Aller au contenu

Photo

[ME2] How do the 'splosions work?


  • Veuillez vous connecter pour répondre
19 réponses à ce sujet

#1
McNuggle

McNuggle
  • Members
  • 50 messages
  I know in One, there were no explosions. But in two I know Pull+Warp=Boom.

I know how to make booms in 3, but two seems different.....    What combinations get the booms to work, I tried pull+Shockwave but  the target died before shockwave reached it...

What about Tech Booms...  does Incinerate+Overload=Boom? 

Any help is appreciated!:)

#2
capn233

capn233
  • Members
  • 17 287 messages
In ME2 there are only Warp Explosions.

A target can be primed by lifting it with Pull, Singularity, or Slam, then you can use Warp to detonate.

#3
McNuggle

McNuggle
  • Members
  • 50 messages
So in that sense and all biotic team or all tech team isnt that useful... This saddens me lol

But now I wont feel bad having Garrus with me at all time lol

#4
RedCaesar97

RedCaesar97
  • Members
  • 3 844 messages

McNuggle wrote...

So in that sense and all biotic team or all tech team isnt that useful... This saddens me lol

But now I wont feel bad having Garrus with me at all time lol

Actually, an all-biotic team is extremely useful, specifically if you are Adept. And Adept using Pull and Singularity along with Miranda and Thane using Warp can be extremely devastating; you set them up, your squadmates blow them up. 

And do not forget that Throw, Shockwave, and Slam that hits an enemy lifted by Pull or Singularity will hit with increased force. Pull+Throw is especially good for sending enemies flying into the stratosphere, something very sadly lacking from ME3.

An all-tech squad may be questionable, although it depends on your build.

#5
lokisjoke13

lokisjoke13
  • Members
  • 190 messages
does reave prime for explosions?

#6
capn233

capn233
  • Members
  • 17 287 messages

lokisjoke13 wrote...

does reave prime for explosions?

No.

#7
McNuggle

McNuggle
  • Members
  • 50 messages
Does the level of warp and (primer ability) determine the damage of the explosion like in ME3? I know you can get unstable warp but other than that I am not sure....

#8
capn233

capn233
  • Members
  • 17 287 messages

Eric Fagnan said...


Warp Detonation Explained

To detonate Warp on a target, it must be affected by Singularity, Pull, or Slam (during its lift duration only). For Pull and Singularity, you can only detonate when the target is still affected by the power, not when it's falling to the ground after the Pull has worn off, or when it's being thrown out of the singularity.

The detonated target takes double damage from Warp (whatever damage it does at that rank), and gets thrown backwards (away from the impact point) with a force specified by Detonation Force for that rank. Any damage bonuses for biotics or powers in general also get doubled.

All targets within the Detonation Radius receive full damage from Warp as if they had also been hit by the power. Furthermore, if they are affected by a biotic effect, they get double damage just like the main target. They also get thrown away from the detonation impact point with Detonation Force. These additional targets do not get detonated though (you can't chain detonations).

So as you rank up Warp and get damage bonuses for it, the detonation also does more damage. The force of the detonation is quite high, so targets also take a lot of damage from being thrown around, but that's all handled by the physics engine so I don't have any numbers.

From this thread

Modifié par capn233, 10 avril 2013 - 09:39 .


#9
Snidman

Snidman
  • Members
  • 29 messages

RedCaesar97 wrote...

An all-tech squad may be questionable, although it depends on your build.


An all-tech squad would be totally useless since there's no tech bursts. Even if it can still result in a lot of decimation of shields and synthetics, you'd be far better off just choosing squadmates to cover your weaknesses rather than augment your strenghts.

Modifié par Snidman, 27 juin 2013 - 11:20 .


#10
RedCaesar97

RedCaesar97
  • Members
  • 3 844 messages

Snidman wrote...

RedCaesar97 wrote...

An all-tech squad may be questionable, although it depends on your build.


An all-tech squad would be totally useless since there's no tech bursts. Even if it can still result in a lot of decimation of shields and synthetics, you'd be far better off just choosing squadmates to cover your weaknesses rather than augment your strenghts.

