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Snap Freeze Sux


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#401
Original Twigman

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caineghis2500 wrote...

Original Stikman wrote...

caineghis2500 wrote...

So when is this video coming out? When are guys planning to do it?


I knew you leaving was too good to be true


You have a problem with me or something dude? Anyways when are guys doing this video?


You can PM if you like, the tough guy act is a bit silly considering we have been over this in PM.

#402
DJMetaverse

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This thread is the highlight of Stikman's year. He gets to think he is solving first world problems apparently. Because snap freeze is a huge issue to be discussed. Maybe you should call an emergency UN council meeting.

And yes, grammar corrections. If you're trying to sound intelligent, at least try and make sure you are using the proper grammar. It's only courteous.

#403
Original Twigman

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DJMetaverse wrote...
And yes, grammar corrections. If you're trying to sound intelligent, at least try and make sure you are using the proper grammar. It's only courteous.


My grammar is fine.

I don't see how courtesy has anything to do with accidentally spelling "world" instead of "word"

#404
CNevarezN

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Ya'll need to smoke some weed with a lady friend. That'll solve ALL the Worldly probelms out thar. As for people being so uptight about Grammar, relax. This ain't ****in College and or a University. The majority of the people here are pretty cool. People who complain about grammar and whatnot makes me question thar character.

POW!!!

Modifié par CNevarezN, 19 mars 2013 - 06:01 .


#405
ElectroNeonPanda

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Hai guyz snap freeze is teh sux!

 Image IPB

#406
DJMetaverse

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The fact that you do not get it, only makes my point for me. Not to mention using "sux" in your title like a little internet kiddie while trying to expound upon your snap freeze argument while trying to make it sound like intelligent discourse.

Enjoy your thread that means nothing and have a nice day :)

#407
xtorma

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DJMetaverse wrote...

This thread is the highlight of Stikman's year. He gets to think he is solving first world problems apparently. Because snap freeze is a huge issue to be discussed. Maybe you should call an emergency UN council meeting.

And yes, grammar corrections. If you're trying to sound intelligent, at least try and make sure you are using the proper grammar. It's only courteous.


Doesn't say a whole lot for you either, as you are here in the thread. I guess you think your opinion is somehow superior.

#408
CNevarezN

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xtorma wrote...

DJMetaverse wrote...

This thread is the highlight of Stikman's year. He gets to think he is solving first world problems apparently. Because snap freeze is a huge issue to be discussed. Maybe you should call an emergency UN council meeting.

And yes, grammar corrections. If you're trying to sound intelligent, at least try and make sure you are using the proper grammar. It's only courteous.


Doesn't say a whole lot for you either, as you are here in the thread. I guess you think your opinion is somehow superior.



OOOOOOOOOOOOH!

#409
lightswitch

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First of all, great job ignoring my post at the end of page 15. 1000 sustained DPS to armor from powers alone just doesn't jive with your worldview, better to pretend it's not real I guess.

Original Stikman wrote...

Okay, so... 16 pages in and I think I have summarized the main arguments for Snap Freeze. They are categorized below

Snap Freeze, as a Primer:

This argument looks at snap freeze as a reliable primer. Priming every 2.5 to 3.5 seconds, depending on the users mods and loadout. It does roughly 1850 damage when caused by an explosion that also takes the full six points in rank, and also with the 10% debuff. Seems like a good reason that makes this power amazing right?

Eh...

Looking at it vs. the Kroldier

Inferno grenades can take up to a 9 m radius, go through, and prime for a rough 1650 (i don'thave the numbers on me) FE against armor assuming the detonator is a rank 6 power. The kroldier also has a 30% boost to power damage from fortification, which will allow him to surpass the Batsol's inferno grenade, in DOT. With a 5m radius and maxed damage inferno grenade, the DOT will surpass that of the Snap Freeze Explosion by the time its ready to be used again. When another grenade is thrown, it will stack.

Inferno grenades also synergize with incendiary ammo and cause massive amounts of damage, which also make for it being a much more effective primer.

