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Acoylte Hate - Pls do NOT include this weapon in ME:A!


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#176
PatrickBateman

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If the Acolyte is so damn powerful, broken and OP it's rather surprising that so few PUGs use it.

It's a very good gun, but it's not even nearly as broken as PUG classics like the lol-Reegar or Herberus Carrier.

These threads never get old it seem with BS arguments from people that want to remove weapons because they consider themselves so "gud" they don't need them, and if they don't like it no one else should have the right to use it either.
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#177
BloodBeforeTears

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If the Acolyte is so damn powerful, broken and OP it's rather surprising that so few PUGs use it.

It's a very good gun, but it's not even nearly as broken as PUG classics like the lol-Reegar or Herberus Carrier.

These threads never get old it seem with BS arguments from people that want to remove weapons because they consider themselves so "gud" they don't need them, and if they don't like it no one else should have the right to use it either.


LOL. I mostly agree with you. Several people seem to believe I created this thread due to other players using the weapon excessively. This is not the case: tbh, as long as the others are contributing and helping with the objectives I could give a flying f*** less what weapon they are using.

The reason I created this thread was to bring awareness to the subtle but ridiculous nature of the weapon. For the record, I do not think that the Crackolyte itself is OP (and never alluded to such in this thread). The problem with the Crackolyte is one of universality: taking a Crackolyte as a primary or secondary weapon will make most kits better off then if they had not done so. And this is especially true on platinum. As someone else had mentioned, the only downside to taking a Crackolyte is that you cannot take a talon or arc pistol with it... and I agree.

The reason why a lot of PUGs don't use it is probably because they either a.) don't truly understand its universal effectiveness, or b.) don't get any enjoyment out of using such a lame weapon.

For me, kicking the Crackolyte habit was like kicking an addiction. On platinum, I felt naked without that ****ing gun... it was pathetic... and anytime I pulled it out I got this warm & fuzzy feeling that everything was going to be ok, LOL.

Thankfully, the ease of scoring headshots on PC has helped me overcome the handicap of not having a Crackolyte. That being said, I must admit that of the six gold solos I have completed to date (PC), four would have been faster with the Crackolyte.

BBT (Crackolyte-Free since 14 July 2015)
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#178
J. Peterman

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LOL. I mostly agree with you. Several people seem to believe I created this thread due to other players using the weapon excessively. This is not the case: tbh, as long as the others are contributing and helping with the objectives I could give a flying f*** less what weapon they are using.

The reason I created this thread was to bring awareness to the subtle but ridiculous nature of the weapon. For the record, I do not think that the Crackolyte itself is OP (and never alluded to such in this thread). The problem with the Crackolyte is one of universality: taking a Crackolyte as a primary or secondary weapon will make most kits better off then if they had not done so. And this is especially true on platinum. As someone else had mentioned, the only downside to taking a Crackolyte is that you cannot take a talon or arc pistol with it... and I agree.

The reason why a lot of PUGs don't use it is probably because they either a.) don't truly understand its universal effectiveness, or b.) don't get any enjoyment out of using such a lame weapon.

For me, kicking the Crackolyte habit was like kicking an addiction. On platinum, I felt naked without that ****ing gun... it was pathetic... and anytime I pulled it out I got this warm & fuzzy feeling that everything was going to be ok, LOL.

Thankfully, the ease of scoring headshots on PC has helped me overcome the handicap of not having a Crackolyte. That being said, I must admit that of the six gold solos I have completed to date (PC), four would have been faster with the Crackolyte.

BBT (Crackolyte-Free since 14 July 2015)

 

In other words, the thread is pointless? Got it.


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#179
PatrickBateman

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LOL. I mostly agree with you. Several people seem to believe I created this thread due to other players using the weapon excessively. This is not the case: tbh, as long as the others are contributing and helping with the objectives I could give a flying f*** less what weapon they are using.

The reason I created this thread was to bring awareness to the subtle but ridiculous nature of the weapon. For the record, I do not think that the Crackolyte itself is OP (and never alluded to such in this thread). The problem with the Crackolyte is one of universality: taking a Crackolyte as a primary or secondary weapon will make most kits better off then if they had not done so. And this is especially true on platinum. As someone else had mentioned, the only downside to taking a Crackolyte is that you cannot take a talon or arc pistol with it... and I agree.

