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Please adjust Cain Trip Mine


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#176
JosLouis70

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Max65 wrote...

Stuff he wrote


Okay man... I'm really sorry for my b!tchy reaction.

I know that survivbility kinda sucks. It sucks a bit for every class too. We could always use more shields.

But a certain power of his is OP imo. Survivability or not.

You countered the fact that is OP by writing three paragraphs on survivability, how he can't run away, how it's hard to take cover or how you were having a bad time.

I replied "a crazy guy did a Platinum with it"

Then you reply me with random and various stuff of people doing Plat with Avengers and level 1 kits.

I had no other choice to go monkey crazy. Sorry

#177
penguins_r_cool

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stop your whining.

#178
JosLouis70

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penguins_r_cool wrote...

stop your whining.


You know what. I don't feel like wanting to go back in time and tell Bioware "Don't do Reckoning DLC!"

"Just add all the weapons missing from Single player and do a map pack with Omega, Eden Prime and Citadel Airdock"

I'll live with it.

Amen.

#179
Ramsutin

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JLoowis wrote...

Well there you go, you didn't press only 1 button you aim for their heads. Scroll up if you don't get it why I told you that GI Claymore doesn't compare with Talon Engineer.


Wow, you really don't play GI a lot do you? I didn't have to hit the head. I just aimed at the general direction of the head.

Also of course they don't compare, other is a power platform that can throw 90k of damage in seconds to the battlefield, the other turns crap into gold in his hands.

Modifié par Ramsutin, 24 mars 2013 - 04:58 .


#180
Robbiesan

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Docwagon1776 wrote...

Ever play with Inferno grenades? Lob 2 into a spawn, leave, get a killstreak in the feed a few seconds later. Batarian Soldier = OP. Or a Drell Assassin, who can also spawn wipe with his grenades and a biotic explosion? Or the Male Quarian Engineer with his tech bursts of doom?

Don't get me wrong, trip mines are cool, but they aren't a game play issue. There's several grenade wielders who can wipe a spawn in seconds.


This.  While Cain Trip Mines are powerful for sure, they are a bit of a pain to set up sometimes, and glitchy too.  At the end of the day there are plenty of chars that deal huge damage.  As mentioned already, I have witnessed many grenade classes getting kill streaks, so in this vain I do not see these mines as OP.

#181
JosLouis70

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Robbiesan wrote...

Docwagon1776 wrote...

Ever play with Inferno grenades? Lob 2 into a spawn, leave, get a killstreak in the feed a few seconds later. Batarian Soldier = OP. Or a Drell Assassin, who can also spawn wipe with his grenades and a biotic explosion? Or the Male Quarian Engineer with his tech bursts of doom?

Don't get me wrong, trip mines are cool, but they aren't a game play issue. There's several grenade wielders who can wipe a spawn in seconds.


This.  While Cain Trip Mines are powerful for sure, they are a bit of a pain to set up sometimes, and glitchy too.  At the end of the day there are plenty of chars that deal huge damage.  As mentioned already, I have witnessed many grenade classes getting kill streaks, so in this vain I do not see these mines as OP.


Okay okay they're not OP, they're just good. They're frustrating like any other grenades, to any other players who hoped to get some low dmg weapon kills or stylish melee kills on regular enemies.

LOL I have images of a N7 Shadow trying to shadow strike even once in game but they keep killing all the mobs with nades, claymores and stuff when she's about to kill the guy OH MAN xP

#182
OO629

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The trip mines could be based on a very long cooldown instead of using the same grenade supply as the arrows. With 200% cooldown, you'll be able to set up a mine every 15 seconds. You still need to use grenades to activate your AP/concussive arrows.

The mines are still going to hurt alot but clearing spawns in a few seconds would be impossible.

#183
Cyonan

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OO629 wrote...

The trip mines could be based on a very long cooldown instead of using the same grenade supply as the arrows. With 200% cooldown, you'll be able to set up a mine every 15 seconds. You still need to use grenades to activate your AP/concussive arrows.

The mines are still going to hurt alot but clearing spawns in a few seconds would be impossible.


15 seconds at 200% cooldown would be way too long, especially considering what grenades have been doing for a long time now with no cooldown. Against Reapers you can throw 2-3 Inferno Grenades into the spawn and clear it out very fast. Cerberus/Geth you can just throw a couple of Lift/Arc Grenades in there and watch the killstreaks pile up, and of course the Drell Adept can clear spawns like a boss with reavebombs.

