Abilities That Have No Target Cap?
#51
Posté 04 septembre 2014 - 11:10
#52
Posté 04 septembre 2014 - 11:59
When you sum it up, there's not much point in radius evolutions then on those powers with target cap.
That depends on the power in question.
In general you might obviously hit more enemies, even if they try to evade the attack. (E.g. Throw/Biotic Orbs if you count a target cap of 1, too.)
And often you might not even reach the target cap without a radius upgrade.
Some more specific examples: (I'm not saying that in the following cases you should use radius upgrades, just that they might be useful!)
- Annihilation Field, Nova: You don't have to be as close to an enemy to prime/detonate. Useful against sync kill units.
- Cryo Blast, Pull: Lets you hit 2 targets instead of one.
- Energy Drain: 1.5 m radius (that means diameter, right?) is really small, if you want to hit the second enemy, they need to be pretty close. Double radius seems to be useful.
- Recon mine: If you use it for scan, debuff and slow. Useful for keeping a spawn from spreading (-> easier Objectives).
Last but not least:
- Shockwave: Lets you hit enemies even less reliably on PC, great!

So IMO your summery is not very useful.
Related to this:
"Always use radius upgrades on powers without target cap" is of course even less useful as an advice.
It really depends on the power and how you are going to use it.
E.g. Cain Trip Mine: Spawn nuking vs. heavy damage on fewer targets.
Modifié par mechanical_lunatic, 04 septembre 2014 - 12:01 .
#53
Posté 04 septembre 2014 - 12:32
Godless paladin's thread says 3 too
Maybe but you can get killstreaks with it. Anyone who is decent with GI melee will tell you that of course you're pulsing in quick successions though.
Dark Sphere is somewhat interesting as well. I could swear I've gotten killstreaks off it as well. It has DOT components and also the damage from the explosion, I wonder if the cap is different for each of those components?
- Deerber aime ceci
#54
Posté 04 septembre 2014 - 12:37
When you sum it up, there's not much point in radius evolutions then on those powers with target cap.
Negative.
It's generally always radius or damage and for the most part you can always buff damage with equipment, power mods, etc. Radius is not only useful for getting application of that extra damage but also gives you survivability in powers like Reave where the cast on small targets stagger them. More Radius=More Stagger& More Overall Damage Application within a power's CD. More Stagger=More Survivability and less dependence on cyclonics/fitness/etc. Of course that's JMO and it's highly dependent upon the power being used.
- cato potato aime ceci
#55
Posté 04 septembre 2014 - 12:46
When you sum it up, there's not much point in radius evolutions then on those powers with target cap.
Negative.
It's generally always radius or damage and for the most part you can always buff damage with equipment, power mods, etc. Radius is not only useful for getting application of that extra damage but also gives you survivability in powers like Reave where the cast on small targets stagger them. More Radius=More Stagger& More Overall Damage Application within a power's CD. More Stagger=More Survivability and less dependence on cyclonics/fitness/etc. Of course that's JMO and it's highly dependent upon the power being used.
What you said is of course true, but Reave might not be the best counter example for the specific statement in question, since it has no target cap.
Or does it have one?
#56
Posté 04 septembre 2014 - 12:54
Still my previous comment still stands - all AoE powers should hit all targets that are in their visuals radius if the target is not in cover or behind a wall. But I think that the target cap is to prevent certain powers from being OP, though it doesn't make sense because one CM that has 5 m radius and more than 2000 damage doesn't have a target cap and hits through walls.
Maybe prevention was the initial idea but it was scratched later in development.
#57
Posté 04 septembre 2014 - 01:27
When I said it I meant powers like dark sphere, phase disruptor, recon mine but I'll admit I mostly go for radius...
Still my previous comment still stands - all AoE powers should hit all targets that are in their visuals radius if the target is not in cover or behind a wall. But I think that the target cap is to prevent certain powers from being OP, though it doesn't make sense because one CM that has 5 m radius and more than 2000 damage doesn't have a target cap and hits through walls.
Maybe prevention was the initial idea but it was scratched later in development.
Yeah. And even with target caps the enemies' pets should not count as a much as a (mini)boss . . .
"Take this Biotic Hammer to the face, Ravager!"
Someone shoots the sacs. ==> Two dead Swarmers, one shooting Ravager . . .
- FuriousFelicia aime ceci
#58
Posté 04 septembre 2014 - 01:47
It's one of those powers that I like to call "skill" power because it has no lock on, and you need a certain amount of skill in order to get the most from it, something like aligning a double or tripple headshot with a Javelin.
If they couldn't fix the damn thing, they should have just give it the mechanics of BS or ES.
But I would prefer the ME2 mechanics, oh lawd I would give my kidney for that.
#59
Posté 04 septembre 2014 - 02:17
- Cryo Blast, Pull: Lets you hit 2 targets instead of one.
Actually, CB can hit more than 2 targets with radius evolution.