Snap Freeze as a Debuffer:

As a debuffer, Snap Freeze will net you an extra 10% damage taken and weaken armor. Pretty nice deal, eh?

Looking at it vs. Recon Mine

Considering that Recon Mine has a 9m readius, debuffs enemies by 35%, can be detonated to take out mooks, outright, and won't trigger a massive cooldown for the Drell infiltrator, Recon Mine takes the cake. Recon mine can also "go through walls," and stagger bosses.

The arm time can be a bit long, but as a debuffer, recon mine takes the cake. The debuff abilities can also be compared to Warp, proximity mine, and even biotic orbs. All of them have much higher debuffing properties.

What about weaken armor?

Considering, at higher difficulties, most effective players will already have armor negating mods and/or ammo consumables. This is negligble for the most part.

Snap Freeze as Crowd Control

Snap Freeze doesn't reliably stagger armored units. They just take the icing to the face. At higher difficulties, the Crowd Control aspects of Snap Freeze are lost, especially on later waves.

Snap Freeze as a Co-Op Power

This seems to be a large focal point: When conjoined with a reliable detonator, Snap Freeze becomes "beastly."

Why?

If it takes two people to take down a mob as fast a single, better, kit can, why is this a good thing? Whats the purpose of having two people do a one-man job? Not only that, but if you insist on taking two people, aren't there much more effective teams out there (Proximity mine and Arc Grenades come to mind)?

Where does that leave the Paladin?

Ah yes, the pally. Without Snap Freeze, he is just a rolling, 250 more shields holding, Shield weilding Salarian Engineer.

Snap Freeze is a requirement on this guy if you plan on taking him out. But don't expect him to well if he strays too far from his tech buddies. On his own (which happens a lot in games when people stray, and they will stray), the paladin won't have the same amount of "oomf" as people will make him out to have, and snap freeze is a part of that.


So let me get this straight: because Snap Freeze doesn't debuff as well as Recon Mine, and doesn't do DoT like Inferno Grenades, it's a lackluster power? Essentially saying that because it can't outperform two of the games best powers at the same time it sucks? Wha'?

But the really, really bizarre part is that you tried to compare Snap Freeze as a primer to Inferno Grenades, but then proceeded to talk about damage over time.

As a primer, Snap Freeze blows Incendiary Grenades out of the water. It's not even close. Snap Freeze explosions do more damage to armor, over twice as much damage to every other defense, and it's not dependent on Grenade Capacity.

But let's entertain your little fantasy for a moment. It's really hard to compare the two powers because one runs on a CD and the other is a grenade. The only way the power damage from Incendiary Grenades actually keeps up with the Paladins combos is against armor and by stacking grenades on top of each, in which case you're going to run out really fast. Narida claims Incendiaries do 835 DPS to armor (with a full gren damage/power damage spec), which as I detailed in my post at the end of page 15, is actually pretty much the same as what the Paladin is capable of with power comboing.

Also, if you're going to spec into Fortification on the KroSol you're probably not going to have all six evos in Carnage so your Fire Explosions are going to be doing less than the 1680 damage to armor a normal 6+6 fire explosion would do. Also, against shields, health, and barriers, a Paladin easily outpaces the KroSol for power damage, it's not even close because the DoT to shields/health is only around 375 damage per second and the explosions only do around 840 damage...

Try again maybe?

#410
upinya slayin

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Image IPB

#411
StoxRegalia

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upinya slayin wrote...

Image IPB


A little late with that one.

#412
Kalas747

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horangi88 wrote...

Original Stikman wrote...

Saints944 wrote...

Causing fire one thread at a time. Might what to use snap freeze for that :P
Now that I think of it; I don't even remember when was the last time I use the Paladin in gold.


aside from ashen earth, I haven't seen anyone willingly taking a paladin into gold or platinum.


Lol


I see your lol and raise you a "lol wut".

#413
Original Twigman

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lightswitch wrote...

First of all, great job ignoring my post at the end of page 15. 1000 sustained DPS to armor from powers alone just doesn't jive with your worldview, better to pretend it's not real I guess.