You just responded to a 3-month old post. And "Covering your weaknesses" is not always a good idea and is somewhat overrated, and on loyalty missions it is not even always a possibility.

An all-tech squad is not totally useless, but the second tech squadmate will not be pulling his or her own weight in the squad.

If you have Overload (or Energy Drain) and/or Incinerate, bring Mordin who is a tech squadmate. His rank 4 Cryo Blast (any evolution) has a base 4.5 second cooldown. You can use your Overload/Energy Drain/Incinerate to strip defenses and then use his Cryo Blast ot freeze the unprotected enemies. 

But after Mordin, there is no real good tech squadmate to really help you out. For loyalty missions, your second squadmate is chosen for you. If you do get to choose your second squadmate, then Jack, Samara, or even Jacob would be then next best choice.

And you also have guns -- at least a pistol and SMG -- that can deal with defenses, so you really have no weaknesses at all.

#11
capn233

capn233
  • Members
  • 17 287 messages
Taking two tech squad members is far from useless in ME2, or even ME1. But looking at squad members with tech in ME2 you have this:

Miranda - Area Overload and Warp. Most versatile squadmember in the game.
Kasumi - One of the most powerful squadmates in the game after her loyalty mission.
Mordin - Organic specialist who is the best squadmate against melee creatures
Garrus - Area overload and SR training.
Tali - Synthetic specialist, Combat Drone and AI Hacking.
Legion - Like Tali, but with the Widow, and his powers are reversed.

You don't need a mixed squad for ME2 with respect to Combat, Biotics, Tech. It makes more sense to categorize as Anti-defense, Organic CC, Synthetic CC. You can get all of that with the right tech squad, not that you necessarily need all three in a single mission. And it really isn't story dependent since you always have Miranda and Mordin, which covers all of that together.

Largely this is a result of how the enemies are. You face a preponderance of Terminus Systems mercs, which are largely shielded organics. So you can either use your squad to drop their shields so you can shoot or CC them yourself, or you can strip their protections and have a squad member CC them. There isn't really a huge advantage of one path over the other.

There are arcs that are predominantly synthetic based. Tali's missions, Legion's mission, Overlord, then the side missions Anomalous Weather, Imminent Ship Crash, and the Infected Mech missions (including Hahne-Kedar Facility which is perhaps the most annoying side mission in the game). All tech works fine on those missions.

I have run the game with Miranda / Garrus more often than any squad just mainly for the hell of it, and it works fine. Mordin and Kasumi are an easy way through Derelict Reaper.

#12
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Biotic Explosions in Mass Effect 2. 



I think the only ones available are biotic explosions.
Tech bursts, incendiary and cryo explosions were introduced in Mass Effect 3 [I think].

So for your biotic combos. Similiar to Mass Effect 3, but

Warp is the only power that can detonate biotic explosions. Back then they were refeered to warp explosions or warp bombs.

The only abilities that can prime biotic explosions are pull, singularity and slam (if you warp the target before they fall to the ground).


Check out this video.

#13
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
 Key abilities:

______________________________________________________________________________
Removing Shields: You need to strip protections before you can setup and detonate warp explosions.

Garrus, Miranda, Kasumi, Engineer Shepard and Sentinel Shepard for overload.
Tali and Bonus Power Shepard for energy drain.
Zaeed, Soldier Shepard and Infiltrator Shepard for disruptor ammo.
Kasumi for Shadow Strike
______________________________________________________________________________
Removing Armor:
 You need to strip protections before you can setup and detonate warp explosions.

Mordin, Engineer Shepard and Infiltrator Shepard for incinerate.
Miranda, Thane, Liara, Adept Shepard and Sentinel Shepard for warp
Garrus and Bonus Power Shepard for Armor Piercing Ammo.
Samara and Bonus Power Shepard for Reave
Zaeed and Bonus Power Shepard for Inferno Grenade (which is not very effective)
Grunt, Jacob, Soldier Shepard and Vanguard Shepard for Incendiary Ammo 
Kasumi for Shadow Strike
______________________________________________________________________________
Removing Barriers 
You need to strip protections before you can setup and detonate warp explosions.

