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Melee vs C.Q.C. vs Weapons Platform vs Power vs Support


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#1
Dalakaar

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So, curious what your take is on the various styles of combat. I'll break down how I've grouped em and my own thoughts. Curious what you all agree with, and don't agree with. Or you could post funny gif's about space hamsters.

 

Melee:

What it is, pretty straightforward, but I'm separating Melee and CQC. Shooting minimally, optimized to do the most damage possible if performing a melee action.

 

What I think of it? Hilarious fun, but ultimately I always feel like it's both courting disaster (Tiny bit of lag and I find I'm buggered) and often a bit less potent comparable to other options. In general I think melee gets more people killed than any of the other play-styles. That being said melee is adrenaline and hilarity combined into one if you're doing it right.

 

What's your take on Melee Kits? How often do you use em? What level do you use em on?

 

C.Q.C.

What I mean by separating this and Melee is the use of short range weapons. Shotguns, Talon, etc, mixed into the combat. Melee is probably a part of it, but this is hybridized. As an example, my Paladin is very much a CQC with a Talon. I shield-bonk, shield-plant, hell I even try to launch my incinerates closer to enemies to avoid the dodge. C.Q.C. done well is I.M.H.O. the heaviest hitting in general. I'm stereotyping here, there will always be radicals, albeit an Infiltrator with a shotgun is a hard thing to out-damage. I'd say C.Q.C. is the next hardest thing to do right to melee. Because you have a bit of range and diversification I think most people tend to do a bit better, I also think the game's weapons, powers, and abilities in general lend itself to this play-style more so than the others. (Within reason, every one of these styles is absolutely plausible. I've tried em all on different kits as you all have as well I'm sure.)

 

What's your best C.Q.C.? Does this include any of your go-to kits?

 

Weapons Platform

Fairly obvious, although the line gets blurry when you're in C.Q.C. all the time with a close range weapon. The distinction here (At least in my mind) is a general lack of active powers, Destroyers, Flamerless Geth Troopers, etc, they're a passive type. Or Adrenaline Rush/Marksman which while it's an active power still is a weapon buff that doesn't do too much else.

 

Weapons Platforms, I always get the itch to say, take out my Typhoon and just mow things down. But the itch gets scratched pretty quickly... One of the reasons I enjoy the combat in Mass Effect so much is the incorporation of power usage into a 3PS. At the time I first played ME1 I don't think I'd tried anything quite like it. (I'm sure some existed that were close, just never played em.)

 

One thing I learned early on was to take a scorpion/venom/falcon if it wasn't my primary weapon to begin with. With a lack of powers to offset my primary weapon I felt a need for a serviceable stagger option. I do tend to feel a bit more survivable as I can typically fight at long/medium range if I'm using most of my weapons platforms. All weapon dependent of course.

 

Like I've already mentioned I often want to put a Typhoon on my Weapons Platforms. I've tried various other guns but I usually default to it. I think I'm partially biased as it was one of my first UR's to X. How about you? Claymore? Venom? Spitfire? Harrier? Double-shot-Executioner-Destroyer?

 

Power

Powers based kits. Delineating here, more of your time is spent with and/or you do more damage with, these kits' powers as opposed to their weapons.

 

Fun, potent, I love Powers based kits. Biotic death squads are hilarious fun and I love seeing a bunch of pugs switch characters to four biotics users.

 

Human Adepts. I didn't know Singularity had been buffed for a long while until I read it here on BSN. Went from "I'll just play Drell or Justicar" to one of my favourite kits. It almost feels cheesy but with a Power Amp instead of a Cyclonic they feel... legitimate. >.> <.<

 

Powers based kits are as varied as their powers. I've noticed that most are more, er, "Lag friendly" than other kits. Playing a Javelin-wielding GI is great and all but if you're missing 3 shots for every one due to enemies hopping across the screen it's bloody frustrating. In general I've also noticed I prefer friends (or like-minded pugs) when using most Biotics and some Tech Heavy engineers.

