Devastator Mode and Tactical Scan
#1
Guest_Element 0_*
Posté 02 septembre 2013 - 05:18
Guest_Element 0_*
That short casting animation on tactical scan makes it pointless to scan mooks with, cos you kill em faster than the animation ends.
The casting animation on Devastator Mode prevents you from cleverly and skillfully using it to dodge Dragoons, Brutes, Rockets, Banshee Warps and other things, because it stops you dead in your tracks. So by the time you disable it - the rocket already hit you or the warp already smacked you in the face.
Just sayin.
#2
Posté 02 septembre 2013 - 05:24
#3
Posté 02 septembre 2013 - 05:25
#4
Posté 02 septembre 2013 - 05:25
#5
Guest__only1biggs__*
Posté 02 septembre 2013 - 05:28
Guest__only1biggs__*
Element 0 wrote...
Should not have any casting animations. I mean they are are short and they add flavor to the characters, but they kinda ruin the gameplay flow.
That short casting animation on tactical scan makes it pointless to scan mooks with, cos you kill em faster than the animation ends.
The casting animation on Devastator Mode prevents you from cleverly and skillfully using it to dodge Dragoons, Brutes, Rockets, Banshee Warps and other things, because it stops you dead in your tracks. So by the time you disable it - the rocket already hit you or the warp already smacked you in the face.
Just sayin.
tac scan shouldn't be used on "mooks" anyway.
devastator mode animation can be cancelled, so you can dodge things.
#6
Posté 02 septembre 2013 - 05:29
They love to take every possible chance to take control away from the player, right?
#7
Guest_Element 0_*
Posté 02 septembre 2013 - 05:30
Guest_Element 0_*
Ledgend1221 wrote...
If you turn off Dev mode, you're doing it wrong.
But if DevMode was more like Repair Matrix - you could disable instantly, dodge a brute and them enable it again to kill it. And that would actually involve skill. The cool "DevMode engaged" sound should stay of course. Also Missile enabling animation should stay.
#8
Guest_Element 0_*
Posté 02 septembre 2013 - 05:33
Guest_Element 0_*
_only1biggs_ wrote...
Element 0 wrote...
Should not have any casting animations. I mean they are are short and they add flavor to the characters, but they kinda ruin the gameplay flow.
That short casting animation on tactical scan makes it pointless to scan mooks with, cos you kill em faster than the animation ends.
The casting animation on Devastator Mode prevents you from cleverly and skillfully using it to dodge Dragoons, Brutes, Rockets, Banshee Warps and other things, because it stops you dead in your tracks. So by the time you disable it - the rocket already hit you or the warp already smacked you in the face.
Just sayin.
tac scan shouldn't be used on "mooks" anyway.
devastator mode animation can be cancelled, so you can dodge things.
That animation is too slow to even use it on Brutes or Ravagers. And yeah, you can cancel it, but it's not very reliable.
#9
Posté 02 septembre 2013 - 05:36
#10
Posté 02 septembre 2013 - 05:39
#11
Guest_Element 0_*
Posté 02 septembre 2013 - 05:40
Guest_Element 0_*
HafniumMR wrote...
Doesn't bother me that they have slight drawbacks. The supposed cost of dev mode is the lack of dodge, and I take that missile in the face like a man.I only use scan in mooks if there's no better target and he's not in effective range of my gun, or while I wait for him to pop out of cover.
The drawback for DevMode is lost damage, accuracy, clip size and a CD, not need for the animation.
Tactical Scan yeah - but it can be nearly useless for most of the game if you don't play Platinum.
#12
Guest_Element 0_*
Posté 02 septembre 2013 - 05:42
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Deerber wrote...
Sometimes I worry about you, man.
What? I'm just saying that not having the animations, would actually involve more skill and make the Destoyer "smarter"
Imagine if Biotic Focus or Adrenaline Rush or Marksman had such animations. Would ruin the flow completely.
#13
Posté 02 septembre 2013 - 05:43
Making the game easier doesn't add skill, it removes it. ME3 is easy enough as it is. Animations should stay.
Modifié par Annomander, 02 septembre 2013 - 05:44 .
#14
Posté 02 septembre 2013 - 05:49
Also... Lol @ the concept of skill in this game. If you displace as soon as you get shot, shield gate saves you just about everytime. As long as you don't stand out in the open, you're almost unkillable. Going back to PvP has really brought this concept back home to me. Cerberus Rush is the only exception.
#15
Guest_Element 0_*
Posté 02 septembre 2013 - 05:51
Guest_Element 0_*
Annomander wrote...
