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#101
RedJohn

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You can do Thunderdome with Cerberus and problem solved.

#102
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Striker93175 wrote...

Step 1 fire power and wait for bubble.
Step 2 shoot gun at phantoms head.
Step 3 ???
Step 4 profit.

No DR in bubble (bubble only blocks powers), only flips give DR. Stop the flips, stop the DR.
Even if she doesn't die, once the barrier's gone she tries to hide. A hiding phantom in cloak doesn't flip.

TBH I have more issues w/ the hand of god --- that damn thing makes ironmans hand blaster look like a pea shooter.

 

Take Black Widow. Force Bubble. Shoot Phantom in the face 3 times. She will not even lose barrier. 

Modifié par Air Quotes, 16 mai 2013 - 05:43 .


#103
StoxRegalia

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RedJohn wrote...

You can do Thunderdome with Cerberus and problem solved.


Then it isn't a thunderdome

#104
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RedJohn wrote...

You can do Thunderdome with Cerberus and problem solved.

 

I don't care what. I know he's not better than me at anything. (well maybe spawn nuking)

#105
JediHarbinger

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AQ > FTL

Also he has a sexier avatar...

Modifié par JediHarbinger, 16 mai 2013 - 05:46 .


#106
Miniditka77

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Air Quotes wrote...

Correct. And Acolyte's stripping capabilities, shoud've been built into SMG's like the lore has established in ME2. They are fast firing weapons, yet NONE of them has bonuses vs shields. NONE. While 2 of them has bonuses vs ARMOR. WTF? There ar pistols and AR's and shotguns with bonuses agains barriers and shields, but NOT ONE SMG? Not even a Geth one? Are for serial? 

I agree totally with this.  Bioware has always said that they intended for players to carry 2 guns in this game - then why don't they give us guns with different utility?  Instead, people just spec every gun to minimize armor DR and maximize accuracy, which results in the best guns always being the ones that have the most raw DPS.  The Acolyte didn't need to exist.  Give the GPR and GPSMG a 2.0 modifier against shields and barriers, and suddenly they are awesome caster weapons.  Same thing goes for the Disciple.  Give some of the uncommon weapons (Tempest, Scimitar, Phaeston) a 1.5 damage modifier against shields and barriers.  Or maybe give us a weapon mod to increase shield/barrier damage.  Give casters another option.  The way it sits, it's the Acolyte or the Talon, or using Phasic Rounds (which are limited).

#107
RedJohn

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Air Quotes wrote...

RedJohn wrote...

You can do Thunderdome with Cerberus and problem solved.

 

I don't care what. I know he's not better than me at anything. (well maybe spawn nuking)


uuuuuuuuhhhhh


When you fight rockets can't be allowed, i know FasterThanFTL won't run out this time, cuz he hates u and  he will take revenge.

#108
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RedJohn wrote...

Air Quotes wrote...

RedJohn wrote...

You can do Thunderdome with Cerberus and problem solved.

 

I don't care what. I know he's not better than me at anything. (well maybe spawn nuking)


uuuuuuuuhhhhh


When you fight rockets can't be allowed, i know FasterThanFTL won't run out this time, cuz he hates u and  he will take revenge.

 

Bring it. 

#109
Red the Aloof

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Ronnie Blastoff wrote...

Red the Aloof wrote...

I find phantoms to be very fun on host as I have to find creative ways of how to kill them.

The only time I have problems with phantoms is when I have a specific combination of powers that don't affect them them at all, and with non staggering weapons. My Quarian female engineer, for example, has a hard time dealing with them.


Even with nothing but powers and a shiruken (non stagger weapon).

Incenerate causes flip/bubble.
Turret on toss causes flip/bubble, also can divert attention give extra damage.
Cryoblast causes them to slow down, not 100% sure on flip/bubble, (don't use cryo blast to often.)