 

In general I think kits that resort to hitting their powers more than their weapons are a bit easier. That being said some of the hardest times I've had in this game are using a kit that's designed well around C.Q.C. pure power usage on a map like Condor. A better average but if you botch it you're going to be on the ground a lot more than another kit designed around another play-style. (Exception being Melee as the trade off is often Health/Shields for Melee Dmg.)

 

Support

Yup, I'm including em.

.

..

...

Tanks. More accurately tanking. The Juggernaut of course being the most obvious, but others certainly exist. Specifically I'm thinking when I make a chokepoint with a Paladin shield-plant, accept that my damage (Read: Score) is going down second by second, but acknowledging that my team mates are AoEing the s'heet out of everything in front of me with virtual impunity.

 

Tanking well, one of the hardest things to do in this game hands down. I've done it, but it's hard, situational awareness and knowing your spawns is half the challenge. Which also means being aware of where everyone is at the start /respawns of a wave. Knowing how aggro works in this game, and knowing what you can take and where/how to choke a point being the other half. It's such a different mindset to the one I'm used to (And 99% of the other pugs seem used to) that it's always interesting to see someone else there.

 

Healing. Volus, also the G.E. Those volus that do it well are rare but they are awesome. I love pocket-heals on a C.Q.C. kit. I've also seen a few Gethgineers who take that extra care when they launch their turret that's obviously specced for healing. They're the ones that chuck it at your corpse then come revive you. You guys rock, especially when I'm not. :pinched:

 

My take on support, I love em. But I know four damage dealing kits can rip through faster and more efficiently than three and a support can. That being said...

There are times I am tired.

There are times I am drunk.

There are times I am high.

There are times I am all of the above.

Those times? I want a pocket heals.

 

This I'm actually really curious to see BSN's takes on. Do you ever play support? Do you want a support kit in your game or do they get an instant red X?

 

Anyways, there's some random thoughts for the board. Think I'll get a game or two in.


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#2
DaryAlexV

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Melee. Always. Krogan. Forever. Shotgun. Anytime. 


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#3
RopeDrink

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I'd like melee if I found that heavy melee (especially ones used at range - hello Krogan) wasn't blatantly diving past targets I'm blatantly aiming at. Sure, this is likely more to do with adapting to the ranges as well as aiming appropriately, but it seems a bit much given the risk/reward compared to, say, just standing back and holding down a trigger for free. Hell I even whipped out a Krolord for fun yesterday and despite HM'ing point blank on some targets, he missed completely for reasons I will never know - ate a Phantom blade for my trouble. Having said that, I thoroughly enjoyed watching that video of the Geth Infiltrator Melee match - looks like a barrel of fun.

 

I'm a ranged player who likes to get in close, so I'm often either rocking shotguns (such as Raider, which has arguably the worst range/spread of the lot), or my favourite FemHumSol with a Falcon who waltzes right into a wave spreading incin ammo and AoE CC before detonating everyone with Conc spam 24/7. I don't like feeling like I absolutely HAVE to be 20miles away and behind cover in order to be at my optimal threat.

I've not played much Support other than N7 Engineer - but you can hardly call 'plopping an ammo dispenser' as real 'support' in the grand scheme of things. I'd call my SalEngy support if only it wasn't the same thing. Assuming you know proper use and placement of clones, the rest is irrelevant, including specifically following people around to provide clone cover and detonating all their **** for them. I've not tried Paladins or other more supportish roles much as I'm often having too much fun with Soldiers to really bother.

 

Pure 100% weapon/ranged play is something I like but only in moderation, hence Sniping is my least played even if they can be played Shotgun style. Closest I've done with it is N7 Destroyer with ADAS and just holding down the trigger from two miles away (zZzZz) but even then I'd still have a Piranha for when the fight comes to me.

 

Ultimately, everything has its place - the key word is synergy. If you have a 75% fully ranged team (such as sniper Infils) then rock a low mobility melee class as fourth might not be wise given if they all cloak then there is only one target enemies are going to be interested in for that brief moment - and that is the one who is likely already right in their face trying to do some DPS.

Good thing about ME3MP is there are so many styles, weapons and classes out there that finding juicy wombo combo synergies is just part of the fun.



#4
Nitrocuban

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ME3MP gameplay is great, but melee could get some more love in ME4.

