Snap Freeze
#1
Posté 03 septembre 2015 - 08:23
#2
Posté 03 septembre 2015 - 08:25
I believe that you have it right.
- PatrickBateman aime ceci
#3
Posté 03 septembre 2015 - 08:34
I believe that you have it right.
And all this time I've been running the weakness evolution on rank 6 on the AIU, so much lost cheese
#4
Posté 03 septembre 2015 - 09:25
The mistake you made was trying to use it in the first instance.
- SilentStep79 et Quarian Master Race aiment ceci
#5
Posté 03 septembre 2015 - 11:28
Your a scrub! It takes a skillful player to use it, just like the Reegar.The mistake you made was trying to use it in the first instance.
- Learn To Love Yourself aime ceci
#6
Posté 03 septembre 2015 - 02:40
this should be true:
http://masseffect.wi...iki/Snap_Freeze
With Reckoning, the interaction is more complicated:
- The N7 Paladin still gets no benefit from Tech Combo, but now the combo does normal damage until the rank 4 Reach evolution is chosen (at which point all Cryo Explosions primed by Snap Freeze do double damage).
- The Alliance Infiltration Unit now has to choose the Tech Combo evolution as normal, and all relevant tech combos primed/detonated by Snap Freeze are affected (not just Cryo Explosions).
So:
- ALWAYS choose Rank (4) Reach instead of Damage, because it primes more enemies
- as Paladin take Rank (6) Damage & Weakness, because Tech Combo does nothing and you do double damage because of the Reach (4) evolution
- as AIU you have to choose wisely between both Rank 6 Evos *).
*) I prefer Tech Combo for the extra BOOM. SF Dmg it pitiful (40% more or not) and 25% Armor Weakening can be done by AP rounds or Mods.
SF is still priming everything, and I believe in PUGs, to detonate my SF. ![]()
- PatrickBateman, GruntKitterhand et Bud Halen aiment ceci
#7
Posté 03 septembre 2015 - 05:06
^ That and the AIU and Paladin's Snap Freeze powers are actually two different powers. Paladin's is called cryo cone, and AIU's is just called snap freeze. Both are still buggy since they set off explosions around the character and not the enemy.
AIU's Snap Freeze is sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_snapfreeze
Paladin's is sfxgamecontentdlc_con_mp3.sfxpowercustomactionmp_cryocone
They would have had the same power if the AIU's was sfxgamecontentdlc_shared.sfxpowercustomactionmp_cryocone_shared
- PatrickBateman et Pheabus2009 aiment ceci
#8
Posté 03 septembre 2015 - 06:29
Also no they wouldn't excella, cause they'd both need to be set to use a shared power. It's not an automatic inference. They really only started on MP4 (too late to be useful), they had a tiny bit in MP3 and they kinda said **** it in MP5 and followed it like 50%.
#9
Posté 04 septembre 2015 - 11:02
^ That and the AIU and Paladin's Snap Freeze powers are actually two different powers. Paladin's is called cryo cone, and AIU's is just called snap freeze. Both are still buggy since they set off explosions around the character and not the enemy.
AIU's Snap Freeze is sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_snapfreeze
Paladin's is sfxgamecontentdlc_con_mp3.sfxpowercustomactionmp_cryocone
They would have had the same power if the AIU's was sfxgamecontentdlc_shared.sfxpowercustomactionmp_cryocone_shared
I thought, only Paladin's Snap Freeze detonate in front the character
?
#10
Posté 04 septembre 2015 - 08:56
Nope, it detonates off the character.
#11
Posté 08 septembre 2015 - 04:33
Nope, it detonates off the character.
Ok thanks. So both AUI and Paladin should stay in the very front of the enemy. Easy.
So is there any difference, between AUI's snapfreeze and Paladins's cryocone, except for "Reach / Tech Combo" behaviour?
Summary:
AUI snapfreeze: all tech combos primed or detonated by SF do 2x damage, due to rank (6b) "Tech Combo" evolution.
Paladin cryocone: only CE primed by SF do 2x damage, due to rank (4b) "Reach" evolution while rank (6b) "Tech Combo" does nothing.
both: set off explosions around the character and not the enemy; prime CE even if enemies are merely chilled instead of frozen.
Is this correct? Did I miss anything?
- Alfonsedode aime ceci
#12
Posté 08 septembre 2015 - 09:15
Ok thanks. So both AUI and Paladin should stay in the very front of the enemy. Easy.
So is there any difference, between AUI's snapfreeze and Paladins's cryocone, except for "Reach / Tech Combo" behaviour?
Summary:
AUI snapfreeze: all tech combos primed or detonated by SF do 2x damage, due to rank (6b) "Tech Combo" evolution.
Paladin cryocone: only CE primed by SF do 2x damage, due to rank (4b) "Reach" evolution while rank (6b) "Tech Combo" does nothing.
both: set off explosions around the character and not the enemy, but therefore the prime CE even if enemies are merely chilled instead of frozen.
Is this correct? Did I miss anything?
that s what i wld say too. except for the therefore, as i dont see the link there
#13
Posté 08 septembre 2015 - 09:33
I don't know of any differences. Its interesting how they named it properly in MP5, when other powers that had a other-DLC-version but weren't named as a "shared" power (so they can redefine it later without issues) were just named power2, like empgrenade2 or darkchannel2.
#14
Posté 09 septembre 2015 - 12:43
I am still cool with SF..if someone or me is constantly detonating it..I will just lower the volume..
I have jumped on Boog's Recon Mine Spam Hating wagon....way too many new players out there constantly spamming / detonating it...the noise just got so annoying





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