So, seeing we're talking about phantoms... I've been playing brawler vanguard a lot lately. And in all 130 waves(give or take a few), I think I saw one phantom that recoiled when she struck me with her sword. So, does BA work on them or do they ignore it? Pretty much everything else seems to be affected by it, but the results with phantoms are... inconclusive.
All in all, what do you think is the most imbalanced MP enemy?
#51
Posté 01 mars 2015 - 12:53
#52
Posté 01 mars 2015 - 12:56
I still hate Banshee teleportation more, but playing some ME3mp yesterday I can confirm the threat of even a lone Phantom handled with a rocket to the face because... you know you still suck and got one or more guys in the backpack and don't want to look like a fool getting owned by one Phantom....
#53
Posté 01 mars 2015 - 01:15
Most ridiculous enemy
Phantoms, because they can do it all. CQC, long-range attacks, ability to regenerate barriers quickly, invisibility, DR during backflips, and sync-kills. They also have a weird AI. One time, you find them very aggressive and up close and personal...yet, sometimes, they just like to hide and shoot you from afar. Phantoms also team up with her weak sister - the Nemesis - a lot. You will rush in to kill the Nemesis, only to be slashed to death by her big sister. Very interesting.
Enemies that are a joke
On the other end of the spectrum, Guardians are a joke. They are slow, they don't have any strong attacks, and their shield is easy to deal with. In one of my mods, there are 50 of them active on the battlefield. Then, and only then, will Guardians be a bit deadly. That's just quite lame. They're nothing more than road blocks; however, Guardians are far too easily pushed over.
The always frightened Nemesis is never really a terror on her own. I have never been shot down by one, only been shield-gated. Aside from their powerful long range attack, I feel this foe should at least have a way to defend herself when you get really close. They are far too easy to rag-doll, it isn't even funny anymore.
#54
Posté 01 mars 2015 - 01:42
That thing is ridiculous.
#55
Posté 01 mars 2015 - 01:49
Cerberus Turret.
That thing is ridiculous.
I kinda like turrets. They're area denial weapons that spawn in predictable locations, so every time you get downed by one, it's your own damn fault (well, aside from the occasional invisible one). Makes running around like a headless chicken a bit more risky - like it should be.
- Dunmer of Redoran et Deerber aiment ceci
#56
Posté 01 mars 2015 - 02:23
Turrets are ok cause they have a long ramp-up time until they actually start shooting and a very distinctive noice.
The Nemesis' laser thingy is almost too much warning before they shoot. They would only be a real threat if their shots could down players with one hit like the CAT6 Snipers with their Incisors.
#57
Posté 01 mars 2015 - 02:40
Cerberus Turret.
That thing is ridiculous.
On the other hand, the Combat Engineer on himself is a weakling.
#58
Posté 01 mars 2015 - 02:59
So, seeing we're talking about phantoms... I've been playing brawler vanguard a lot lately. And in all 130 waves(give or take a few), I think I saw one phantom that recoiled when she struck me with her sword. So, does BA work on them or do they ignore it? Pretty much everything else seems to be affected by it, but the results with phantoms are... inconclusive.
Probably doesn't work right because blade armor damage returned was bugged before iirc.
#59
Posté 01 mars 2015 - 03:34
There are a a lot of retarded enemy designs in this game and with added bugs it makes them even more retarded.
1. Phantom, insane DR on host, 3 shot kill palm blaster damage, mobility, cloak and sync-kill that works even with broken sword.
2. Atlas missiles breaking all laws of physics and beyond.
3. Scion. You're out of cover? Eat insane damage that also stops your shield from regening for like 10 seconds. You're in cover? Grenades, grenades, grenades till your out of cover, then procceed to step 1,
4. Praetorian. Invulnerable to powers while flying, which 90% of the time. Laz0rs that pierce cover across all the map and work through the ass aswell and stay on screen even when it's dead. Sync-kill is almost impossible to escape due to super fast melee.
