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Throw 4a/b question


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31 réponses à ce sujet

#26
Pinky-Slaying-SugarWalls

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Simple" don't f*ck with Geth Primes! the'll mess you up hehe!

#27
Tallgeese_VII

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The reason why human sentinel is fun !

#28
Cyonan

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Miniditka77 wrote...
Well yeah, Grenade Gear was pretty game breaking too.  Reave+Clusters has always been good. but 5 extra grenades make it ridiculous.

Also, forgot to mention the new Singularity + Shockwave, which can also get multiple BE's.


Yeah, I'm looking at doing a rebalance mod and thinking about how I'm going to nerf grenades overall since most of them are pretty OP with Grenade Gear.

It also balances out because Shockwave can actually be really hard to get multiple detonations with, and if one of your pulses hits multiple primed targets, you lose the additional BE.

Same with Cluster Grenades, but since they spread out on-host it's easier to get 2-3 BEs out of a single Reave.

#29
Miniditka77

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Cyonan wrote...

Miniditka77 wrote...
Well yeah, Grenade Gear was pretty game breaking too.  Reave+Clusters has always been good. but 5 extra grenades make it ridiculous.

Also, forgot to mention the new Singularity + Shockwave, which can also get multiple BE's.


Yeah, I'm looking at doing a rebalance mod and thinking about how I'm going to nerf grenades overall since most of them are pretty OP with Grenade Gear.

It also balances out because Shockwave can actually be really hard to get multiple detonations with, and if one of your pulses hits multiple primed targets, you lose the additional BE.

Same with Cluster Grenades, but since they spread out on-host it's easier to get 2-3 BEs out of a single Reave.

I don't know if it's in your capability with a mod, but if I were rebalancing Grenades, the first thing I would do would be to make Grenade Gear a Silver mod and make it max out at +3 grenades.  At that point, Warfighter and Shock Trooper become better gear choices at higher levels (similar to the way Warfighter and Shock Trooper are relative to the AR and Shotgun amps).  Grenades would still be one of the best powers on the game, but mindlessly chucking grenades would become less of an effective strategy.

#30
Simba501

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boomshaquanda wrote...

Simba501 wrote...

Miniditka77 wrote...

dumdum2 wrote...

Wouldn't it be nice if we had a class with both Reave and Throw and both are picked for radius? Imagine those explosions! Even better then Reave + Cluster Nades all day long!

Reave + Shockwave would be killer.  Ever since the beginning of MP, I have always said that I wanted a Sentinel with Tech Armor, Reave, and Shockwave.  When I first started posting that, people said it was OP, that the combination of high DR and multiple BE's would break the game.  Now that we have characters like the AIU with infinite lives, the TGI with infinite ops packs, and the Fury with rapid biotic explosions and proximity staggering, I think that the "game breaking" ability of that combo was vastly overrated.


That would be my favorite character in the game, and it's no where near OP considering the other stuff in this game.


I thought it would have been kind of cool on the Justicar. Pull/Reave for long distance detonations, Pull/Shockwave for extremely strong detonations, and Reave/Shockwave for consistent detonations. 


That would live up to her lore.  It'd make her arguably the most powerful biotic, which is how it should be.  

#31
Evil

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Miniditka77 wrote...

Cyonan wrote...

Miniditka77 wrote...
Well yeah, Grenade Gear was pretty game breaking too.  Reave+Clusters has always been good. but 5 extra grenades make it ridiculous.

Also, forgot to mention the new Singularity + Shockwave, which can also get multiple BE's.


Yeah, I'm looking at doing a rebalance mod and thinking about how I'm going to nerf grenades overall since most of them are pretty OP with Grenade Gear.

It also balances out because Shockwave can actually be really hard to get multiple detonations with, and if one of your pulses hits multiple primed targets, you lose the additional BE.

Same with Cluster Grenades, but since they spread out on-host it's easier to get 2-3 BEs out of a single Reave.

I don't know if it's in your capability with a mod, but if I were rebalancing Grenades, the first thing I would do would be to make Grenade Gear a Silver mod and make it max out at +3 grenades.  At that point, Warfighter and Shock Trooper become better gear choices at higher levels (similar to the way Warfighter and Shock Trooper are relative to the AR and Shotgun amps).  Grenades would still be one of the best powers on the game, but mindlessly chucking grenades would become less of an effective strategy.

A valid option.
A alternitive might be to combine grenade gear with mental focuser, giving +2 grenades, and +6% power damage at rank 5.
L1 +1 nade.
L2 +1 nade, +2% power.
L3 +1 nade, +4% power.
L4 +2 nades, +4% power.
L5 +2 nades, +6% power.
Useful, but not gamebreaking.
Better on quarian engineer and drell/baterian adepts than warfighter or shock trooper, other kits would likely prefer the weapon damage boost.

#32
Evil

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Back on topic, deliberately missing the primed target, and hitting a nearby enemy can actually be a good idea.
If the primed target is prone to dodging, throwing a nearby enemy that is less likely to dodge can be a good way of guaranteeing the detonation.
This can also save you in a hectic moshpit of mooks when you don't have time to aim throw at the 1 primed enemy in a group.
For this reason alone, I would recommend radius over damage/force.
The only exception to be aware of is that the stagger effect is based on threshold levels.
You want throw, and your other powers too, for that matter, to be strong enough to stagger a phantom.
I think the threshold for that was 1000 newtons.
I fairly certain the various thresholds are 750N, 1000N, 1250N, and 1500N.
I can't remember which threshold corresponds to which enemy/ difficulty stagger though.