Like differnet skilltrees for health and melee damage and customizable heavy melee weapons and stuff.


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#5
path0geN7

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Powers all the way

#6
junker1990

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Ranged weapons. In fact, I have done all three SP campaigns as an infiltrator and never will do it as anyone else.



#7
TheNightSlasher

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1. Power focused - Probably my most played class. Light weapons and getting most kills from powers are my favorite. Chaining combos and getting that fabulous 50 biotic/tech medal is what it's all about.

 

2. CQC - mix of melee+powers+weapon. I use them pretty frequently too. 

 

3. Melee - not the most efficient, but I don't give a damn about it. I use paladin, saboteur, shadow and valkyrie as pure melee classes.

 

4. Support (?) - going solely by your definition i.e, juggernaut, GE, etc. I do like them but I'd never play as a class that solely focuses on healing the team. But I like kits like novaguard that are synergistic.

 

5. Weapon platforms - don't like them. Too boring for me. Also, I put venom and falcon on my specialized weapon platforms because I can.

 

Obviously, this is a generic list. There are some exceptions. For example, the fury is a CQC kit but I hate it with passion. Talon merc. is a melee/power character but he is my least fav. character in the entire ME3 MP.

While I dislike weapon platforms in general, I do like to use QMS, SI and DI . Outside of those 3, I don't care for weapon platforms though.



#8
TheNightSlasher

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ME3MP gameplay is great, but melee could get some more love in ME4.

Agreed.



#9
Ledgend1221

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1. GI

2. GI

3. GI

4. GI

5. Volus are support classes



#10
Beerfish

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The most fun and pretty effective is a combo of the styles listed above.  I use melee a lot when playing as a drell and it saves my ass a lot.  Those times when you come face to face with a mid level or higher level mook and you know you are not going to out gun them his fast melee saves your bacon, it's also a lot of fun.



#11
Deerber

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So, curious what your take is on the various styles of combat. I'll break down how I've grouped em and my own thoughts. Curious what you all agree with, and don't agree with. Or you could post funny gif's about space hamsters.

 

What's your take on Melee Kits? How often do you use em? What level do you use em on?

 

What's your best C.Q.C.? Does this include any of your go-to kits?

 

Like I've already mentioned I often want to put a Typhoon on my Weapons Platforms. I've tried various other guns but I usually default to it. I think I'm partially biased as it was one of my first UR's to X. How about you? Claymore? Venom? Spitfire? Harrier? Double-shot-Executioner-Destroyer?

 

Powers based kits. Delineating here, more of your time is spent with and/or you do more damage with, these kits' powers as opposed to their weapons.

 

Do you ever play support? Do you want a support kit in your game or do they get an instant red X?

 

 

Melee is not the most effective way to play pretty much any character, but it can be lots of fun. The kits I use it "seriously" on are the Paladin and sometimes I respec my GI for "everythingdiesincludingmyself". Very rarely I use the Cabal for melee, or use the Broguard. I use the Volus Adept Bubble Awesome Melee Build (V.A.B.A.M.B.) at times for the lulz.

 

CQC is... Well, to me, it's not like something that gets separated from other styles. It's more like it's incorporated in all the other styles of playing. I'm always CQCing. If I'm using a claymore, I'm shoving its barrel down the throat of anything I can see. If I'm using a Typhoon, I'm getting so close to what I'm firing on that when it dies it's gonna looke like it was shot with just one bullet. Heck, even if I'm using a sniper I tend to get in melee range and use it like a quickscoping shotgun. CQC rulez: it's the most fun way to play the game, it's the most effective too, and it's the one that naturally blends the best with most maps. This is why **** Condor and **** Rio. And semi-**** London. 

So I'd say that my best CQC kit is also my best and most favouritest one, the almighty DrellGod. Honorable mentions, as usual, for the Fury and the Slayer.

