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Why were biotics made useless in ME2?


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#1101
tonnactus

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Xivai wrote...

No other class NEEDS to take an extra skill to become viable as a character that is still gimped more than other classes.

That is wrong.As a example,Infiltrators have tools against armor or shield,but nothing special against barrier.Only fast firing weapons.The only "complete" class is the sentinel now.Overload for shields,warp for armor and barrier.
Also,dont forget,this is an rpg.Some classes start stronger,but who cares.Only the end counts.With energy drain as bonus and assault rifles,the adept is pretty good in the end.Has tools against everything.

#1102
Matrices1

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The gap between guns and biotics is pretty clear, but there's still a lot of whining about nothing going on here: you can play the game just fine up to and including Veteran mode using biotics, and as noted, even Hardcore and Insane can be done with biotic-heavy characters. So what if it takes longer? That's a pathetic complaint: that it takes longer to beat the game with one class compared with another on the highest difficulty settings is hardly an indication that biotics is "broken." Want to finish faster? Go with gun-oriented characters or lower the difficulty. Problem solved.



It's literally impossible to "balance" everything - someone's always whining at the end of the day - so of all things, that one specific class has to spend more time playing to finish the game at higher levels isn't exactly a major flaw. Expecting a biotic equivalent of just running around cloaked and one-shotting enemies in the head is childish since the risk/reward for shooting versus biotics is completely different. A headshot is a reward for excellent aim whereas biotics require no aiming besides curving pull or throw.



Bioware's decision makes sense. Bullets damage everything to varying degrees, and depending on your gun type and ammo, they'll damage some things more than others. You can't graft that onto biotics - you can't "sort of" lift, throw, or pull things. You either do or you don't. So the best decision was to have specific anti-armor/shield/barrier biotics chisel away at the layers preventing the other biotics.



ME1 was hilariously unbalanced with respect to biotics and people are spoiled by that. In this game you have to actually use tactics and teammates to get things done. If you can run around single-shotting all your enemies solo, good for you, I guess - but it's asinine to pretend that every other class needs an equivalent boring I-win button.




#1103
Roxlimn

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Flash in the Flesh:

Oh no. Biotics are MUCH more powerful than guns. For one thing, they go around cover. For another combining them leads to insta-kills and powerful blasts. Warp explosions work a lot like Incineration Blast - except that they work on everything, throw peeps to the ground and require less point investment.

All you need is one mook to send up and it's kablooey time. As a Sentinel, you're more or less locked on Jacob to get you there. As an Adept, you enable Miranda and yourself to get the blast radius with Sing or Pull.

Allowing Pull or Sing to work for just one second on any enemy essentially means that it's always boom-time. That is better than gunfire, especially in enclosed spaces. And you still have your Heavy Weapon and your extra weapon training. It's not like Adepts are any less capable at deploying a Cain.

Fly time is always kablooey time. If you're not exploding people who are flying, it's either because they're already dead or you didn't time your squad control right.

The guns that I judge on par with how biotics are now are the Widow and the Revenant.  Allow Biotics to boom anyone, anytime, and it's just not comparable.

Modifié par Roxlimn, 04 février 2010 - 03:21 .


#1104
tonnactus

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Zoe Dedweth wrote...

Two powers that combine really well for insanity are morinth's Dominate + Warp.

Dominate ignores protection ???

#1105
tonnactus

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Matrices1 wrote...


It's literally impossible to "balance" everything -

To be honest-The existence of the widow sniper shows that they dont really want it.Its a like a heavy weapon withouts their limitations.
Its like cheating.
The most idiotic weapon in the game.(a sniper that weights 40 kilogramms???)

#1106
NalimX

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Roxlimn wrote...

Flash in the Flesh:

Oh no. Biotics are MUCH more powerful than guns. For one thing, they go around cover. For another combining them leads to insta-kills and powerful blasts. Warp explosions work a lot like Incineration Blast - except that they work on everything, throw peeps to the ground and require less point investment.

All you need is one mook to send up and it's kablooey time. As a Sentinel, you're more or less locked on Jacob to get you there. As an Adept, you enable Miranda and yourself to get the blast radius with Sing or Pull.

Allowing Pull or Sing to work for just one second on any enemy essentially means that it's always boom-time. That is better than gunfire, especially in enclosed spaces. And you still have your Heavy Weapon and your extra weapon training. It's not like Adepts are any less capable at deploying a Cain.

Fly time is always kablooey time. If you're not exploding people who are flying, it's either because they're already dead or you didn't time your squad control right.

The guns that I judge on par with how biotics are now are the Widow and the Revenant.  Allow Biotics to boom anyone, anytime, and it's just not comparable.


I certainly liked the adept, but you aren't quite right on that. This does only work on lower difficulties. I found myself using mostly warp on veteran, because many enemies have barriers/shields/armor which make the powers you mentioned (throw, pull, singularity, name it) useless. When an enemey is down to health, he's dead within seconds anyway. On insanity, the adept is just a worse version of the sentinel, since the only power you'll use is throw (which the sentinel also has) in order to stop melee enemies which you couldn't kill fast enough (the bigger geth, the big mech) from shooting when they are standing right in front of you. As 95% of your enemies have defenses, throw, pull and singularity won't work.

#1107
NineInchNall

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 Please forgive any typos; I'm writing this on my phone. :)

I for one am not limiting my criticism to Insanity. The game design issues I've enumerated affect every difficulty. The fact that the skill advancement value/cost encourages maxing one skill rather than branching out is an issue on any difficulty that is exacerbated by the global cooldown.

even on Normal, there is no benefit to investing in Throw, Pull, or Shockwave, and that is just sad. It's also evidence of poor design.

