Gavorn's Tricks - Using Game Mechanics Creatively
#51
Posté 18 avril 2013 - 11:28
#52
Posté 18 avril 2013 - 12:06
dr_random wrote...
Also the deployed shield stops DoT (Banshee Warp, Reactor Discharge!)
The shield bash can destroy an incoming Banshee Warp. It is said to also intercept rockitz but I can't confirm that.
Wow, that's neat!
#53
Posté 18 avril 2013 - 12:08
iLikeBWgames wrote...
dr_random wrote...
Also the deployed shield stops DoT (Banshee Warp, Reactor Discharge!)
The shield bash can destroy an incoming Banshee Warp. It is said to also intercept rockitz but I can't confirm that.
Wow, that's neat!
The stop DoT thing never worked for me sadly
But I can confirm that it deflects Banshees' Balls of Doom and Atlases' missiles.
#54
Posté 18 avril 2013 - 12:11
Use dodge or rather spam dodge and do everything button (I know it's the same button). Does not work with all and some have to be side, backwards or even diagonal and the camera has to be in a certain angle. Works best with Asari and does not work with jet packs and teleports. And it seems that some light melee spam speeds it up as well, not sure about the Jet Pack Turians' heavy melee though.
#55
Posté 18 avril 2013 - 04:14
OniGanon wrote...
Heldarion wrote...
Oh, how could we have forgotten that High Velocity barrels don't apply weight penalties on non-DLC guns, unless you also have Ultra-Light materials equipped (not sure if the same gun, or any equipped gun)?
Sometimes it seems the weight mods actually work all of a sudden for no reason I can discern. Wasn't sure to include it because of that... Maybe I'll include it and have a warning that one should be prepared to be randomly screwed by it if they depend on it.
i noticed this glitch to stop working immediately for the entire rest of a match if someone joins this session in progress - but after the return to the lobby or a host migration during a match, the glitch "auto-corrects" itself to its beneficial wrong CD-state.
Modifié par HELLHOUND_ROCKO, 18 avril 2013 - 04:24 .
#56
Posté 18 avril 2013 - 04:47
"Sabotaging Weapon Challenges
Using the Backfire bug to trivialise any Weapon Challenge."??
i am either questioning in the way of asking about what i have missed about it - or questioning why you maybe might intend to keep this one, in this really nice list of ME3-MP awesomeness of yours... .
because the way i see it, trying to deal damage-points with todays sabotage-backfire deals such enormously low DPS-output that it is for many times over outclassed by absolute ANY gun in the game - so i do not see what weapon-challenges it would trivialise - as it only could enlarge the amount of time spent for it very drastically... .
#57
Posté 18 avril 2013 - 05:03
#58
Posté 18 avril 2013 - 05:12
#59
Posté 18 avril 2013 - 05:17
#60
Posté 18 avril 2013 - 06:25
HELLHOUND_ROCKO wrote...
the way i see it, trying to deal damage-points with todays sabotage-backfire deals such enormously low DPS-output that it is for many times over outclassed by absolute ANY gun in the game - so i do not see what weapon-challenges it would trivialise - as it only could enlarge the amount of time spent for it very drastically... .
Thought it was pretty self explanatory, but alright...
The QFI's Backfire does something along the lines of 1000 damage, with a bonus vs Shields. It's enough to outright kill some infantry in Bronze, and do critical damage to them in Silver. All the damage it does is credited to your gun, provided your gun was the only thing that damaged the enemy before they died of Backfire.
Sabotage reduces the amount of shots you need to kill an enemy (drastically so on Bronze and Silver). This in turn means less time spent per kill. That means more time spent doing other stuff, such as killing something else, or finding more enemies.
#61
Posté 18 avril 2013 - 08:38
OniGanon wrote...
HELLHOUND_ROCKO wrote...
the way i see it, trying to deal damage-points with todays sabotage-backfire deals such enormously low DPS-output that it is for many times over outclassed by absolute ANY gun in the game - so i do not see what weapon-challenges it would trivialise - as it only could enlarge the amount of time spent for it very drastically... .
Thought it was pretty self explanatory, but alright...
The QFI's Backfire does something along the lines of 1000 damage, with a bonus vs Shields. It's enough to outright kill some infantry in Bronze, and do critical damage to them in Silver. All the damage it does is credited to your gun, provided your gun was the only thing that damaged the enemy before they died of Backfire.
Sabotage reduces the amount of shots you need to kill an enemy (drastically so on Bronze and Silver). This in turn means less time spent per kill. That means more time spent doing other stuff, such as killing something else, or finding more enemies.
oh - ok, that's obvious - did not know about your female Quarians sabotage-backfire oversteps the 900-damagepoint mark even after that last damage nerf that was among of the latest balance changes made - because i never play alien girl characters and my TSE's rank4 backfire-sabotage deals somewhat about 500 or so
- so i expected not a that much higher value from other chars without consumables - what could have meant 2 casts for 1 even unshielded bronze-mook kill in about 6 secs... .
but your over 900 damagepoints i really did not expected, puts things in a whole different perspective - damn OP TC, like the TGI outclasses any engineer in shield-zapping through it, the infi-version of her really got a zap-attack as strong against organic health like a Siege Pulse even post nerfs:o ?
but i never played female Quarians in over 1450 hours in-match time (and do neither like Tali nor the Quarians - but my Shep lets them always live anyway - because he is a Hollywood-style pefect paragon-hero...), so you must know that one better.