Miranda, Thane, Liara, Adept Shepard and Sentinel Shepard for warp
Garrus, Zaeed and Soldier Shepard for concussive shot
Samara and Bonus Power Shepard for Reave
Kasumi and Bonus Power Shepard for Flash Bang Grenade.
Kasumi for Shadow Strike

______________________________________________________________________________
Prime the foe for a biotic explosion:
 Once the foe is down to health, you can setup a warp explosion.

Jack, Jacob, Samara, Vanguard Shepard and Adept Shepard for pull.
Liara and Adept Shepard for singularity.
Miranda and Bonus Power Shepard for slam.

______________________________________________________________________________
Detonate a warp explosion:
 Once a foe is lifted in the air by pull, slam or singularity, warp to foe as soon as possible.

Miranda, Thane, Liara, Adept Shepard and Sentinel Shepard for warp

Modifié par Abraham_uk, 25 juillet 2013 - 05:32 .


#14
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Biotic Combo squads.

I am going to give you one possible squad for each of the Shepards.
These are not the only squads around.
_______________________________________________________________________________
Warp Explosions as an Adept:

Bring Garrus for overload, concussive shot and squad armor piercing ammo and Miranda for her overload and warp.


Use Miranda's heavy warp and Garrus' armor piercing ammo to remove armor.
Use Miranda's heavy warp and Garrus' concussive shot to remove barriers.
Use Garrus' and Miranda's overload to remove shields


Use your singularity and pull to prime the targets.
Use your unstable warp to detonate biotic explosions.

_______________________________________________________________________________
Warp Explosions as a Sentinel.
Don't bother with tech armor as this will eat up your cooldowns.
Don't get me wrong, tech armor (especially assault) is fantastic for tanking soldier gameplay, but really terrible for caster sentinels.

Bring Jacob for pull and incendiary ammo (don't use his barrier).
Bring Samara for her reave and pull.

Use Jacob's pull and Samara's pull for priming biotic explosions.
Use Jacob's squad incendiary ammo for removing armor.
Use Samara's reave for removing both armor and barriers over a wide area.

Use your unstable warp to detonate biotic explosions.
Use your overload to remove shields.

_______________________________________________________________________________
Warp Explosions as a Vanguard.

Bring Miranda for her warp and overload.
Bring Garrus for his overload and concussive shot.

Use Miranda's unstable warp for detonating biotic explosions.
Use Miranda's overload and Garrus' overload for removing shields
Use Garrus' concussive shot for removing barriers

Use your incendiary ammo to remove armor.
Use your pull to prime biotic explosions.
_______________________________________________________________________________
Warp Explosions as a Soldier

Bring Miranda for her warp and overload
Bring Samara for her pull and reave


Use Miranda's unstable warp to detonate biotic explosions
Use Miranda's overload to remove shields
Use Samara's pull to setup biotic explosions
Use Samara's area reave to remove barriers.

Use Shepard's incendiary ammo to remove armor.
Use Shepard's disruptor ammo toe remove shields.
_______________________________________________________________________________
Warp Explosions as an Infiltrator

Bring Miranda for her warp and overload
Bring Samara for her pull and reave

Use Miranda's unstable warp to detonate biotic explosions
Use Miranda's overload to remove shields
Use Samara's pull to setup biotic explosions
Use Samara's area reave to remove barriers.

Use Shepard's incinerate to remove armor.
Use Shepard's disruptor ammo to remove shields.
_______________________________________________________________________________
Warp Explosions as an Engineer

Bring Miranda for her warp and overload
Bring Samara for her pull and reave

Use Miranda's unstable warp to detonate biotic explosions
Use Miranda's overload to remove shields
Use Samara's pull to setup biotic explosions
Use Samara's area reave to remove barriers.

Use Shepard's overload to remove shields.
Use Shepard's incinerate to remove armor.

Modifié par Abraham_uk, 27 juin 2013 - 04:43 .


#15
cap and gown

cap and gown
  • Members
  • 4 811 messages

Abraham_uk wrote...

. . .
[/b]______________________________________________________________________________
Prime the foe for a biotic explosion:
 Once the foe is down to health, you can setup a warp explosion.

