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.