Will you be willing to give up the Cobra Missile Launcher?
#51
Posté 10 juillet 2013 - 06:38
#52
Posté 10 juillet 2013 - 06:41
#53
Posté 10 juillet 2013 - 06:43
Cyonan wrote...
Annomander wrote...
GallowsPole wrote...
Id be the first to sign up for no missile launchers and grenades limited to 2.
I agree with GP here.
The missile launcher was completely and utterly unnecessary.
And putting such heavy emphasis on grenades, so that classes (drell adept) are terrible without them? Really bad game design.
I'd say it's fine to be reliant on grenades.
What isn't fine is that they have virtually unlimited amounts of them now with TCPs and Grenade Capacity Gear. Especially on the maps with 2 grenades per ammo box.
Playing a grenadier should be about knowing how to maximize the use of a limited resource, not throwing grenades at anything that moves and only running out if you have other grenade users on your team doing the same thing(and then just using TCPs to get them all back).
It also doesn't help kits like the Drelldept that Pull is useless against protected targets, meaning you're pretty much forced into a Reave/Cluster nuke build on Gold/Plat. Then again, I think that there is too much emphasis on DPS in the game in general.
This problem arose from Bioware's decision to focus on combos instead of damage from biotic powers (I mean come on, besides DoT powers, are there any powers besides smash which deal high damage?).
Also, bioware love their co-op, and they failed to work it into MP.
People didn't roll biotic teams to detonate each other's primers, they just rolled AA and detonated their own...
#54
Posté 10 juillet 2013 - 06:44
We know wat you want to say..FasterThanFTL wrote...
What does CML have to do with bug fixing.
#55
Guest_Air Quotes_*
Posté 10 juillet 2013 - 06:44
Guest_Air Quotes_*
Midnight98 wrote...
We know wat you want to say..FasterThanFTL wrote...
What does CML have to do with bug fixing.
#56
Posté 10 juillet 2013 - 06:44
What if they designed the characters so none could self detonate a combo?Annomander wrote...
People didn't roll biotic teams to detonate each other's primers, they just rolled AA and detonated their own...
#57
Posté 10 juillet 2013 - 06:45
Phantoms will be deleted from the game.
No stuns at all.
Then I can let go of the launcher.
#58
Posté 10 juillet 2013 - 06:47
capn233 wrote...
What if they designed the characters so none could self detonate a combo?Annomander wrote...
People didn't roll biotic teams to detonate each other's primers, they just rolled AA and detonated their own...
I think the whole idea of biotic combos is inherently flawed to begin with.
So I would rather that they go back to powers dealing damage and allowing for combos, but primarily focussing on damage instead of having everything low damage and high-combo damage.
#59
Posté 10 juillet 2013 - 06:47
Sure, I know it can be done without missiling.MaxCrushmore wrote...
Slarian715 wrote...
NO!
How are we supposed to save a teammate from being insta-killed?
Use high damage powers/weapons to inflict enough damage to get sync-kill units to drop your teammates.
Almost every kit in the game is capable of inflicting enought damage to do this ...
It's just the more quick/save way IMO.
Unfortunately I'm not so good to guarantee the mate being saved, the missile helps me out:innocent:.
#60
Posté 10 juillet 2013 - 06:48
ArenthianSniper wrote...
I need Geth Primes to be removed from the game before I part ways with my missle launcher.
#61
Posté 10 juillet 2013 - 06:51
I can't comment on the idea since I have no idea what their idea was originally.Annomander wrote...
capn233 wrote...
What if they designed the characters so none could self detonate a combo?Annomander wrote...
People didn't roll biotic teams to detonate each other's primers, they just rolled AA and detonated their own...
I think the whole idea of biotic combos is inherently flawed to begin with.
So I would rather that they go back to powers dealing damage and allowing for combos, but primarily focussing on damage instead of having everything low damage and high-combo damage.
But it would be nice if there was some sort of reward for team synergy, even if it is a little more damage than you would get otherwise. Various ways to implement that.
It really didn't completely jump the shark until the Fury was released though. You had the AA with Warp and Throw, but at least both of them could in theory be dodged. Fury basically just runs around going BOOM BOOM BOOM BOOM, and then teleports through a wall at some point.
