^^ No Kobe they were in game with me..In the lobby I saw them equipping..I thought they were stupid cuz no main weapon so I thought they wouldn't kill any thing...Nope, stupid me.. They ran Incid ammo.... Fire Exploded everything.
Acoylte Hate - Pls do NOT include this weapon in ME:A!
#76
Posté 01 juillet 2015 - 02:20
#77
Posté 01 juillet 2015 - 02:27
^^ No Kobe they were in game with me..In the lobby I saw them equipping..I thought they were stupid cuz no main weapon so I thought they wouldn't kill any thing...Nope, stupid me.. They ran Incid ammo.... Fire Exploded everything.
Damn, how long did it take for them to take down Praetorians and Atlasses? Using only fire explosions is tedious, dude. I love the Acolyte, but that thing is garbage against armor. And that's a good thing. A slightly longer charge up would be fair, but I want effective **** back in the Mass Effect.
#78
Posté 01 juillet 2015 - 02:33
Not sure Kobe..when I am playing I don't really pay attention to any body else's game play unless they are killing at an amazing rate..which is kinda rare these days on Xbox...I just remember hearing the splosions very frequently and seeing their score at the end cuz I was so shocked.
#79
Posté 01 juillet 2015 - 02:39
Damn, how long did it take for them to take down Praetorians and Atlasses? Using only fire explosions is tedious, dude. I love the Acolyte, but that thing is garbage against armor. And that's a good thing. A slightly longer charge up would be fair, but I want effective **** back in the Mass Effect.
You just skip the large targets anyways. Points are in the small stuff. Generally I dump bosses on teammates unless I can kill them if a short period of time.
- Salarian Jesus, RealKobeBean et The NightMan Cometh aiment ceci
#80
Posté 01 juillet 2015 - 02:43
You just skip the large targets anyways. Points are in the small stuff. Generally I dump bosses on teammates unless I can kill them if a short period of time.
I have actually gotten into this habbit lately as well..It's like I cant be bothered with Bosses unless they get right up in my ^&*ing face. I have just been getting so mad with how long recent games have been taking so I figured the 3 of them can work on this 1 thing while I clear out the rest of the wave.
#81
Posté 01 juillet 2015 - 02:55
But Husks still need to be melee'dYou just skip the large targets anyways. Points are in the small stuff. Generally I dump bosses on teammates unless I can kill them if a short period of time.
#82
Posté 01 juillet 2015 - 03:14
I never get why people ****** about stuff that works well. Just ****** about the weaker stuff. Get rid of the Vindicators of this world.
I think the difficulty was a lot more enjoyable when weapons in general weren't very strong, there weren't as many OP kits, and there was less boss spam. The bosses really lose their luster when they can die in a couple of seconds to focus fire.
- Commandr_Shepard aime ceci
#83
Posté 01 juillet 2015 - 03:17
I like the idea of the Acolyte, but the execution was wrong. The AOE is too much. The "stun" effect it has on humanoid targets is too much. The base damage is too high (it should have had half the base damage and a higher shield/barrier multiplier). But I like the idea of weapons that are excellent for dropping shields/barriers and not as good for direct damage (particularly armor damage). Don't get rid of the Acolyte, just remove the AOE and lower the base damage with an increase in the shield/barrier multiplier. And give us more weapons with increased damage against barriers and shields. For example, the Disciple never really found a niche other than as a sword handle or for role-play. For example, if the Disciple had a 2x multiplier against shields and barriers, it would still not be close to OP, but it would be a valuable and useful weapon for a lot of Adepts.
- filippopotame et BloodBeforeTears aiment ceci
#84
Posté 01 juillet 2015 - 03:18
Mentioning that the Acolyte's only weakness is crappy Armor DPS is kind of irrelevant when its virtually nonexistent weight allows you to pack a Hurrdurricane for the bosses, and still get 200% PRS with a kit that can murder both shields and armor with weapons alone and takes virtually no skill to do so.
- Dunmer of Redoran et m-99 saber aiment ceci
#85
Posté 01 juillet 2015 - 03:18
It's not as troublesome as the Reegar. At least the Acolyte can be excused with synergy. The Reegar just homogenises everything into 8000 dps.
As for the Arc/Wraith/Talon god combo, the Talon is number 1 considering it's one of the top 2 guns for like 70-80% of kits. Even disregarding headshots it is the easiest high tier hitscan shotgun to use, has 6 pellets instead of 8, thus losing less damage vs armor, has that inexplicable 150% bonus to all protections, has the Pistol Heavy Barrel which is pretty much like granting a 15% damage boost just for using a pistol and synergises very well with that power -> shoot -> shoot -> power -> shoot -> shoot -> power/reload cheat trick. The Arc Pistol is only REALLY good (compared to non Reegar/Acolyte) on casters with CC and low weapon damage, doesn't prime combos like the Talon and synergises fairly poorly with TC, Biotic Charge and Soldier powers compared to the Talon.
