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Don't believe the hype. Duration>Damage on TC. Here's why...


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#1
Shadohz

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I already know from the title that I will get the stinky eye from some players that "I'm wrong" or "I'm not playing it right". I've read several threads on Tactical Cloak and Infiltrators kits and was astonished at how many players actually believe that "Damage is the only option". Au contraire.

I've also seen several comments from Duration users giving very shallow explanations as to how it's more useful than damage in some combat situations.

Let's dispel some myths and lay all the cards on the table:
  • Damage isn't better than Duration.
  • Duration isn't better than Damage (yes, I know what the title says).
  • Each evo serves a different purpose. Results can be great or disasterous based on skill of the player.
List of things damage is good for:
     1.  Killing things faster after breaking cloak
     2.  Then there's umm... well that's about it.

List of things duration is good for:
     1.  Random PUG survivability - Most PUGs you get thrown into while using a damage-Inf will get you killed repeatedly. They tend to play in an unorthodox nature that is not conducive to an Inf timing their shots/powers while in cloak. Often times, you will become a target while activating or de-cloaking because of a fellow player.

     2.  Extended time for setting up shots and power cast - The short cloak duration offered with damage often times has you breaking cloak before you had the chance to set up your shot or cast your power. Often times your target will move suddenly so you are unable to "lead" your shot and realign it before your bonus cloak time is up.

     3.  Console<> PC nor RapidFire Controller: PC keybinding, programmable controllers and macros allow those players more flexibility than you have as a one-button per thumb console player. They have an added advantage to going in and out of Damage-based cloak (timed-spamming) than you will have. In short, they can multi-task better (No consolewar comments please. It's just the truth).

     4.  Enemy auto-target on console - One of the single biggest reasons to take Duration over damage. Having the console re-target your zoom to a swarmer, seeker swarm or other unintended target, will cost you a shot or maybe even a medi-gel. Duration ensures you have the time to re-correct any auto-targeting mishaps.

     5.  Objective waves - I've read many comments that say Duration is only really good for "disable devices". That is just patently false. I'll explain each:
  • a. Killing targets: As a duration Inf, you're able to move through the map almost undetected to get closet to the target to fire a missile. End-to-end on almost any map, you'll be able to make it there before an standard player is able to fight through a horde to get to the target before your cloak expires.
  • b. Disable devices: Not only are you able to navigate undetected between devices, you can also disable devices while remaining cloaked the entire time (assuming you (re)cloaked just before you started the device). Often times, this will allow you to do the objective without the need of someone standing guard (which in some cases can get you both killed).
  • c. Escort probe: You can generally reach the device and activate the probe before anyone else gets to it. This is especially useful if a horde is between you/other players and the device. Note, that the probe objective will count you as "not attending" while you are in TC, so limit the amount of time you are cloaked.
  • d. Hack circle: As the Duration-Inf, it allows you to sneak out and flank an enemy who's getting to close to your team. Unlike Escort probe, you can remain in TC for the full duration. [Credit to Cato84 for the corrections on Escort and Hack circle behavior with TC]
  • Note: Just because TC being activated may not count you as doing the objective Escort probe that is no excuse to flat out ignore doing the objective.
     6.  Location, location, location - Mobility is perhaps duration's biggest selling point. You spend less time in cover because you can move about maps more freely. That is at least until a visible player stands behind you to use you as soft cover (and yes there are people that purposely do that).

     7.  Spawn control on extraction - If you and another Inf stand in the two nearest spawn points closest to extraction, then you can set up flank position against mooks using living decoys.

     8.  Living decoys -  While you are in TC, the mooks will focus on the visible players. Advantage goes to you. This is your opportunity to catch the mooks by surprise. On quite a few occasions, this will cause the mook to shift focus to you then back to the visible player. This moment of confusion is advantageous to both you and the visible player since the mook will not fire a shot until it chooses a target to attack.

