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Best equipment for Drell Assassin?


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#51
Cryos_Feron

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The best way to play the drell assassin is to make full use of his speed and throw recon minds.  If you try to stand still and shoot your gun you will get blown up because you only have 250 shields.  To put that in purspective, even the minuscule volus has 500 shields.  

 

1) You're going to want to maximise your recon mind for obv reasons.  

2) You will want to keep your wait light so you can spam as much as possible.  

3) You want an acolyte because the recon mind only does bonus damage to armor, so you need a gun that is strong vs shields.  

4) Cryo rounds are good with an acolyte because the exploding bullet increases your freeze chance.

6) The speed boost gear is the best because it allows you to run away from enemy fire faster.  Since your base shields are so low increasing them by a percent amount will not benefit you greatly.  However, occasionally i get disoriented from running too fast and it makes me dizzy/gives me a headach, so sometimes I used the shield recharge delay thing or the power damage thing instead.  NEVER use the cyclone thing though because that's a waist.  

7) If you dont use grenades very much then swap out the 5th point of grenades for the 5th point of cloke so you can go invisable more often.  

8) IMPORTANT: always fire your recon mind while you are cloked.  This allows you to bypass the long af recharge time of the recon mind.  

5) Armored compartments is best-in-slot gear for all characters.  Always use armored compartments unless you're doing a non-missile challenge or whatever.  The improved clear time means more credits/minute and more than offsets the initial investment in missiles.  I don't feel like I need grenade capacity because I'm running so fast that I can just pick them up from boxes.  Having increased grenade capacity doesnt make the boxes spawn them any faster, and that's your primary limitation.  

 

*) This isn't a real requirement, but it helps if you make your drell a bright color (like orange or pink) so that your teammates can see where you are more easily if you die.  Since you only have 250 shields you will probably die a lot unless you are very good (i'm not).  

 

http://kalence.drupa...13F52324!5CDBGK

 

Edit - updated the char build and added some comments

sorry, but not taking invasive scan although it is one of the few powers which work multiplicatively sounds not reasonable to me. 

Also, it boosts the whole team's damage (by significant 25%)

+ less importantly: decreases enemy speed.

 

Other multiplicative buffs like Proximity mine, Warp, Snap Freeze - all grant less damage plus.

 

 

 

2.) why? just sync with your Tactical cloak and shoot immediately.

 

3.) Acolyte only if your primary weapon is not a pistol and is not so potent. 

I usually use the BW and also take TC evo 6 - so for me there is no need for the Acolyte.

 

4.) Cryo rounds deprive you of other greater ammo types that would do way more damage

with your primary weapon.

 

7.) first part is true but cooldowns really aren't much of a problem (see point 2)

 

5.) I strongly disagree. Just because there are so many other things that are way better.

 

 

Sorry for this negative post but someone replied that your post had everything one would need.

And maybe there are beginners who read this and for them it might be worth while to hear other opinions.

 

Others might find your tipps absolutely useful, of course.


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#52
NuclearTech76

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The best way to play the drell assassin is to make full use of his speed and throw recon minds.  If you try to stand still and shoot your gun you will get blown up because you only have 250 shields.  To put that in purspective, even the minuscule volus has 500 shields.  

 

1) You're going to want to maximise your recon mind for obv reasons.  

2) You will want to keep your wait light so you can spam as much as possible.  

3) You want an acolyte because the recon mind only does bonus damage to armor, so you need a gun that is strong vs shields.  

4) Cryo rounds are good with an acolyte because the exploding bullet increases your freeze chance.

6) The speed boost gear is the best because it allows you to run away from enemy fire faster.  Since your base shields are so low increasing them by a percent amount will not benefit you greatly.  However, occasionally i get disoriented from running too fast and it makes me dizzy/gives me a headach, so sometimes I used the shield recharge delay thing or the power damage thing instead.  NEVER use the cyclone thing though because that's a waist.  

7) If you dont use grenades very much then swap out the 5th point of grenades for the 5th point of cloke so you can go invisable more often.  

8) IMPORTANT: always fire your recon mind while you are cloked.  This allows you to bypass the long af recharge time of the recon mind.  