Having to plan around the devastator mode animation when cancelling it into a dodge requires more skill and anticipation than would be required if it was instant.
Making the game easier doesn't add skill, it removes it. ME3 is easy enough as it is. Animations should stay.
Planning around when you're 1vs1 vs Banshee when she's about to throw a Warp that you can anticipate coming a mile away does not involve that much reaction time. Turning off DM instantly and then dodging Phantoms sword or Rocket Trooper missile - now that is reaction time
#16
Guest__only1biggs__*
Posté 02 septembre 2013 - 06:04
Guest__only1biggs__*
Element 0 wrote...
Annomander wrote...
Having to plan around the devastator mode animation when cancelling it into a dodge requires more skill and anticipation than would be required if it was instant.
Making the game easier doesn't add skill, it removes it. ME3 is easy enough as it is. Animations should stay.
Planning around when you're 1vs1 vs Banshee when she's about to throw a Warp that you can anticipate coming a mile away does not involve that much reaction time. Turning off DM instantly and then dodging Phantoms sword or Rocket Trooper missile - now that is reaction time
your incongruence is mind numbing
#17
Posté 02 septembre 2013 - 06:05
Element 0 wrote...
Annomander wrote...
Having to plan around the devastator mode animation when cancelling it into a dodge requires more skill and anticipation than would be required if it was instant.
Making the game easier doesn't add skill, it removes it. ME3 is easy enough as it is. Animations should stay.
Planning around when you're 1vs1 vs Banshee when she's about to throw a Warp that you can anticipate coming a mile away does not involve that much reaction time. Turning off DM instantly and then dodging Phantoms sword or Rocket Trooper missile - now that is reaction time
Having to think 2 seconds ahead, even at close ranges = anticipation. Anticipation > reaction.
Dodging warps at point blank range can be done with the current model, there's no reason why it should be dumbed down.
Animations exist in games for a reason, and strong passive powers which have a profound effect on a player's stats should not be able to be dipped in and out of without consequence; an exception being fortification, as an animation lock-out on this power makes no sense due to it's cancelling being focussed around melee.
#18
Posté 02 septembre 2013 - 06:08
#19
Posté 02 septembre 2013 - 06:08
#20
Posté 02 septembre 2013 - 06:11
DHKany wrote...
hurr coots strikes again
#21
Posté 02 septembre 2013 - 06:11
#22
Guest_Element 0_*
Posté 02 septembre 2013 - 06:12
Guest_Element 0_*
Annomander wrote...
Element 0 wrote...
Annomander wrote...
Having to plan around the devastator mode animation when cancelling it into a dodge requires more skill and anticipation than would be required if it was instant.
Making the game easier doesn't add skill, it removes it. ME3 is easy enough as it is. Animations should stay.
Planning around when you're 1vs1 vs Banshee when she's about to throw a Warp that you can anticipate coming a mile away does not involve that much reaction time. Turning off DM instantly and then dodging Phantoms sword or Rocket Trooper missile - now that is reaction time
Having to think 2 seconds ahead, even at close ranges = anticipation. Anticipation > reaction.
Dodging warps at point blank range can be done with the current model, there's no reason why it should be dumbed down.
Animations exist in games for a reason, and strong passive powers which have a profound effect on a player's stats should not be able to be dipped in and out of without consequence; an exception being fortification, as an animation lock-out on this power makes no sense due to it's cancelling being focussed around melee.
I'm just saying. You may disagree, it's your right. But then Repair Matrix should also have a 2 second animation.
Plus when all kits can have Geth Scanner - there is no anticipation - only reaction.
#23
Guest_Element 0_*
Posté 02 septembre 2013 - 06:13
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HafniumMR wrote...
In my earlier comment (can't quote from this phone browser) I meant the drawback having Dev mode active, not the drawback for turning it off. When I think about it, having it turn off without delay while keeping that for activation, that's seems fine and does open up for a reactionary playstyle. Hope I made sense.
Yeap. That would make the most sense. You get an animation for turning it ON and NO animation for turning it OFF.
Modifié par Element 0, 02 septembre 2013 - 06:14 .
#24
Posté 02 septembre 2013 - 06:14
#25
Guest_Element 0_*
Posté 02 septembre 2013 - 06:18
Guest_Element 0_*
HafniumMR wrote...
Does hunter mode work the same way? Because those are comparable toggles.
All hunter mode kits can dodge with it ON. And move faster. Actually Hunter mode is alot better than Devastator.





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