My problem with the Adept has nothing to do with difficulty. It's all about the waste of space your other powers are.

#1108
Roxlimn

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NalimX:



You're simply repeating the same thing. I'm not sure about Insanity as I haven't played that, but certainly, on Hardcore currently, I'm using nearly all my biotic powers to profit.



Defenses don't make powers useless. They only require that you lower the defenses until you can use them. I do not find that an enemy that is down to health is "dead within seconds." Krogan, especially, take quite a while to kill and they regenerate appreciably, too.



How do you kill a red-health enemy "within seconds" using a submachine gun on Insanity, exactly? Everyone keeps saying it, but no one can tell me exactly how that is done. Headshots don't do it, certainly. Even firing headshots at close range don't kill krogan or even Commanders "within seconds."



You'd need a Claymore loaded with AP ammo to do that, and neither Adepts nor Sentinels have access to it.



Also, I found Singularity limiting movement of even Shielded enemies. Don't know if it's a feature or an AI behavior protocol, but it does do that.



You can kill a health enemy relatively quickly, but why? Instead of using 3 Warps, use Pull, then Warp to explode the Pull (make sure your squaddies don't kill the Pull target). Even better, ready Miranda with Heavy Warp, then Warp as soon as Pull latches on, for the explosive kill. Very effective.



Singularity can work similarly, and it does wonders on Shielded-only Enemies when you have people who have area Overload. Double Area Overload, Sing, Warp, will clear an area just like that. Generally, I found that prepping a Warp with a Pull on health-only enemies kills faster than with a gun, or using only Warp.



You already noted Throw. I note Sing and Pull. It's a nice combo.



If you feel a lack against Shields, you can get Energy Drain. It's not like you need anything else, really. In comparison, I found Sentinel kind of boring. You're either using Overload or Warp and they don't interact. Mostly, you're just using brute force unless you keep lugging Jacob on every mission. Tech Armor gets shredded very quickly on Hardcore, probably moreso on Insanity. Energy Overload is a better deal since you can kill enemy Drones and suck enemy shields to keep yourself protected. Combat goes really fast because you're almost never hunkering down to recover shields. Either the enemy still has shields and you keep shooting and draining them, then once that's gone, Pull-Warp kablooey.



Again, don't know about Insanity specifically, but right up to Hardcore, the Adept works really well. Better, in fact, than Soldier, because the Soldier's Concussive and Cryo skills are kind of blah at Hardcore. On Adept, Shockwave is the only one I'm rather down on, and mainly because I don't see how to integrate it tactically with an effects-user.

#1109
Amioran

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Roxlimn wrote...

Amioran:

That is absolutely untrue. On lower difficulty levels, Cryo ammo is actually good. On Hardcore and presumably Insanity, it's not that good anymore. In fact, it's strictly worse than either Pull or Throw, because it doesn't do anything that you can't do better firing ammo that actually kills the enemy.


As I said some things works better, others not so. The difference here is the fact that Infiltrator is a "gun class" differently from an Adept, so the fact that the class has to resort to guns to lower defences before using certain skills can be appropriate. The same isn't true, however, for the Adept, that should be a class that works predominantly with powers and very seldomly with guns.

Same goes for Soldiers. While certain skills also for soldier classes works better on lower difficulties the role can justify it. The right example would be if Soldiers or Infiltrators would lose the ability to use AR and Sniper Rifles respectively on higher difficulties against armored opponents. THIS would be the right paragon. Since it doesn't happen, Biotic classes get the worst of the inability of using certain skills.

If you're going to assert that enemies on Insanity and Hardcore go down easy, don't get all leet on me and be all arrogant but vague about it. Show me the money.


While I never asserted it I think everyone can see for itself that bringing an enemy to red health is much more difficult than bringing the same from red health to death.

And anyway, while this is an obvious component of the issue, it's not the most important part; the fact that you are restricted to use some skills only on certain arbitrary circumnstances, is, in fact. It's a thing that doesn't make sense not from a balance pow, not from a difficulty one. It is only a thing that makes biotic users play only in a certain way and bring certain members, restricting choices and strategies. Nothing more, nothing less.

Modifié par Amioran, 04 février 2010 - 05:28 .


#1110
Hoffburger

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Wow, I go to class to take a test and come back to 4 more pages that I have to read and respond to.

Roxlimn wrote...

Amioran:

That is absolutely untrue. On lower difficulty levels, Cryo ammo is actually good. On Hardcore and presumably Insanity, it's not that good anymore. In fact, it's strictly worse than either Pull or Throw, because it doesn't do anything that you can't do better firing ammo that actually kills the enemy.

Concussive Shot suffers from the same issue, so no, Soldiers and Infiltrators don't play the same on higher difficulty levels as on lower ones. Even the Sentinel's AI Hacking should be gimped by that argument, and I don't think it is.

Peeps here aren't trying or they're blind. On Hardcore, Shields and Armor go down fast if you use the right powers. Two uses of Overload will kill most any Shield, and three with Overload even the Shields of a Blue Sun Commander. Yes, I counted. After that, you can't use Overload - because Overload only damages Synthetics, and those comprise a minority of opponents. Most opponents are not synthetic - krogan, human, batarian, and Collectors form the majority of opponents. Geth, Mechs, and vehicles are a smaller fraction.

Once the enemy is down to Health, you're only getting rid of that by firing your gun, and by my count, you can unload a full pistol clip of Predator rounds into a Commander without him going down. That's a fairly significant chunk of health. In fact, many such guys can take a sniper round to the face and live.

