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Serious question: Why didn't the Reapers get barrier engines?


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12 réponses à ce sujet

#1
Pyroninja42

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Not to be confused with a similar petition.

Reapers are the easiest faction by far, I think we can agree. They're also fun to fight, but they aren't that challenging.

But what I'm wondering is why the Reapers had barrier engines in SP but not in MP? This could easily make them at least SLIGHTLY more challenging than they currently are.

I mean, just imagine if you couldn't just spam inferno grenades because you had to chew through barriers first!

Modifié par Pyroninja42, 23 mars 2013 - 06:46 .


#2
MGW7

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How would they be deployed, the obvios route would be giving them to those god damn marauders, if only there was a different tactical unit to deploy them,
another way would be to have a harvester fly over and drop them off,

but I don't think it would do that much really

#3
Marek Intan

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What needs to happen is we need to add a new enemy to the Reaper faction. Maybe a buffed Harvester?

#4
akimboDEEZ

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Reapers are the only faction to not get something new right? Why not a Marauder engineer or something.

#5
CHRrOME

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Pyroninja42 wrote...


But what I'm wondering is why the Reapers had barrier engines in SP but not in MP? This could easily make them at least SLIGHTLY more challenging than they currently are.



Same happens with cerberus, should they have shield engines too?

Yes, reapers are the most lulz faction. But they also have Banshees: wallhax teleport and neodinium hands

#6
Tallgeese_VII

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They should`ve added an Elite Brute.
1.5 times bigger than regular brute.
5 times more durable than regular brute
3 times more damage output than regular brute
and twice the moving / animation speed of regular brute.

1 at any moment. After wave 7.

Modifié par Tallgeese_VII, 23 mars 2013 - 08:45 .


#7
Gutterfly

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I never understood why people thought Reapers were easy. I have an easier time with both geth and Cerberus. Geth because no instakills and Cerb because phantoms are easy to kill and Atlases are slow. Banshees though... DEM MAGNETGRABS

#8
Hugh Salamando Filth

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Was wondering that during My first few Matches, too.
But Enemies don't hold Positions and will always hunt down Players, so they'd be rather useless, if automatically setup with the Spawn.
Also if Enemies would gather around Barrier Engines they'd be just easy Targets for Missiles and all Sort of AoE Stuff.

But Quarian Reaper Engineers deploying those Barrier Engines would be Fun to see I guess. ^^
Like Combat Engineers, running around and setting up those Engines.

Modifié par Hugh Salamando Filth, 23 mars 2013 - 08:54 .


#9
ABjerre

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Have you played a PUG lately? Adding something that must be shot before something else can be killed would mean a complete mental breakdown of some people...

"I AM SHOOTING! Y U NO DIE?!?"

#10
Nitrocuban

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Shield Pylons for Cerberus would be nice, too.

#11
Nydus Templar

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The biggest reason is that none of their forces are static enough to actually benefit from them. Shield & Barrier Generators are a passive buff to nearby enemy units, not a threat in and of themselves. The only way to make effective use of them is to get the enemy to stick in an area.

Think about the times you see them in single player. The spawn for the enemies is arranged so that they can make the best use of it, and they linger nearby for its protection. In multiplayer, the enemies advance to keep the pressure up, so they wouldn't make much use.

This is in contrast to the turret, which doesn't need to be tended to by engineers in order to be effective at its job. It limits mobility since it can reach out and kill something, so even if allied forces leave the area, it still remains as a deadly trap for when you want to try and flank.

If they were to add something to the Reapers, it should be Adjutants, and they should retain their deadly singularity and their close range preference. If you really want that barrier generator type feel, these guys could trade up their cover busting singularity for the ability to be a walking barrier generator.

Reapers would jump back up to the most dangerous list pretty quickly, though.

#12
Homey C-Dawg

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I've thought about this as well. Barrier engines would have helped Reapers quite a bit, especially if they had added them at the same time as dragoons and bombers. Those barriers could be rather annoying in SP.

#13
Sailears

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Nydus Templar wrote...

The biggest reason is that none of their forces are static enough to actually benefit from them. Shield & Barrier Generators are a passive buff to nearby enemy units, not a threat in and of themselves. The only way to make effective use of them is to get the enemy to stick in an area.

Think about the times you see them in single player. The spawn for the enemies is arranged so that they can make the best use of it, and they linger nearby for its protection. In multiplayer, the enemies advance to keep the pressure up, so they wouldn't make much use.

This is in contrast to the turret, which doesn't need to be tended to by engineers in order to be effective at its job. It limits mobility since it can reach out and kill something, so even if allied forces leave the area, it still remains as a deadly trap for when you want to try and flank.

If they were to add something to the Reapers, it should be Adjutants, and they should retain their deadly singularity and their close range preference. If you really want that barrier generator type feel, these guys could trade up their cover busting singularity for the ability to be a walking barrier generator.

Reapers would jump back up to the most dangerous list pretty quickly, though.

Good post, that makes a lot of sense.