5. All Geth. All of them. No exceptions. Bullshit stagger on top of stagger on top of stagger. Every unit is glitched in some way.
6. Dragoon. Brilliant Biovar thinking. Armored unit that is faster than everything and can shoot. Inceredibly annoying on objective waves.
7. Nemesis. A headless chicken joke. Cannot kill you on it's own and spends more time running, vaulting and dodging than actually fighting.
8. Guardian. A door carrying joke and can be killed so easily it's ridicilous.
9. Engineer. A turret setting joke. Turrets are way more dangerous that these nerds.
#60
Posté 01 mars 2015 - 03:49
Cannibals are pretty dumb, as well. Especially, when one their comrades has fallen. You can just pick them off. They will only follow their stomach.
#61
Posté 01 mars 2015 - 04:13
I kinda like turrets. They're area denial weapons that spawn in predictable locations, so every time you get downed by one, it's your own damn fault (well, aside from the occasional invisible one). Makes running around like a headless chicken a bit more risky - like it should be.
I think turrets are perfectly balanced. They do insane damage, but they don't have a ton of health, they can't move, and only engineers can deploy/repair them. The problem comes when you get a team that ignores engineers and they let them lay 4 or 5 turrets in close proximity. But that's their fault, and that's fair. I mean it's like with Praetorians, who do ridiculous levels of damage and can shoot through cover, but they stagger easily and move slowly. Their weaknesses are very pronounced.
- LemurFromTheId, Simba501, Deerber et 1 autre aiment ceci
#62
Posté 01 mars 2015 - 04:16
I mean it's like with Praetorians, who do ridiculous levels of damage and can shoot through cover, but they stagger easily and move slowly. Their weaknesses are very pronounced.
Agreed. Praetorians are quite well balanced. They even have a higher headshot bonus than all other boss units.
- LemurFromTheId aime ceci
#63
Posté 01 mars 2015 - 04:16
I think turrets are perfectly balanced. They do insane damage, but they don't have a ton of health, they can't move, and only engineers can deploy/repair them. The problem comes when you get a team that ignores engineers and they let them lay 4 or 5 turrets in close proximity. But that's their fault, and that's fair. I mean it's like with Praetorians, who do ridiculous levels of damage and can shoot through cover, but they stagger easily and move slowly. Their weaknesses are very pronounced.
Praetorians? Slow? Lulz. One of the fastest bosses in the game if not the fastest.
#64
Posté 01 mars 2015 - 04:19
Praetorians? Slow? Lulz. One of the fastest bosses in the game if not the fastest.
Maybe if moving in a straight line, but because they stop to shoot a lot and can't fit through all openings and can't teleport through walls, they're fairly easy to kite. The only time I ever have trouble with Praetorians is if I'm soloing and there's Primes and Phantoms nearby, and that's got much less to do with the Praetorians and much more to do with the Phantoms and the Geth Turrets/Drones.
#65
Posté 01 mars 2015 - 04:27
Maybe if moving in a straight line, but because they stop to shoot a lot and can't fit through all openings and can't teleport through walls, they're fairly easy to kite. The only time I ever have trouble with Praetorians is if I'm soloing and there's Primes and Phantoms nearby, and that's got much less to do with the Praetorians and much more to do with the Phantoms and the Geth Turrets/Drones.
Yes. They shoot if you force them to land. But Banshees also often stop to walk around and throw warp balls.
Another thing is, Praetorians make no sound while flying. You can always tell when a Banshee or Atlas or Geth Prime is nearby or closing in. Preatorians can get right on your grill without you ever knowing.
Also, a Praetorian can be across the map from you fighting some teammate, then laz0r him and it so oftenly happens that the mentioned laz0r clips 3 walls and a box you were behind and kills you basically instantly because his beam does m-m-m-m-monster damage and bypasses shield gate.
#66
Posté 01 mars 2015 - 04:32
There are a a lot of retarded enemy designs in this game and with added bugs it makes them even more retarded.