Set turret up for close range flame, toss out incenerate to keep her flipping and burning, use phasic/disruptor rounds for shields/barriers. A better gun just makes it quicker. Disruptor rounds are perfered imo so you can dispatch multiple barriers in a few tech burst with incenerate, since phantoms usually run in packs. I usually carry something along the lines of saber/BW/lancer/Wraith on my FQE with Incen/disruptor/cryo ammo for tech explosions. So once they start flipping usually its short time until they are dropped. If your using APR... lol expect to get owned. APR as always, are worthless.

In most cases I carry a acolyte at least as backup weapon, (people who carry 1 gun deserve getting stompped if they find themselves in a position where they're gun can't drop an enemy.) Not my perfered gun for phantoms but when I'm on wave 10 and get the 4x click of phantoms comming at me, acolyte/power strategy holds them off at least until objective is done.


I use a saber with Ap ammo to hit extra hard against the big baddies and I carry the acolyte to usually strip the shields of bosses.

My turret is set as rockets and It will stay that way. She does very well against everything but phantoms. I suppose I can just abuse the acolyte to deal with them or better yet, find a creative way of killing them. Even with phantom issues on her, it only bugs me on small maps like glacier or large terrible maps like condor.

Modifié par Red the Aloof, 16 mai 2013 - 05:51 .


#110
CaptStach3

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"There's only two things I fear, sharks of course - and women with knives."

The host DR only cements my fear deeper.

#111
Cyonan

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Oh pointless BSN epeen waving.

Where would we be without you?

#112
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CaptStach3 wrote...

"There's only two things I fear, sharks of course - and women with knives."

The host DR only cements my fear deeper.

 

Filthy Dragoons are bad too. At least Phantoms are sexy and move in a cool way. 

#113
Computron2000

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Bubble doesn't stop the DR. If they go into cover/staggered/never flipped before, then yes, they can be damaged normally with hitscan weapons

#114
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Cyonan wrote...

Oh pointless BSN epeen waving.

Where would we be without you?

 

Posted Image

#115
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Computron2000 wrote...

Bubble doesn't stop the DR. If they go into cover/staggered/never flipped before, then yes, they can be damaged normally with hitscan weapons

 

This. But they always flip. 

#116
RedJohn

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I don't get it, why FTL hasn't posted again?

#117
Striker93175

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Air Quotes wrote...

Striker93175 wrote...

Step 1 fire power and wait for bubble.
Step 2 shoot gun at phantoms head.
Step 3 ???
Step 4 profit.

No DR in bubble (bubble only blocks powers), only flips give DR. Stop the flips, stop the DR.
Even if she doesn't die, once the barrier's gone she tries to hide. A hiding phantom in cloak doesn't flip.

TBH I have more issues w/ the hand of god --- that damn thing makes ironmans hand blaster look like a pea shooter.

 

Take Black Widow. Force Bubble. Shoot Phantom in the face 3 times. She will not even lose barrier. 


Wha?  Posted Image

I use the BW w/infidrell all the time...  HVB and drill 3.  Should be 2 shots to kill on gold. 1st shot often even breaks sword.  Fire recon at her she goes into bubble... pow pow.  I dont host that much, will try when I get home but I can honestly say I've never had to fire all 3 shots to kill her....

#118
JediHarbinger

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RedJohn wrote...

I don't get it, why FTL hasn't posted again?


Not surprised..

typical.

#119
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Striker93175 wrote...

Air Quotes wrote...

Striker93175 wrote...

Step 1 fire power and wait for bubble.
Step 2 shoot gun at phantoms head.
Step 3 ???
Step 4 profit.

No DR in bubble (bubble only blocks powers), only flips give DR. Stop the flips, stop the DR.
Even if she doesn't die, once the barrier's gone she tries to hide. A hiding phantom in cloak doesn't flip.

TBH I have more issues w/ the hand of god --- that damn thing makes ironmans hand blaster look like a pea shooter.

 

Take Black Widow. Force Bubble. Shoot Phantom in the face 3 times. She will not even lose barrier. 


