Basic summary of this thread so far...
Started with actual conversation about builds, then turned into yet another "slap a Venom on it and it'll be awesome" build, and is rounding out with FOV First World Problems discussions.
BSN...
Basic summary of this thread so far...
Started with actual conversation about builds, then turned into yet another "slap a Venom on it and it'll be awesome" build, and is rounding out with FOV First World Problems discussions.
BSN...
BridgeBurner's post above shows it breaks long before that could happen.
Even at 120 the advantage is pretty obvious.
Basic summary of this thread so far...
Started with actual conversation about builds, then turned into yet another "slap a Venom on it and it'll be awesome" build, and is rounding out with FOV First World Problems discussions.
BSN...
Isn't it how all thread go here? ![]()
So let me quote certain someone: Working as intendedTM
Even at 120 the advantage is pretty obvious.
I don't see any advantage at all in game. I still get gutted and whipped all the time by sneaky mofos. Geth scanner and an occasional glance for assholes spawning behind you is better than a wider FoV.
Weird thing with the FoV extremes is it causes some vertigo like effects on me. 70 is just as bad as anything above 105. The Goldilocks zone was between 85-105 on my setup.
Not to nitpick, but I think the reason why you can't see the reticle in your images is because you're targeting an enemy? Doesn't it disappear in that case?
Anyway, I never noticed it before, but I know what you say is true XD
Yeah, like Binary Helix said, the reticle turns red over a target. That's why I mentioned Geth Scanner, makes noticing it another order of magnitude more difficult.
I don't see any advantage at all in game. I still get gutted and whipped all the time by sneaky mofos. Geth scanner and an occasional glance for assholes spawning behind you is better than a wider FoV.
Weird thing with the FoV extremes is it causes some vertigo like effects on me. 70 is just as bad as anything above 105. The Goldilocks zone was between 85-105 on my setup.
I myself use 95 and I can say for certain that I get less blindsided than before.
^ But then you get to miss all the excitement of Phantom blindsiding. Sword stagger > Sync prime > Hasta la vista, baby. Lost count to how many times this has happened to me. And almost always because I was running to a pugs rescue.
And almost always because I was running to a pugs rescue.
I see this so often it isn't even funny any more. You'd do yourself and your downed squad mates a favor by killing whatever took them down (if in immediate vicinity) before trying to get that precious revive medal. Also would be less likely for them to get synced by a phantom during their coma phase. Unless that's your goal all along. Then keep up the good work.
Many, many co-op and competitive games offer players the option of increasing FoV. Targets are smaller (your aim needs to be better) but you have better awareness.
You could argue, that depending on vertical or horizontal FoV (ME3 uses horizontal) that players who play 16:9 are at a disadvantage compared to players who play 4:3. Age old argument in FPS games; vertical FoV favours 4:3, horizontal FoV favours 16:9.
Many, many co-op and competitive games offer players the option of increasing FoV. Targets are smaller (your aim needs to be better) but you have better awareness.
You could argue, that depending on vertical or horizontal FoV (ME3 uses horizontal) that players who play 16:9 are at a disadvantage compared to players who play 4:3. Age old argument in FPS games; vertical FoV favours 4:3, horizontal FoV favours 16:9.
Diagonal FOV FTW!
How do you change fov?
How do you change fov?
You need to edit Coalesced.bin with an approppriate editor, I use this: http://wenchy.net/me...lesced-utility/
Then you need to edit bioinput.ini/sfxgame/sfxgamemodebase/bindings
Then you change the line for Shared_aim to something like:
( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | FOV 0 | OnRelease FOV 110 | OnRelease StopTightAim" )
EDIT: The new FOV will only kick in after you've zoomed in once.
You can change it on the fly with the console too, FOV XXX
I'm sure you know what the next question will be...
How 2 hax0r?
Back to the original discussion (skipped after page 1), here's what I usually go with.
http://kalence.drupa...24251364!98.AGG
Nades aren't bad, but you basically have to keep running around to ammo boxes all match. With missiles, you get a good stun ability that does not require button spamming or ammo runs. To me, for destroyer mode, damage bonus and max shields are both good. Kill things a bit faster or tank a bit longer. Both work. And with the PPR, ammo runs are down to a minimum. Missiles are great at flushing enemies out, especially phantoms, and stunning them (saved me on more than one occasion). And since both powers are permanent, weight means nothing.
In short, as a mobile turret, the Destroyer is absolutely lethal. He works best not as a front line guy, but more towards the middle. If you have a krogan or, even better, a juggy on the team, let them get to the front. And then you can mow down the enemies keeping the Juggy from being overwhelmed. He's particularly effective against boss enemies like the Atlas and Prime (both slow), he will just cut them down.
I would use the Typhoon, but still no luck unlocking the stupid thing.
You need to edit Coalesced.bin with an approppriate editor, I use this: http://wenchy.net/me...lesced-utility/
Then you need to edit bioinput.ini/sfxgame/sfxgamemodebase/bindings
Then you change the line for Shared_aim to something like:
( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | FOV 0 | OnRelease FOV 110 | OnRelease StopTightAim" )
EDIT: The new FOV will only kick in after you've zoomed in once.
![]()
You can change it on the fly with the console too, FOV XXX
Or, you run Flawless Widescreen and use the + and - keys on the keypad to enlarge or reduce the FoV at any time during a mission.
Why all those eyes?
Lol, tape one of those dots on your screen. ![]()
Actually it's kind of surprising there aren't any programs (or are there?) that just give you a customizable crosshair overlay. Lots of programs out there that can show you the framerate, you'd think a static overlay would be even easier to implement.
Actually it's kind of surprising there aren't any programs (or are there?) that just give you a customizable crosshair overlay. Lots of programs out there that can show you the framerate, you'd think a static overlay would be even easier to implement.
Searched reticle overlay and there were a few that popped up a few with customizable colors, etc. No idea if they're still viable though since I'm kind of technologically stupid. ![]()
Actually it's kind of surprising there aren't any programs (or are there?) that just give you a customizable crosshair overlay. Lots of programs out there that can show you the framerate, you'd think a static overlay would be even easier to implement.
Pretty sure there are.
I remember seeing a ME3 video a long while ago where the player used crosshair overlay. It was bright white and was very easy to spot.
Actually it's kind of surprising there aren't any programs (or are there?) that just give you a customizable crosshair overlay. Lots of programs out there that can show you the framerate, you'd think a static overlay would be even easier to implement.
http://forum.bioware...target-reticle/
Just to be clear: I know of some such programs, but they all require the game to be run in windowed mode. I prefer fullscreen, I've had bad experience with recording software and SLI drivers etc. when using windowed mode.
*sigh*
Why can't game developers just do the right thing and let us customize this kind of stuff? ![]()
Why can't game developers just do the right thing and let us customize this kind of stuff?
Because **** you, that's why.