The Turian Saboteur is an excellent class. To me.
#126
Posté 05 avril 2013 - 09:56
The only utitility this class offers me is a reliable stun for mooks and occasional utility when hacking geth, turrets, or atlases.
#127
Posté 05 avril 2013 - 09:57
What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...
edit: yeah, there's the turret too, but as my other video showed that turret does very little damage.
Modifié par lightswitch, 05 avril 2013 - 10:09 .
#128
Posté 05 avril 2013 - 10:04
lightswitch wrote...
KalilKareem wrote...
I think excellent is a strong word for a kit where the optimal play style is to ignore all powers and only fire your harrier. Turian passives are great, but do not single-handedly make a kit excellent imo.
You think it would have been quicker to just fire a Harrier in this situation?
Honestly I'm not sure either way
Sure, since your powers have a area you might improve your time slightly on tightly pack groups of mooks. This does not really make them excellent powers. Compare to what a lift grenade or a singularity would have done in that same situation.
#129
Posté 05 avril 2013 - 10:08
KalilKareem wrote...
lightswitch wrote...
KalilKareem wrote...
I think excellent is a strong word for a kit where the optimal play style is to ignore all powers and only fire your harrier. Turian passives are great, but do not single-handedly make a kit excellent imo.
You think it would have been quicker to just fire a Harrier in this situation?
Honestly I'm not sure either way
Sure, since your powers have a area you might improve your time slightly on tightly pack groups of mooks. This does not really make them excellent powers. Compare to what a lift grenade or a singularity would have done in that same situation.
Let's be honest here. A Harrier X makes all powers that don't provide a damage boost irrelevant. Boring way to play though...
Personally I really don't think there are any bad kits in the game. They're all functional
#130
Posté 05 avril 2013 - 10:08
lightswitch wrote...
One last thing before I stop spamming videos.
What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...
Thats does indeed look a bit strange. Maybe incendiary ammo + burn damage from grenades + flamer from turret + backfire triggering a fire explosion?
#131
Posté 05 avril 2013 - 10:13
KalilKareem wrote...
lightswitch wrote...
One last thing before I stop spamming videos.
What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...
Thats does indeed look a bit strange. Maybe incendiary ammo + burn damage from grenades + flamer from turret + backfire triggering a fire explosion?
I didn't think Backfire was a detonator
but yeah, I have no idea what's going on in that clip. Four bars of armor just gone in 4 seconds...a Huntress would be jealous
Modifié par lightswitch, 05 avril 2013 - 10:14 .
#132
Posté 05 avril 2013 - 10:14
lightswitch wrote...
KalilKareem wrote...
lightswitch wrote...
KalilKareem wrote...
I think excellent is a strong word for a kit where the optimal play style is to ignore all powers and only fire your harrier. Turian passives are great, but do not single-handedly make a kit excellent imo.
You think it would have been quicker to just fire a Harrier in this situation?
Honestly I'm not sure either way
Sure, since your powers have a area you might improve your time slightly on tightly pack groups of mooks. This does not really make them excellent powers. Compare to what a lift grenade or a singularity would have done in that same situation.
Let's be honest here. A Harrier X makes all powers that don't provide a damage boost irrelevant. Boring way to play though...
Personally I really don't think there are any bad kits in the game. They're all functional
Yeah. Powers that do not do any of the following;
a) Increase weapon damage for you and/or team (such as proxy mine)
c) Outright take out enemies with a single low animation time cast (such as signularity)
d) Do so tremendous area damage that they can actually out pace weapons (such as annihillation field + throw)
are indeed kinda useless. And the saboteur is sitting pretty on three of these powers.
#133
Posté 05 avril 2013 - 10:33
lightswitch wrote...
KalilKareem wrote...
lightswitch wrote...
One last thing before I stop spamming videos.
What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...
Thats does indeed look a bit strange. Maybe incendiary ammo + burn damage from grenades + flamer from turret + backfire triggering a fire explosion?
I didn't think Backfire was a detonator
but yeah, I have no idea what's going on in that clip. Four bars of armor just gone in 4 seconds...a Huntress would be jealous
You are right about backfire. Doesnt detonate. Dunno whats going on.
#134
Posté 05 avril 2013 - 10:55
lightswitch wrote...
One last thing before I stop spamming videos.
What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...
edit: yeah, there's the turret too, but as my other video showed that turret does very little damage.
could be something funky w/ the way TV interacts w/ the bleeds from incnediary and HGs, and maybe even the flamethrower turret.
was it proven that TV doesn't up the fire bleed on HGs? I know its not for the upfront dmg, but maybe the bleed counts as tech dmg.
#135
Posté 05 avril 2013 - 11:15
FlowCytometry wrote...
lightswitch wrote...
One last thing before I stop spamming videos.
What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...
edit: yeah, there's the turret too, but as my other video showed that turret does very little damage.
could be something funky w/ the way TV interacts w/ the bleeds from incnediary and HGs, and maybe even the flamethrower turret.
was it proven that TV doesn't up the fire bleed on HGs? I know its not for the upfront dmg, but maybe the bleed counts as tech dmg.