That's not 20% In fact, I think it's closer to half for most targets, and about a third for those that have both Armor and Shield or Barrier defenses. The YMIR mech has significantly lower Health than Armor or Shields, but that's true for similar platforms. Geth have more Shields than Health. Sentry Drones only have Shields, and the take-over insect general (avoiding spoilers here) has only Barriers and Armor, both of which are susceptible to Warp.

You guys want us to believe your assertions? Give me numbers. Give me real stuff. Two shots of Overload on Hardcore will kill most Shields. Two Shots of Warp, most Barriers. That's real, and you can take that to the bank.

I don't find Health-only enemies to be "as good as dead." For most of the game, I'm fighting Health-only enemies, because they ALL devolve to that before they die. If the Adept didn't have such problems taking down Shields, I'd go for Armor Piercing Ammo, too, which is my ammo of choice for Soldier, Infiltrator, and Sentinel. It works because after you take away defenses with powers, you use your gun - and then you're concerned with Health or Armor+Health, not any other thing. I'm thinking that Shredder just might be worth investigating.

If you're going to assert that enemies on Insanity and Hardcore go down easy, don't get all leet on me and be all arrogant but vague about it. Show me the money.


1. Overload still overheats all weapons, so it is always useful.
2. Nearly all damaging abilities will 1-2 shot an enemy in health. Even Krogans go down to a couple Incinerates, Warps, or Reaves.
3. Enemies have way more shields and armor on Insanity as proven to you by someone earlier.

Roxlimn wrote...

Grayvern:

Well, it really
depends on what you find fun, doesn't it? ME2 is obviously balanced
around a shooter game core. Frying enemies by lifting them without
firing a single shot is much too powerful, given that it gives you free
shots AND it disables the enemy in question.

I don't know how
you're playing, but the way I'm playing, I'm using all my biotics.
Mainly I use Warp and Energy Drain for stripping defenses, but the
finishers are nearly always some combination of guns and
Pull/Sing/Throw.

It's not much different than changing ammo on a
Soldier. Disruptor to bring down Shields, switch to Inferno to take out
Health.


The main argument is for fun, just want to reiterate that before I continue.

So using an ability with a 3 second cooldown that takes 2 seconds to hit the target and only kills them if they are already lifted off the ground by another 3 second cooldown that takes 2 seconds to hit or are standing next to a cliff is overpowered compared to simply insta-killing enemies every 1.5-2 seconds as an Infiltrator or Soldier?

You don't need to switch ammo as a Soldier or Infiltrator. Just use AP always and you will instantly kill all lower level enemies and two shot kill mini-bosses (1 shot Harbingers if you are Infiltrator).



Roxlimn wrote...

Mahouhashi:

I think they're
listening, but it's hard to really pin down what the fan base wants.
As it is, biotics are really quite powerful. Even on Hardcore.

An
Infiltrator can clear a gallery really fast - faster than any other
class - but put him in a roomful of husks and he's only got Incineration
Blast to save his bacon. It can get slow going if there are too many
obstructions and hidey-holes and lots of close-range enemies.
Assassination Cloak only gets you so far, after all.


You obviously haven't played an Infiltrator if you think Husks are a problem. He has way more tools to take down Husks than just Incinerate. Not to mention that Husks are a joke anyways because if you know what you are doing you can simply melee them to death (yes even if there are 5+ running after you). Melee + Incinerates just demolishes Husks. Cloak lets you 1-2 shot mini-bosses and is also the best defensive ability in the game. Cover is by far the best defense and Cloak lets you retreat to better cover if you get flanked/charged.

Roxlimn wrote...

Flash in the Flesh:

Oh no.
Biotics are MUCH more powerful than guns. For one thing, they go
around cover. For another combining them leads to insta-kills and
powerful blasts. Warp explosions work a lot like Incineration Blast -
except that they work on everything, throw peeps to the ground and
require less point investment.

All you need is one mook to send
up and it's kablooey time. As a Sentinel, you're more or less locked on
Jacob to get you there. As an Adept, you enable Miranda and yourself
to get the blast radius with Sing or Pull.

Allowing Pull or Sing
to work for just one second on any enemy essentially means that it's
always boom-time. That is better than gunfire, especially in enclosed
spaces. And you still have your Heavy Weapon and your extra weapon
training. It's not like Adepts are any less capable at deploying a
Cain.

Fly time is always kablooey time. If you're not exploding
people who are flying, it's either because they're already dead or you
didn't time your squad control right.

The guns that I judge on
par with how biotics are now are the Widow and the Revenant.
 Allow Biotics to boom anyone, anytime, and it's just not comparable.


Hand Cannon, Claymore, and the Vindicator are also better than Biotics, it's just not comparable. For one thing, they don't have to go around cover because there is nearly always a head to shoot that is sticking out. For another, enemies don't hide behind cover that much. Combining your hand with your mouse and pressing the left mouse button leads to insta-kills and powerful blasts.

Let's see here, you are actually arguing that waiting for your squad/you to drain the target's shields/armor and then using a 3 second cooldown followed by another 3 second cooldown is better/faster than shooting the enemy with a Claymore, Widow, or Vindicator and killing it in 2 seconds or so? Yea Biotics CAN go around cover, but a lot of the time they hit the cover because the enemy twitches or moves. Then you are stuck waiting for the cooldown with no damage to show for it. Besides, by the time you throw the Biotic power and it reaches the target, I garuntee that said target will have popped out of cover at least once during that timeframe.


If only we paid more attention to the Adept class video we would've seen the issues. Go back and watch it and see how close the enemies are to dying before he can get the throw off after pulling them. I bet he had to do a whole bunch of takes to get good footage of combo kills because his squad killed them before he could do it.

