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Why were biotics made useless in ME2?


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#851
Graunt

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SurfaceBeneath wrote...

Wow. So many bad players here.

Adepts are fine on higher difficulties. They provide the best CC in the game and the more difficult enemies are, the better CC gets. This means that their superior CC has to be countered by something. This comes in the form of armor and shields/barriers that counters their CC until it can be brought down.

Adepts are weak only in the beginning of any given fight. Once the battle is under way and defenses start getting brought down, they own everything without those enemies even being able to attack them back. It's called Balance and Tactics.


Are you serious?  You can't "CC" anything that has protection and you would know this if you had even bothered playing the "higher difficulties" which you most obviously have not yet. At least 80% of the enemies have some form of protection, many have two.  So what you're saying is "biotics have to be super countered somehow while guns, ammo and techs don't really suffer the same problem!" right?

People seem to enjoy throwing around the "tactics" word as though this game is super deep and that we just can't grasp how to play.  That's not the case at all, and to "get through those defenses" requires the biotic to sit there and play paint thinner guy to the other two artists in the group the entire time.  You also don't need any CC once those protections have been stripped because a few shots finishes them off, so all you did was waste a cooldown.

Modifié par Graunt, 02 février 2010 - 02:45 .


#852
Comprehension

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jmark22 wrote...

Otherwise, I would just spam 'Pull' every 3 seconds and the fight would be over (my first playthrough was as a Vanguard on veteran difficulty, btw). It would also be very boring.


Except it wouldn't. Armor only accounts for one of three types of defense. Tech's signature advantage is against shields, so if biotics' signature advantage was against armor (which would make sense), then biotics would be even with tech.

#853
Selvec_Darkon

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It wouldn't be so bad if every other enemy didn't have armor. But they do. Sheilds/Body seem to be extremely rare beyond basic minions. Given you have terrible weapons, it means some bad times against Bosses, Bots/Vechicles & Shotgunners. Ruins the fun when only two powers work, and not even ones with decent fun effects.

#854
jmark22

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Comprehension wrote...

jmark22 wrote...

Otherwise, I would just spam 'Pull' every 3 seconds and the fight would be over (my first playthrough was as a Vanguard on veteran difficulty, btw). It would also be very boring.


Except it wouldn't. Armor only accounts for one of three types of defense. Tech's signature advantage is against shields, so if biotics' signature advantage was against armor (which would make sense), then biotics would be even with tech.


I like what you are saying here.  Obviously, I was thinking of biotics working against shields as well, like in ME1.  That might work, although it doesn't make much sense regarding what shields guard against according to lore.

Shields, or "kinetic barriers", have always been described as protecting against bullets by detecting a very fast moving projectile and throwing up the barrier to deflect it.  They wouldn't protect you from objects moving slower than bullets, so if a car were to hit you the shield would not protect you at all (it's also why you can sit down in a chair without knocking it over).  Never have I heard of shields providing any sort of protection against biotics.

Here is how I think biotics should work (all credit to Malcroix, who posted this earlier in this thread I believe):

1. Shields not affected by biotics at all, but not stopping biotics from affecting target (maybe with a reduced effectiveness);


2. Armor makes targets more resistant to biotics - i.e. target is considered "heavier" when pulled/thrown/singed (ME1 had a similar thing with one of the exoskeleton armor uprgades), and Warp/Singularity do less damage. This makes sense because the target has much more mass and is much more dense on the outside;


3. Pure health highly affected by biotics - i.e. Heavy Warp killing them outright (completely messes up internal organs), and Throw smashing them so hard they lose consciousness for a time;


4. Barrier having a unique relationship with biotics - can completely stop some powers (pull/throw) but is totally destroyed by Warp (maybe even damaging target).

#855
MasterAlric

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Those 4 points sound good, but I would make a few adjustments :

1. Barriers should completly prevent the use of biotics except for warp. It makes sense cause a biotic user could increase its own mass to prevent from being lifted. Warp damage should be trimed down against barrier (say 1/4)

2. Biotic attacks that damage the target through mouvment (Slam, Singularity, Throw...) should bypass armor and damage health directly BUT only half the newtons/duration should be applied (considering the target is heavier due to armor). If a target's health reaches zero, he/she/it dies even if his armor is not completely depleted (that makes sense).

3. Warp should damage both health and armor at the same time. Only half damage to health if armor on.

4. For vangards : weapons should deal A LOT more damage to both armor and barrier when in very short range (Like one or two shotgun blast completly removing armor). That would give their charge power a huge (and required) boost in hardcore/insanity.

