IIFlash wrote...
You are yet to respond to the examples I gave you.
Also you have made no mention of that the fact that in that video Cain Mines are benefiting from Recon Mine debuff, they are not stand alone.
I don't have to reply to your examples you gave early. I don't care about the Infiltrators using Nades, I don't spec them with nades.
It's just obssessivity of Narida class Builder and numbers you're throwing out there of kits not appealing to play.
I'm talking about a class that has 10 nades + and regains one each 25 seconds. Totally different than old kits.
I don't have to say they're using all the best odds in their favor, Amp IVs, Supply Pylon, Armored Compartments, Power based build, Power Magnifier Mods, Recon Mine, Spawn blocking.
Dude it's a demonstration that on gold, with half the mojo, it would kill stuff easily and in a cheap way.
I'll tell you what makes me freak out about Cain Trip Mines.
In this Topic
http://social.biowar...7/index/9822648When we scroll down we get to see
Cain Trip Mine (Base) (Armor=150%, Barrier=150%, Shields=150%)
Arc Grenade (Base) (Armor=100%, Barrier=200%, Shields=200%)
Inferno Grenade (Base) (Armor=150%, Barrier=100%, Shields=100%)
Lift Grenade (Base) (Armor=100%, Barrier=150%, Shields=100%)
And thanks to some guys who got stats
ABjerre wrote...
Ramsutin wrote...
By the way I am counting these numbers with maxed power damage.
The highest i can get Cain Trip mines to do is with this build: Talon Merc
Radius and Capacity are miniscule because everyhting is going towards dealing damage up front, totaling:
3990/5985/5985/8977.5
Krogan Inferno Grenades with similar build: Inferno Grenade
Again, damage and capacity are miniscule because i wanted to maximize damage, totaling:
513.75/513.75/513.75/1155.94 per sec for 8 sec or a total of:
4110/4110/4110/9247.52
I'm
guessing that all in all it comes down to wehter one wants to deal all
the damage up front over over a period of time where the effect can be
detonated for additional damage.
So yeah, this power, spreaded on the floor 3 times and the fourth one is a guaranteed, instant 5-7m 5k dmg.
And it adds up, you could go on until casting all 10+ if you want.
The problem I have with that Mine is that it's good against Shields, Barriers, and Armor.
Instant, pure, pointless damage.
They need to change how it works, that when you cast the fourth the initial one fades and doesn't explode.
It would prevent the Proximity Mine effect.
Modifié par JLoowis, 25 mars 2013 - 03:15 .