use on Infiltrator. Cast Defense Drone. Start sniping. Hope Defense Drone staggers enemies that happen to flank you while you are zoomed in sniping.


Decoy's biggest shortcoming is that it is placed about 1-3 feet in front of you and does not move. Decent for narrow hallways, bad for more wide-open areas. Best used with the Shock evolutions. Decoy also has a limited duration unlike Combat Drone and Sentry Turret, which will remain until destroyed or no enemies remain. The duration is not a big issue, although if you take the Explosive Decoy at rank 6 then its duration is unbearably long.

Defense Drone's biggest shortcoming is its delay in following you. It has some decent range as a drone, but it can get left behind if you need to move quickly. I tried using it on a Soldier once, but since I was doing a lot of running I would run out of its effective range and so it was not much help. Its fire rate is also rather long, negated somewhat by the evolution that inceases its fire rate (rank 5 if I recall).

Defense Drone also has a limited duration--unlike Combat Drone and Sentry Turret which will remain until destroyed or no enemies remain--but the duration is not listed in-game; there is an evolution at (I think) rank 4 that will increase duration by 100%, but without knowing the base duration, that evolution is meaningless.

#29
Abraham_uk

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Hmm. Thanks Red Ceasar.

I always manage to come up with new questions.
You always manage to answer them.
Seem's like you do a lot of testing of game mechanics.


Have you ever thought of becoming a video game tester.
You seem to know exactly what to look for.

#30
RedCaesar97

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Abraham_uk wrote...

Hmm. Thanks Red Ceasar.

I always manage to come up with new questions.
You always manage to answer them.
Seem's like you do a lot of testing of game mechanics.


Have you ever thought of becoming a video game tester.
You seem to know exactly what to look for.


No. I love my chosen profession. 

Modifié par RedCaesar97, 19 mars 2013 - 08:15 .


#31
Abraham_uk

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RedCaesar97 wrote...

Abraham_uk wrote...

Hmm. Thanks Red Ceasar.

I always manage to come up with new questions.
You always manage to answer them.
Seem's like you do a lot of testing of game mechanics.


Have you ever thought of becoming a video game tester.
You seem to know exactly what to look for.


No. I love my chosen profession. 


I have no idea what you do for a living but I'm glad you enjoy it!:wizard:

#32
valium

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I have yet to find a justification for decoy or defense drone so those are the 2 least useful powers, the rest have a place.

Soldier, perfect character to use fortification or defense matrix with, you have your own pyro explosion factory of incendiary ammo and conc shot and the added DR is just icing on the cake.

Engineer, you have your anti everything already with overload and incendiary with combos to top it off, so might as well either go with an ammo or defense power. Engineers are already ridiculously powerful so as long as your bonus power isn't an active waste of points you cant actually go wrong.

Vanguard, dark channeling and reave are unbelievably powerful on this class, or you could go inferno grenade or pyro explosions without taking up cooldown.

Adept, same as vanguard, a primer that cant be dodged is always a good thing, stasis for those stages with phantoms. Inferno grenades and carnage go well with this class too.

Infiltrator, energy drain, no contest, you should not be choosing anything else.

Sentinel, overload and warp/throw cover everything so might as well go ammo power or inferno grenades/carnage, or if you want to be a tech armor adept then go with dark channeling or reave.

#33
RA RA XD

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valium wrote...

Infiltrator, energy drain, no contest, you should not be choosing anything else.


I beg to differ there. As I see it, AP ammo makes a decent bonus power aswell. Sure, it's not as good a fit as energy drain, but being able to kill a brute with a single Black Widow clip in the time it takes for the tactical cloak bonus to wear off is nothing to be sneezed at. Between those two, it's down to personal preference IMO. :wizard:

#34
RaptorSolutions

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RA RA XD wrote...

valium wrote...

Infiltrator, energy drain, no contest, you should not be choosing anything else.


I beg to differ there. As I see it, AP ammo makes a decent bonus power aswell. Sure, it's not as good a fit as energy drain, but being able to kill a brute with a single Black Widow clip in the time it takes for the tactical cloak bonus to wear off is nothing to be sneezed at. Between those two, it's down to personal preference IMO. :wizard:


Unless you are doing a NG+ run then check out this thread:

social.bioware.com/forum/1/topic/347/index/16226957

I now basically one shot mooks without TC and one shot headshot brutes with TC. Banshees are a tougher proposition. 2-3 shots iirc. Think I had one warp debuff too.

#35
J4mes

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Shotgun Infiltrator can make use of Decoy and Defense Drone. Duration/Either/Bonus Power and flank them like crazy.