#62
Posté 10 juillet 2013 - 07:02
Annomander wrote...
This problem arose from Bioware's decision to focus on combos instead of damage from biotic powers (I mean come on, besides DoT powers, are there any powers besides smash which deal high damage?).
Also, bioware love their co-op, and they failed to work it into MP.
People didn't roll biotic teams to detonate each other's primers, they just rolled AA and detonated their own...
It's pretty much just Smash, Dark Sphere, and Grenades.
Amusingly enough, the Infilrator can actually do decent damage with Warp, hitting 2.2k against armour and 3k against barriers.
I think part of the problem is that grenades are also a proper AoE as opposed to a simple multi-target ability like Smash, Shockwave, etc. that all have target limits.
Being able to hit everything in a spawn/group is a massive advantage for an ability that is already hitting harder than most cooldown based abilities.
#63
Posté 10 juillet 2013 - 07:08
#64
Guest_Air Quotes_*
Posté 10 juillet 2013 - 07:12
Guest_Air Quotes_*
capn233 wrote...
I can't comment on the idea since I have no idea what their idea was originally.Annomander wrote...
capn233 wrote...
What if they designed the characters so none could self detonate a combo?Annomander wrote...
People didn't roll biotic teams to detonate each other's primers, they just rolled AA and detonated their own...
I think the whole idea of biotic combos is inherently flawed to begin with.
So I would rather that they go back to powers dealing damage and allowing for combos, but primarily focussing on damage instead of having everything low damage and high-combo damage.
But it would be nice if there was some sort of reward for team synergy, even if it is a little more damage than you would get otherwise. Various ways to implement that.
It really didn't completely jump the shark until the Fury was released though. You had the AA with Warp and Throw, but at least both of them could in theory be dodged. Fury basically just runs around going BOOM BOOM BOOM BOOM, and then teleports through a wall at some point.
It was over once grenade capacity 5 was released. And what did they do after that? They buffed most grenades too. And it was the only way to go, cos Infiltrators were dominating everything and still do.
#65
Posté 10 juillet 2013 - 07:17
#66
Posté 10 juillet 2013 - 07:21
#67
Posté 10 juillet 2013 - 07:50
#68
Posté 10 juillet 2013 - 07:56
#69
Posté 10 juillet 2013 - 08:01
#70
Posté 10 juillet 2013 - 08:06
#71
Posté 10 juillet 2013 - 08:11
#72
Posté 10 juillet 2013 - 08:16
Only Spectres need it.Baby Quarian wrote...
Yeah. I don't need it.
#73
Posté 10 juillet 2013 - 08:26
#74
Posté 10 juillet 2013 - 08:40
I was talking specifically about combos, and when a character can detonate a BE by themselves about every second...Air Quotes wrote...
capn233 wrote...
I can't comment on the idea since I have no idea what their idea was originally.Annomander wrote...
capn233 wrote...
What if they designed the characters so none could self detonate a combo?Annomander wrote...
People didn't roll biotic teams to detonate each other's primers, they just rolled AA and detonated their own...
I think the whole idea of biotic combos is inherently flawed to begin with.
So I would rather that they go back to powers dealing damage and allowing for combos, but primarily focussing on damage instead of having everything low damage and high-combo damage.
But it would be nice if there was some sort of reward for team synergy, even if it is a little more damage than you would get otherwise. Various ways to implement that.
It really didn't completely jump the shark until the Fury was released though. You had the AA with Warp and Throw, but at least both of them could in theory be dodged. Fury basically just runs around going BOOM BOOM BOOM BOOM, and then teleports through a wall at some point.
It was over once grenade capacity 5 was released. And what did they do after that? They buffed most grenades too. And it was the only way to go, cos Infiltrators were dominating everything and still do.
Grenade Capacity V is probably not a good idea, nor is Armored Compartments, but we are stuck with them. I wouldn't mind if grenades were toned down, or changed to something that regenerated by themselves slowly.
#75
Posté 10 juillet 2013 - 08:42





Retour en haut