The reason why a lot of PUGs don't use it is probably because they either a.) don't truly understand its universal effectiveness, or b.) don't get any enjoyment out of using such a lame weapon.

For me, kicking the Crackolyte habit was like kicking an addiction. On platinum, I felt naked without that ****ing gun... it was pathetic... and anytime I pulled it out I got this warm & fuzzy feeling that everything was going to be ok, LOL.

Thankfully, the ease of scoring headshots on PC has helped me overcome the handicap of not having a Crackolyte. That being said, I must admit that of the six gold solos I have completed to date (PC), four would have been faster with the Crackolyte.

BBT (Crackolyte-Free since 14 July 2015)


There are lot's off things in this game that's way to OP in the hands of skilled and experienced players, but end of the day we should all be happy they are there as there are loads of players that need it as they wouldn't be capable of handling the higher difficulties without them, and if it wasen't there they wouldn't play and the player base would be to small to keep the servers running, for those that know the mechanics off the game and that don't need them they can always just skip them, pretty satisfying to outscore that Reegar/AIU or TGI/Harrier with a SE packing a Cryo/Adas :)

#180
Cryos_Feron

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.

#181
Cryos_Feron

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In other words, the thread is pointless? Got it.


that's not true.

it's more like:
please don't give us such addictive thing in Andromeda.
an OP thing that costs nothing and rules everything - changes your whole playstyle. makes it dull but so effective.
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#182
J. Peterman

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that's not true.

it's more like:
please don't give us such addictive thing in Andromeda.
an OP thing that costs nothing and rules everything - changes your whole playstyle. makes it dull but so effective.

 

Or...you could just not use it, and let those that want to carry on...


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#183
Cryos_Feron

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that's what I am doing, like I said.

but it does not feel as good as if the weapon was not there at all ;-)

and sometimes I slide back.
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#184
J. Peterman

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that's what I am doing, like I said.

but it does not feel as good as if the weapon was not there at all ;-)

and sometimes I slide back.

 

So once again, what's the point of a thread titled "Acoylte Hate - Pls do NOT include this weapon in ME:A!" when you've got the option of not using it, letting those that wish to do so?


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#185
MaxCrushmore

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This thread hurt my brain.

 

I'm not a country fan, but Johny Cash getting slagged?!!!??!! Crazy talk about one of the most talented musicians in generations ...

 

And yes, it turns out the GI is good with an Acolyte too. In other news, water is wet



#186
TheNightSlasher

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If everyone's wish about stuff they don't like not being included in the game came true, there'll be no game to play.


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#187
Akir388

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The problem with the Crackolyte is one of universality: taking a Crackolyte as a primary or secondary weapon will make most kits better off then if they had not done so.


You could say about all the good weapons. :P

It's really laughable when people complain about weapons being too effective in a cooperative game.

Just don't use it. Not sure what the big deal is.

#188
J. Peterman

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If everyone's wish about stuff they don't like not being included in the game came true, there'll be no game to play.

 

Hmmmmm....



#189
Asari Goddess

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        LOL cant you see HE's a TROLL

 

tumblr_mhraav7Qhk1qe1unlo1_500.gif



#190
Quarian Master Race

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If everyone's wish about stuff they don't like not being included in the game came true, there'll be no game to play.

good. Playing the game is a crutch



#191
BloodBeforeTears

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*edit: in reply to Imysterie

^^ I've never that of myself that way, but ok, LOL. Nice gif btw.

It is amazing to me that this thread is still getting activity... and after much deliberation and thought... lots of thinking... many of you brought up some good points... nope, I still hate this ****ing weapon lol, much more so than any other weapon in game. But all this renewed conversation about the acolyte... is making me want start using again... these are desperate times.

#192
Asari Goddess

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*edit: in reply to Imysterie

^^ I've never that of myself that way, but ok, LOL. Nice gif btw.

It is amazing to me that this thread is still getting activity... and after much deliberation and thought... lots of thinking... many of you brought up some good points... nope, I still hate this ****ing weapon lol, much more so than any other weapon in game. But all this renewed conversation about the acolyte... is making me want start using again... these are desperate times.