Wha?  Posted Image

I use the BW w/infidrell all the time...  HVB and drill 3.  Should be 2 shots to kill on gold. 1st shot often even breaks sword.  Fire recon at her she goes into bubble... pow pow.  I dont host that much, will try when I get home but I can honestly say I've never had to fire all 3 shots to kill her....

 

Video. 

#120
Alspacka

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You'd be totally justified in modding. I don't host vs cerberus, pretty much meaning I don't play vanguard against them.

Also I doubt anyone at Bioware would care at this stage.

#121
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Alspacka wrote...

You'd be totally justified in modding. I don't host vs cerberus, pretty much meaning I don't play vanguard against them.

Also I doubt anyone at Bioware would care at this stage.

 

I don't care either. I just wanna have fun now. I've done all that I've wanted to do in this game by this point.  


I think I will make a mod with waves only with Centurions and Assault Troopers and Nemesis for sniping target practice. 

#122
Computron2000

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Air Quotes wrote...

Computron2000 wrote...

Bubble doesn't stop the DR. If they go into cover/staggered/never flipped before, then yes, they can be damaged normally with hitscan weapons

 

This. But they always flip. 


On the chance you catch one that just spawned and headed for a team mate, you can unload from behind her and she will have no DR and won't flip before she drops (assuming you're not using a water gun that allows her AI to react in time). Not a common occurance but it happens.

#123
BridgeBurner

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Ok, AQ, prepare yourself...

In the patch 02 coalesced, under the biodifficulty section, there is a section for each difficulty.

The phantom string, looks like this (I took gold as an example)...

I used a line break between each data field so it's easier to read, the actual data is in an untidy mess.

 {
          "Type": 2,
          "Value": "(Category=\\"Phantom\\",
CategoryData=((StatName=\\"CancelFirePct\\",StatRange=(X=0.05f,Y=0.01f)),

(StatName=\\"MaxFireWaitTime\\",StatRange=(X=20.0f,Y=20.0f)), <this is the maximum time inbetween bursts. *USUALLY* 1f = 1 second, though for phantoms I'm not sure.

(StatName=\\"EvadeDamagePctLow\\",StatRange=(X=0.02f,Y=0.01f)), <this is the minimum damage the phantom must sustain in order to trigger it's evasion move

(StatName=\\"EvadeDamagePctHigh\\",StatRange=(X=0.03f,Y=0.02f)), <this is the maximum damage the phantom must sustain in order to trigger it's evasion move

(StatName=\\"EvadeFrequency\\",StatRange=(X=2.0f,Y=1.5f)), <this is how often the phantom can evade, again 1f is usually 1 second.

(StatName=\\"EvadeResetDuration\\",StatRange=(X=2.0f,Y=2.5f)), <this is how long the phantom's evade move takes to "cooldown"


(StatName=\\"EvadeDamageScalePct\\",StatRange=(X=0.25f,Y=0.25f)), <this is the damage reduction the phantom gets while evading. You only deal 25% damage while she is flipping.

(StatName=\\"ShieldDamageScalePct\\",StatRange=(X=0.25f,Y=0.25f)), <same as above, except this applies to shield damage.


(StatName=\\"PartialLeanPct\\",StatRange=(X=1.0f,Y=1.0f)), <this is to do with cover, and isn't important , but it seems phantoms get 0 DR from shooting from cover

(StatName=\\"PowerEvadeChance\\",StatRange=(X=1.0f,Y=1.0f)), <this shows the phantom has a 100% chance of evading projectile powers

(StatName=\\"FlankReactionTime\\",StatRange=(X=0.0f,Y=0.0f)), <this is how quickly the phantom reacts to being flanked

(StatName=\\"CloakHealthPct\\",StatRange=(X=0.8f,Y=0.8f)), <this is what health % the phantom will activate her cloak at

(StatName=\\"VortexDamageWindow\\",StatRange=(X=2.0f,Y=2.0f)), <I am assuming this is the immuntiy duration for her vortex ability

(StatName=\\"VortexFrequency\\",StatRange=(X=10.0f,Y=10.0f)), this is the cooldown of vortex. This, looks to be bugged completely.