After playing the Adept class on Insanity with the .ini mod it's safe to say that it's nowhere near Overpowered (only for bosses, but you can limit yourself by not abusing it on bosses). It's still one of the slower classes as far as optimality is concerned, it's just way more fun.

Modifié par Hoffburger, 04 février 2010 - 07:32 .


#1111
Amioran

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Hoffburger wrote...

After playing the Adept class on Insanity with the .ini mod it's safe to say that it's nowhere near Overpowerd (only for bosses, but you can limit yourself by not abusing it on bosses). It's still one of the slower classes as far as optimality is concerned, it's just way more fun.


True. Everyone that have a PC can easily try it and tell for him/herself if the difficulty really changes. In reality there's no difference whatsoever if bosses are not allowed to be disabled. The only thing that changes is the way of accomplishing things. As I said, there's no much difference between killing an enemy with Reave + Warp and killing it with Pull + Throw, the only thing that changes is the fun factor and the tactical aspect of the combat, that is naturally much greater the more possibilities you have at your disposal.

#1112
Roxlimn

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Amioran:



As I said some things works better, others not so. The difference here is the fact that Infiltrator is a "gun class" differently from an Adept, so the fact that the class has to resort to guns to lower defences before using certain skills can be appropriate. The same isn't true, however, for the Adept, that should be a class that works predominantly with powers and very seldomly with guns.



Same goes for Soldiers. While certain skills also for soldier classes works better on lower difficulties the role can justify it. The right example would be if Soldiers or Infiltrators would lose the ability to use AR and Sniper Rifles respectively on higher difficulties against armored opponents. THIS would be the right paragon. Since it doesn't happen, Biotic classes get the worst of the inability of using certain skills.




That's a matter of perception. Disruptor Ammo, for instance, is a key ammo skill for both Soldiers and Infiltrators. Great against synthetics and anything with Shields or Barriers. Kind of worthless against Armor and Health.



On certain missions, these ammo skills are useless. Not just mostly useless. Completely useless. And as mentioned, Cryo loses impact at higher levels of difficulty. I don't see how this is insufficient to parallel Adept. Throw is useful, Pull is useful, Sing is useful. Not all the time, but some of the time in most situations.



While I never asserted it I think everyone can see for itself that bringing an enemy to red health is much more difficult than bringing the same from red health to death.



And anyway, while this is an obvious component of the issue, it's not the most important part; the fact that you are restricted to use some skills only on certain arbitrary circumnstances, is, in fact. It's a thing that doesn't make sense not from a balance pow, not from a difficulty one. It is only a thing that makes biotic users play only in a certain way and bring certain members, restricting choices and strategies. Nothing more, nothing less.




Not at all. As I mentioned, bringing down Shields takes two Overloads. Barriers, two Warps. Armor, two Warps. That is instantaneous removal of defenses requiring no more than a little peep out from cover. In fact, Overload can do an area removal, as can Warp.



There are few things that do area removal of Health, Incineration Blast being one of them, Warp explosion being another. Overload and Energy Drain can work against synthetics, of course, but other than that...



On Hardcore (and presumably every lower difficulty) it is not at all difficult to remove defenses. Having just played my Adept on Hardcore, I know for a fact that 2 Heavy Warps won't always do the job of killing health-remaining enemies even against just common mooks, particularly for the later loyalty missions.



It is much more efficient to go for Pull-Warp, as that almost always gets the job done, and you get explosion effect, besides.



You can resort to gunfire, but then that takes longer if the enemy is in cover, and you stay out of cover for a lengthy period besides.



Hoffburger:



1. Overload still overheats all weapons, so it is always useful.

2. Nearly all damaging abilities will 1-2 shot an enemy in health. Even Krogans go down to a couple Incinerates, Warps, or Reaves.

3. Enemies have way more shields and armor on Insanity as proven to you by someone earlier.




1. Overload level 3 overheats weapons. Earlier than that, it doesn't. The value of it depends on what you're doing with it and level.



2. Which abilities would those be, exactly? I just hit a Blue Suns Commander in health with 2 Heavy Warps, square on, and he still had a healthy chunk of health left. Krogan, too. Incineration Blast + double Heavy Warp + gunfire will kill a health-remaining krogan on Hardcore. It'll probably take a little more on Insanity.



3. Still looking for the file. It may be an issue on Insanity. Frankly, it's likely to be.



The main argument is for fun, just want to reiterate that before I continue.



So using an ability with a 3 second cooldown that takes 2 seconds to hit the target and only kills them if they are already lifted off the ground by another 3 second cooldown that takes 2 seconds to hit or are standing next to a cliff is overpowered compared to simply insta-killing enemies every 1.5-2 seconds as an Infiltrator or Soldier?



You don't need to switch ammo as a Soldier or Infiltrator. Just use AP always and you will instantly kill all lower level enemies and two shot kill mini-bosses (1 shot Harbingers if you are Infiltrator).




Takes more than 2 seconds to reload, find another target, aim, and fire. Maybe 2.5 or so. Much of it is in the reloading animation.



Of course, this is with the Sniper Rifle, which has limited ammo. I've actually run out of Sniper ammo as both Soldier and Infiltrator. It's powerful, but it's not unlimited. And you're out of cover while you're aiming and firing.



Simply blasting through certain parts of the game with biotics is faster (on Hardcore). In certain other parts, blasting with long range rifle fire is faster (mainly because the enemies walk so slowly and you're being funneled through a corridor so it's hard to advance).