 

Weapon platforms: using the claymore on some is awesome, but I prefer the High Lord on power classes (suck it, playtheclassdon'tplaytheweaponers). Using the Venom on a weapon class is quite the blasphemy and quite the bad choice, effectiveness-wise. Spitfire sucks. So that leaves Harrier and Typhoon from your list, which go respectivly on the Hsol and the Destroyer for me. I am disappointed not to find the Raider (Tsol) and Saber (quarksman) in the list tho. I also like to use the hurricane and/or the Talon on the Tsol once in a while. Talon Tsol is extremely fun against Cerberus XD

 

Power based: I have to say I'm not really fond of your definition of power-based classes. I like to think of it more as those classes in which I use active powers to either do damage directly, or to boost my ability to deal damage in a way not necessarily directly correlated to my gun. I mean, for example, cryo blast is an awesome debuff that deals no damage, and yet it greatly buffs the damage I do. Biotic charge/Havoc strike are great abilities that buff you all around, increase the damage you do, and most importantly close you in on the enemy, meaning that you can use extremely inaccurate weapons with great efficiency, but they don't do much damage by themselves. Still, none of these affect my gun directly like, say, Arush or Marksman. Your definition kind of leaves these things outside.

So as I said, I like to use the Claymore with these guys. Not all of them, but quite some. And yeah as I said, playtheclassdon'tplaytheweaponers can go kiss my Drell arse. The Claymore is actually a great gun for lots of power based classes, even the best choice for some in my opinion, and is at least okay on all of them. Its characteristics (single-shot, barbaric burst DPS, low RoF, slow reload, good accuracy for a shotgun) actually synergize much better with most power based classes than with weapon platforms. Also, believe it or not, most of the "casters" I use the claymore on end up doing more damage with their powers than with the gun, which makes them fit in your definition as well as mine.

 

Lolsupport: what the hell is that? No. I'd rather not have any support kit played as a support kit, but I ain't kicking anybody for what they play nowadays.


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#12
LemurFromTheId

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Weapon platforms: using the claymore on some is awesome, but I prefer the High Lord on power classes (suck it, playtheclassdon'tplaytheweaponers).

 

That's a good point. Claymore is at its best when there's a good balance between shooting and power use. It shoots once per two seconds and therefore gives you plenty of time to use powers with minimal effect on firing rate. Kits/builds that don't have powers that can be used for reload hiding simply don't make the best use of the weapon - not that it still wouldn't be effective.

 

I still use it on weapon platforms (GT mostly), but that's just for fun and target practise.


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#13
Marksmad is waving goodbye

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 I ain't kicking anybody because I only speak rhetorically about hypothetically playing on my mythical PC.

 

Fixed.

 

:D :D :D :D :D :D :D :D 


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#14
FuriousFelicia

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You're describing a Worlard my boy :D

#15
geezer117

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CQC Queen is the Fury, hands down (IMHO). Played on the razors edge of suicide. With ArcP and DC for range if clutching is needed. 

Don't play pure melee. 

Weapons would be Destroyer executioner/GPSG or Trooper BW/GPSG. I know, no imagination. GPSG is just so great up close or at range. 

Powers are so many, but Huntress or Hdept. Both need a cyclonic (I'm a scrub).

 

That said, I rarely play any kit more than a few hours. Sooooo many kits; sooo little time. ME3 is such a rich game, can't wait for ME4. (Lord I hope it doesn't disappoint).



#16
Deerber

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That's a good point. Claymore is at its best when there's a good balance between shooting and power use. It shoots once per two seconds and therefore gives you plenty of time to use powers with minimal effect on firing rate. Kits/builds that don't have powers that can be used for reload hiding simply don't make the best use of the weapon - not that it still wouldn't be effective.

 

I still use it on weapon platforms (GT mostly), but that's just for fun and target practise.

 

True. The only weapon platforms I would think the Claymore rocks on is the Hsol, but that's because he both has AR for glorious double taps and a power to hide the reload whenever you want (read: nades). It works great on the Destroyer too, but ain't nobody gonna get DakkaDakka away from my 'stroyer. Also great on a hybrid GT, but I guess that isn't very standard to consider a weapon platform.


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#17
LemurFromTheId

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Also great on a hybrid GT, but I guess that isn't very standard to consider a weapon platform.