#61
Posté 04 septembre 2014 - 03:02
I'm sorry but I just had to say this. SHICKWAVE is the biggest douche of a power
I think you mispelled "SICKWAVE".
Which would be an awesome power, we could finally give Ravagers a dose of their own medicine.
- FuriousFelicia aime ceci
#62
Posté 04 septembre 2014 - 03:03
I think you mispelled "SICKWAVE".
Which would be an awesome power, we could finally give Ravagers a dose of their own medicine.
I call it SHITWave but same general idea.
#63
Posté 04 septembre 2014 - 03:14
I call it SHITWave but same general idea.
Ewww, that's just gross.
#64
Posté 04 septembre 2014 - 04:23
There are only 8 enemies at a time. I bet every programmer loathes the idea that a player finds out a way to play the AI and just hunker down and press one button to win the game.
The next game will probably have more than 8 enemies at a time. And probably a higher cap on powers and combos.
A cool idea to mess with players would be to have a constantly variable number of enemies on the field at once, something like six to ten depending.
#65
Posté 04 septembre 2014 - 04:26
A cool idea to mess with players would be to have a constantly variable number of enemies on the field at once, something like six to ten depending.
They could really mess with our heads by sometimes having zero - or only one - for a minute or two.
- Catastrophy, crashsuit et path0geN7 aiment ceci
#66
Posté 04 septembre 2014 - 04:34
They could really mess with our heads by sometimes having zero - or only one - for a minute or two.
I've had a few hacks where we all ran to the circle and sat there, but didn't see any enemies. We waited, and waited, and it felt really spooky and ominous. Of course eventually they showed up once they ambled over from the other side of the map, but the long quiet wait was worse than any onslaught.
#67
Posté 04 septembre 2014 - 06:55
Yeah. And even with target caps the enemies' pets should not count as a much as a (mini)boss . . .
"Take this Biotic Hammer to the face, Ravager!"
Someone shoots the sacs. ==> Two dead Swarmers, one shooting Ravager . . .
Bioware did seem to learn that lesson, at least partly. Poison Strike has a target cap of 3 but Swarmers don't count towards the cap.
Of course, it would have been helpful if they'd applied the same logic to other AoE powers but you can't have everything.
#68
Posté 04 septembre 2014 - 07:42
- Deerber aime ceci
#69
Posté 04 septembre 2014 - 07:44
Torn between desire to play ME4 multiplayer from the get-go, so I can be in on the excitement of new content and challenge weeks (or whatever they do),
vs.
Wait 2 years to play it, so all the patches are done, and smart people here have already reverse engineered the game and can give accurate info about how it works.
- crashsuit aime ceci
#70
Posté 04 septembre 2014 - 08:42
Torn between desire to play ME4 multiplayer from the get-go, so I can be in on the excitement of new content and challenge weeks (or whatever they do),
vs.
Wait 2 years to play it, so all the patches are done, and smart people here have already reverse engineered the game and can give accurate info about how it works.
Why not both?
#71
Posté 05 septembre 2014 - 01:51
Some may disagree, but I personally think no power should have a target cap. I think if there's one enemy in the path or radius of a power, they should be affected, if every enemy on the map is in the path or radius, then all should be affected, and all things in between, no exceptions.
Target caps are extremely arbitrary in the worst possible way. Bioware is really, really bad about that. They do so many things arbitrarily it just irritates the hell out of me.
- crashsuit aime ceci
#72
Posté 05 septembre 2014 - 02:09
Can't wait to see what kinds of crazy bugs and contrarian hidden rules are in the next game!
I'm sure it will
, isn't the engine called "Frostbug" or something alike?
- crashsuit aime ceci
#73
Posté 05 septembre 2014 - 03:16
I'm sure it will
, isn't the engine called "Frostbug" or something alike?
Didn't DICE say that the Frostbite engine had very little to do with BF4's problems? Could have just been damage control since a lot of near future EA games are going to be running on Frostbite 3, but considering the state of BF4 at the moment vs how it was at launch.. I am optimistic that they'd get it right by the time the next Mass Effect launches. ![]()
#74
Posté 05 septembre 2014 - 07:56
Didn't DICE say that the Frostbite engine had very little to do with BF4's problems? Could have just been damage control since a lot of near future EA games are going to be running on Frostbite 3, but considering the state of BF4 at the moment vs how it was at launch.. I am optimistic that they'd get it right by the time the next Mass Effect launches.
Well, by saying "Frostbug" I was half trolling half serious. I remember back in the BFBC era the engine was indeed brilliant, every gamer talked about it as if it's the only true next-gen engine out there, but as time went on, the way EA deal with it has already killed lots of the engine's potential: no license outside EA studios, not supporting mods on pc, and frequent bugs in games(not limited to BF4), etc.
Hmm, guess I may sound too pessimistic, hopefully Bioware can turn the tide somehow, starting from their incoming game DA: Inquisition
.
#75
Posté 05 septembre 2014 - 08:29
What is this target cap thing good for in the first place?
I hope ME4 does not have it.





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