5) Armored compartments is best-in-slot gear for all characters.  Always use armored compartments unless you're doing a non-missile challenge or whatever.  The improved clear time means more credits/minute and more than offsets the initial investment in missiles.  I don't feel like I need grenade capacity because I'm running so fast that I can just pick them up from boxes.  Having increased grenade capacity doesnt make the boxes spawn them any faster, and that's your primary limitation.  

 

*) This isn't a real requirement, but it helps if you make your drell a bright color (like orange or pink) so that your teammates can see where you are more easily if you die.  Since you only have 250 shields you will probably die a lot unless you are very good (i'm not).  

 

http://kalence.drupa...13F52324!5CDBGK

 

Edit - updated the char build and added some comments

I hate the spam playstyle BUT if you're going to use it. At least do it right, disruptor would get you way more mileage than cryo because you'll get a tech burst as well. This will deal with any shields not already destroyed by the acolyte and it will give you a little more damage per explosion. With Homing Nades if you're only using two grenades, you might be better off putting those points into weapon damage, underwhelming with the acolyte but you probably get more mileage over the course of the game with them. Geth Scanner is better than Armored Compartments on most boards. It helps you place your mine more effectively and helps survivability which for me with cloak and movement speed and awareness I don't find him close to hard to survive with. I don't think any of the drell are that hard to survive with on a stable host though. 

 

I also still prefer Invasive Scan as well, you do more damage to every defense type other than armor. You can clear wave budgets faster IMO with that than the Armor Damage evolution. 



#53
Excella Gionne

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You can spam it all you want on a solo, but die down on it if you're in a public lobby unless someone else is doing it to then by all means go ahead and spam. Just make sure you know how to set up your recon mine, 'cause reckless placement of it only wastes time. 



#54
NuclearTech76

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I think just don't blow the damn thing is someone's face is a good rule of thumb. If you're going to spam it at least don't blind three teammates and reduce their ability to see the enemy. If always a good idea to place it when reviving someone also and blow it when they get up. Generally gives them another brief second to get their **** together and get out of harms way. 



#55
muy_thaiguy

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I usually take a spawn point not directly being targeted by my teammates. That way, I avoid blinding them while also keeping them from being flanked.

 

Also, does Recon Mine benefit from power boosters like the Mental Focuser, or is it more like Grenades in that aspect?



#56
NuclearTech76

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I usually take a spawn point not directly being targeted by my teammates. That way, I avoid blinding them while also keeping them from being flanked.

 

Also, does Recon Mine benefit from power boosters like the Mental Focuser, or is it more like Grenades in that aspect?

I think Mental Focuser boosts all power that deal damage whether it be combat, biotic or tech based abilities. It seems I remember Recon Mine is a Tech Based ability so I think Engineering Kit should boost its damage some. 



#57
muy_thaiguy

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I think Mental Focuser boosts all power that deal damage whether it be combat, biotic or tech based abilities. It seems I remember Recon Mine is a Tech Based ability so I think Engineering Kit should boost its damage some. 

Good to know. Because without something like mental focuser, he can wipe out grunts on silver no problem, but has trouble on gold with that. It does stagger and cause damage, but rarely takes them out in one go. I'll give it a go.



#58
NuclearTech76

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Good to know. Because without something like mental focuser, he can wipe out grunts on silver no problem, but has trouble on gold with that. It does stagger and cause damage, but rarely takes them out in one go. I'll give it a go.

I think if you got in a shot with something to prime one enemy you can add a combo explosion with the Recon Mine detonation, that should put you over the top. 



#59
muy_thaiguy

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I think if you got in a shot with something to prime one enemy you can add a combo explosion with the Recon Mine detonation, that should put you over the top. 

Right now using the Valiant with Disrupter rounds. Gets some tech bursts. Any suggestions for a better weapon for it?



#60
NuclearTech76

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Right now using the Valiant with Disrupter rounds. Gets some tech bursts. Any suggestions for a better weapon for it?

Black Widow would probably give you a little more punch if you enjoy it. Indra is pretty good on him as well if you can handle the modest recoil. Pistols are of course also good because of the power mod giving your recon mine a lot more punch. Arc or Talon are the two best, Arc if you hit a high percentage of headshots, Talon if not IMO. 