 

Awwwww thank you blood, knock your self out, the weapon wont hurt you ;) ;) ;)


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#193
Cryos_Feron

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It's really laughable when people complain about weapons being too effective in a cooperative game.

 

 

following this logic (everywhere),

even cheating would not be a big deal in a cooperative game, because it makes your teammate stronger.

 

 

If the cobra rocket launcher was a regular weapon, you just could ignore it and don't use it, 

but you would not be happy that it existed.

Even if it made your teammates stronger.

 

 

I know that this is nonsense, but sorry - I can only go to extremes, in order to explain what I mean:

 

You just don't want imbalanced things in the game you play!

 

 

And the Acolyte is imbalanced and simple/dull at the same time.

 

I like the idea of Anti-Shield-Weapons, offering new tactical possibilities.  But more in a sense of a Talon.

 

 

I get your point though ;-)


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#194
Marksmad is waving goodbye

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Playing the game is a crutch

Wishes are a crutch.



#195
J. Peterman

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following this logic (everywhere),

even cheating would not be a big deal in a cooperative game, because it makes your teammate stronger.

 

 

If the cobra rocket launcher was a regular weapon, you just could ignore it and don't use it, 

but you would not be happy that it existed.

Even if it made your teammates stronger.

 

 

I know that this is nonsense, but sorry - I can only go to extremes, in order to explain what I mean:

 

You just don't want imbalanced things in the game you play!

 

 

And the Acolyte is imbalanced and simple/dull at the same time.

 

I like the idea of Anti-Shield-Weapons, offering new tactical possibilities.  But more in a sense of a Talon.

 

 

I get your point though ;-)

 

So it does bother you that others use it?



#196
LemurFromTheId

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I hate Acolyte with a passion, for I see it as a prime example of clueless game design.

 

One of the design priciples of the whole Mass Effect series is that engineers with shield-stripping powers are valuable for the entire team and that biotic kits are relatively weak against shielded enemies. Acolyte just destroys this entire core concept.

 

Limitations are important. A single kit isn't supposed to be able to do everything (aside from sentinels perhaps, but then they aren't supposed to be particularly good at anything either). Despite what some people seem to think, introducing a gun that removes a core limitation from a kit doesn't increase tactical depth; on the contrary, it just makes the game tactically less interesting.

 

Take Pull for example. We all agree that it's a sub-par power by itself, but the introduction of the Acolyte suddenly made it very much a viable power. I guess it's a good thing that Pull can now be more useful at least, but what they did was to tie its effectiveness to a single weapon instead of buffing the power itself in a way that speding points in it would actually be worth it when you find a way to work around its limitations. As a result, you either ignore Pull or go Acolyte-Pull-Reave, Acolyte-Pull-Reave, Acolyte-Pull-Reave (or something equivalent) the whole game.

 

          wow

                  so tactics

   much depth            wow

 wow

                many skillz

 

Armed with Acolyte - an essentially weightless sidearm - any kit can be a better shield-stripper than a kit with Overload or Energy Drain only, and that's just plain stupid. ME3MP is a co-op game, why not encourage actual co-operation instead of making every kit more and more self-sufficient?

 

All that's just one design flaw, but there are others, such as its "charge" mechanic that doesn't actually serve any purpose (aside from a few glitches stemming from the fact that the whole charged weapons mechanic was an afterthough that's not properly supported by the engine), proximity detonation removing any need to aim the thing and 100% guaranteed AOE ammo priming.


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#197
Swan Killer

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I hate Acolyte with a passion, for I see it as a prime example of clueless game design.

 

One of the design priciples of the whole Mass Effect series is that engineers with shield-stripping powers are valuable for the entire team and that biotic kits are relatively weak against shielded enemies. Acolyte just destroys this entire core concept.

 

Limitations are important. A single kit isn't supposed to be able to do everything (aside from sentinels perhaps, but then they aren't supposed to be particularly good at anything either). Despite what some people seem to think, introducing a gun that removes a core limitation from a kit doesn't increase tactical depth; on the contrary, it just makes the game tactically less interesting.

 

Take Pull for example. We all agree that it's a sub-par power by itself, but the introduction of the Acolyte suddenly made it very much a viable power. I guess it's a good thing that Pull can now be more useful at least, but what they did was to tie its effectiveness to a single weapon instead of buffing the power itself in a way that speding points in it would actually be worth it when you find a way to work around its limitations. As a result, you either ignore Pull or go Acolyte-Pull-Reave, Acolyte-Pull-Reave, Acolyte-Pull-Reave (or something equivalent) the whole game.