Modifié par HELLHOUND_ROCKO, 18 avril 2013 - 08:51 .
#62
Posté 18 avril 2013 - 08:49
HELLHOUND_ROCKO wrote...
oh - ok, that's obvious - did not know about your female Quarians sabotage-backfire oversteps the 900-damagepoint mark e....
QFI can max out Backfire at 1500(3000 vs shields) with all the right mods and gear. Otherwise it's pretty easy for her to do 1000 (1500).
Link. Note that Tech Vulnerability's extra 1.5x damage is not properly reflected in the narida tool. In game, it only requires a single cast to get the boost -- you don't need to cast it a second time.
edit: effing can't spell
Modifié par Shampoohorn, 19 avril 2013 - 03:10 .
#63
Posté 18 avril 2013 - 08:54
Modifié par HELLHOUND_ROCKO, 18 avril 2013 - 09:01 .
#64
Posté 18 avril 2013 - 09:13
Speaking of which, your Saboteur should totally have Sabotage R6 with Tech Vulnerability for delicious Tech Bursting goodness.
#65
Posté 18 avril 2013 - 09:37
because i did never thought of this (but asked...), as i used the power the first time with TSE introduction - while i only read somewhere here about this evo on him, how sad it would be that it would not buff his turrets and tech-nades damage
(what would have been the only part in the in-game description that would have been pointed at for me)
- so i never thought about speccing this far... .
hhhhh - even after so much time - one still learns continuously about both: new gameplay attributes in this game - and new bugs in this game... .
#66
Posté 19 avril 2013 - 01:13
#67
Posté 19 avril 2013 - 01:34
#68
Posté 19 avril 2013 - 09:41
-Power Reload renamed to Reload Hiding
-Hammer Priming Cancel
-Dual Strike
-Cooldown Override section including TC (will include Swarmer > DC if I can ever replicate or get video)
-Tech Armor sync denial removed
-Focus + Javelin wallhax
-Weight mods on non-DLC weapons
-Various pizza delivery methods
-Hack Circle glitch
-Warp + Incendiary
-Curving powers around Guardian shields
HELLHOUND_ROCKO wrote...
alright then: Sabotages "Tech Vulnerability" evo buffs the effectiveness of its own attack multiplyer-wise with initial hitting, while the damage dealing part of the power comes with that "Backfire" delay - that finally right?
Tech Vulnerability multiplies the damage of Backfire by 1.5, and while it doesn't boost the damage of a Saboteur's grenades or Turret attacks (except the shock attack), it does boost the damage of Tech Bursts (ie Sabotage + Homing Grenade).
#69
Posté 19 avril 2013 - 09:53
#70
Posté 19 avril 2013 - 09:55
Not sure if it's worth mentioning, but even on classes without those abilities, if you have a Javelin and quickscope, the enemy will stay highlined for a short while, allowing you to wallhack and see where the enemies are without losing your situational awareness.
Oh there's also the slash cancel. It surely works on electrical slash, not so sure about the biotic one.
Basically what you do is use the power, then dodge back mid-animation. The benefit is that the power will still generate a small amount of damage to enemies directly in front of you (like, less than 2 mts away) and possibly stagger them and detonate explosions on them, while not activating the CD. It's pretty useful sometimes.
#71
Posté 19 avril 2013 - 10:46
Also i tried the trick to mash power buttons for fast recharge today and it does seem like its making the recharge go faster. Does anyone else notice it or is it just my imagination?
Modifié par ka243, 19 avril 2013 - 10:11 .
#72
Posté 20 avril 2013 - 03:43
ka243 wrote...
Add shooting charged weapons during flamer. Charge, flame, release. I think theres also a trick to flamer and reegar simultaneous.
Flamer+Reegar glitch has been removed for quite a while now. Doesn't stop some idiots from trying it even now (and failing obviously).
No, it totally works. You just keep mashing those buttons, man. Enjoy your faster cooldown.ka243 wrote...
Also i tried the trick to mash power buttons for fast recharge today and it does seem like its making the recharge go faster. Does anyone else notice it or is it just my imagination?
#73
Posté 05 mai 2013 - 11:17
Grun7mas7er wrote...
Not a trick exactly, but you could add how to vault over cover.
I wish more people knew how to do this.
#74
Posté 20 mai 2013 - 05:04
-Seeker Swarm cooldown override
-Incendiary Ammo glitch moved to weapons category and now includes Flamer, Incinerate and Inferno Grenades
-Video link added for Ops Sync Denial, from Jeremiah/Stikman boss tutorial vids
-Note added that Hack Circle Glitch only seems to work on host
-Collector Adept cover melee strangeness added
-GPS Ammo interaction added
-Graal's true charge time added
#75
Posté 20 mai 2013 - 05:46





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