You obviously haven't played an Infiltrator if you think Husks are a problem. He has way more tools to take down Husks than just Incinerate. Not to mention that Husks are a joke anyways because if you know what you are doing you can simply melee them to death (yes even if there are 5+ running after you). Melee + Incinerates just demolishes Husks. Cloak lets you 1-2 shot mini-bosses and is also the best defensive ability in the game. Cover is by far the best defense and Cloak lets you retreat to better cover if you get flanked/charged.




Best defensive ability in the game? Depends on what you mean by defensive. Having used Energy Drain, I'd say that that's pretty darned good, too.



Frankly, I don't see how it's "obvious" that I haven't played an Infiltrator when I'm pretty sure I did, and have the save files in the hard drive to show for it. I had a problem with Husks. They were the most problematic enemy for me as Infiltrator, since, as you said, everything else is pretty much very easy. I tried meleeing them, but it never went especially well. To be honest, I'm not so hot on playing the game punching enemies in the face and side stepping artillery in the open. It's... ...not fun.



Hand Cannon, Claymore, and the Vindicator are also better than Biotics, it's just not comparable. For one thing, they don't have to go around cover because there is nearly always a head to shoot that is sticking out. For another, enemies don't hide behind cover that much. Combining your hand with your mouse and pressing the left mouse button leads to insta-kills and powerful blasts.




Shrug. I found differently. I found it hard to shoot them when they were in cover, and in my playthroughs, it was frequently a problem.



Let's see here, you are actually arguing that waiting for your squad/you to drain the target's shields/armor and then using a 3 second cooldown followed by another 3 second cooldown is better/faster than shooting the enemy with a Claymore, Widow, or Vindicator and killing it in 2 seconds or so? Yea Biotics CAN go around cover, but a lot of the time they hit the cover because the enemy twitches or moves. Then you are stuck waiting for the cooldown with no damage to show for it. Besides, by the time you throw the Biotic power and it reaches the target, I garuntee that said target will have popped out of cover at least once during that timeframe.




I find your claim of being able to kill an enemy every 2 seconds on Insanity with a Vindicator using no other powers for defense removal to be exaggerated and highly questionable. Don't do that. I'm trying to talk with facts, so please do the same.



A Widow will allow you to kill up to 12 or so normal enemies, assuming you always hit the headshot or your squaddies strip defenses. Then you have to go around picking up rounds. During this time, you will primarily be using ("spamming") Tactical Cloak. Realistically speaking, it'll take maybe a minute to do it, assuming you can find a nice sniping position where you won't be fired on.



Claymore, you need to get in relatively close, so it could take longer, maybe more risky.



A Biotic pair can Pull, then easy Warp follow-up for a comparable kill with good range, and explosive effect. They have no limit on ammo. It can be done from cover. It also goes around cover.



I don't buy your statement that most of the time, the biotic power misses. Singularity is prone to that, but Throw and Pull have a significant amount of tracking. If you can hit it with a Widow when it pops its head out, you sure as heck can hit it with a Pull.



If only we paid more attention to the Adept class video we would've seen the issues. Go back and watch it and see how close the enemies are to dying before he can get the throw off after pulling them. I bet he had to do a whole bunch of takes to get good footage of combo kills because his squad killed them before he could do it.




To be fair, the "issues" are only on Insanity. I'm playing Adept Hardcore alongside Soldier and Sentinel now and it's pretty comparable. In all likelihood, the footage was taken from a NORMAL difficulty setting for play, as NORMAL implies that most users are assumed to playing that difficulty level.



In fact, perhaps you should try playing it. I can assure you that you will be able to pull off biotic tricks easily without any interference from your squad killing enemies too fast. If that's ever an issue, you can always leave them behind or order them to go elsewhere.

#1113
AlphaJarmel

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Assuming that weapons are based off the same point system as the powers, weapons are overall much more effective with ammo mods coming in second place.  Then Reave would follow after.  Warp is actually one of the lesser effective powers.  Incinerate does more damage to armor, Reave to Barriers, and Overload and Warp are tied for damage.  However the best DPS it seems would belong to ARs or SMGs.

http://social.biowar.../index/895465/1

Modifié par AlphaJarmel, 04 février 2010 - 07:51 .


#1114
Murmillos

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You know what, if Biotics have these retarded limits on Insanity, then so should ammo powers.

Disruptor Ammo - ONLY works on shields and synthetic
Incendiary Ammo - ONLY works on armor and unshielded organic
Cryo Ammo - ONLY works on unshielded enemies
Armor Piercing Ammo - ONLY works on armor and unshielded enemies
Shredder Ammo - ONLY works on unshielded organic
Warp Ammo - ONLY works on Barrier, Armor and unshielded enemies
No Ammo - 50% penalty on all attacks.

Thus, if you are using Incendiary Ammo, and use it against shields, the shields would not get damage. (as of now, it still damages the shields, but you get no bonus from the Incendiary Ammo)

If you are using Disruptor Ammo, and you are going up against somebody with Shields/Armor/Health, once the Distrupter Ammo strips down the shields, you would do 0 damage to the armor with all weapons you fire until you change the ammo power - or use other methods to take down the armor.

That would equal things out.

Modifié par Murmillos, 04 février 2010 - 08:02 .


#1115
Hoffburger

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Roxlimn wrote...

1. Overload level 3 overheats weapons. Earlier than that, it doesn't. The value of it depends on what you're doing with it and level.

2. Which abilities would those be, exactly? I just hit a Blue Suns Commander in health with 2 Heavy Warps, square on, and he still had a healthy chunk of health left. Krogan, too. Incineration Blast + double Heavy Warp + gunfire will kill a health-remaining krogan on Hardcore. It'll probably take a little more on Insanity.

3. Still looking for the file. It may be an issue on Insanity. Frankly, it's likely to be.


That's the most ridiculous weak argument I've heard. Yea rank 1-2 Overload isn't that great, you think Warp/Incinerate is any different?

