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





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