1. Phantom, insane DR on host, 3 shot kill palm blaster damage, mobility, cloak and sync-kill that works even with broken sword.
2. Atlas missiles breaking all laws of physics and beyond.
3. Scion. You're out of cover? Eat insane damage that also stops your shield from regening for like 10 seconds. You're in cover? Grenades, grenades, grenades till your out of cover, then procceed to step 1,
4. Praetorian. Invulnerable to powers while flying, which 90% of the time. Laz0rs that pierce cover across all the map and work through the ass aswell and stay on screen even when it's dead. Sync-kill is almost impossible to escape due to super fast melee.
5. All Geth. All of them. No exceptions. Bullshit stagger on top of stagger on top of stagger. Every unit is glitched in some way.
6. Dragoon. Brilliant Biovar thinking. Armored unit that is faster than everything and can shoot. Inceredibly annoying on objective waves.
7. Nemesis. A headless chicken joke. Cannot kill you on it's own and spends more time running, vaulting and dodging than actually fighting.
8. Guardian. A door carrying joke and can be killed so easily it's ridicilous.
9. Engineer. A turret setting joke. Turrets are way more dangerous that these nerds.
So, what is balanced? Banshees teleporting through wall to sync kill you? Brute melee that goes through 2 m thick walls? Swarmers that have stupid DoT while only being worth 2 pts to the wave budget?
#67
Posté 01 mars 2015 - 04:34
Yes. They shoot if you force them to land. But Banshees also often stop to walk around and throw warp balls.
Another thing is, Praetorians make no sound while flying. You can always tell when a Banshee or Atlas or Geth Prime is nearby or closing in. Preatorians can get right on your grill without you ever knowing.
Also, a Praetorian can be across the map from you fighting some teammate, then laz0r him and it so oftenly happens that the mentioned laz0r clips 3 walls and a box you were behind and kills you basically instantly because his beam does m-m-m-m-monster damage and bypasses shield gate.
But Praetorians are huge. Even without hearing them, it's easy enough to avoid them because they take a huge chunk of the screen and don't use cover. They're also wide open for huge attacks during their ranged animation. That's why I said Praetorians are balanced--they have some great strengths, but they also have weaknesses that can be exploited in big ways.
#68
Posté 01 mars 2015 - 04:37
So, what is balanced?
Standard troopers. Centurion. Pretty much it.
And it more about most of those enemies in the list being glitched in some way than about balance.
Atlas for example would be pretty okay if not the bs missiles. Pyro would be fine too. Even GRT's would be fine if not those double-triple taps.
#69
Posté 01 mars 2015 - 04:40
Atlas for example would be pretty okay if not the bs missiles. Pyro would be fine too. Even GRT's would be fine if not those double-triple taps.
What's wrong with pyros? Blinding would be a bad point because you just mentioned centurions to be balanced who throw smoke all the time. They can spawn behind you - kinda stupid but pretty much any enemy can do that.
Rocket troopers, ya I can understand your point. They'd be much better without the multi-taps.
Atlas have a whole bunch of BS associated with them but the double and triple hit bugs balance the BS. (I still hate the atlas though)
#70
Posté 01 mars 2015 - 04:47
But Praetorians are huge. Even without hearing them, it's easy enough to avoid them because they take a huge chunk of the screen and don't use cover. They're also wide open for huge attacks during their ranged animation. That's why I said Praetorians are balanced--they have some great strengths, but they also have weaknesses that can be exploited in big ways.
Because they are huge they can easily block doorways when you desperately need to escape (Glacier for example) You can run past Prime or Banshee (if you time it right) You can even squeeze by Atlas, because his melee is slow. Praetorian melee is so fast that it goes from melee to sync-kill in an instant.
Banshee, Atlas and Prime attacks are single projectiles so if you get hit, you stagger, but you can often recover before they fire another. Praetorian beam is an instant kill zone in front and possibly behind. Their bubble triggers even if you don't aim at them.