#61
muy_thaiguy

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Black Widow would probably give you a little more punch if you enjoy it. Indra is pretty good on him as well if you can handle the modest recoil. Pistols are of course also good because of the power mod giving your recon mine a lot more punch. Arc or Talon are the two best, Arc if you hit a high percentage of headshots, Talon if not IMO. 

Well, my Black Widow is still level 1, and I only just got the Talon. I may try the arc pistol once I get another talent points reset thing, as I have him specced for sniper rifles.



#62
NuclearTech76

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Meh just run it without respecting. Homing nades are good but not worth burning a respec on before you try the weapon and kit together. Power amp is the real attraction with running a pistol.

#63
123123123

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HM are meh since you can HS and kill enemies quicker before it even hits. Hardly ever spec into HG for that reason, unless I were to run adr III.

 

DI



#64
treezzzzz

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sorry, but not taking invasive scan although it is one of the few powers which work multiplicatively sounds not reasonable to me. 

Also, it boosts the whole team's damage (by significant 25%)

+ less importantly: decreases enemy speed.

 

Other multiplicative buffs like Proximity mine, Warp, Snap Freeze - all grant less damage plus.

 

 

 

2.) why? just sync with your Tactical cloak and shoot immediately.

 

3.) Acolyte only if your primary weapon is not a pistol and is not so potent. 

I usually use the BW and also take TC evo 6 - so for me there is no need for the Acolyte.

 

4.) Cryo rounds deprive you of other greater ammo types that would do way more damage

with your primary weapon.

 

7.) first part is true but cooldowns really aren't much of a problem (see point 2)

 

5.) I strongly disagree. Just because there are so many other things that are way better.

 

 

Sorry for this negative post but someone replied that your post had everything one would need.

And maybe there are beginners who read this and for them it might be worth while to hear other opinions.

 

Others might find your tipps absolutely useful, of course.

 

You dont take invasive scan because you dont leave the recon mind there scanning things.  It's only gonna be alive for a split second before you blow it up and honestly +25% dmg is way worse than +75% dmg.  Invasive scan is only good when ur leaving it alone and using your guns.  

 

You clearly havent tried doing this because otherwise you would understand keeping your wait light.  When you aren't the hoast there are gonna be many many times when your cloke simply will not break for whatever reason and you need to wait the full duration of the cloke, this is a common bug and if your using a heavy gun good luck waiting 15+ seconds to use another recon mind.  I used to do this ALL THE TIME when I played with the find public game feature, trust me.  Recently not so much since I've been trying to do other things but as far as I know the game hasn't changed.  

 

You want the acolyte because it complements the recon mind well.  Your gun beats they're shields and your recon mind beats their armour.  Also only the pistoles and smgs have the power amplifyre module on them, and +30% dmg on your recon mind is amazing.  

 

Cryo rounds on the acolyte will break their shield and freeze them in one go.  Trust me with 250 shields you want as few things shooting ate you as possible.  Also this keeps them from moving out of the recon mind.  

 

What would be better than armoured compartments?  3 extra missiles is gonna be way more damage than whatever other mods you can have on, not to mention the potential to clutch save your team from comletely wiping if you guys get into a bad spot with banshee's and turrent's.  Being able to rattle off missiles ot clear targets instantly will give your whole team anywhere from +5k to +10k gold from the run (multiply that by 4 people and you have a lot of time bonus cash) depending on the wave, and if you did it on more than one wave then G_G.  



#65
treezzzzz

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I hate the spam playstyle BUT if you're going to use it. At least do it right, disruptor would get you way more mileage than cryo because you'll get a tech burst as well. This will deal with any shields not already destroyed by the acolyte and it will give you a little more damage per explosion. With Homing Nades if you're only using two grenades, you might be better off putting those points into weapon damage, underwhelming with the acolyte but you probably get more mileage over the course of the game with them. Geth Scanner is better than Armored Compartments on most boards. It helps you place your mine more effectively and helps survivability which for me with cloak and movement speed and awareness I don't find him close to hard to survive with. I don't think any of the drell are that hard to survive with on a stable host though. 