That's kind of what I'm thinking, but who knows. [edit] The play testers seemed pretty confident when they announced TV doesn't interact with HGs....
A gold Brute has 13500 armor. Multiply it by .4 you get 5400. 1350 per increment so that had to be at least 4000 damage but probably more...
I just looked at peddro's thread on incendiary ammo mechanics and that could account for up to 388 dps if I'm understanding correctly...I just looked at my build for HGs and I'm not really sure how to calculate the DOT from Fire Damage but I think it shouldn't be more than 720 total, over six seconds, so 120 per second; should be somewhere in that ballpark, anyways. And the flamer is only supposed to do 110.5 DPS. So that's 618.5 damage per second...but it was definitely more than that by at least a couple hundred. Unless there's something funky about the way the health bar works that I'm not understanding
Modifié par lightswitch, 05 avril 2013 - 11:29 .
#136
Posté 05 avril 2013 - 11:27
Also I'm not sure if TV stacks? It would be awesome if it does
#137
Posté 05 avril 2013 - 11:32
ROBOTICSUPERMAN wrote...
I can't see the vids, at work on phone, but TV increases the tech burst/fire explosion/cryo explosion damage by 50% but does not increase the damage of the homing grenade, or the turret(apart from evo 4 shock) so a rank 6 + rank 6 + tech vulnerability will do more damage than the ammos rank 0 + rank 6 + tech vulnerability.
Also I'm not sure if TV stacks? It would be awesome if it does
What happens in the vid is I sabotage a Brute, Sentry Turret is flaming it, I use an HG (split grenades, not 6a) and shoot for a bit, the Brute staggers me and as I'm turning away to run you can see the Brute has four bars of armor.
I run off a few meters, and when I turn back it dies. Kill attributed to Sentry Turret
#138
Posté 05 avril 2013 - 11:43
#139
Posté 05 avril 2013 - 11:45
#140
Posté 05 avril 2013 - 11:47
ROBOTICSUPERMAN wrote...
Oh in that case you have just discovered the power of the sentry turret, evo 5 ap rounds, evo 6 rocket, with a power amp 4 I'd guess. Turret is rediculously good against brutes. Dunno why.
my turret is specced for Cryo Ammo and Flamethrower right now. because #yolo
and no power amp, zero fitness so was using cyclonics
also shields and damage in evo 4.
Modifié par lightswitch, 05 avril 2013 - 11:48 .
#141
Posté 05 avril 2013 - 12:00
#142
Posté 05 avril 2013 - 12:45
If Sabotage's Tech Vulnerabilty evo applied to both the Turret and Homing Grenade & Sentry Turret got a buff, he would've been a pretty awesome Engineer. Now, he's just...awkward and in my opinion, not fun to play.
#143
Posté 05 avril 2013 - 12:56
Happy Shepard wrote...
Another problem is ammo primed combos. You'd have to use a grenade every time you do a FE, CE or TB. I guess you could use a Falcon to prime multiple enemies and then detonate with split Homingnades, but again, you'd have to be constantly visiting ammo boxes or using Thermal Clip Packs for grenades and your combos would be weak.
I do this, only with the ADAS and not with Falcon. It works well. However, if you see an AUI or TGI in the lobby you should switch to a different class.
#144
Posté 05 avril 2013 - 01:13
#145
Posté 05 avril 2013 - 01:38
#146
Posté 05 avril 2013 - 03:55
1. Does sentry rocket detonate tech for sure or not ? If i'm right it doesn't. yep the OP states it does. Also, cant see sentry turret rocket in the list in this thread: http://social.biowar...7/index/9822648
2. whats my timing window after sabotage for my homing grenades to achieve tech burst? It happens to me a lot, that i dont get tech burst after my homing grenade reached a sabotaged target even tough i can see the effect of backfire. Is it possible i do it too early or too late?
#147
Posté 05 avril 2013 - 04:12
Aren't you getting a Tech Vulnerability Tech Burst in there, as well as the initial damage of the Homing Grenade? I don't know how much damage Tech Bursts do, but that initial damage, plus backfire damage, is quite a lot.
Past that, it really only does take a few shots to finish him off.
Also, Ravagers take damage in a buggy dort of way sometimes if your weapon has penetration.
#148
Posté 05 avril 2013 - 08:08
All in all playing the TSab just felt so sluggish and awkward compared to almost any other kit in the game. Played and geared right. I'm sure it can perform exceptionally well but I'd say that's more due to the player's skill rather than the kit itself. Yes, there is some synergy in his powers but for me the reward output just doesn't feel worth the effort. Personally, the only thing that will justify me playing it is novelty.
#149
Posté 05 avril 2013 - 08:15
http://social.biowar...ndex/16437466/1
#150
Posté 05 avril 2013 - 08:20
NuclearTech76 wrote...
Terrible kit with no synergy, only saving grace is the Turian passives. Kit is bad and Bioware should feel bad. Even the Vorcha Hunter has better synergy than this guy.
barely.
60% cooldown penalty that cannot be diminished in anyway possible is a stupid thing for an engineer to have.





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