Praetorians are quite easy if you have a huge damage weapon with Warp or AP ammo that can make them flip, but they can be a major pain in the ass for power kits that rely mainly of their powers.
#71
Posté 01 mars 2015 - 04:51
What's wrong with pyros? Blinding would be a bad point because you just mentioned centurions to be balanced who throw smoke all the time. They can spawn behind you - kinda stupid but pretty much any enemy can do that.
Rocket troopers, ya I can understand your point. They'd be much better without the multi-taps.
Atlas have a whole bunch of BS associated with them but the double and triple hit bugs balance the BS. (I still hate the atlas though)
Pyros can magically "extend" their flame if you dodge away from them. Their flame sometimes behave like "hate surfing" It's starts to "track" way beyond it's range.
#72
Posté 01 mars 2015 - 05:26
Because they are huge they can easily block doorways when you desperately need to escape. (Glacier for example) And because his You can run past Prime or Banshee (if you time it right) You can even squeeze by Atlas, because his melee is slow. Praetorian melee is so fast that it goes from melee to sync-kill in an instant.
Banshee, Atlas and Prime attacks are single projectiles so if you get hit, you stagger, but you can often recover before they fire another. Praetorian beam is an instant kill zone in front and possibly behind. Their bubble triggers even if you don't aim at them.
Praetorians are quite easy if you have a huge damage weapon with Warp or AP ammo that can make them flip, but they can be a major pain in the ass for power kits that rely mainly of their powers.
Hmm, really? I never had a problem with Praetorians using the QME, who is a big time power caster. You just need a weapon that can eat armor, and Praetorians will fall reliably.
Squeezing past Banshees is problematic because they will so often teleport in front of you for a magnet grab while you're running, Praetorians, eh. No surprises there.
#73
Posté 01 mars 2015 - 05:53
Hmm, really? I never had a problem with Praetorians using the QME, who is a big time power caster. You just need a weapon that can eat armor, and Praetorians will fall reliably.
Squeezing past Banshees is problematic because they will so often teleport in front of you for a magnet grab while you're running, Praetorians, eh. No surprises there.
I can dodge past Banshees 99 times out of 100. They can scream and stagger me with Nova but that's about it.
With Praetorans you need to be 1 on 1 or with a team that knows what's it's doing. A team of noobs can unload on Atlas or Prime and kill it quite quickly, because those 2 take it up the ass whatever you dish out, they don't block anything. Basnhee can block powers while it's walking around, but then she can't grab and it's warp balls are predictable and easy to avoid and you can even get hit by one or tho - it's no biggie.
But a team of noobs will always trigger the Praetorian bubble while it's flying. Willingly or not. Preatorian doesn't care.If it not gun fire - it mean bubble time!. So it's invulnerable to powers 90% of the time. Now when you can hit it with powers? When it's shooting. Doing it from the front is tricky, because RHA doesn't really work - laz0rs clip cover or there may be no cover at all. From the back? It can ass-laz0r you.
And of course most of the time you are not fighting Praetorian alone. You have a team of Scions to deal with that carpet bomb all the things and take down your shields for 10 seconds. You have to avoid Seekers that explode with radius larger than any kits dodge (8 meters) that also stop you from using powers for 10 seconds and take down your shields. You have to avoud A-Bombs that can nuke you and kill you or just explode on you when not possessed and take down your shields and health and prevent it from regening. You have to avoid Captains that do more damage than Marauders, have more health than Marauders and are faster than Marauders that come with said Seekers that have fucked up hitboxes and move in erratic patters and are just looking for that moment when something takes down your shields and prevent them from regening and then they just love tap you - ded.
The whole Collectards faction is area denial and take down your shields and not allow you to regen them faction.
#74
Posté 01 mars 2015 - 06:27
- LemurFromTheId aime ceci
#75
Posté 01 mars 2015 - 06:33
Why are scions being mentioned? All you have to do when out of cover is run parallel to them. They do zero damage that way.
Yes, because the game always lets you do that and gives you space. And other enemies dissapear or stop shooting you.





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