 

I also still prefer Invasive Scan as well, you do more damage to every defense type other than armor. You can clear wave budgets faster IMO with that than the Armor Damage evolution. 

 

disruptor rounds doesn't freeze them, and all small units have they're shields beaten by a single acolyte shot anyways. The acolyte already does 6370 dmg to shields and having +490 simply isn't that big of a deal (remember the ammo is on the base weapon dmg not the full value).

 

2 grenades is enough with how much you're running around the map.  The limitation is how fast the boxes make them.  Again, the acolyte already does 6k dmg to shields and adding 300 simply is not wroth it.  Also, the grenades give fire explosions which are way better than your initial suggestion of tech bursts.  Tech bursts are bonus to shields and fire is bonus to armour, and since you already can take out they're shields with your pistole the bonus to armour is way better.  

 

Geth scanner is not necessary because you can't shoot through walls.  Armoured compartments gives you the ability to clear waves/targets faster for more cash + the potential to save your whole team from failing the mission if **** goes down.  If you have good awareness you don't need the units to be highlighted to see them, and usually if you get shot its from somebody behind you anyways so highlighting them doesn't help.

 

You aren't keeping the recon mind on long enough to benefit from invasive scan and +75% dmg is always better than +25%.  For comparison the detonation damage is 3920 with armor dmg vs 2800 with the scan.  Remember that you're firing you're gun before you detonate and you're running around the map so you're team mates won't get the benefit of the recon mind nearly as much as you thing.  



#66
NuclearTech76

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disruptor rounds doesn't freeze them, and all small units have they're shields beaten by a single acolyte shot anyways. The acolyte already does 6370 dmg to shields and having +490 simply isn't that big of a deal (remember the ammo is on the base weapon dmg not the full value).

 

2 grenades is enough with how much you're running around the map.  The limitation is how fast the boxes make them.  Again, the acolyte already does 6k dmg to shields and adding 300 simply is not wroth it.  Also, the grenades give fire explosions which are way better than your initial suggestion of tech bursts.  Tech bursts are bonus to shields and fire is bonus to armour, and since you already can take out they're shields with your pistole the bonus to armour is way better.  

 

Geth scanner is not necessary because you can't shoot through walls.  Armoured compartments gives you the ability to clear waves/targets faster for more cash + the potential to save your whole team from failing the mission if **** goes down.  If you have good awareness you don't need the units to be highlighted to see them, and usually if you get shot its from somebody behind you anyways so highlighting them doesn't help.

 

You aren't keeping the recon mind on long enough to benefit from invasive scan and +75% dmg is always better than +25%.  For comparison the detonation damage is 3920 with armor dmg vs 2800 with the scan.  Remember that you're firing you're gun before you detonate and you're running around the map so you're team mates won't get the benefit of the recon mind nearly as much as you thing.  

Invasive scan does more damage to health, shields and barriers. Geth Scanner allows quicker mine placement and detonation to clear spawns faster that you cannot see. I've tried both and to me personally Invasive Scan is better. The Disruptor isn't for shield stripping so much as adding some more damage that covers a wide AOE. All of that said play how you like because different people like different builds.



#67
scabs_wartley

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Invasive Scan, Javelin, Phasic 3, Power amp 4, Sniper Rail 3. Cloak, recon mine, one shot all things in the face.

#68
muy_thaiguy

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Invasive Scan, Javelin, Phasic 3, Power amp 4, Sniper Rail 3. Cloak, recon mine, one shot all things in the face.

I don't know how people do so well with the Javelin. Whenever I pull it out, I do terribly. That slight delay between pulling the trigger and it actually firing is a real pain to adjust to.



#69
HamleticTortoise

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I don't know how people do so well with the Javelin. Whenever I pull it out, I do terribly. That slight delay between pulling the trigger and it actually firing is a real pain to adjust to.