Jack, Jacob, Vanguard Shepard and Adept Shepard for pull.
Liara and Adept Shepard for singularity.
Miranda and Bonus Power Shepard for slam.

. . .


You left Samara out of your Pull list.

#16
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

cap and gown wrote...

Abraham_uk wrote...

. . .
[/b]______________________________________________________________________________
Prime the foe for a biotic explosion:
 Once the foe is down to health, you can setup a warp explosion.

Jack, Jacob, Vanguard Shepard and Adept Shepard for pull.
Liara and Adept Shepard for singularity.
Miranda and Bonus Power Shepard for slam.

. . .


You left Samara out of your Pull list.


Fixed. 11 days later...
Sorry for late reply.
Does this count as a necro?

#17
MrStoob

MrStoob
  • Members
  • 2 566 messages
I used to run with mainly Samara and Miranda in ME2, so they can detonate my singularities with their warps. thus speeding up the detonations rate.

#18
cap and gown

cap and gown
  • Members
  • 4 811 messages

Abraham_uk wrote...
_______________________________________________________________________________
Warp Explosions as a Sentinel.
Don't bother with tech armor as this will eat up your cooldowns.
Don't get me wrong, tech armor (especially assault) is fantastic for tanking soldier gameplay, but really terrible for caster sentinels.


You must be thinking of ME3. There is no cooldown penalty for tech armor in ME2. In fact, when tech armor is destroyed in ME2 and you put it back up, it resets the cool down on your squad mates' powers if you have gotten it to level 3. Plus tech armor has a major boost to your powers with the power armor evolution. The only problem with tech armor in ME2 is its 12 second cool down. As a power heavy Sentinel, tech armor can save your life by staggering your foes when it explodes, giving you time to escape and hit those nearby enemies with your squad mates' powers.

Even in ME3 tech armor can be used by a power user with the proper evolutions, by traveling light, research upgrades and armor modifications. Playing as a power heavy Sentinel in ME3 I almost never exploded the tech armor, but there was this one time when a rampart mech was about to omni-blade my butt and looking at the power wheel, it turned out my best option was to explode the armor to get it off my back. Worked, too.

#19
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

cap and gown wrote...

Abraham_uk wrote...
_______________________________________________________________________________
Warp Explosions as a Sentinel.
Don't bother with tech armor as this will eat up your cooldowns.
Don't get me wrong, tech armor (especially assault) is fantastic for tanking soldier gameplay, but really terrible for caster sentinels.


You must be thinking of ME3. There is no cooldown penalty for tech armor in ME2. In fact, when tech armor is destroyed in ME2 and you put it back up, it resets the cool down on your squad mates' powers if you have gotten it to level 3. Plus tech armor has a major boost to your powers with the power armor evolution. The only problem with tech armor in ME2 is its 12 second cool down. As a power heavy Sentinel, tech armor can save your life by staggering your foes when it explodes, giving you time to escape and hit those nearby enemies with your squad mates' powers.

Even in ME3 tech armor can be used by a power user with the proper evolutions, by traveling light, research upgrades and armor modifications. Playing as a power heavy Sentinel in ME3 I almost never exploded the tech armor, but there was this one time when a rampart mech was about to omni-blade my butt and looking at the power wheel, it turned out my best option was to explode the armor to get it off my back. Worked, too.


Okay. Let me rephrase myself.
My issue with ME 2 tech armor, is when it's destroyed it takes a while to cooldown. That cooldown time could have been spent using other powers.

The main thing about Assault Armor type builds is that you end up using the Sentinel as a tanky-soldier.

#20
capn233

capn233
  • Members
  • 17 287 messages

Abraham_uk wrote...

The main thing about Assault Armor type builds is that you end up using the Sentinel as a tanky-soldier.

Yeah I agree... if you go aggressive with Assault Armor you will use basically 99% of Shepard's cooldowns just refreshing Tech Armor.

If you stick in cover through you can still invest in TA as some insurance and bonuses, but use more of Shepard's cooldowns for casting.  So I wouldn't necessarily skip the power if I was playing a caster Sentinel.