(StatName=\\"ShieldFrequency\\",StatRange=(X=5.0f,Y=5.0f)), <

(StatName=\\"AggressiveFrequency\\",StatRange=(X=5.0f,Y=5.0f)), <this is how frequently phantoms are selected as the aggressive enemy type, similar to banshees, phantoms override existing aggression cycles and prevent other enemies from becoming aggressive while the phantom is agressive. Base aggressive enemy cap in the game is 2 for all difficulties.

(StatName=\\"MeleeAttackInterval\\",StatRange=(X=0.0f,Y=0.0f)), <the delay inbetween her melee animations

(StatName=\\"SyncMeleeAttackInterval\\",StatRange=(X=2.0f,Y=2.0f)), <this is the delay inbetween using a melee attack and her sync killing. Reduce this to 0 if you are a masochist.

(StatName=\\"SyncKillChance\\",StatRange=(X=0.5f,Y=0.5f)), <This is the % chance she has to sync kill you. Increase this if you are a masochist.

(StatName=\\"MaxHealth\\",StatRange=(X=1125.0f,Y=1687.5f)), <Obvious.

(StatName=\\"MaxBarriers\\",StatRange=(X=2050.0f,Y=3075.0f)), <obvious.

(StatName=\\"MaxEnemyShieldRecharge\\",StatRange=(X=0.6f,Y=0.6f)), <the total % of barriers a phantom can regenerate, 60%

(StatName=\\"AIShieldRegenDelay\\",StatRange=(X=6.5f,Y=6.5f)), <the time taken for a phantom to begin regenerating shields

(StatName=\\"AIShieldRegenPct\\",StatRange=(X=0.25f,Y=0.25f)), <this is the regeneration rate per second

(StatName=\\"PowerThreshold_Standard\\",StatRange=(X=600.0f,Y=600.0f)), <something to do with force values, unimportant thanks to the evasion / vortex

(StatName=\\"PowerThreshold_Stagger\\",StatRange=(X=1000.0f,Y=1000.0f)), <force threshold to stagger

(StatName=\\"PowerThreshold_Knockback\\",StatRange=(X=1500.0f,Y=1500.0f)), <force threshold to knock her on her ass

(StatName=\\"HitReactionChanceMultiplier\\",StatRange=(X=0.15f,Y=0.15f))))" <this is the chance that bullets have to cause a hit reaction, % applies to both barriers and health
        },


Phantoms receive no DR while moving, they take 100% damage unless they are evading.

Phantom evade frequency / cooldown basically overlap each other, so the DR lasts for longer than the reset, meaning if you try to take a phantom on with an automatic weapon, you continually trigger the evade.

If you want to make phantoms less stupid on host, I'd recommend modifying the damage scale PCT while evading, and the shield damage scale PCT to something like 0.60. Then they still get DR, but it's not stupidly good DR.

Alternatively (and I have no idea if this would work) You could adjust the variables in bold, so the phantom evades only after sustaining a higher % of damage.


But remember, if you do nerf phantoms, at least buff other enemies to compensate. Increasing the aggressive enemy cap to 8, reducing the enemy sight / vision reaction times and increasing the burst fire count on various enemy weapons will show you exactly why basic mass effect 3, with no modified enemies is easy mode.

:wizard:

#124
cgj

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you can also force the bubble and with good timing shoot her as she breaks it but still hasn't started running, allows for easy OS with the claymore/BW on host once you got the timing down, but that's a pain to do

#125
FateNeverEnds

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Computron2000 wrote...

Bubble doesn't stop the DR. If they go into cover/staggered/never flipped before, then yes, they can be damaged normally with hitscan weapons

Idk what you talking about, honestly. I'm no dataminer but everytime I host I take out my assguard for a ride or two, and always pick Cerberus. Always.

Bubble then Arc Pistol to the face. They die every time, no matter if flipping, bubbling or in hard cover. They. Just. Die.