 

          wow

                  so tactics

   much depth            wow

 wow

                many skillz

 

Armed with Acolyte - an essentially weightless sidearm - any kit can be a better shield-stripper than a kit with Overload or Energy Drain only, and that's just plain stupid. ME3MP is a co-op game, why not encourage actual co-operation instead of making every kit more and more self-sufficient?

 

All that's just one design flaw, but there are others, such as its "charge" mechanic that doesn't actually serve any purpose (aside from a few glitches stemming from the fact that the whole charged weapons mechanic was an afterthough that's not properly supported by the engine), proximity detonation removing any need to aim the thing and 100% guaranteed AOE ammo priming.

 

Spot on.



#198
Asari Goddess

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I hate Acolyte with a passion, for I see it as a prime example of clueless game design.

 

One of the design priciples of the whole Mass Effect series is that engineers with shield-stripping powers are valuable for the entire team and that biotic kits are relatively weak against shielded enemies. Acolyte just destroys this entire core concept.

 

Limitations are important. A single kit isn't supposed to be able to do everything (aside from sentinels perhaps, but then they aren't supposed to be particularly good at anything either). Despite what some people seem to think, introducing a gun that removes a core limitation from a kit doesn't increase tactical depth; on the contrary, it just makes the game tactically less interesting.

 

Take Pull for example. We all agree that it's a sub-par power by itself, but the introduction of the Acolyte suddenly made it very much a viable power. I guess it's a good thing that Pull can now be more useful at least, but what they did was to tie its effectiveness to a single weapon instead of buffing the power itself in a way that speding points in it would actually be worth it when you find a way to work around its limitations. As a result, you either ignore Pull or go Acolyte-Pull-Reave, Acolyte-Pull-Reave, Acolyte-Pull-Reave (or something equivalent) the whole game.

 

          wow

                  so tactics

   much depth            wow

 wow

                many skillz

 

Armed with Acolyte - an essentially weightless sidearm - any kit can be a better shield-stripper than a kit with Overload or Energy Drain only, and that's just plain stupid. ME3MP is a co-op game, why not encourage actual co-operation instead of making every kit more and more self-sufficient?

 

All that's just one design flaw, but there are others, such as its "charge" mechanic that doesn't actually serve any purpose (aside from a few glitches stemming from the fact that the whole charged weapons mechanic was an afterthough that's not properly supported by the engine), proximity detonation removing any need to aim the thing and 100% guaranteed AOE ammo priming.O

 

BLESS  <3 

 

IT'S GOOD TO SEE THAT THE ASARI CRAFTED PISTOL IS GOOD IN YOUR HANDS

 

:P MAY THE GODDESS BLESS YOU  :D 



#199
Cryos_Feron

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So it does bother you that others use it?


I think I already gave many reasons.

But I can sum it up again.....

Regarding my personal playing:

I like the Acolyte as much as I would like a freely accessible cheat-button.
(Tempting but fun-killer in the longrun).


I like challenges.
But the Acolyte doesn't require aim, can 1-shot-remove a Phantoms barrier, AOE, and staggers, etc.
So I almost completely stopped using it. Like I did with the Reegar, flamer, etc.


Regarding my teammates:
In certain situations "score" becomes interesting for me - also: how it is earned.

And I am honest enough to admit it.

 

Did I mention that I like challenges? I like sporty competition.

In weak PUGS: Extraction is the only challenge, score does not matter - actually I like this scenario a lot
in very strong PUGS: I try to score high (what else might there be challenging??)
with friends: with those I chat and have fun with - score clearly is secondary or not important at all
but with "certain friends" ;-) it is a sporty competition, teasing each other


if someone outscores me, he has my respect and then it happens often that I send them a text
congratulating them for improving their performance, etc.
HOWEVER, if someone outscores me with flamer, reegar, acolyte - my respect is somewhat smaller, sorry.



#200
Catastrophy

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[...]HOWEVER, if someone outscores me with flamer, reegar, acolyte - my respect is somewhat smaller, sorry.

 

I don't need your respect.


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