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#126
godlike13

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This just shows how left behind Vanguards are. Their their signature power just doesn't offer enough, and its meager weapon bonus just can't compete with the other classes weapon bonuses. They're "high-risk, high-reward combat style" is really just all risk. 

Modifié par godlike13, 07 mai 2013 - 11:00 .


#127
Blue Face Beast

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godlike13 wrote...

This just shows how left behind Vanguards are. Their their signature power just doesn't offer enough, and its meager weapon bonus just can't compete with the other classes weapon bonuses. They're "high-risk, high-reward combat style" is really just all risk. 


Platinum was brought in late as an afterthought and Gold never was meant to be the baseline of ME Multiplayer in my opinion.

Maybe, maybe the vanguard playstyle ( and many other kits and weapons for what matters ) were not really devised to be used in such "hardcore" scenarios and especially not by players with "average" gaming skill.

This could explain why most "average" and even "great" players tend to gravitate around some specific kits when playing the most challenging difficulties.

Just my 2 cents.

#128
IcarusAloft

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godlike13 wrote...

This just shows how left behind Vanguards are. Their their signature power just doesn't offer enough, and its meager weapon bonus just can't compete with the other classes weapon bonuses. They're "high-risk, high-reward combat style" is really just all risk. 


On host they are all kill.  Off-host it gets pretty scary.  Since 3/4 (assuming full lobbies) of players are off-host, vanguards are avoided a bit more than other classes.

#129
Trontor

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godlike13 wrote...

This just shows how left behind Vanguards are. Their their signature power just doesn't offer enough, ...


It simply doesn't work reliable enough in multi-player. I've used a Vanguard for my Insanity single-player playthrough and it was great fun. But in multi-player Biotic Charge frequently cannot be triggered or gets aborted half way through, in particular not if you are not the host.

Modifié par JustAnotherVanguard, 07 mai 2013 - 11:15 .


#130
Trontor

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Eric Fagnan wrote...

Top 15 Most Played Kits (All Difficulties)

1. Geth Juggernaut (7.53%)
[...]

Top 15 Most Played Kits (Gold & Platinum Only)

1. Geth Juggernaut (11.81%)
[...]


I guess this shows how popular the concepts of sync-kills and staggering are among the players. It would be nice if this could be considered during the design of future Mass Effect multi-player games.

Modifié par JustAnotherVanguard, 07 mai 2013 - 11:13 .


#131
godlike13

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JustAnotherVanguard wrote...

godlike13 wrote...

This just shows how left behind Vanguards are. Their their signature power just doesn't offer enough, ...


It simply doesn't work reliable enough in multi-player. I've used a Vanguard for my Insanity single-player playthrough and it was great fun. But in multi-player charge just doesn't work reliable, in particular not if you are not the host.


SP is a different animal. In SP they play like advertised, in MP they don't. Too easily hindered, and not enough damage output to keep up with the power creep.

And i never understood why Charge's Power Synergy is 40% for 10 seconds, while its Weapon Synergy is 25% for 5 seconds.

Modifié par godlike13, 07 mai 2013 - 11:35 .


#132
Grun7mas7er

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Not surprised to see the Crutchernaut at the top. Platinum pass.

#133
Bleachrude

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It's not DPS though that seems to be the determining factor otherwise GI would have cracked top 10.

It's survivability + DPS that determines what people are bringing to gold. It's not just survivablity otherwise the volus and vorcha would be higher....

#134
Zjarcal

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godlike13 wrote...

JustAnotherVanguard wrote...

godlike13 wrote...

This just shows how left behind Vanguards are. Their their signature power just doesn't offer enough, ...


It simply doesn't work reliable enough in multi-player. I've used a Vanguard for my Insanity single-player playthrough and it was great fun. But in multi-player charge just doesn't work reliable, in particular not if you are not the host.


SP is a different animal. In SP they play like advertised, in MP they don't. Too easily hindered, and not enough damage output to keep up with the power creep.

And i never understood why Charge's Power Synergy is 40% for 10 seconds, while its Weapon Synergy is 25% for 5 seconds.


Lol...

#135
godlike13

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Zjarcal wrote...

godlike13 wrote...

JustAnotherVanguard wrote...

godlike13 wrote...

This just shows how left behind Vanguards are. Their their signature power just doesn't offer enough, ...