So let me get this straight: because Snap Freeze doesn't debuff as well as Recon Mine, and doesn't do DoT like Inferno Grenades, it's a lackluster power? Essentially saying that because it can't outperform two of the games best powers at the same time it sucks? Wha'?

But the really, really bizarre part is that you tried to compare Snap Freeze as a primer to Inferno Grenades, but then proceeded to talk about damage over time.

As a primer, Snap Freeze blows Incendiary Grenades out of the water. It's not even close. Snap Freeze explosions do more damage to armor, over twice as much damage to every other defense
, and it's not dependent on Grenade Capacity.

But let's entertain your little fantasy for a moment. It's really hard to compare the two powers because one runs on a CD and the other is a grenade. The only way the power damage from Incendiary Grenades actually keeps up with the Paladins combos is against armor and by stacking grenades on top of each, in which case you're going to run out really fast. Narida claims Incendiaries do 835 DPS to armor (with a full gren damage/power damage spec), which as I detailed in my post at the end of page 15, is actually pretty much the same as what the Paladin is capable of with power comboing.

Also, if you're going to spec into Fortification on the KroSol you're probably not going to have all six evos in Carnage so your Fire Explosions are going to be doing less than the 1680 damage to armor a normal 6+6 fire explosion would do. Also, against shields, health, and barriers, a Paladin easily outpaces the KroSol for power damage, it's not even close because the DoT to shields/health is only around 375 damage per second and the explosions only do around 840 damage...

Try again maybe?


Actually, i stated that both inferno grenades and snap freeze, in the priming situation, have reliable detonators (say... an overload). I was not talking about self-detonations.

With 6 ammo packs and grenade capacity, you really shouldn't be running out of grenades... so its not too much of a factor for most situations.

Edit; to the bolded: You are nitpicking. You cannot isolate Inferno grenade from its DOT, its inherent, thus should be a part of the argument.

I picked those powers as examples, although there are more.

Warp as a debuffer, especially with incendiary ammo, will far surpass the utility of snap freeze on higher difficulties and/or bosses, but snap freeze has an advantage in crowd smothering with a reliable external detonator

I can say the same for reave with cluster grenades on a drell... much more effective at taking out spawns... but doesn't have the Debuff that snap freeze has (10%), and cannot go through walls (a small benefit as you shouldn't be just spamming through walls all the time).

Arc grenades is another example.... can prime + detonate, spawn smother, blah blah blah

Flamer is an enemy killer, period, + can be detonated vs. a spawn very easily with a reliable external detonator...

the list goes on.

Does Snap freeze have a good use? yes... is it godly on its own? No... The above are, as they have kits that can utilitze them to a crazy potential

Modifié par Original Stikman, 19 mars 2013 - 06:27 .


#414
DJMetaverse

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xtorma wrote...

DJMetaverse wrote...

This thread is the highlight of Stikman's year. He gets to think he is solving first world problems apparently. Because snap freeze is a huge issue to be discussed. Maybe you should call an emergency UN council meeting.

And yes, grammar corrections. If you're trying to sound intelligent, at least try and make sure you are using the proper grammar. It's only courteous.


Doesn't say a whole lot for you either, as you are here in the thread. I guess you think your opinion is somehow superior.


Well, that's your opinion and you're welcome to it :D

#415
lightswitch

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Original Stikman wrote...

lightswitch wrote...

First of all, great job ignoring my post at the end of page 15. 1000 sustained DPS to armor from powers alone just doesn't jive with your worldview, better to pretend it's not real I guess.

So let me get this straight: because Snap Freeze doesn't debuff as well as Recon Mine, and doesn't do DoT like Inferno Grenades, it's a lackluster power? Essentially saying that because it can't outperform two of the games best powers at the same time it sucks? Wha'?

But the really, really bizarre part is that you tried to compare Snap Freeze as a primer to Inferno Grenades, but then proceeded to talk about damage over time.

As a primer, Snap Freeze blows Incendiary Grenades out of the water. It's not even close. Snap Freeze explosions do more damage to armor, over twice as much damage to every other defense, and it's not dependent on Grenade Capacity.

