I am going for one last playthrough before I retire from single player, and I plan on using different builds than usual for my squad members.
my question is -- how does garrus function using proximity mines? does he use them correctly or will I be forced to micro manage it?
garrus and proximity mine
Débuté par
valium
, sept. 18 2013 10:55
#1
Posté 18 septembre 2013 - 10:55
#2
Posté 18 septembre 2013 - 11:44
What do you mean by "use them correctly"?
If you just use Q+E (PC) or Left D-Pad + Right D-Pad (Console), then Garrus tends to use Proximity Mine on armor. So if you want him to use it in more or different situations, you will have to manually activate it.
I should also note that if an obstacle (like low cover) is between Garrus and an enemy, the Proximity Mine may latch onto the obstacle instead of hitting the enemy and detonating.
If you just use Q+E (PC) or Left D-Pad + Right D-Pad (Console), then Garrus tends to use Proximity Mine on armor. So if you want him to use it in more or different situations, you will have to manually activate it.
I should also note that if an obstacle (like low cover) is between Garrus and an enemy, the Proximity Mine may latch onto the obstacle instead of hitting the enemy and detonating.
#3
Posté 18 septembre 2013 - 11:52
what I meant by use them correctly was, does he actually use it often without my needing to force him to, and does it actually hit the enemy?
it if latches onto cover every time he is near any, then he infact does not use it correctly. and I wont be speccing into it.
it if latches onto cover every time he is near any, then he infact does not use it correctly. and I wont be speccing into it.
Modifié par valium, 18 septembre 2013 - 12:08 .
#4
Posté 18 septembre 2013 - 12:34
Are there and videos of folk using Garrus's proximity mine? I can never figure out how to get it to work and I would like to see how it is done.
#5
Posté 18 septembre 2013 - 02:54
If you use the squad command key for him I think he uses PM too often. I am not entirely sure what the logic is. Lone enemies will usually get CS if unprotected, and lone shielded enemies will usually get Overload.
It's pretty much always best to micro the powers though since you always get the power you want.
Also, as Red points out, sometimes he will hit cover with the mine instead of the enemy.
It's pretty much always best to micro the powers though since you always get the power you want.
Also, as Red points out, sometimes he will hit cover with the mine instead of the enemy.
#6
Posté 18 septembre 2013 - 11:10
Can't you just take it as a bonus power? Or do you already have something in mind?
#7
Posté 19 septembre 2013 - 05:15
My tests on insanity revealed that weapon damage done by the SP squadmates using the same weapon damage formula used to calculate the player's weapon damage (first link in my signature) with the fallowing modifications ...
1. On SquadMate Weapon Damage is lowered by a crushing 0.3 multiplier ... You thought SMGs and ARs were bad to use by the player against armored targets 50 DR on insanity ... Guess how bad they become when lower their base damage by 30% .... {most auto weapons become true water guns in the hands of team mates - and utterly useless when facing insanity DR ... This is the damage inflicted when they are left to their own devices to attack targets of opportunity... (YOU WILL NEED TO MICRO THEM IF YOU WANT THEM TO DO SIGNIFICANT DAMAGE)
2. When you order them to ATTACK (shoot - default Z key on PC) a target - they gain a whooping extra 200% WeaponDamage vs that target for the next couple of shots 10 seconds... Base weapon damage is still demolished by that 0.3 multiplier and 200% WD is not enough to compensate (for most of the NPCs -save for Garrus and maybe Ashley) ...
Garrus has 2 skills that improve Base weapon damage (*1.5 for Assault Rifles // * 1.6 for Sniper Rifles) - this goes A LONG WAY towards undoing the crippling harm done by the squadmate 0.3 multiplier
Problem is squadmates don't fire (most) sniper rifles very often - that's why I prefered revenant on garrus when I used to play SP (make sure you also give him plenty of armor piercing//cover penetration) ...
-----
About the proximity mine (Garrus Skill): because you get it on a NPC (NPCs have nerfed power cooldowns) in SP its debuff power is slightly better than on MP (*1.25 instead of *1.2 to all damage received).. This makes it invaluable in boss fights (garrus lacks the cooldown to spam it vs mooks) .. Another reason to keep power casting on manual - you want the PM/cooldown available to cast when needed ...
bit more info here
link
1. On SquadMate Weapon Damage is lowered by a crushing 0.3 multiplier ... You thought SMGs and ARs were bad to use by the player against armored targets 50 DR on insanity ... Guess how bad they become when lower their base damage by 30% .... {most auto weapons become true water guns in the hands of team mates - and utterly useless when facing insanity DR ... This is the damage inflicted when they are left to their own devices to attack targets of opportunity... (YOU WILL NEED TO MICRO THEM IF YOU WANT THEM TO DO SIGNIFICANT DAMAGE)
2. When you order them to ATTACK (shoot - default Z key on PC) a target - they gain a whooping extra 200% WeaponDamage vs that target for the next couple of shots 10 seconds... Base weapon damage is still demolished by that 0.3 multiplier and 200% WD is not enough to compensate (for most of the NPCs -save for Garrus and maybe Ashley) ...
Garrus has 2 skills that improve Base weapon damage (*1.5 for Assault Rifles // * 1.6 for Sniper Rifles) - this goes A LONG WAY towards undoing the crippling harm done by the squadmate 0.3 multiplier
Problem is squadmates don't fire (most) sniper rifles very often - that's why I prefered revenant on garrus when I used to play SP (make sure you also give him plenty of armor piercing//cover penetration) ...
-----
About the proximity mine (Garrus Skill): because you get it on a NPC (NPCs have nerfed power cooldowns) in SP its debuff power is slightly better than on MP (*1.25 instead of *1.2 to all damage received).. This makes it invaluable in boss fights (garrus lacks the cooldown to spam it vs mooks) .. Another reason to keep power casting on manual - you want the PM/cooldown available to cast when needed ...
bit more info here
link
#8
Posté 19 septembre 2013 - 07:16
much appreciated for the info peddro
#9
Posté 19 septembre 2013 - 11:36
Thanks for info peddroelmx. Just as a heads up:
The single player version of Proximity Mine received the multiplayer balance changes.
peddroelmz wrote...
About the proximity mine (Garrus Skill): because you get it on a NPC (NPCs have nerfed power cooldowns) in SP its debuff power is slightly better than on MP (*1.25 instead of *1.2 to all damage received)..
The single player version of Proximity Mine received the multiplayer balance changes.





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