Roxlimn wrote...

Takes more than 2 seconds to reload, find another target, aim, and fire. Maybe 2.5 or so. Much of it is in the reloading animation.

Of course, this is with the Sniper Rifle, which has limited ammo. I've actually run out of Sniper ammo as both Soldier and Infiltrator. It's powerful, but it's not unlimited. And you're out of cover while you're aiming and firing.

Simply blasting through certain parts of the game with biotics is faster (on Hardcore). In certain other parts, blasting with long range rifle fire is faster (mainly because the enemies walk so slowly and you're being funneled through a corridor so it's hard to advance).


No it doesn't, it takes 1.5 seconds to reload and while reloading you can line up your next shot. I can easily hit something in the head in .5 seconds after reloading. Maybe it's because I'm really good at shooters, but it's not that hard.  Even using your 2.5 estimate that's still 2x faster than anything a Biotic can do.

12 rounds + 2 every time you pick up a heatsink + full ammo if you pick up a power cell box = you don't run out of ammo. 12 kills + the kills your squaddies get in the meantime is more than enough to clear a spawn and then pick up ammo to get back to full.

Biotics are never faster at killing than guns, ever. It's simply not possible. I have played both the Adept and the Infiltrator on Insanity and I have also played an Adept on Insanity with a modified .ini so I could use all of my powers no matter what. The Infiltrator still killed significantly faster.

Roxlimn wrote...

Best defensive ability in the game? Depends on what you mean by defensive. Having used Energy Drain, I'd say that that's pretty darned good, too.

Frankly, I don't see how it's "obvious" that I haven't played an Infiltrator when I'm pretty sure I did, and have the save files in the hard drive to show for it. I had a problem with Husks. They were the most problematic enemy for me as Infiltrator, since, as you said, everything else is pretty much very easy. I tried meleeing them, but it never went especially well. To be honest, I'm not so hot on playing the game punching enemies in the face and side stepping artillery in the open. It's... ...not fun.


No, it doesn't depend on what you mean by defensive. Tactical Cloak is THE BEST defensive ability in the entire game, no ifs ands or buts.

Judging by your comments about killing enemies every 2 seconds with the Sniper Rifle I would venture a guess and say your problem is aiming. The Hand Cannon + Melee + Incinerate completely wipes out Husks. You run faster than Husks. Husks die really fast. You have Cloak. Husks should never be a problem for any class, much less an Infiltrator.

You don't have to "sidestep artillery." You take out the ranged enemies first really quickly with your Sniper Rifle. Husks are slow as hell, it's really easy to do this.

Roxlimn wrote...

Shrug. I found differently. I found it hard to shoot them when they were in cover, and in my playthroughs, it was frequently a problem.


Again back to the aiming skill issue.

Roxlimn wrote...

I find your claim of being able to kill an enemy every 2 seconds on Insanity with a Vindicator using no other powers for defense removal to be exaggerated and highly questionable. Don't do that. I'm trying to talk with facts, so please do the same.

A Widow will allow you to kill up to 12 or so normal enemies, assuming you always hit the headshot or your squaddies strip defenses. Then you have to go around picking up rounds. During this time, you will primarily be using ("spamming") Tactical Cloak. Realistically speaking, it'll take maybe a minute to do it, assuming you can find a nice sniping position where you won't be fired on.

Claymore, you need to get in relatively close, so it could take longer, maybe more risky.

A Biotic pair can Pull, then easy Warp follow-up for a comparable kill with good range, and explosive effect. They have no limit on ammo. It can be done from cover. It also goes around cover.

I don't buy your statement that most of the time, the biotic power misses. Singularity is prone to that, but Throw and Pull have a significant amount of tracking. If you can hit it with a Widow when it pops its head out, you sure as heck can hit it with a Pull.


Vindicator won't kill enemies every 2 seconds, that was more for the Claymore and Widow, but it's still faster than Biotics. Again you talk about headshotting people being an issue. If you are good at shooters this is a non-issue, especially with the time dilation effect.

As I said before, the Widow lets you kill 12 enemies (Harbingers are still 1 shottable and Scions take 2). Combine this with the fact that Garrus with a Sniper Rifle and Tungsten Ammo + powers and Miranda with Squad Damage and powers will be able to kill 2-4 while you kill those 12 and you will only run out of ammo once the wave is dead. Especially if you use your Hand Cannon + Incinerate on Husks.

Roxlimn wrote...

To be fair, the "issues" are only on Insanity. I'm playing Adept Hardcore alongside Soldier and Sentinel now and it's pretty comparable. In all likelihood, the footage was taken from a NORMAL difficulty setting for play, as NORMAL implies that most users are assumed to playing that difficulty level.

In fact, perhaps you should try playing it. I can assure you that you will be able to pull off biotic tricks easily without any interference from your squad killing enemies too fast. If that's ever an issue, you can always leave them behind or order them to go elsewhere.


I have, the game is too easy, I need a challenge but also has to be fun. Using a modified .ini makes this possible. Doesn't mean it isn't an issue still, not everyone wants to or has the knowledge to mess with game data, especially people on consoles.

Adepts are still either the slowest or 2nd slowest for completing Insanity. Engineers are the only ones that might be worse speed wise, but they are much safer due to the Drone actually being CC. Vanguards get weapon damage bonuses and can use Reave to make up for not having Warp. Sentinels are basically Adepts with built in Overload and Barrier so they get to pick up AP Ammo and dominate. Soldiers/Infiltrators are at the top due to the way the Widow works. Widow > Revenant IMO, Vindicator probably does about the same damage as the Revenant when you factor in how horribly inaccurate the Revenant is so you have to burst fire it  and still won't get all rounds on target, much less all rounds on the head like the Vindicator.