That would enable a lot more tactics in combat :

1. Biotics can crow control every targets except other biotic users (until their barrier is over).

2. Biotic attacks can kill even the armored enemy but that should be made pretty difficult : e.g. when using pull/throw combo, you will have to deal with a very short time frame between the end of the half-duration pull and power cooldown.

3. Biotic users can choose to deplet armor with bullets before using their powers to full extent... or use them right away with lesser effect.

#856
Ahglock

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jmark22 wrote...

Comprehension wrote...

jmark22 wrote...

Otherwise, I would just spam 'Pull' every 3 seconds and the fight would be over (my first playthrough was as a Vanguard on veteran difficulty, btw). It would also be very boring.


Except it wouldn't. Armor only accounts for one of three types of defense. Tech's signature advantage is against shields, so if biotics' signature advantage was against armor (which would make sense), then biotics would be even with tech.


I like what you are saying here.  Obviously, I was thinking of biotics working against shields as well, like in ME1.  That might work, although it doesn't make much sense regarding what shields guard against according to lore.

Shields, or "kinetic barriers", have always been described as protecting against bullets by detecting a very fast moving projectile and throwing up the barrier to deflect it.  They wouldn't protect you from objects moving slower than bullets, so if a car were to hit you the shield would not protect you at all (it's also why you can sit down in a chair without knocking it over).  Never have I heard of shields providing any sort of protection against biotics.


I actually have no problem with shields  working against biotics.  Shields are a type of mass effect field, biotics is using a mass effect field on the target.  A sheilds mass effect field interfeering with that makes some sense to me.  Armor makes no sense to me at all, I have a bullet proof vest on and now I can't be made super lite now, whiskey tango??

#857
enigma1337

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Why is there a massive complaint thread for biotics but not for tech?



To review:



Most biotic powers cannot be used effectively against things that have protection of some kind (pull, throw, etc).

Most tech powers cannot be used effectively against things that have protection of some kind (Cryo,AI Hack, etc).



Biotic powers (warp, namely) can counter barriers and armor but not counter shields.

Tech powers can counter shields (overload) and armor (incinerate) but not counter barriers.



In short, judging from the complaints, higher difficulties should be screwing over the adept and engineer equally yet there is no mega-complaint thread for the engineer. Why is that?

#858
Laughing_Man

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Ahglock wrote...

jmark22 wrote...

Comprehension wrote...

jmark22 wrote...

Otherwise, I would just spam 'Pull' every 3 seconds and the fight would be over (my first playthrough was as a Vanguard on veteran difficulty, btw). It would also be very boring.


Except it wouldn't. Armor only accounts for one of three types of defense. Tech's signature advantage is against shields, so if biotics' signature advantage was against armor (which would make sense), then biotics would be even with tech.


I like what you are saying here.  Obviously, I was thinking of biotics working against shields as well, like in ME1.  That might work, although it doesn't make much sense regarding what shields guard against according to lore.

Shields, or "kinetic barriers", have always been described as protecting against bullets by detecting a very fast moving projectile and throwing up the barrier to deflect it.  They wouldn't protect you from objects moving slower than bullets, so if a car were to hit you the shield would not protect you at all (it's also why you can sit down in a chair without knocking it over).  Never have I heard of shields providing any sort of protection against biotics.


I actually have no problem with shields  working against biotics.  Shields are a type of mass effect field, biotics is using a mass effect field on the target.  A sheilds mass effect field interfeering with that makes some sense to me.  Armor makes no sense to me at all, I have a bullet proof vest on and now I can't be made super lite now, whiskey tango??


Hmm... you have a point i guess, but anyway, i dont think shields are going to be very effective against biotics,
even if shields can disrupt them a litle.

A.  adept's biotic fields are probably more massive than kinetic barriers on a personal body armor,
they look more massive anyway.

B.  There is a reason why biotics are so valued by every army, if regular kinetic barrier could have held against them, than whats the point?

C. If indeed adepts are no stronger than a litlle mass effect generator, why not use hand weapons who
shoot mass effect fields?

Modifié par TheRedVipress, 02 février 2010 - 04:25 .


#859
BanditGR

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As has been stated way earlier in the thread, the real question (and problem) is why have a significant portion of enemies on insanity with more shields and armor than health (or at the very least an amount of health that takes little to no effort to get rid of, using whatever means, after protections are down) :P

Modifié par BanditGR, 02 février 2010 - 04:25 .


