Does an Atlas have a weak spot? Sometimes it seems that shooting him in the back deals more damage, but I might be fooling myself.
Quick question
#51
Posté 09 avril 2014 - 01:21
#52
Posté 09 avril 2014 - 01:26
Does an Atlas have a weak spot? Sometimes it seems that shooting him in the back deals more damage, but I might be fooling myself.
http://forum.bioware...my weak spots
Although some of the things are outdated/not entirely clear, I think.
Anyway, for an Atlas, just shoot the lower part of the canopy if you have any form of AP... Which you should always have.
- LuckyStarr aime ceci
#53
Posté 09 avril 2014 - 01:38
Thanks! So I was right, the exhaust port on the back is a weak point, too.
#54
Posté 09 avril 2014 - 03:59
Edit: easiest done with a heavy hiting weapon.
- LuckyStarr aime ceci
#55
Posté 09 avril 2014 - 04:04
The easiest way to deal with an Atlas is dispose of shields and proceed to blow off tha 5 magic spots, if executed correctly, after his shields are down he won't fire once ever again.
Edit: easiest done with a heavy hiting weapon.
This is a very good strategy of dealing with an atlas.
Sometimes it's more beneficial than shooting the canopy because shooting the metal plates and removing them staggers the atlas!
Thanks! So I was right, the exhaust port on the back is a weak point, too.
It counts as a 'head'shot.
#56
Posté 09 avril 2014 - 04:04
Tac scan, Annihilation field 5A, Cyro Blast/Snap Freeze 5B, etc. I think Warp 5B applies to BEs too, but I might be remembering that wrong.
I think you're remembering right. EDIT: and I guess I was remembering wrong.
#57
Posté 09 avril 2014 - 04:19
This is a very good strategy of dealing with an atlas.
Sometimes it's more beneficial than shooting the canopy because shooting the metal plates and removing them staggers the atlas.
And the best part with said weapons is that you can actually do it without the need of reload canceling b/c it will align perfectly with stagger animation's 'cool down'.
#58
Posté 09 avril 2014 - 04:54
I prefer to use soft cover and just blow the Atlas up asap ![]()
#59
Posté 13 avril 2014 - 05:39
I've been told that Tactical Cloak's cooldown cannot be lower than 3s. Does this 3s cap apply to all other abilities with fixed cooldown time?
#60
Posté 13 avril 2014 - 05:46
I've been told that Tactical Cloak's cooldown cannot be lower than 3s. Does this 3s cap apply to all other abilities with fixed cooldown time?
No, it's a mechanic specific to Tactical Cloak.
Flamer is also a sustained power, and it's refresh mechanic works the same way, except that it doesn't have a 3 second-minimum cooldown. Other powers that aren't sustained have different cooldown values, and many of them can refresh in less than 3 seconds.
The funny part is, now... imagine, just for a second, that they hadn't given TC a minimum 3-second cooldown, and that like Flamer, you could spam and cancel it for a split-second refresh. THE POWAH! ![]()
- LuckyStarr aime ceci
#61
Posté 13 avril 2014 - 05:53
Doesn't cloak's damage boost last 2.5s? Spamming it wouldn't change much then.
#62
Posté 13 avril 2014 - 06:01
imagine, just for a second, that they hadn't given TC a minimum 3-second cooldown, and that like Flamer, you could spam and cancel it for a split-second refresh. THE POWAH!
Yeah, BSN would implode.
#63
Posté 13 avril 2014 - 06:07
Doesn't cloak's damage boost last 2.5s? Spamming it wouldn't change much then.
Aha... you have latched on to an interesting point! ![]()
That is one of the reasons why people consider it very overpowered. In theoretical terms, you can spend over half of the game experiencing a "temporary" damage boost that has little, if any, peer.
I'm not sure of the exact breakdown, but it does consistently take more than 4 seconds for you to be able to recast Tactical Cloak and re-experience the damage boost, so as it is, you can experience 2.5 seconds of damage boost out of every 4.somedecimalrelatedtoyourreactiontime seconds (let's say 2.5 of 4.5 until someone who has looked into it comes along to correct me with the right numbers.)
If you could spam it, you could spend all but a split second before each shot in damage boost. You could reload cancel at any time and give yourself a damage boost in the process (this applies to console, where reload cancel is trickier.) Every shot you took would literally have a damage boost, and you would never have to wait for your power to refresh at all.
Plus... and this is the scary part, you could constantly spam Tactical Cloak, and, working out the timing properly, you could probably be virtually indetectable to the enemy, as long as you were constantly moving while you did it!
#64
Posté 13 avril 2014 - 06:15
I see your point!
That would be both pretty tiresome and boresome to execute. I'd pass ![]()
Got another silly question: for burst-fire assault rifles, does Kalence show single shot damage or burst damage in the selected weapon's damage figures?
#65
Posté 13 avril 2014 - 06:39
I'm not sure, but the protocol should be damage per shot, since not all of the "bullets" will necessarily hit the target.
Apparently not.
#66
Posté 13 avril 2014 - 06:50
I see your point!
That would be both pretty tiresome and boresome to execute. I'd pass
Got another silly question: for burst-fire assault rifles, does Kalence show single shot damage or burst damage in the selected weapon's damage figures?
It's for the entire burst.
Notice that a 0-points-allocated no-equipment Batsol is shown as doing 240 points w/ a Valkyrie I, and 232 with a Shuriken I.
A Valkyrie I is a 2-shot burst weapon doing 119.9 per shot (see https://docs.google....nbGRDYnc#gid=10 )and a Shuriken fires a 6-shot burst ea shot doing 38.7 (assuming no armor!).
You can also see this with the Arc Pistol. The charged shot is shown as doing nine times the uncharged shot, which factors in that it fires three shots each of which does triple base damage.
Likewise, shotgun damage shown factors in all pellets hitting.
Now keep in mind that armor damage mitigation applies per bullet/pellet...
- LuckyStarr aime ceci





Retour en haut