Yes the footage was taken on Normal most likely, his squad almost kills the enemy every time he lifts them.


If you want to keep arguing about balance and optimality that's fine, I'll keep refuting your crazy idea that Adepts are one of the most optimal classes for completing Insanity. Just be sure to realize that the point of my OP and the thread in general is that spamming Warp over and over is boring as hell and nothing like the class videos. No other class gets handcuffed like this in Insanity.

Modifié par Hoffburger, 04 février 2010 - 08:24 .


#1116
NalimX

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Roxlimn wrote...

NalimX:

You're simply repeating the same thing. I'm not sure about Insanity as I haven't played that, but certainly, on Hardcore currently, I'm using nearly all my biotic powers to profit.

Defenses don't make powers useless. They only require that you lower the defenses until you can use them. I do not find that an enemy that is down to health is "dead within seconds." Krogan, especially, take quite a while to kill and they regenerate appreciably, too.

How do you kill a red-health enemy "within seconds" using a submachine gun on Insanity, exactly? Everyone keeps saying it, but no one can tell me exactly how that is done. Headshots don't do it, certainly. Even firing headshots at close range don't kill krogan or even Commanders "within seconds."


Krogans and the "big enemies" are the only ones where it's useful to use powers like throw to keep them from rushing you. A normal enemy who is down to health needs about one shot from a pistol and another warp/burn to die, which normally happens "within seconds" :D.

#1117
themaxzero

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While the Vanguard does have issues on Insanity the Adept is fine.



Warp and Singularity work great. In case you didn't know Singularity actually works through shields and defenses (while damaging them). While not as powerful as on unprotected enemies you get anywhere from 4 to 8 seconds (roughly) of hold on protected enemies (varies a fair bit).

#1118
Roxlimn

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NalimX:



Absolutely not. I know because I've just played my Adept through a few loyalty missions on Hardcore. Gunning down an Eclipse merc, even without his Shields, takes more than one shot from a pistol and a Warp. I've even got Heavy Warp and Biotic upgrades and +power mods, so it's not like I'm not optimizing biotic damage.



By rough estimate, I think it requires (on Hardcore) about 2 Heavy Warps more or less to kill all the health of a normal enemy. That or significant gunfire. Adding squaddie guns to yours allows you to kill normal enemies without using a gun or Warp. Maybe that's what you're observing.



Hoffburger:



That's the most ridiculous weak argument I've heard. Yea rank 1-2 Overload isn't that great, you think Warp/Incinerate is any different?




Yes, actually. Warp does 120 base damage to Armor and Barrier, and can be used to kill anything. It has limited tracking around cover. Incinerate does health and armor damage to organics, causes them to panic, and has somewhat better tracking. Since it can also kill, it's also useful for a wide application.



Overload does not kill organics. You can't even use it on Armored mechs, and on Hardcore and Insanity, most of them are.



No it doesn't, it takes 1.5 seconds to reload and while reloading you can line up your next shot. I can easily hit something in the head in .5 seconds after reloading. Maybe it's because I'm really good at shooters, but it's not that hard. Even using your 2.5 estimate that's still 2x faster than anything a Biotic can do.



12 rounds + 2 every time you pick up a heatsink + full ammo if you pick up a power cell box = you don't run out of ammo. 12 kills + the kills your squaddies get in the meantime is more than enough to clear a spawn and then pick up ammo to get back to full.



Biotics are never faster at killing than guns, ever. It's simply not possible. I have played both the Adept and the Infiltrator on Insanity and I have also played an Adept on Insanity with a modified .ini so I could use all of my powers no matter what. The Infiltrator still killed significantly faster.




I beg to differ. It IS that hard to aim for and kill with a headshot regularly every 2 seconds. Heck, 2.5 s is a very generous estimate. Perhaps you can do it, but most gamers cannot.



Moreover, one does run into the issue of having to go to where the enemies are when you're killing them all over a long distance with a sniper rifle. You can't pick up heat sinks in a second when they're over on the other side of the battlefield. Sometimes it will be enough. Other times, it won't. It depends. I didn't run out of ammo over and over, but it did happen twice in my Infiltrator playthrough.



Biotics can be faster at killing guys than guns. It is possible, even if you won't believe it. I can explain if you like, but if you're unwilling to even consider the suggestion because you think your personal experience is the one defining opinion on the game, then what's the point?



If you're willing to discuss this honestly, I can outline how that can happen. Otherwise, let's pass this particular point.



NOTE: Playing on Insanity doesn't mean you know the game better. It means you have defeated higher difficulty levels. It doesn't mean you're familiar with game behavior at lower difficulty levels.



No, it doesn't depend on what you mean by defensive. Tactical Cloak is THE BEST defensive ability in the entire game, no ifs ands or buts.



Judging by your comments about killing enemies every 2 seconds with the Sniper Rifle I would venture a guess and say your problem is aiming. The Hand Cannon + Melee + Incinerate completely wipes out Husks. You run faster than Husks. Husks die really fast. You have Cloak. Husks should never be a problem for any class, much less an Infiltrator.



You don't have to "sidestep artillery." You take out the ranged enemies first really quickly with your Sniper Rifle. Husks are slow as hell, it's really easy to do this.




If it were really easy to do this, then the developers would have designed the game around Insanity difficulty. Since they did not, it's self-evident that it is you that is the outlier. It's not that easy to do - you just aim better.



Vindicator won't kill enemies every 2 seconds, that was more for the Claymore and Widow, but it's still faster than Biotics. Again you talk about headshotting people being an issue. If you are good at shooters this is a non-issue, especially with the time dilation effect.