#860
Laughing_Man

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enigma1337 wrote...

Why is there a massive complaint thread for biotics but not for tech?

To review:

Most biotic powers cannot be used effectively against things that have protection of some kind (pull, throw, etc).
Most tech powers cannot be used effectively against things that have protection of some kind (Cryo,AI Hack, etc).

Biotic powers (warp, namely) can counter barriers and armor but not counter shields.
Tech powers can counter shields (overload) and armor (incinerate) but not counter barriers.

In short, judging from the complaints, higher difficulties should be screwing over the adept and engineer equally yet there is no mega-complaint thread for the engineer. Why is that?


You can find your answer in this thread, if you try.

#861
SurfaceBeneath

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Graunt wrote...
Are you serious?  You can't "CC" anything that has protection and you would know this if you had even bothered playing the "higher difficulties" which you most obviously have not yet. At least 80% of the enemies have some form of protection, many have two.  So what you're saying is "biotics have to be super countered somehow while guns, ammo and techs don't really suffer the same problem!" right?

People seem to enjoy throwing around the "tactics" word as though this game is super deep and that we just can't grasp how to play.  That's not the case at all, and to "get through those defenses" requires the biotic to sit there and play paint thinner guy to the other two artists in the group the entire time.  You also don't need any CC once those protections have been stripped because a few shots finishes them off, so all you did was waste a cooldown.


I haven't been playing the harder difficulty settings? I'm halfway through insanity on a biotics focused Sentinal having a damn easy time of it... about as easy as I had on my first playthrough of the game on a Veteran Infiltrator. I've also started an insanity run on an Adept and am currently on my 3rd recruiting mission.

Listen man, don't try to justify your sucking by saying the class is weak. The only real "weakness" Adepts have is against shielded foes, for which they have no real power to attack, as Warp absolutely destroys barriers and armor and has a very low cooldown. Once those defenses are down, Adepts can literally make large groups of enemies completely unable to do anything. No other class has that kind of control. And you over emphasize how good an enemy's protections are on the higher difficulties. Most fodder enemies only have a very light and superficial defense which can be taken down in a single power. You have your party strip these defenses while you warp enemies and then when the defenses start falling, you start whipping out the Singularities and Shockwaves and mass control entire groups of them without them being able to stop you.

I don't care if you suck too much to use biotics. I'm having a lot of fun with them and finding that they are superior to what any other power can do in many situations. Back to playing the game, Peace.

#862
flamingdts

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SurfaceBeneath wrote...

Graunt wrote...
Are you serious?  You can't "CC" anything that has protection and you would know this if you had even bothered playing the "higher difficulties" which you most obviously have not yet. At least 80% of the enemies have some form of protection, many have two.  So what you're saying is "biotics have to be super countered somehow while guns, ammo and techs don't really suffer the same problem!" right?

People seem to enjoy throwing around the "tactics" word as though this game is super deep and that we just can't grasp how to play.  That's not the case at all, and to "get through those defenses" requires the biotic to sit there and play paint thinner guy to the other two artists in the group the entire time.  You also don't need any CC once those protections have been stripped because a few shots finishes them off, so all you did was waste a cooldown.


I haven't been playing the harder difficulty settings? I'm halfway through insanity on a biotics focused Sentinal having a damn easy time of it... about as easy as I had on my first playthrough of the game on a Veteran Infiltrator. I've also started an insanity run on an Adept and am currently on my 3rd recruiting mission.

Listen man, don't try to justify your sucking by saying the class is weak. The only real "weakness" Adepts have is against shielded foes, for which they have no real power to attack, as Warp absolutely destroys barriers and armor and has a very low cooldown. Once those defenses are down, Adepts can literally make large groups of enemies completely unable to do anything. No other class has that kind of control. And you over emphasize how good an enemy's protections are on the higher difficulties. Most fodder enemies only have a very light and superficial defense which can be taken down in a single power. You have your party strip these defenses while you warp enemies and then when the defenses start falling, you start whipping out the Singularities and Shockwaves and mass control entire groups of them without them being able to stop you.

I don't care if you suck too much to use biotics. I'm having a lot of fun with them and finding that they are superior to what any other power can do in many situations. Back to playing the game, Peace.


Why the hell would you want to CC enemies that will die in a couple of shots?

#863
Murmillos

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SurfaceBeneath wrote...

Graunt wrote...
Are you serious?  You can't "CC" anything that has protection and you would know this if you had even bothered playing the "higher difficulties" which you most obviously have not yet. At least 80% of the enemies have some form of protection, many have two.  So what you're saying is "biotics have to be super countered somehow while guns, ammo and techs don't really suffer the same problem!" right?