     9.  We need a medic - Was that a Cerberus troop calling for help? Nope. It was your teammate down again because he thought he could melee a crab with 3 bars left. Duration is your best option to infiltrate (holy crap, you're actually role-playing now) a hostile spawn to rescue a down player to save him. IMPORTANT: NEVER revive a teammate near a sync-killing boss. 9/10 they are waiting for a boss to leave before they revive themselves.

     10.  Distraction - Sometimes the best thing you can do to help your team is to kite/distract bosses away from an objective or downed teammate. Decloak near some mooks to lead them away, then recloak and reposition elsewhere. Decloak again to get their attention.

     11.  Less exposure time - Duration evo gives you less exposure time than damage evo. It's just that simple.

     12.  Lone survivor - So after a brutal 10 waves of some scrub PUG playing, you notice that one or more players are sitting in the LZ trying desperately to fend back the onslaught. Do you rush in to help them? Absolutely not. Go to the nearest spawn point and try to contain the ones approaching the LZ. The players who camp LZ sooner or later will learn to stay out before the 20 sec "bumrush to LZ". If you've played more than 20 games as an Inf, then you've gotten the Lone Survivor medal at least once. If you warn the guys on your mic to get out of the LZ, but they won't listen then the teamplay failure is on them.

FAQ:
Q: You - Taking duration over damage means you're passing up 40-60% damage...
A: Me - So if you want to take damage, then take it.
Q: You - Yeah but I wasn't done. You also get breaking dam...
A: Me - I'm not twisting your arm here.

Q: You - A duration evo kit can never outscore a damage evo of the same kit.
A: Me - Competitive scores don't matter in a PvE. A duration evo kit can also outscore a damage evo kit. I've done it before. No one game is ever the same so you cannot generalize that a damage kit is best for all situations.

Q: You - Elite Player X says that if you use Glitch Y with Gear Z and reload cancel with a Damage kit that...
A: Me - Stop. If you don't have the same skills or gears as the player then that advice is not very useful to you now is it? Learn the basics first, abuse glitches later.

Q: You - But I don't use macros or a rapid fire mod to exploit damage evo...
A: Me - Sure you don't. I'm not judging you. If you didn't feel guilty then why bring it up?

Q:  You - Isn't damage evo better for higher difficulties?
A:  Me - First, are you proficient in higher difficulties? Second, do you have a hit/miss ratio of 65-70% or higher with one-shot weapons such as the Javelin or Claymore? If not, what's the point of taking Damage if you're going to keep missing. Get comfortable with the weapons first.

Q:  You - I'm not so good at sniping with one-shot nor multi-shot rifles. What about other weapons?
A:  Me - If you are using a non-sniper kit, then there's nothing wrong with taking damage over duration. If you're using a sniper-kit but not using an SR, then hopefully you had sense enough not to take the Sniper (6B) evo unless you're planning on perfecting your sniping skills. If you're want to learn to snipe better, then take Duration with a kit that can stagger/knockdown mooks.

Q: You - What about the non-weapon kits? Shadow and Huntress?
A:  Me -  Huntress takes 60% power damage. That's nothing to sneeze at. If you run her with a heavy loadout, then what's the point of power damage if you're rarely in TC? Light guns are where she shines best. Her TC -boosted Dark Channel and Warp damage continue past cloak break for the full duration of the power. Shadow takes finesse. Duration really favors her. 

Q: You - I read your entire post and I still disagree with your summary on duration. For instance...
A: Me - Unless you going over a topic where duration is useful (not necessarily better than selecting damage) that I missed or if I misquoted something then there is no need to argue/debate.

Popcorn anyone? :huh:

Modifié par Shadohz, 30 décembre 2013 - 08:50 .


#2
cato potato

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Fair points but I still prefer damage because I'm selfish.  :P To each his own.

I very rarely wish I had taken duration instead.

Shadohz wrote...

c. Escort probe: You can generally reach the device and activate the probe before anyone else gets to it. This is especially useful if a horde is between you/other players and the device. Note, that sometimes the objective will count you as 'not attending' while you are in TC, so limit the amount of time you are in TC.


Incidentally, it's not 'sometimes'. Whenever you're cloaked R2Detour won't class you as helping with the objective.