But let's entertain your little fantasy for a moment. It's really hard to compare the two powers because one runs on a CD and the other is a grenade. The only way the power damage from Incendiary Grenades actually keeps up with the Paladins combos is against armor and by stacking grenades on top of each, in which case you're going to run out really fast. Narida claims Incendiaries do 835 DPS to armor (with a full gren damage/power damage spec), which as I detailed in my post at the end of page 15, is actually pretty much the same as what the Paladin is capable of with power comboing.

Also, if you're going to spec into Fortification on the KroSol you're probably not going to have all six evos in Carnage so your Fire Explosions are going to be doing less than the 1680 damage to armor a normal 6+6 fire explosion would do. Also, against shields, health, and barriers, a Paladin easily outpaces the KroSol for power damage, it's not even close because the DoT to shields/health is only around 375 damage per second and the explosions only do around 840 damage...

Try again maybe?


Actually, i stated that both inferno grenades and snap freeze, in the priming situation, have reliable detonators (say... an overload). I was not talking about self-detonations.

With 6 ammo packs and grenade capacity, you really shouldn't be running out of grenades... so its not too much of a factor for most situations.


Oh. Well in that case Snap Freeze crushes Incendiary Grenades easily, even assuming the KroSol can spam them without running out as much as the Paladin can spam Snap Freeze (hint: not gonna happen). Much higher quality explosions and bigger priming area. If the Paladin doesn't have to worry about the CD from the detonator he can pretty much count on doing 2000 damage every 2.5 seconds, and that's not including the damage from the detonator power.

Edit: just wanted to spell it out. With the detonator damage, Paladin (or AIU) can count on at least 2500 damage every 2.5 sec, aka 1000 DPS. If he's hitting two or more targets with AoE, or if the detonator is does good direct damage like Overload that's going to go up dramatically, easily going break the 2000 DPS mark.

Modifié par lightswitch, 19 mars 2013 - 06:33 .


#416
Tybo

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Snap Freeze + Overload is far superior to Inferno grenades+ overload, or Arc grenades + Overload, or Flamer + Overload. On Gold (because Platinum is a boring, dumb difficulty).  Except possibly against Reapers, with their high health values, though I'm on the fence on this one.

Why? SF CEs do double damage to health and shields as well, meaning that SF+Overload, with 3 explosions, will wipe an entire spawn. The lower damage to health means using arc grenades, flamer, or overload will not reliably kill everything in the spawn. Inferno grenades or flamer will accomplish this as well, eventually, but SF+ Overload is instant death. You don't have to wait for DoT ticks. Against bosses, the higher damage of the base power (flamer, inferno grenade) is canceled out by the fact that you can't get a second FE on the boss without letting the incendiary tick end. The CE from SF will a) happen every cooldown, B) buff your weapon damage on shots in between, and c) do 10% more damage overall

Modifié par tyhw, 19 mars 2013 - 06:31 .


#417
Original Twigman

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lightswitch wrote...

Original Stikman wrote...

lightswitch wrote...

First of all, great job ignoring my post at the end of page 15. 1000 sustained DPS to armor from powers alone just doesn't jive with your worldview, better to pretend it's not real I guess.

So let me get this straight: because Snap Freeze doesn't debuff as well as Recon Mine, and doesn't do DoT like Inferno Grenades, it's a lackluster power? Essentially saying that because it can't outperform two of the games best powers at the same time it sucks? Wha'?

But the really, really bizarre part is that you tried to compare Snap Freeze as a primer to Inferno Grenades, but then proceeded to talk about damage over time.

As a primer, Snap Freeze blows Incendiary Grenades out of the water. It's not even close. Snap Freeze explosions do more damage to armor, over twice as much damage to every other defense, and it's not dependent on Grenade Capacity.

But let's entertain your little fantasy for a moment. It's really hard to compare the two powers because one runs on a CD and the other is a grenade. The only way the power damage from Incendiary Grenades actually keeps up with the Paladins combos is against armor and by stacking grenades on top of each, in which case you're going to run out really fast. Narida claims Incendiaries do 835 DPS to armor (with a full gren damage/power damage spec), which as I detailed in my post at the end of page 15, is actually pretty much the same as what the Paladin is capable of with power comboing.