People seem to enjoy throwing around the "tactics" word as though this game is super deep and that we just can't grasp how to play.  That's not the case at all, and to "get through those defenses" requires the biotic to sit there and play paint thinner guy to the other two artists in the group the entire time.  You also don't need any CC once those protections have been stripped because a few shots finishes them off, so all you did was waste a cooldown.


I haven't been playing the harder difficulty settings? I'm halfway through insanity on a biotics focused Sentinal having a damn easy time of it... about as easy as I had on my first playthrough of the game on a Veteran Infiltrator. I've also started an insanity run on an Adept and am currently on my 3rd recruiting mission.

Listen man, don't try to justify your sucking by saying the class is weak. The only real "weakness" Adepts have is against shielded foes, for which they have no real power to attack, as Warp absolutely destroys barriers and armor and has a very low cooldown. Once those defenses are down, Adepts can literally make large groups of enemies completely unable to do anything. No other class has that kind of control. And you over emphasize how good an enemy's protections are on the higher difficulties. Most fodder enemies only have a very light and superficial defense which can be taken down in a single power. You have your party strip these defenses while you warp enemies and then when the defenses start falling, you start whipping out the Singularities and Shockwaves and mass control entire groups of them without them being able to stop you.

I don't care if you suck too much to use biotics. I'm having a lot of fun with them and finding that they are superior to what any other power can do in many situations. Back to playing the game, Peace.


Most fodder enemies also have light health which die in a few shots anyways - no need to use CC until you are really wanting to keep the perception of getting to use CC - but for what reason?

Again, which boils down to using warp (and Reave) to remove all protection.  You can not use any type of CC until the sheild/barrier protections are gone.

The game play is boiling down to one thing.  Warp and Reave.  Why use CC if they are dead in two shots after already spending all that time stripping down their protection?

#864
Graunt

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SurfaceBeneath wrote...
I haven't been playing the harder difficulty settings? I'm halfway through insanity on a biotics focused Sentinal having a damn easy time of it... about as easy as I had on my first playthrough of the game on a Veteran Infiltrator. I've also started an insanity run on an Adept and am currently on my 3rd recruiting mission.

Listen man, don't try to justify your sucking by saying the class is weak. The only real "weakness" Adepts have is against shielded foes, for which they have no real power to attack, as Warp absolutely destroys barriers and armor and has a very low cooldown. Once those defenses are down, Adepts can literally make large groups of enemies completely unable to do anything. No other class has that kind of control.


Completely and utterly clueless at what is even being discussed.  NO ONE CARES THAT YOU CAN USE WARP FOUR TIMES AND THEN SINGULARITY, no one said an Adept did not have any tools to strip away defenses.  You seem to think wasting ten seconds just to setup 2-3 enemies in CC is some big payoff when you could simply just kill them with a Soldier, Sentinel or Infiltrator in the same amount of time.  How often are enemies clustered up to where you're going to hit more than three at a time ever?  VERY RARELY.  

It's mostly a game of strip, strip, strip single target and that's why the Adept is completely devoid of that necessary ingredient, you know...fun?  The class is at a severe handicap compared to every other class in the game (well ok, it's still better than a Vanguard on Insanity I suppose...) at the higher difficulties.  A Soldier or Infiltrator don't even have to use a bunch of abilities to remove defense to actually DO anything to their targets.  And it really does seem like you have not actually played the class on Insanity, despite what you say.  There are too many instances in which enemies are crouching behind cover and your Warp either misses due to them crouching right after a cast or you go through the long and boring process of casting it, waiting for them to crouch and then come back up, repeat ad nauseum.  But I mean if you think having a super small advantage against Husk rushes somehow makes up for it...yeah...

The game was clearly designed to be "balanced" when playing on normal, but even then it's not because it's so glaring how the other classes have such a huge advantage in the higher difficulties by default.

Modifié par Graunt, 02 février 2010 - 07:44 .


#865
Liana Shepard

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I was worried about playing an Adept after reading a bit into this thread.  But I have to say...I'm actually having MORE fun with using tactics in ME2. 

If I encounter someone with shields, I use warp or a singularity to drain them, maybe a team member will use overload at the same time, and then a shooter will either take them out, or I'll wait until I can use pull to draw them out while my team covers me.

If I find a lot of enemies gathered together, I LOVE using shockwave to rip through them like a bowling ball.  Then my team finishes them off.