#3
Guest_IamBECKY_*

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no

#4
Shadohz

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cato_84 wrote...
Incidentally, it's not 'sometimes'. Whenever you're cloaked R2Detour won't class you as helping with the objective.

So I've been told. I have seen however instances where I was counted in/out based on if I actived/deactivated cloak prior to entering or leaving a circle.

The behavior is of course different on a solo game. I can't draw a conclusion yet on a team game because my random mates are generally running off or leaving me to do Obj by myself. Now that I have my manifest maxed and my dam/dur evo characters permanently selected I'll try to run more conclusive tests. Thanks for your input.

#5
Jaun Shepard

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Lol I would have agreed with all you said IFF cloak actually hid you; good luck trying to make yourself invisible.

#6
millahnna

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I like duration on my shadow; I really wanted to run her damage cloak but I couldn't make it work with her. My Huntress I've done both to great effect; sort of depends on my mood. Most others I go damage but I've been thinking that duration might help me get over my allergy to sniping. I've been thinking of trying it with the SI and DI, specifically.

#7
Loufi

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I agree with you. As you said, damage is probably better in a team of friends who are all good players and well coordinated. That's how I play platinum. But I also PUG gold a lot and, for that, duration is better (to reach a bleeding teammate in the opposite side of the map, disable the devices while your teammates attract the ennemies to you instead of keeping them afar...).

So duration is my choice by default, except on the GI. I would probably score more with damage instead of duration, but I no longer care about score for a long time now. My goal is rather to ensure a 100% rate of extraction when I PUG and, for that, duration is better.

DPS over survivability / team play / ease to do the objectives is overrated. The famous "kill ennemies before they can reach you" is an oversimplification of this game.

#8
jrob6

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There is never an instance where duration is superior to damage. Sorry.

Edit: I appreciate your response, and I think you make some good points. I just respectfully disagree.  Also, this thread proves kook wrong...so +1.

Modifié par jrob6, 30 décembre 2013 - 11:04 .


#9
LemurFromTheId

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Jaun Shepard wrote...

Lol I would have agreed with all you said IFF cloak actually hid you; good luck trying to make yourself invisible.


It does if you use it correctly.

#10
DHKany

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For PUGs, duration (still a questionable choice as you might as well just kill stuff faster).
For Solos/playing with friends damage (except for Abrams with his hipster points).

#11
Kalas Magnus

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tldr

damage is better
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#12
Guest_Lusty Argonian Maid_*

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Aedolon wrote...

Jaun Shepard wrote...

Lol I would have agreed with all you said IFF cloak actually hid you; good luck trying to make yourself invisible.


It does if you use it correctly.


Yes in fairyland, during magic wonder time.
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#13
LemurFromTheId

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jrob6 wrote...

There is never an instance where duration is superior to damage. Sorry.


You've never failed a device with a damage TC infiltrator?

#14
jrob6

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Aedolon wrote...

jrob6 wrote...

There is never an instance where duration is superior to damage. Sorry.


You've never failed a device with a damage TC infiltrator?


I've failed them with a duration cloak infiltrator as well.  As we know, cloak doesn't actually make you invisible.

#15
Ferocious Panda

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I almost always take damage and I never find myself needing to be cloaked for longer than those 5.2 seconds. The extra damage helps out your survivability because you can hold off enemies or pick off enemies in your path easily.

Even carrying pugs you shouldn't need duration, that will only extend the game. With an infiltrator it's hard to lose, even with bad teammates.

And just to clear things up, escorts will never count you in the circle when you are cloaked, but hacks always will.

Modifié par Ferocious Panda, 30 décembre 2013 - 11:16 .


#16
Catastrophy

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Shadohz wrote...

[...]
IMPORTANT: NEVER revive a teammate near a sync-killing boss.
9/10 they are waiting for a boss to leave before they revive themselves.

[...]


Can we make this a loading tip in the game?

#17
LemurFromTheId

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jrob6 wrote...

Aedolon wrote...

jrob6 wrote...

There is never an instance where duration is superior to damage. Sorry.