Also, if you're going to spec into Fortification on the KroSol you're probably not going to have all six evos in Carnage so your Fire Explosions are going to be doing less than the 1680 damage to armor a normal 6+6 fire explosion would do. Also, against shields, health, and barriers, a Paladin easily outpaces the KroSol for power damage, it's not even close because the DoT to shields/health is only around 375 damage per second and the explosions only do around 840 damage...

Try again maybe?


Actually, i stated that both inferno grenades and snap freeze, in the priming situation, have reliable detonators (say... an overload). I was not talking about self-detonations.

With 6 ammo packs and grenade capacity, you really shouldn't be running out of grenades... so its not too much of a factor for most situations.


Oh. Well in that case Snap Freeze crushes Incendiary Grenades easily, even assuming the KroSol can spam them without running out as much as the Paladin can spam Snap Freeze (hint: not gonna happen). Much higher quality explosions and bigger priming area. If the Paladin doesn't have to worry about the CD from the detonator he can pretty much count on doing 2000 damage every 2.5 seconds, and that's not including the damage from the detonator power.


I wrote more...

I wasn't aware that snap freeze had a bigger priming area than a 9m radius Image IPB which seems a lot better than a 15m cone

#418
Original Twigman

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tyhw wrote...

Snap Freeze + Overload is far superior to Inferno grenades+ overload, or Arc grenades + Overload, or Flamer + Overload. On Gold (because Platinum is a boring, dumb difficulty).  Except possibly against Reapers, with their high health values, though I'm on the fence on this one.

Why? SF CEs do double damage to health and shields as well, meaning that SF+Overload, with 3 explosions, will wipe an entire spawn. The lower damage to health means using arc grenades, flamer, or overload will not reliably kill everything in the spawn. Inferno grenades or flamer will accomplish this as well, eventually, but SF+ Overload is instant death. You don't have to wait for DoT ticks. Against bosses, the higher damage of the base power (flamer, inferno grenade) is canceled out by the fact that you can't get a second FE on the boss without letting the incendiary tick end. The CE from SF will a) happen every cooldown, B) buff your weapon damage on shots in between, and c) do 10% more damage overall


so wait.. 3 explosions... so at its fastest we are looking at 7.5 seconds??

You could just throw two inferno grenades + an overload.... or three within that time

or you could spray a flamer + overload + spray and focus fire fire + overload. If you have a gun that removes shields during this time, you could also take out an atlas or other boss with the flamer as well.

Modifié par Original Stikman, 19 mars 2013 - 06:38 .


#419
your-friendly-noggin

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Snap freeze might be the jack of all trades and master of none but in this situation that works in it's favour. It's useless if you are only using snap freeze for one purpose because it is more than capable in variety of situations which ultimately make or break powers. You can try pegging this all down to the basic maths but in a practical test it works very well, your arguments are just boiling it down to individual features without looking at the bigger picture.

It staggers unshielded mooks, it places a small debuff on any enemy, can weaken armour or double the damage of tech combos, it also doesn't restrict mobility like some aoe powers(flamer and dark sphere with it's long cast come to mind), does all this through solid objects and if you use something like the Talon with ULM you can fire it off every couple of seconds or better yet detonate it with incinerate specced to freeze combo.
All of these parts add up into a great power, divvying it up into chunks to compare it to powers that specialise at what those chunks do is not an equal comparison.

#420
thyrandomninja

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Mumba1511 wrote...

Original Stikman wrote...
When was the last time you saw a paladin and thought... "yeah... this guy will do real well."

When I play it :whistle:

to stikman: every time.
to Mumba: same! high five!

Modifié par thyrandomninja, 19 mars 2013 - 06:37 .


#421
Tybo

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Original Stikman wrote...

tyhw wrote...