If I find a heavy mech or a gun ship, I'll switch between using my biotics and then rocket launcher or particle beam (while I recharge).

One of the best scenarios I had was when I used pull on an enemy to draw him out, Mordin froze him in mid-air, and then Grunt shot him - shattering him to pieces.  LOVE IT! Image IPB

#866
Graunt

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Liana Shepard wrote...

I was worried about playing an Adept after reading a bit into this thread.  But I have to say...I'm actually having MORE fun with using tactics in ME2. 

If I encounter someone with shields, I use warp or a singularity to drain them, maybe a team member will use overload at the same time, and then a shooter will either take them out, or I'll wait until I can use pull to draw them out while my team covers me.

If I find a lot of enemies gathered together, I LOVE using shockwave to rip through them like a bowling ball.  Then my team finishes them off.

If I find a heavy mech or a gun ship, I'll switch between using my biotics and then rocket launcher or particle beam (while I recharge).

One of the best scenarios I had was when I used pull on an enemy to draw him out, Mordin froze him in mid-air, and then Grunt shot him - shattering him to pieces.  LOVE IT! Image IPB


Adepts are fun on normal.  My first playthrough was on normal without any INI changes.  Normal difficulty isn't what anyone has any real gripes with in this thread.  

I can *almost* understand why biotics were nerfed so hard, but not really.  If you play on the PC where you can still use everything on protected enemies you have a lot more flexibility and on top of that you can do the one-two punch of Pull, Singularity or Slam and then Warp explosion instead of having to Warp, Warp, Warp, some other biotic, Warp for the same effect.  The Adept goes from being a wet noodle of a class to something that actually has control again, and it's not like you're just walking into a room and clearing it out all by yourself in a few seconds or anything.  You still have to take cover like any other class.  

The only thing this really trivializes would be heavy mechs since you can just keep them perma lifted for the most part.  You still have to fire guns to actually kill them though and it's not really that different than simply strafing around a box that it can't blow up, or crouching and tossing Warp until all defense is gone then casting pull once or twice.

Modifié par Graunt, 02 février 2010 - 09:04 .


#867
Liana Shepard

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Graunt wrote...

Liana Shepard wrote...

I was worried about playing an Adept after reading a bit into this thread.  But I have to say...I'm actually having MORE fun with using tactics in ME2. 

If I encounter someone with shields, I use warp or a singularity to drain them, maybe a team member will use overload at the same time, and then a shooter will either take them out, or I'll wait until I can use pull to draw them out while my team covers me.

If I find a lot of enemies gathered together, I LOVE using shockwave to rip through them like a bowling ball.  Then my team finishes them off.

If I find a heavy mech or a gun ship, I'll switch between using my biotics and then rocket launcher or particle beam (while I recharge).

One of the best scenarios I had was when I used pull on an enemy to draw him out, Mordin froze him in mid-air, and then Grunt shot him - shattering him to pieces.  LOVE IT! Image IPB


Adepts are fun on normal.  My first playthrough was on normal without any INI changes.  Normal difficulty isn't what anyone has any real gripes with in this thread.  


It sounds like the topic for this thread is too general, then, and should be specified concerning hardcore/insanity.

Graunt wrote...I can *almost* understand why biotics were nerfed so hard, but not really.  If you play on the PC where you can still use everything on protected enemies you have a lot more flexibility and on top of that you can do the one-two punch of Pull, Singularity or Slam and then Warp explosion instead of having to Warp, Warp, Warp, some other biotic, Warp for the same effect.  The Adept goes from being a wet noodle of a class to something that actually has control again, and it's not like you're just walking into a room and clearing it out all by yourself in a few seconds or anything.  You still have to take cover like any other class.  


Yeah, that's how I've been playing - on the PC.  Maybe the game didn't translate well to consol?

#868
RedShft

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I am currently playing the game through on hardcore as an adept. I do not have any problems so far. The only difference that I have seen is that when playing an adept you must pick your squad members more carefully because if you don't have someone with overload it will make some fights more of a hassle then they should be.



Biotics weren't the only power changed in ME2, there are several other tech powers that can only be used when the opponent does not have any armor or shields (such as AI hacking). In addition, there are powers that cannot be used when the opponent has shields and are most effective on armor (incinerate).



Everyone who is complaining about biotics in ME2 are just upset that they can't run through the game on insanity and control a full room of enemies with singularity, lift, stasis etc. Get over it, ME2 is more tactical and less mindless.

#869
rumination888

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enigma1337 wrote...