As I said before, the Widow lets you kill 12 enemies (Harbingers are still 1 shottable and Scions take 2). Combine this with the fact that Garrus with a Sniper Rifle and Tungsten Ammo + powers and Miranda with Squad Damage and powers will be able to kill 2-4 while you kill those 12 and you will only run out of ammo once the wave is dead. Especially if you use your Hand Cannon + Incinerate on Husks.




I didn't find gun work with the Vindicator to be especially potent, especially on Hardcore. I found using Biotics simpler and faster.



Adepts are still either the slowest or 2nd slowest for completing Insanity. Engineers are the only ones that might be worse speed wise, but they are much safer due to the Drone actually being CC. Vanguards get weapon damage bonuses and can use Reave to make up for not having Warp. Sentinels are basically Adepts with built in Overload and Barrier so they get to pick up AP Ammo and dominate. Soldiers/Infiltrators are at the top due to the way the Widow works. Widow > Revenant IMO, Vindicator probably does about the same damage as the Revenant when you factor in how horribly inaccurate the Revenant is so you have to burst fire it and still won't get all rounds on target, much less all rounds on the head like the Vindicator.




I submit that that's primarily because you aim especially well. Most people find the Revenant a significant upgrade over the Vindicator. Personally, I didn't find it much of an upgrade either, but I can't headshot every shot I fire from a Handcannon on moving Husks while sidestepping and running every which way.



If you want to keep arguing about balance and optimality that's fine, I'll keep refuting your crazy idea that Adepts are one of the most optimal classes for completing Insanity. Just be sure to realize that the point of my OP and the thread in general is that spamming Warp over and over is boring as hell and nothing like the class videos. No other class gets handcuffed like this in Insanity.




So? I'm specifically talking about Hardcore and lower - you know - most of the rest of the game?



It's not crazy to say that Biotics are powerful and can allow you to clear a room fast. It is crazy to say that it's easy to complete Insanity on ME2 by headshotting every shot from a Sniper Rifle and Handcannon, clear through the entire game.



The entire world is not you Hoffburger. We don't all have trigger fingers.

#1119
matt654321

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I'm terrible at shooters in general, but I get plenty of headshots in this game. You'd have to be seriously disabled to not be able to do it.

#1120
Flash_in_the_flesh

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Roxlimn wrote...

It's not crazy to say that Biotics are powerful and can allow you to clear a room fast. It is crazy to say that it's easy to complete Insanity on ME2 by headshotting every shot from a Sniper Rifle and Handcannon, clear through the entire game.

The entire world is not you Hoffburger. We don't all have trigger fingers.


And yet you are still talking about difficulty which is not the subject of this thread. It's just an added offtopic.

Hoffburger wrote...

If you want to keep arguing about balance and optimality that's fine, I'll keep refuting your crazy idea that Adepts are one of the most optimal classes for completing Insanity. Just be sure to realize that the point of my OP and the thread in general is that spamming Warp over and over is boring as hell and nothing like the class videos. No other class gets handcuffed like this in Insanity.



#1121
Gringbot

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Roxlimn wrote...

You're simply repeating the same thing. I'm not sure about Insanity as I haven't played that,


you do realize that almost this ENTIRE THREAD is devoted to discussing the flaws of biotics on insanity difficulty.

hello, glad you could join us.

seriously, you've been talking down to everyone for a really long time saying people are wrong in this and that, but you dont even know what the hell we are even discussing. 

flash in the flesh:  most any complaint about biotics is about its ineffectiveness in insanity difficulty.  i really cant find anyone complaining about biotics and are playing on veteran, or even hardcore.  there are lots of people joining the thread and talking to themselves, saying biotics are fine, but eventually mention they are not playing on insanity.

Modifié par Gringbot, 04 février 2010 - 09:26 .


#1122
Roxlimn

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Gringbot:



The opening post and third down, Hoffburger talks generally, and then specifically about Hardcore setting, which I'm playing now, and to which I specifically referred to. Many posters generically create posts about how Biotics are problematic, when they're really only problematic for them, for very specific reasons, on Insanity. It's useful to clarify every once in the while so the peanut gallery doesn't get the wrong impression.



So you agree that on most of the game's settings, the problem is small or nonexistent?



If you can't find posts about Biotics on Hardcore or lower, you can browse the thread. Heck, the first page contains the one from the OP.



Flash in the Flesh:



Nonsense. The bulk of Infiltrator play revolves around using a Sniper Rifle, usually with one ammo or another. Is that not boring as well?



For Soldier, you may as well only have one gun - the Vindicator. You can snipe every so often, but that's just for getting lazy. You can tackle most of the game using only the AR.



OP and others haven't even covered how it's sometimes advisable to combine Pull with Warp to generate the AoE damage effect. Yes, you can kill it with a gun. But why do that all the time when you can do a bomb effect with less resources and time? Surely, you young gents can find a use for Heavy Warp AoE?



I may find the same feeling of Warp spamming when I'm going through Insanity, but since I'm also using an Adept build with Energy Drain, I don't believe I will.

#1123
themaxzero

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Am I the only person who uses Singularity on Insanity then?

#1124
Roxlimn

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themaxzero:



These fine young gents haven't tried it, I think, so it must be crap, regardless of how well it actually works. I've been using it to great effect on Hardcore. It is pretty spiffy.

#1125
Flash_in_the_flesh

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Yea. And there are those who play on insanity and keep saying that everything is just fine because warp works and singularity is holding shielded enemies. Hurray for 1.5 working class powers. How about restricting other classes same as adept and see how happy players are with them.