Snap Freeze + Overload is far superior to Inferno grenades+ overload, or Arc grenades + Overload, or Flamer + Overload. On Gold (because Platinum is a boring, dumb difficulty).  Except possibly against Reapers, with their high health values, though I'm on the fence on this one.

Why? SF CEs do double damage to health and shields as well, meaning that SF+Overload, with 3 explosions, will wipe an entire spawn. The lower damage to health means using arc grenades, flamer, or overload will not reliably kill everything in the spawn. Inferno grenades or flamer will accomplish this as well, eventually, but SF+ Overload is instant death. You don't have to wait for DoT ticks. Against bosses, the higher damage of the base power (flamer, inferno grenade) is canceled out by the fact that you can't get a second FE on the boss without letting the incendiary tick end. The CE from SF will a) happen every cooldown, B) buff your weapon damage on shots in between, and c) do 10% more damage overall


so wait.. 3 explosions... so at its fastest we are looking at 7.5 seconds??

You could just throw two inferno grenades + an overload.... or three within that time


Ah, now I see why you think SF + Overload sucks.  SF+Overload gives you 3 explosions, 1 for each enemy overload hits.

#422
Original Twigman

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tyhw wrote...

Original Stikman wrote...

tyhw wrote...

Snap Freeze + Overload is far superior to Inferno grenades+ overload, or Arc grenades + Overload, or Flamer + Overload. On Gold (because Platinum is a boring, dumb difficulty).  Except possibly against Reapers, with their high health values, though I'm on the fence on this one.

Why? SF CEs do double damage to health and shields as well, meaning that SF+Overload, with 3 explosions, will wipe an entire spawn. The lower damage to health means using arc grenades, flamer, or overload will not reliably kill everything in the spawn. Inferno grenades or flamer will accomplish this as well, eventually, but SF+ Overload is instant death. You don't have to wait for DoT ticks. Against bosses, the higher damage of the base power (flamer, inferno grenade) is canceled out by the fact that you can't get a second FE on the boss without letting the incendiary tick end. The CE from SF will a) happen every cooldown, B) buff your weapon damage on shots in between, and c) do 10% more damage overall


so wait.. 3 explosions... so at its fastest we are looking at 7.5 seconds??

You could just throw two inferno grenades + an overload.... or three within that time


Ah, now I see why you think SF + Overload sucks.  SF+Overload gives you 3 explosions, 1 for each enemy overload hits.


Oh, no I knew that. I just didn't know you were saying 3 explosions = 3 caused by double chain overload. I assumed you meant three consecutive snap freeze + overloads.

#423
upinya slayin

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tyhw wrote...

Original Stikman wrote...

tyhw wrote...

Snap Freeze + Overload is far superior to Inferno grenades+ overload, or Arc grenades + Overload, or Flamer + Overload. On Gold (because Platinum is a boring, dumb difficulty).  Except possibly against Reapers, with their high health values, though I'm on the fence on this one.

Why? SF CEs do double damage to health and shields as well, meaning that SF+Overload, with 3 explosions, will wipe an entire spawn. The lower damage to health means using arc grenades, flamer, or overload will not reliably kill everything in the spawn. Inferno grenades or flamer will accomplish this as well, eventually, but SF+ Overload is instant death. You don't have to wait for DoT ticks. Against bosses, the higher damage of the base power (flamer, inferno grenade) is canceled out by the fact that you can't get a second FE on the boss without letting the incendiary tick end. The CE from SF will a) happen every cooldown, B) buff your weapon damage on shots in between, and c) do 10% more damage overall


so wait.. 3 explosions... so at its fastest we are looking at 7.5 seconds??

You could just throw two inferno grenades + an overload.... or three within that time


Ah, now I see why you think SF + Overload sucks.  SF+Overload gives you 3 explosions, 1 for each enemy overload hits.


remember that SF explosions do twice the damage of FEs cause its glitched

#424
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#425
lightswitch

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upinya slayin wrote...

remember that SF explosions do twice the damage of FEs cause its glitched


To armor SF primed CEs only do about 200 more damage than a 6+6 FE. To everything else though the damage is over double.