Why is there a massive complaint thread for biotics but not for tech?

To review:

Most biotic powers cannot be used effectively against things that have protection of some kind (pull, throw, etc).
Most tech powers cannot be used effectively against things that have protection of some kind (Cryo,AI Hack, etc).

Biotic powers (warp, namely) can counter barriers and armor but not counter shields.
Tech powers can counter shields (overload) and armor (incinerate) but not counter barriers.

In short, judging from the complaints, higher difficulties should be screwing over the adept and engineer equally yet there is no mega-complaint thread for the engineer. Why is that?


No reason to complain about tech. Overload, Incinerate, Drone, Tactical Cloak, and Tech Armor are amazing.
Only 2 tech skills are pointless on Insanity: Cryo Blast and AI Hack.

Compare that to biotics.
Warp is a good biotic power. No denying that.
Throw, Pull, and Shockwave are worthless if the enemy has more than health.
Singularity only stuns the enemy for 3-4 seconds on Insanity if they have protection up. So why bother wasting a cooldown on that when you can Warp them and finish them off with your weapon?
Charge will often get you killed against a pack of more than 2 enemies on Insanity(unless you have all of the biotic cooldown research, shield research, a shield bonus power, champion spec for reduced cooldowns, and heavy charge for time dilation.... you can then spam charge over and over and keep your shields up nearly 100% of the time, but by then the game is almost over, so whats the point?)

#870
TeamRyan

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RedShft wrote...

I am currently playing the game through on hardcore as an adept. I do not have any problems so far. The only difference that I have seen is that when playing an adept you must pick your squad members more carefully because if you don't have someone with overload it will make some fights more of a hassle then they should be.

Biotics weren't the only power changed in ME2, there are several other tech powers that can only be used when the opponent does not have any armor or shields (such as AI hacking). In addition, there are powers that cannot be used when the opponent has shields and are most effective on armor (incinerate).

Everyone who is complaining about biotics in ME2 are just upset that they can't run through the game on insanity and control a full room of enemies with singularity, lift, stasis etc. Get over it, ME2 is more tactical and less mindless.


obviously isn't playing as an adept period.

#871
tonnactus

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Murmillos wrote...

The game play is boiling down to one thing.  Warp and Reave.  Why use CC if they are dead in two shots after already spending all that time stripping down their protection?

This is a little exaggeration...
Two shots???


The infiltrator has some hard time...

Modifié par tonnactus, 02 février 2010 - 09:42 .


#872
RedShft

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Keep on whining buddy. I'll be enjoying my ADEPT in ME2. Enjoy your stay on the forums. I'll enjoy mine in-game.

TeamRyan wrote...

RedShft wrote...

I am currently playing the game through on hardcore as an adept. I do not have any problems so far. The only difference that I have seen is that when playing an adept you must pick your squad members more carefully because if you don't have someone with overload it will make some fights more of a hassle then they should be.

Biotics weren't the only power changed in ME2, there are several other tech powers that can only be used when the opponent does not have any armor or shields (such as AI hacking). In addition, there are powers that cannot be used when the opponent has shields and are most effective on armor (incinerate).

Everyone who is complaining about biotics in ME2 are just upset that they can't run through the game on insanity and control a full room of enemies with singularity, lift, stasis etc. Get over it, ME2 is more tactical and less mindless.


obviously isn't playing as an adept period.



#873
TeamRyan

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RedShft wrote...

Keep on whining buddy. I'll be enjoying my ADEPT in ME2. Enjoy your stay on the forums. I'll enjoy mine in-game.



I never whined once, I just called you out on your bull****.

#874
BusterPoindexter

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For people who know, Is the adept fun, and can you manhandle people on normal?

Also, with biotics being useless on harder levels do you all refer to the fact that there are more people with shields and that makes the biotics useless or do biotics work against shielded enemys on normal and not on the higher levels?

#875
Giantevilhead

Giantevilhead
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BusterPoindexter wrote...

For people who know, Is the adept fun, and can you manhandle people on normal?
Also, with biotics being useless on harder levels do you all refer to the fact that there are more people with shields and that makes the biotics useless or do biotics work against shielded enemys on normal and not on the higher levels?


Biotics are fun on normal when enemies don't have a lot of armor or shields.

The problem with the Adept is that on harder difficulties, enemies all have shields/armor/biotic barrier and 90% of their hit points comes from those. Since Pull, Throw, and Shockwave only work when shields/armor/biotic barrier are down, they're only useful for about 10% of the battle.