#36
NeonFlux117

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Barrier is amazing. On a vanguard it's awesome.

#37
RA RA XD

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RaptorSolutions wrote...

RA RA XD wrote...

valium wrote...

Infiltrator, energy drain, no contest, you should not be choosing anything else.


I beg to differ there. As I see it, AP ammo makes a decent bonus power aswell. Sure, it's not as good a fit as energy drain, but being able to kill a brute with a single Black Widow clip in the time it takes for the tactical cloak bonus to wear off is nothing to be sneezed at. Between those two, it's down to personal preference IMO. :wizard:


Unless you are doing a NG+ run then check out this thread:

social.bioware.com/forum/1/topic/347/index/16226957

I now basically one shot mooks without TC and one shot headshot brutes with TC. Banshees are a tougher proposition. 2-3 shots iirc. Think I had one warp debuff too.


Ahh yes, I've read this thread. That charge up time on the Jav urks me however, makes the gun more frustraiting than fun. I've stopped playing my infiltrator on insanity for the last third of NG+ playthough (post ranoch story arc), shield gate was just an annoying mechanic that was introduced to hide lazy AI programing and poor difficulty design, kind of like giving all enemies a protection layer in ME2 insanity. :bandit:

#38
brad2240

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J4mes wrote...

Shotgun Infiltrator can make use of Decoy and Defense Drone. Duration/Either/Bonus Power and flank them like crazy.


Did you really find this useful? Especially with the Drone? Is it ever more useful than just killing the enemy faster, which almost any other power will do for you?

I didn't find many good opportunities for flanking in this game, or any real reason to, to be honest. Though I admit I could just be bad at it. I don't think the really encourage it.

I do wish something like Decoy had been in ME2, however.

#39
RedCaesar97

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brad2240 wrote...

J4mes wrote...

Shotgun Infiltrator can make use of Decoy and Defense Drone. Duration/Either/Bonus Power and flank them like crazy.


Did you really find this useful? Especially with the Drone? Is it ever more useful than just killing the enemy faster, which almost any other power will do for you?

I didn't find many good opportunities for flanking in this game, or any real reason to, to be honest. Though I admit I could just be bad at it. I don't think the really encourage it.

I do wish something like Decoy had been in ME2, however.

Ha ha. Place decoy, sit back and enjoy the show.

#40
Fated Xtasy

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tactical cloak maybe its just me but i still get shot at when im cloaked

#41
Abraham_uk

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Fated Xtasy wrote...

tactical cloak maybe its just me but i still get shot at when im cloaked


It reduces your aggro and reduces the odds of getting shot.

Tactical cloak is high tech camoflage, not invisibility.


James Vega is a much better decoy than the "decoy" power in my opinion.
He is better at distracting foes.
He can take a lot of punishment.
He can dish out punishment.
He can melee.

Basically a human version of Udnot Grunt.

Modifié par Abraham_uk, 23 mars 2013 - 05:17 .


#42
RedCaesar97

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Abraham_uk wrote...

Fated Xtasy wrote...

tactical cloak maybe its just me but i still get shot at when im cloaked


It reduces your aggro and reduces the odds of getting shot.

Tactical cloak is high tech camoflage, not invisibility.


Aggro mechanics.

#43
Abraham_uk

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RedCaesar97 wrote...

Abraham_uk wrote...

Fated Xtasy wrote...

tactical cloak maybe its just me but i still get shot at when im cloaked


It reduces your aggro and reduces the odds of getting shot.

Tactical cloak is high tech camoflage, not invisibility.


Aggro mechanics.


That's very complex.
This needs to be on my big strategy thread (which is a collection of many different hyperlinks).

Modifié par Abraham_uk, 23 mars 2013 - 09:13 .


#44
shumworld

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I still say Ammo powers are the least useful since half of the squaddies available has a Ammo Power that can set into Group Ammo; which isn't as expensive as it was in ME2.

#45
Abraham_uk

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shumworld wrote...

I still say Ammo powers are the least useful since half of the squaddies available has a Ammo Power that can set into Group Ammo; which isn't as expensive as it was in ME2.


My favourite ammo powers are disruptor and incendiary anyway.
So I would pick Ashley for group disruptor and James for group incendiary.

If I don't have Ashley, well that's what overload and energy drain are for.

#46
Cmpunker13

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I went Defense Drone with my sniper infiltrator; it was a lifesaver once or twice, but overall I didn't find it useful. I played on insanity (with spectre mod) with all classes except for sentinel and adept, and honestly I didn't feel the need for an active bonus power. So I'll keep sticking with Fortification/Defense Matrix.

Modifié par Cmpunker13, 24 mars 2013 - 08:13 .