 

Yeah, and to be clear, Flamerless GT is what I meant - my hybrid GT is reserved for Javelin. If I want to Flaymoar, I do that with Vorcha soldier - which isn't all that often, as I'm not a big Flamer fan. But Claymore + Flamer combination definitely rocks, even moreso with some melee and general rabid animal behaviour thrown into the mix.


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#18
q5tyhj

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CQC is... Well, to me, it's not like something that gets separated from other styles. It's more like it's incorporated in all the other styles of playing. I'm always CQCing... CQC rulez: it's the most fun way to play the game, it's the most effective too, and it's the one that naturally blends the best with most maps. This is why **** Condor and **** Rio. And semi-**** London. 

+1. For me, CQC is 99% of this game. And melee kits rule. You know what time it is-

 

Mass-Effect-3-Batarian-Heavy-Melee-strat


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#19
FuriousFelicia

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My only two weapons platforms are Juggs and Destroyer and they have something in common- it starts with clay and there's more.
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#20
LemurFromTheId

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My feeling about this is that people are too eager to classify and categorize things and to attach rigid ideas to them based on that classification. Saying kit A is a weapon platform and kit B is power spammer doesn't really benefit anyone, it just gets people stuck on either-or way of thinking. One thing is always many things, in varying degrees.

 

At its core, ME3 is a third person shooter, and that's something that people sometimes seem to forget. With very few exceptions, gunplay is the fundamental basis for every kit. Powers and melee are there to support that, sometimes more directly, sometimes less. That said, I don't think that there's a way a certain kit (or weapon, or anything) should be used. Having the freedom to choose the way you want to play is an integral part of what ME3 is all about - however, that doesn't mean that every way should be eqully easy or well-supported. You have the right to make bad choices, too.

 

In that light, unless I'm knowingly limiting my own effectiveness (more on that later), I always bring a decent weapon to the fight. That goes without saying for builds focusing on weapons, but power spammers are no exception. If I have powers that can deal large amounts of damage or help teammates do that, great - I'll use them liberally - but I can be much more effective if I'm putting out a reasonable DPS from my weapon, too.

 

Above all else I prefer kits/builds that combine active, offensive powers and relatively powerful weapons in one healthy mix. Engineers is probably the single class I play the most, Asari Adept is my favourite kit.

 

I'm not really big on melee. As a primary means of fighting it just doesn't make much sense in context of the universe (and yes, that matters to me), but I like that it's there for situational use, which is how I like to use it. I only play pure melee builds on very special occasions. Generally speaking melee is less than optimal way to fight - and I think that's how it should be.

 

I like to fight and to be reasonably effective at all ranges. CQC is the most effective way to play this game - no doubt about that - so that's where I spend most of my time, but sometimes - even if I'm using a relatively close-range weapon like Claymore - I enjoy staying back and softening the enemies from afar while my teammates close in. I like to kill things fast, but I'm not quite as driven to reducing the enemies to a thin paste as soon as they spawn as some people are (you know who you are ;)). But generally speaking I play very aggressively - and that, combined with limited skill and the occasional poor judgment, often gets me killed. In many ways I envy players who may not be super fast at kiling but rarely go down either. I think I score more points than I deserve.

 

Just like I like to be able to fight at all ranges, I want to be affective in all situations against all factions. I never build a kit without considering its effectiveness against all factions. In fact, I don't often equip them with a specific faction in mind, even in a preset lobby.

 

Constant improvement as a player is extremely important to me, and I often play with builds that aren't meant to be as effective as possible or even as fun as possible per se; instead they're meant to assert certain limitations and/or weaknesses that direct the focus on certain skills. First example of this is Flamerless Geth Trooper: having no active powers at all means that I'm entirely dependent on my judgment, situational awareness, positioning and my skill with weapons - there are no get-out-of-jail-free cards, no bailing out of sticky situations (aside from medi-gel & oops packs, of course). Second example is Locust Quarksman: no CC and a weapon that absolutely depends on headshots to be effective makes this one of the best combinations for improving my aiming and tracking skills. Even if these kits/builds aren't terribly interesting or fun in themselves, it's the noticeable progression of my own skill when using them that makes me enjoy playing with them so much. And I love headshots.