All the talk about changing the way the cooldown or spawning of mines works is pointless anyway, since it would require a full patch to do, and we aren't getting one.

#184
Moseph Jones

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Amazing thread OP. First you came calling for nerfs, then started telling everyone that other grenades sucked, then an actual discussion occured. Well until you started with the personal attacks on people based on their manifests.

And to top it all off you finally state that the true reason you were mad was because of score which you had denied vehemently earlier.

I had never actually seen a "Nerf X because X outscored me" thread untill this day. I am in true awe of your masterpiece. Thanks for the laughs

#185
OblivionDawn

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The age of nerfs is past.

Denied, next request.

#186
Darth Math 88

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Nerfing the cain mines would render the Talon obsolete. That's the only thing he's got going for him. No thanks.

#187
JosLouis70

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Darth Math 88 wrote...

Nerfing the cain mines would render the Talon obsolete. That's the only thing he's got going for him. No thanks.


Have you heard of the buffed Arrow Powers that you can use outside's enemies fire range ?

They just need to be Red marked. Kill a low level enemy. And for 30 seconds you'll have 25% buff ?

Bring Melee Mods on your weaps ?

Spec Fitness AAB ?

Use Cain Trip Mine as a Back saver instead of spamming it ?

Modifié par JLoowis, 25 mars 2013 - 06:26 .


#188
Bzilla

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I don't use Cain Mines, but when I do I see chunks of enemies all over the map.

Never had any issues killing stuff and i've played some matches with multiple Talons.

Stuff dies quicker so what is the point in asking for a nerf to make things die slower?

Have issues getting outscored and are getting butthurt from it? Go solo, problem solved.

Modifié par Bzilla, 24 mars 2013 - 06:47 .


#189
JosLouis70

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Bzilla wrote...

I don't use Cain Mines, but when I do I see chunks of enemies all over the map.

Never had any issues killing stuff and i've played some matches with multiple Talons.

Stuff dies quicker so what is the point in asking for a nerf to make things die slower?

Have issues getting outscored and are getting butthurt from it? Go solo, problem solved.


I'll buy a PS3 and ME3 for it.

I'll be your Demolisher specced with no nades and drop Pylons for you kay ?

We gonna rock.

#190
Silverblade-T-E

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JLoowis wrote...

Silverblade-T-E wrote...

yeah this is a load of hooey! Original poster got out done by a good player, TOUGH!
Talon is my fave, but I've still been outdone by good Infiltrators and others. So what?


Good player ?

http://social.biowar...cfr&platform=pc

It's more like a scrub who farmed Golds with this build, until he got 0 Medi Gels and 0 Rockets.

So he'd go back to silver and spam that power but bother the good guys.

Check his Talon build on Engineer tab.


"scrub"...I hate that term and really do not get why it's even used as it's so meaningless and nasty
There's only two kinds of players: those who'll help their team, and those who're ****s.
If a player kills the enemy, helps with objectives, rezzes the fallen hey, great! :)

he has a BOW build, which is tricky as you die like a fly in a geth pyros's blowtorch :P
it can be incredibly powerful if you get in the right "shooting spot", but that's same as an infiltrator setting up in right spot with a Widow etc, mobs can dodge the arrows or worse, phantoms and praetorians use the "bubble of BULL****" to stop them (really sucks when they do that to an AP arrow, wasting the charges)

Wanna see real massive carnage,fast? Asari vanguard: bubble, HULK SMASH! GRENADES!...tricky but ye gods *in the hands of a good player*, it's awesome.

If the Talon was overpowered you'd see tons of folk using them, you don't, I do see a lot of juggernaut players because they are new, less tricky, VASTLY less squishy, less work to play....and when played well, they are an absolute dream to have on your team.

I hate it when folk ask for nerfs xcept when somehting is way broken, every damn nerf ruins someone's game!! THIS IS NOT GOOD! It puts folk off playing so don't bloody do it! Or you end up in a whiny **** fest that destroys a game and so few folk play it.

#191
JosLouis70

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Silverblade-T-E wrote...

Silverblade-T-E saying stuff, stories of his life, aspirations and dreams of a better online community.