You've never failed a device with a damage TC infiltrator?


I've failed them with a duration cloak infiltrator as well.  As we know, cloak doesn't actually make you invisible.


I know the aggro mechanics perfectly well. TC doesn't make you completely undetectable, but when used right, it helps a lot. Capping devices with duration cloak is much, much easier.

Don't get me wrong: I pick damage over duration practically every time. But claiming that duration has no advantages in any situation is just pure BS.

#18
eighteighty

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Offense and DPS is the best defense. The only time I wish I had duration is during devices on a tough spot on a map (That weird place on Dagger at the bottom field at the bottom of the ramp). Other than that, the standard cloak time is plenty.

For new players figuring out the way on silver games, yes. I used to spec duration when I was new. But now, when people are trying to keep games under 25 minutes for (gold/plat) pugs, using Damage is the key.

Modifié par eighteighty, 30 décembre 2013 - 11:28 .


#19
jrob6

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@Aedolon: I hear what you're saying, I just disagree. This thread proves that kook is wrong about BSN being a brainless herd, so carry on!

#20
Shadohz

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Ferocious Panda wrote...

I almost always take damage and I never find myself needing to be cloaked for longer than those 5.2 seconds. The extra damage helps out your survivability because you can hold off enemies or pick off enemies in your path easily.

Even carrying pugs you shouldn't need duration, that will only extend the game. With an infiltrator it's hard to lose, even with bad teammates.

And just to clear things up, escorts will never count you in the circle when you are cloaked, but hacks always will.

I just hopped out of 4 random silvers to run additional tests. Yes I can finally confirm that escort does count you out if your cloaked, regardless of if you activate/deactive in or out of the circle. Hack on the other hand counts you in whether you are cloaked or not. So for hacks you can go the full duration cloak and still be counted in. It would've been alot easier to confirm against my old test notes if I didn't keep getting paried with KroLords, Naughts, Shadows, and Vanguards.  Must be a bug with escort. However Cato gets credit for the correction since he beat you to it.
 I'll update the thread.

#21
LemurFromTheId

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jrob6 wrote...

@Aedolon: I hear what you're saying, I just disagree. This thread proves that kook is wrong about BSN being a brainless herd, so carry on!


Kook's wrong about something? Whaddya know. ^_^

#22
Reizo Ryuu

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MasterReefa wrote...

no



#23
Shadohz

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eighteighty wrote...

Offense and DPS is the best defense. The only time I wish I had duration is during devices on a tough spot on a map (That weird place on Dagger at the bottom field at the bottom of the ramp). Other than that, the standard cloak time is plenty.

For new players figuring out the way on silver games, yes. I used to spec duration when I was new. But now, when people are trying to keep games under 25 minutes for (gold/plat) pugs, using Damage is the key.

Et tu, Brute? I would agree partially if for the fact that I've used Dur kits to get under 25 min Golds quite often. I generally switch to a tech or biotic (err Huntress) Inf based on who is the 1st or 2nd strongest person int he lobby. Shadow that person around and watch the BEs and TEs go to work. Matches over 25 mins tend to occur because of randoms playing whatever kits they want without regard to synergy. The single biggest reason I've seen for stretched games is players not all doing the objectives. It drags out games an extra 3-5 mins (more so if they died as a result of their Rambo rage). Platinum... well that sounds like 1v1 ThunderDome challenge to me. Jk. Edge goes to Damage for Plat. (but I still say dependent upon team synergy and player skill).

Modifié par Shadohz, 30 décembre 2013 - 11:50 .


#24
Shadohz

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dr_random wrote...

Shadohz wrote...

[...]
IMPORTANT: NEVER revive a teammate near a sync-killing boss.
9/10 they are waiting for a boss to leave before they revive themselves.

[...]


Can we make this a loading tip in the game?

Ask BW to customizable text banners so they can see it in the lobby. :)

#25
Deerber

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Lol.

I come back after some days away from here, and this is the best these boards can offer me? BSN, you disappoint me!

Modifié par Deerber, 30 décembre 2013 - 12:10 .