It simply doesn't work reliable enough in multi-player. I've used a Vanguard for my Insanity single-player playthrough and it was great fun. But in multi-player charge just doesn't work reliable, in particular not if you are not the host.


SP is a different animal. In SP they play like advertised, in MP they don't. Too easily hindered, and not enough damage output to keep up with the power creep.

And i never understood why Charge's Power Synergy is 40% for 10 seconds, while its Weapon Synergy is 25% for 5 seconds.


Lol...


Excluding grenade spamming and Phase Disruptor. Powers that have received heavy buffs.

#136
MGW7

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^^^

Vangaurds require a cooldown after the start of their power synergy, they can fire their gun immediatly, only nades, nova, and PD can be used immediatly, and even then can only be used sparingly by comparison.

#137
iOnlySignIn

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So this is why you never buff the Shadow. Because there are enough Slash spamming n00bs around? Good logic there.

#138
k1ngl1ves

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Hilarious!!!

Geth Easynaught is #1.

Missile Glitchers are #2.




Working as intended.

#139
soulstriker09

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I knew it wasn't just me seeing juggernauts everywhere...

#140
Nicegil2012

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well the juggernaut has the most health so... yes it makes sense... is it possible to see stats regarding weapons and map usage? anyways thanks eric

#141
megawug

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Looks like many players prefer the non-squishy classes. I'm surprised Kroguard didn't make the list... he's easier to play than the Warlord.

#142
Shinobu

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Thanks, Eric! I'd be interested to see what % of games are played at each difficulty level.

#143
Credit2team

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the vanguard thing makes sense because its only playable on host,

the top 15 gold/play classes is spot on what I thought they'd be.

why Eric is doing this is beyond me, if he has time for this you'd think he'd have time for balance changes.

#144
Credit2team

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godlike13 wrote...


And i never understood why Charge's Power Synergy is 40% for 10 seconds, while its Weapon Synergy is 25% for 5 seconds.


because wepons don't have a cooldown, most powers do, and the onse that don't ar limmited by shield strength. 

#145
Credit2team

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Cohen le Barbare wrote...

GohanOwns wrote...

Number of people playing soldiers = mother of god

Blame a game where DPS is king. We'd see more biotics if tech powers didn't take precedence.


looks like the jugg is mostly to blame then the destryer and geth trooper

#146
godlike13

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MGW7 wrote...

^^^

Vangaurds require a cooldown after the start of their power synergy, they can fire their gun immediatly, only nades, nova, and PD can be used immediatly, and even then can only be used sparingly by comparison.


Im not so much talking about the difference in seconds, but the 40%/25% difference.

Modifié par godlike13, 08 mai 2013 - 03:28 .


#147
solidprice

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JustAnotherVanguard wrote...

Eric Fagnan wrote...

Top 15 Most Played Kits (All Difficulties)

1. Geth Juggernaut (7.53%)
[...]

Top 15 Most Played Kits (Gold & Platinum Only)

1. Geth Juggernaut (11.81%)
[...]


I guess this shows how popular the concepts of sync-kills and staggering are among the players. It would be nice if this could be considered during the design of future Mass Effect multi-player games.


this.

eric, i think the playerbase is trying to say they dont like stagger/stunlock and sync kills.
but what do i know:whistle:
and i love the data, keep it up:D

#148
Leonia

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I forgot Shadows existed..

Interesting to see so many of the Reckoning kits in the top 15, probably proves that introducing new ways of playing is a good idea. And as happy as I am to see the Cabal in there, I can't believe she's getting played more than the turian sentinel. Maybe people just don't care about powers that much (that is, ones that don't auto-track or go through walls or have instant effects). When everything can dodge them or interrupt/stagger, it's not hard to see why.

Modifié par leonia42, 08 mai 2013 - 04:07 .


#149
AnAverageGamer

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Proud to be one of the 7.53/11.81% (on all difficulties/Gold & Platinum respectively)

I am not surprised most are wanting a  Juggernaut nerf now (despite no more changes), but how do you nerf a class which isn't even that good to newer players? Yes, it has high shields, but can't put out much damage, is exceptionally slow, and dies often if not used correctly. No reason to nerf the class because the population using it is bad.

Modifié par AnAverageGamer, 08 mai 2013 - 04:03 .


#150
Guest_LineHolder_*

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DesioPL wrote...

That's looks interesing. I have no idea, how Human Male Soldier is so popular in all difficulties.


Adrenaline Rush > Marksman

*activate flameshield*