 

Slightly off-topic (though you are getting a lot of good info, so I won't feel too guilty :) ), but my suggestion when learning the javelin is to practice it with targets hiding in cover. The scope will tell you if you can pierce cover, plus they aren't moving, so you can take some time in lining up the headshot, and get comfortable with the firing delay. Another thing that helped me is to fire a proxy mine at moving targets, so they dodge/roll/put up BS shield in a predictable way: you can then lead the target and watch their heads go poof! I love the Javelin's mechanics, but I had lots of trouble getting it to work in MP; this is what helped me.

Final note: ironically, I feel the gun does better at higher difficulties (minus cerberus), since there are more big, slow moving targets for you to practice with ;)

Hope this helps!



#70
Cryos_Feron

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You dont take invasive scan because you dont leave the recon mind there scanning things.  It's only gonna be alive for a split second before you blow it up and honestly +25% dmg is way worse than +75% dmg.  Invasive scan is only good when ur leaving it alone and using your guns.  

 

You clearly havent tried doing this because otherwise you would understand keeping your wait light.  When you aren't the hoast there are gonna be many many times when your cloke simply will not break for whatever reason and you need to wait the full duration of the cloke, this is a common bug and if your using a heavy gun good luck waiting 15+ seconds to use another recon mind.  I used to do this ALL THE TIME when I played with the find public game feature, trust me.  Recently not so much since I've been trying to do other things but as far as I know the game hasn't changed.  

 

You want the acolyte because it complements the recon mind well.  Your gun beats they're shields and your recon mind beats their armour.  Also only the pistoles and smgs have the power amplifyre module on them, and +30% dmg on your recon mind is amazing.  

 

Cryo rounds on the acolyte will break their shield and freeze them in one go.  Trust me with 250 shields you want as few things shooting ate you as possible.  Also this keeps them from moving out of the recon mind.  

 

What would be better than armoured compartments?  3 extra missiles is gonna be way more damage than whatever other mods you can have on, not to mention the potential to clutch save your team from comletely wiping if you guys get into a bad spot with banshee's and turrent's.  Being able to rattle off missiles ot clear targets instantly will give your whole team anywhere from +5k to +10k gold from the run (multiply that by 4 people and you have a lot of time bonus cash) depending on the wave, and if you did it on more than one wave then G_G.  

You write as if everything you say are facts. 

In fact - it is the opposite to my mind.

 

It seems that you did not realize that the Drell Assassin can be played with different playstyles.

 

For me it definitely is no option to always let the Recon Mine explode IMMEDIATELY.

And since it "scans" and gives a great buff, you should take into consideration that the developers maybe hadn't intended this playstyle either.

 

Maybe I would do it like you if the explosion could be immediately without those 3 seconds of delay. Maybe.

 

 

so...you say I "clearly didn't try TC breaking" ??

Well - I have been playing ... a long time now ... and half of it as infiltrator.

 

It has never happened to me that it didn't work.

Sometimes - if you wait a little too long - this might happen. But then you should know why.

I play on PC.

 

 

You say that I (or people) want the acolyte. Please accept that I know this gun very well - I probably have spent 200 hours with it.

And still dare to not put it on my Drell Assassin.

The power magnifier is "amazing" you say. I agree that it is good. But those 30% go on the base value, 

on which you also have those mighty 80% of your TC....

 

I am not sure if those 30% are game-breaking-amazing because you might just as well use a more potent gun at the same time.

 

I should trust you that I will want the Acolyte + Cryo Rounds because of 250 shields??

Please note that survivability is not nearly an issue for me with the Drell. Possibly for other players, neither.

While you use those "great" cryo rounds you deprive yourself of other weapon types that would significantly boost your gun - damage.

So please don't tell people facts which only you consider "facts".

 

Armored compartments are better because of 3 extra missiles ??

For me, those missiles are not part of my "regular" play. I use them as emergency and I am sure that others use them like that, too.

Some might not even have 9 missiles available in their inventory for every match....



#71
Terminator Force

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I don't see much sense in avoiding Invasive Scan if you also take Armour Homing Nades. Invasive Scan also makes it a better mook killer even if you're a Recon Spammer because of the debuff, and you have Nades for more Armour dmg anyway (where the Nades, weapons, teammates also do more dmg under Recon debuff too). 