 

I like sniping and I do practically all my sniping with non-infiltrators. Aside from Huntress and - very occasionally - Vanilla Infiltrator I don't really use infiltrators at all, and I like the added challenge of using weapons that are perhaps balanced more with infiltrators in mind. Geth Trooper, Salarian Engineer, Turian Soldier, Turian Cabal, Geth Engineer, Turian Sentinel - these are the kits I snipe the most with.

 

On "support" my opinion is straightforward: the best way to support the team is to kill things fast. You don't have to like that, but that's how it is. Now, if you specifically want to play a supportive role, then do that for example by keeping an eye on your teammates and covering their flanks. That doesn't mean you should just hang back and only fight where and when needed, it's simply a shift in focus: you'll just be looking behind your back - and their backs - a bit more than the others.

 

Personally I try to play support just by being a good team player, but I'm not sure how good of a team player I truly am, even though I try. I knowingly play in a way that others might not see me as such: I wander off on my own a lot. But I specifically do that to flank the enemies, to cover the teams flanks, to suppress certain spawns, to be able to respond quickly to particular objectives etc. For greater good!

 

 

Oh, almost forgot the funny space hamster gif:

 

452981621_136058.gif


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#21
Stinja

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I mostly play(ed) power kits.  There's a lot of shooters around, but very few space-magic games ;)

 

So kits like Fury, Human Adept, Bubble-boom Justicar, FE Vorcha, Slayer i really enjoyed as something different from most 3rd person shooter games.

Are they "easy" kits?  kinda, but often fragile, and have the potential to be overwhelmed if you don't use movement and positioning.  Personally i love that challenge more than "place cursor on head, press fire" kits.  Also rag dolling never gets old.

 

My only regular melee kits were Krogan Vanguard, Krogan Shaman (with shockwave surfing), BatGlove Volus Vanguard (woot woot!).

There is something satisfying about punting your enemies about with your fist, and Krogan have such gleeful animations and verbal remarks compared to Batarians or other races when meleeing.  Ditto headbutt parties, some of my fondest ME3 memories are headbutt parties.

 

Special mention must go to any melee Volus. Our group had hilarious times meleeing with the original bubble-melee: yes it may take literally 5 minutes to kill a Geth Prime,  but you haven't lived ME3MP until you've had a group of 4 volus bubbling the various bosses to death.  Then when the BatGlove gear came out... little midget Jimming nut-punch things?  It. Does. Not. Get. Better.

 

The only tank i'd arguably play as a tank, i.e.: to specifically draw fire / distract / aggro, would be the NovaGuard - if this counts as a tank.  Although melee characters often perform this as a by product of being close and drawing aggro anyway.

I did not enjoy the gameplay of Juggernaut;  give me fast and fragile any day.

 

Mixed kits usually had a lot of space-magic in them too:  Asari Sentinel, Collector Adept, Vorcha Sentinel were very much gun+power kits for me. 

And i played gun platforms rarely, but did enjoy both the Geth Infiltrator for it's ridiculous OPenis, and Turian Vanguard for her mobility and stability.  As most kits used guns to some degree it's kinda hard to know where to put everyone, but as i've mentioned over in the DA:MP side, ME3's MP was so good due to the diversity of gameplay you could create.

 

 

Here's the closet gif i've got to a space hamster:

tumblr_inline_miwp9vxU1k1qz4rgp.gif



#22
Marksmad is waving goodbye

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Now officially a 3 ops pack thread. Phew.



#23
Jeremiah12LGeek

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I play all the styles, and love to experiment with the characters, and the neat things they can do with powers, melee, and everything.

 

I basically tune people out when they say "That's not effective." Especially because 99% of the time they're full of shit because they don't have enough imagination to see how effective something can be if they step outside their DPS bubble.


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#24
FuriousFelicia

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Any kit can play support, that is the players choice.

#25
Quarian Master Race

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Quarians, so weapon platforms, preferably with a big sniper rifle or shotgun and some grenades. My only "caster" kit gets a claymore most of the time.

The only "support" role I play is artillery support. I pick a QME and lazily chuck grenades and omni-rockets at everything while forgetting that I have a gun half the time. That's a form of support, right?
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