Of course, if we're getting personal balance gripes out of the way
- Always-on wallhack. I wouldn't mind it if it were tied to a cooldown or even grenade power (lol Call of Duty Advanced Warfare) but Hunter Mode and Geth Scanner are a bit much
- **** grenade gear being so OP. I'd rather have grenade classes be able to level up 1 or 2 more nade capacity in their evo trees than be tied to that **** on every grenade class. imo all nade caps should be starting with 1, +2 at rank 2 and +2 at rank 5. Grenade Gear goes +1, +10% damage, +1, +10% radius, +1. Same number of nades if you use nade gear, but less crutches makes you more free to choose other stuff. Well, maybe -1 grenade but the +damage makes up for that.
- I really hate the melee fitness tree and apart from the fact that melee is slow as ****, it's imo the biggest factor as to why melee sucks in general
- Dunmer of Redoran, TheNightSlasher, Darth Volus et 1 autre aiment ceci
#86
Posté 01 juillet 2015 - 03:23
Can't hear you over my Acolyte wrecking things.
Especially can't hear anyone with my Acolyte that also uses incendiary ammo.
Those biotic explosions.
Those fire explosions.
gg.
- mrs_anomaly aime ceci
#88
Posté 01 juillet 2015 - 06:04
#89
Posté 01 juillet 2015 - 07:24
I just wish they'd have let us choose whether we wanted it to go back to charge or not. I don't enjoy playing with it since it is back to a charge weapon.
#90
Posté 01 juillet 2015 - 07:58
I think the difficulty was a lot more enjoyable when weapons in general weren't very strong, there weren't as many OP kits, and there was less boss spam. The bosses really lose their luster when they can die in a couple of seconds to focus fire.
But why not buff the enemies a bit more? Give them more DPS, more health, more barriers/shields, and lots of armor. I'm all for that, since I mod stuff myself to get a real challenge. During extreme conditions you need team synergy. It's that, or die!
#91
Posté 01 juillet 2015 - 08:21
#92
Posté 01 juillet 2015 - 08:44
Weaker players or stronger enemies, either way, they work.But why not buff the enemies a bit more? Give them more DPS, more health, more barriers/shields, and lots of armor. I'm all for that, since I mod stuff myself to get a real challenge. During extreme conditions you need team synergy. It's that, or die!
- Terminator Force et RealKobeBean aiment ceci
#93
Posté 01 juillet 2015 - 09:51
As long as phantoms can go invisible, synch kill you, have a super powerful pew pew cannon, flip to get damage reduction, bubble up to block powers, and get even more DR on host, then I'm perfectly OK with the acolyte. I tend to only use it as a side-arm for them, charge weapons tend to give me pins and needles if I play them too long.
- mrs_anomaly et BloodBeforeTears aiment ceci
#94
Posté 01 juillet 2015 - 10:02
the first two guns I would fix would be the acolyte and reegar.
talon and arc pistol might be straight up better than the acolyte, but do no have the same game breaking aoe stagger on top of insane shield/barrier damage... that can be charged up before seeing the enemy.
reegar... well, because reegar.
what were bioware thinking with these two guns?
- Terminator Force et BloodBeforeTears aiment ceci
#95
Posté 01 juillet 2015 - 11:00
Acolyte's major weakness is the fact that you can't equip arc pistol or talon with it.
This. Should be able to though.
#96
Posté 01 juillet 2015 - 11:03
Hm. Whine in every forum. And we don't even know if there will be any grapes in ME:A.
- Jeremiah12LGeek et ClydeInTheShell aiment ceci
#97
Posté 01 juillet 2015 - 11:31
OP, how would you feel about a purely acolyte-centric build? I sometimes play my pullguard with only an acolyte and just ignore big armored targets until the wave budget is depleted. The try-hard build involves an smg but occasionally I can't be bothered to switch weapons so I forsake the smg. Surely the loss of DPS vs health and armor makes up for its anti-shield efficacy thus achieving "balance".
I'm not against the idea of the Acolyte. Just opposed to its current implementation. I understand loufi's point that it was introduced primarily to give biotics a way of dealing with shields. And I agree that it should occupy a heavy pistol slot, since heavy pistols traditionally have been the method of choice for casters to deal with armor. The tradeoff here makes sense: you as a player are choosing to either rely solely on your powers to deal with armor, or you have to take a heavier weapon which will detract from power usage.
But then the Hurricane was introduced, along with numerous buffs, and oh by the way, 90% weight reduction ULM and a no cost HVB that negates 90% of armor (which on gold and plat, means that only 50 * 0.1 = 5 of the original bullet damage will be negated). And this is an SMG, which... its a freaking SMG people!!! When in the history of combat has an SMG ever been known for penetration!?
So as the TheNightSlasher suggested, which I agree with, it may not be fair to single out the Acolyte. It is a larger problem than that.
Scorpion is way more cheesy for platinum solos in my limited experience. All of my successful attempts involved heavy use of one.
I have nothing against the Scorpion. It's heavy. It doesn't have multiplicative damage bonuses. The rounds don't explode on impact, and hence there is a learning curve to use it. It is a special purpose weapon with limited utility. In my experience, it does a good job wrecking mooks and phantoms, and is pretty good at getting you out of a tight spot / back to an ammo box (e.g. if I'm running a Harrier, I'm probably running a scorpion with it). But... it might actually be better to run the Acolyte, LOL.