 

 

And wow, Homing Nades with dmg over time on the Drell is capable of as much Armour dmg as Proxy Mine on the Human Infiltrator?!  :o

 

http://kalence.drupa...34O54334!50EE5S

http://kalence.drupa...34O54334!5G0E5O

 

... er, I mean, that's just too OP.  :rolleyes:



#72
Quarian Master Race

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You dont take invasive scan because you dont leave the recon mind there scanning things.  It's only gonna be alive for a split second before you blow it up and honestly +25% dmg is way worse than +75% dmg.  Invasive scan is only good when ur leaving it alone and using your guns.  

 

You clearly havent tried doing this because otherwise you would understand keeping your wait light.  When you aren't the hoast there are gonna be many many times when your cloke simply will not break for whatever reason and you need to wait the full duration of the cloke, this is a common bug and if your using a heavy gun good luck waiting 15+ seconds to use another recon mind.  I used to do this ALL THE TIME when I played with the find public game feature, trust me.  Recently not so much since I've been trying to do other things but as far as I know the game hasn't changed.  

 

You want the acolyte because it complements the recon mind well.  Your gun beats they're shields and your recon mind beats their armour.  Also only the pistoles and smgs have the power amplifyre module on them, and +30% dmg on your recon mind is amazing.  

 

Cryo rounds on the acolyte will break their shield and freeze them in one go.  Trust me with 250 shields you want as few things shooting ate you as possible.  Also this keeps them from moving out of the recon mind.  

 

What would be better than armoured compartments?  3 extra missiles is gonna be way more damage than whatever other mods you can have on, not to mention the potential to clutch save your team from comletely wiping if you guys get into a bad spot with banshee's and turrent's.  Being able to rattle off missiles ot clear targets instantly will give your whole team anywhere from +5k to +10k gold from the run (multiply that by 4 people and you have a lot of time bonus cash) depending on the wave, and if you did it on more than one wave then G_G.  

This post is so terrible it gave me Kepral's Syndrome.


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#73
Cryos_Feron

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disruptor rounds doesn't freeze them, and all small units have they're shields beaten by a single acolyte shot anyways. The acolyte already does 6370 dmg to shields and having +490 simply isn't that big of a deal (remember the ammo is on the base weapon dmg not the full value).

 

2 grenades is enough with how much you're running around the map.  The limitation is how fast the boxes make them.  Again, the acolyte already does 6k dmg to shields and adding 300 simply is not wroth it.  Also, the grenades give fire explosions which are way better than your initial suggestion of tech bursts.  Tech bursts are bonus to shields and fire is bonus to armour, and since you already can take out they're shields with your pistole the bonus to armour is way better.  

 

Geth scanner is not necessary because you can't shoot through walls.  Armoured compartments gives you the ability to clear waves/targets faster for more cash + the potential to save your whole team from failing the mission if **** goes down.  If you have good awareness you don't need the units to be highlighted to see them, and usually if you get shot its from somebody behind you anyways so highlighting them doesn't help.

 

You aren't keeping the recon mind on long enough to benefit from invasive scan and +75% dmg is always better than +25%.  For comparison the detonation damage is 3920 with armor dmg vs 2800 with the scan.  Remember that you're firing you're gun before you detonate and you're running around the map so you're team mates won't get the benefit of the recon mind nearly as much as you thing.  

 

 

This post is so terrible it gave me Kepral's Syndrome.

 

:P  :D  :lol:



#74
Miniditka77

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I usually take a spawn point not directly being targeted by my teammates. That way, I avoid blinding them while also keeping them from being flanked.

 

From my perspective, most PUGs' performance isn't impacted at all by whether they can see the enemies or not, so I just figure that me detonating that mine is going to be better than whatever they would have done in those couple of seconds where they couldn't see.


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#75
Marksmad is waving goodbye

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From my perspective, most PUGs' performance isn't impacted at all by whether they can see the enemies or not, so I just figure that me detonating that mine is going to be better than whatever they would have done in those couple of seconds where they couldn't see.

I recently had a pug who ran straight to my mine before the start of the wave, presumably so no enemies would spawn near it.

 

Let's just say he saw a lot of smoke, and little else, for some parts of the game.


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