Yio. After staying 13 hours straight up in front of my Topic, give me a break. Halfway I changed my opinion and threw the nerf idea to the water about nerfing his Cain Trip Mine. It should be re-coded, to not work like the Proximity Mine and have a restriction to explode only from an enemy's presence.

Anyway thanks for showing ideas, and bringing thoughts on the table.

Freedom is a beautiful thing. Freedom of expression, and freedom to use an OP power.

Whatever.

#192
TuringPoint

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would've been more balanced if they had removed the grenade regen, then made the arrow abilities power based with a fairly long cooldown.

#193
january42

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Alocormin wrote...

would've been more balanced if they had removed the grenade regen, then made the arrow abilities power based with a fairly long cooldown.


People are complaining about the arrows now? lol what?

People are mad the talon is actually a decent chrachter rather than another version of the Turian saboteur?

It's actually a nicely balanced char, not op, not up. Kinda rare actaully.

#194
Brad_8333

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Alright, so here is my two cent, I will try to be as respectful to other peoples opinions as I can, however, I find that some of you are wrong.

So in the beginning on the Talon Mercenary, I'm sure that we can all agree on the fact that this guy was just bad. He had cain mines which where great, just situational. Now, we have cain mines and arrows. Now if we look at the cain mines they can potentially do the most upfront damage, however, they can not be combined with another power. For instance, we take a arc grenade and overload with three jumps. That is three tech explosions on top of the arc grenade's damage. Or we could take a look at inferno grenades same situation with overload, three fire explosions. But if we look at the Talon, he can just nuke a spawn with the sacrifice of at least three grenades so that the fourth one detonates the first. In my opinion, the Talon doesn't really have the best ability to nuke a spawn.

Also to add to this argument, as I mentioned earlier, the Talon has bow damage. Great, except for the fact that when taking bow damage, we get approxy 625 health and shields making him one of the weakest grenade classes in the game. As many of you know, if you are going to be playing a gold or platinum match, you better not take a shot as you will instantly be dropped to the health and shield gate. So what do we have? A character that does not synergize well with other characters via cain mines, and a rather squish character that most enemies can easily murder.

For are final point of this evening, we take a look at the fact that this guy is based on grenades. Being based on grenades means we also have to consider that while there may be no cool down, we are limited on our weapon weight, and how generous the boxes are in the map. On maps where plenty of grenades can be found, it is not to bad, but on maps where grenades are going extinct. Good luck. So this leaves us with are grenade recharge, lets say that we have an average of 30 seconds per grenade, and that it takes approxy 6 grenades to nuke a spawn. Leaving us with 3 minutes before we get the grenades naturally. This allows for the max on 2-4 spawn nukes per round, leaving us also with 6-12 minutes of cool down. Considering that, that is around half a match, this makes the point of spawn nuking very ill adviced.

So to recap the three points I have made we have a rather squishy character that can't take a hit, does not synergize well with others, and is a mediocre spawn nuker, also he can only spawn nuke every so often leaving him with out grenades to help his other powers. All in all, making this character very balanced.

Btw I understand that these points have been made by others, I just hope that this finally gets the point across that this guy never needs a nerf.

#195
JosLouis70

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Brad_8333... You're talking about the class in general.

I want to know your point on Cain Trip Mines only.

There's so much text in your post it's as if you're unsure of what your saying.
So you're telling yourself "let's just put more text and touchy feelings so they'd understand"

Get to the point.

I'll reply no. It's an OP power.

Or, amaze me with examples and a better explanation.

While you're thinking watch this vid, it's educational.

Modifié par JLoowis, 25 mars 2013 - 01:50 .


#196
IIFlash

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JLoowis wrote...

Brad_8333... You're talking about the class in general.

I want to know your point on Cain Trip Mines only.

There's so much text in your post it's as if you're unsure of what your saying.
So you're telling yourself "let's just put more text and touchy feelings so they'd understand"

Get to the point.

I'll reply no. It's an OP power.

Or, amaze me with examples and a better explanation.

While you're thinking watch this vid, it's educational.



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. 

#197
Lord Chun

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Yeah because Cain mines work perfectly all the time. Lol

Just make some friends and only play with them

#198
novalotus

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So basically you're crying about being properly supported by teammates?

#199
JosLouis70

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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/9822648
When 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 .


#200
Lord Chun

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I just looked at you N7hq. Get over it you shouldn't be playing silver anyway with the amount of time you've been playing