Besides, if they took away the scorpion I couldn't explode enemies with my Krogan headbutt. (unload scorpion clip onto enemy > time Krogan headbutt to impact the enemy as the scorpion rounds explode... god I freaking love that.. never gets old).
- physiolosopher aime ceci
#98
Posté 02 juillet 2015 - 12:02
It's not as troublesome as the Reegar. At least the Acolyte can be excused with synergy. The Reegar just homogenises everything into 8000 dps.
The Reegar is no panacea, and tbh, I honestly don't see it used much in PSN plat games (nor do I use it). 1.) It's not exactly lightweight, 2.) It has virtually no range, 3.) It's intended damage is not really that overwhelming: it is only via the unintended consequences of stacking DoT effects and framerate dependency that its damage approaches those numbers.
Talon ... has that inexplicable 150% bonus to all protections.
Which admittedly, is very strange.... It may be just me, but I feel that the Talon is a bit outclassed by the piranha, which has comparable weight, esp. considering that the piranha is rare and the Talon is UR, and likely to be at a lower level.
Btw, unless I am mistaken, the 150% multiplier is only applied to shields and barriers.
#99
Posté 02 juillet 2015 - 01:18
Disagree on the arc pistol. IMO it's better on almost anything except accuracy boosting kits. Arc can run power mod and still have ample shots and not that much damage loss even if you don't use piercing. Talon will have some damage loss in game because it's not pinpoint accurate and generally you're aiming for the head. Arc on the other hand is pinpoint accurate from across the map.<p>
It's not as troublesome as the Reegar. At least the Acolyte can be excused with synergy. The Reegar just homogenises everything into 8000 dps.
As for the Arc/Wraith/Talon god combo, the Talon is number 1 considering it's one of the top 2 guns for like 70-80% of kits. Even disregarding headshots it is the easiest high tier hitscan shotgun to use, has 6 pellets instead of 8, thus losing less damage vs armor, has that inexplicable 150% bonus to all protections, has the Pistol Heavy Barrel which is pretty much like granting a 15% damage boost just for using a pistol and synergises very well with that power -> shoot -> shoot -> power -> shoot -> shoot -> power/reload cheat trick. The Arc Pistol is only REALLY good (compared to non Reegar/Acolyte) on casters with CC and low weapon damage, doesn't prime combos like the Talon and synergises fairly poorly with TC, Biotic Charge and Soldier powers compared to the Talon.
Of course, if we're getting personal balance gripes out of the way
- Always-on wallhack. I wouldn't mind it if it were tied to a cooldown or even grenade power (lol Call of Duty Advanced Warfare) but Hunter Mode and Geth Scanner are a bit much
- **** grenade gear being so OP. I'd rather have grenade classes be able to level up 1 or 2 more nade capacity in their evo trees than be tied to that **** on every grenade class. imo all nade caps should be starting with 1, +2 at rank 2 and +2 at rank 5. Grenade Gear goes +1, +10% damage, +1, +10% radius, +1. Same number of nades if you use nade gear, but less crutches makes you more free to choose other stuff. Well, maybe -1 grenade but the +damage makes up for that.
- I really hate the melee fitness tree and apart from the fact that melee is slow as ****, it's imo the biggest factor as to why melee sucks in general
#100
Posté 02 juillet 2015 - 01:20
Need to get back to work. It is mind-boggling how much time can be spent perusing BSN. Clearly, most of the people on here are diehard ME3MP players, as I have come to realize by seeing that many you have invested an order of magnitude more time into the game than myself.
I encourage all of you, or at least anyone who gives a damn, to keep playing this wonderful game (admit it, the majority of new games out there right now are $#!+ anyways) and to incessantly voice the things you want to see in ME:A. I am highly skeptical that the multiplayer in ME:A will surpass (or even come close) to ME3MP, and in the event that it does not meet my expectations, you can bet your @$$ that I'll still be popping off phantom heads with my off-host 3-shot Raider on ME3MP in 2016. And if the lobbies are empty, then I guess I'll have to solo for once... I'd rather not, but it's better than nothing.
And, this brings me back to the main point of this thread: get rid of the cheesy ass kits and weapons.
The illustrate this vision for ME:A MP, I reference my two favorite ME3MP gameplay vids of all time, by Stardusk and Caineghis, respectively.
This is what the gameplay on the hardest difficulty should look like: https://www.youtube....h?v=U-LKu4__iog
This is what soloing on that difficulty should be like: https://www.youtube....h?v=OvXyBNUtjXk
Note: No Acolytes or otherwise cheesy ass weapons/kits that can "do it all" gracefully. Watching the gameplay in these videos actually looks and feels like combat, as it should be. Note the struggle, difficulty, and necessity for team cohesion. To say soloing is difficult should be an understatement - IMO it should be next to impossible, and I think the solo video adequately demonstrates that.
Just my first (and perhaps last) 2 cents to BSN and Bioware regarding my hopes and very high expectations for ME:A.
BBT out.





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