Adept - Most boring class ever?
#26
Posté 09 février 2010 - 04:05
It was a case of find a good cover position, and then curve your powers (warp and pull mostly). It was very effective mind you, very few fights gave me any trouble, but just not that exciting. For me there are 3 main changes that would make the adept more interesting;
1- Powers work on enemies with armour. Shields being immune I think is fine, it wouldn't be that difficult to come up with an explanation for new developments in kinetic barriers that dissipate biotic powers.
2- Remove the ability to curve powers. As cool as it was the first few times I did, it means you just need to find a decent cover spot from which you have a decent angle to get at all/most enemies. It would mean having to manouver yourself into a good position so that you have line of sight in order to use your powers.
3- Imrove the radius of Wide Singularity. A 3 metre radius is just poor. By incresiing the radius you could use it similar to ME1, by casting it either side of an enemy and pull them out of cover.
#27
Posté 09 février 2010 - 05:26
Modifié par cptlee, 09 février 2010 - 05:27 .
#28
Posté 09 février 2010 - 05:54
- Turn off shields blocking powers in the ini file
- Higher difficulty--hardcore/insanity--to balance out being able to CC and defenestrate enemies right at the beginning of a fight
- Personally rule restricting myself from using CC on named enemies and heavy mechs while they are shielded so as not to completely trivialize those encounters
Modifié par paysage, 09 février 2010 - 05:54 .
#29
Posté 10 février 2010 - 12:39
#30
Posté 10 février 2010 - 01:14
#31
Posté 10 février 2010 - 02:14
I did just fine on my Adept play through. If you play your Adept like a Soldier, that's fine. I used Singularity to trap an enemy and damage him, take down his defenses with my own gunfire or my squad mates' powers, and pwn everything in his general vicinity with a warp. That usually killed unprotected enemies outright. If they dared to get back up, I'd just cap them one to the face, or Throw them into a house or something. It was plenty of entertainment.
#32
Posté 10 février 2010 - 02:53
#33
Posté 10 février 2010 - 03:10
#34
Posté 10 février 2010 - 04:18
MutantSpleen wrote...
I think the problem with biotics and other special attacks is when they are restricted form working on armor. I could live with shields but I think armor should not have been a "layer" to be removed. Armor should have just been damage mitigation. Biotics and other powers should have worked on them regardless having damage mitigated by armor. I found it really stupid that biotics would not work on an armored foe or that you can't hack a mech until stripped of its armor.
Armor mitigation makes more sense; its not like you blast away the layer of armor someone is wearing like you would their kinetic barrier.
Its the horrible armor mechanic not the powers themselves that make the play so bad. classes like soldier and infiltrator have no issues with armor though so its not a big deal for them.
+1
#35
Posté 10 février 2010 - 04:25
#36
Posté 10 février 2010 - 04:26
Seriously, endgame insanity, I can pretty much strip a collectors barrier in one shot, then their armor with miranda, then it hits the singularity I throw, and launch them with Jack's shockwave.
Or trap the harbinger in singularity, warp bomb/shoot everything else, like warp to pull to throw the others (use miranda for the warps) and pretty much steam roll with a full biotic group. Usually only one harbinger spawn as we take them out fast.
#37
Posté 10 février 2010 - 04:27
If you're only using warp you're doing wrong, singularity is great (combined with warp, too, of course). Trap em' with singularity, shoot their shields off so singularity can lift them and then hit warp.
Do this a lot too.
#38
Posté 10 février 2010 - 05:39
#39
Posté 10 février 2010 - 09:11
gr00grams wrote...
You know, powers on shields etc argument aside, is there any attack in the game that deals the damage TO the protections better than warp?
Seriously, endgame insanity, I can pretty much strip a collectors barrier in one shot, then their armor with miranda, then it hits the singularity I throw, and launch them with Jack's shockwave.
Or trap the harbinger in singularity, warp bomb/shoot everything else, like warp to pull to throw the others (use miranda for the warps) and pretty much steam roll with a full biotic group. Usually only one harbinger spawn as we take them out fast.
Good strategy. I'll have to try that sometime. I go through endgame with Legion and Grunt to be meat shields whilst I race to try and get Tali through the vent. I love that quarian but the hell she puts me though. Sheesh.
PS Take Legion with you to do Tali's loyalty mission for awesome renegade points and cool chat.
#40
Posté 22 février 2010 - 04:42
lofte_2000 wrote...
What did the gameplay devs do to Adept's for me2?, my favourite class (most fun to play) is now so dull.
Just finished the game Hardcore as adept. Was difficult, but after a while i found no need to use most of my skills whatsoever.
All fights went like this - Cover-Warp-Warp-Warp-Warp, enemy now has only health. Should i use heavy throw?, na! warp dead.
When enemy's approach to melee stick barrier on and run to other cover postition. Warp-Warp-Warp etc etc for 20+ hours lol. Once i had the Sub-Machine gun i sued that a little as well.
I thought i may of found a reasonable use for some skills as with Heavy Mechs they can still take a while to put down when down to health but the duration on them for maxxed out skills makes it not worth it (seems to only last 1-2 secs against heavy enemies?!?!?!?, easier and quicker to warp warp warp to death.......
End battle went like this, empty all rockets against reaper. Then Warp, Warp, Warp, odd gunshot.
To be honest it is so bad i'm not sure they could even fix it certainly not until ME3.
Other than that the game is good, story as ever is great, NPC character buiding is great. Just wish the devs that are responsible for combat were as good as the others............
Check my post at the end of the page for a solution (modding the coalesced.ini) to the Warp Warp Warp Warp.
http://social.biowar...index/889432/43
And after doing this, play on insanity with your adept.
#41
Posté 24 février 2010 - 12:49
I forgot to allow people to view the files from the project, should be fixed now.
Enjoy and if you like it... Show your appreciation!
#42
Posté 24 février 2010 - 03:09
#43
Posté 24 février 2010 - 05:18
Meaning, the classes, weapons, powers, gameplay etc works the way they are supposed to work only on that setting..
Therefore complaining about powers not working as well on enemies on higher difficulty is a bit silly if you ask me, because the enemies are artifically enhanced to be harder to take down.
While I am playing on insanity myself at the moment with a Vanguard, I must say that I find playing on normal to be just as much fun.. On normal, you actually feel like the badass N7 Marine Shepard is supposed to be, but on insanity, Shepard's abilities are so feeble in comparison to enemies that it can be annoying at times.
But, thats the nature of insanity gameplay where your enemies are three times stronger than they are supposed to be!
#44
Posté 24 février 2010 - 05:29
#45
Posté 24 février 2010 - 05:36
#46
Posté 24 février 2010 - 06:47
#47
Posté 24 février 2010 - 08:43
GlassRain wrote...
how is warp spamming any less boring than cloak/headshot or adrenaline/unload?
lets say you could CC all those Armored enemies.. how fun would insanity be then? You'd simply throw out cc and kill the floating mobs. While I understand that alot of the utility is removed from an adept, if you were given the option to CC everything even in higher difficulties the challenge would be gone. It would just take longer to kill enemies.
It might be a harsh turning point, going from really powerful to pitiful but I understand the developers reasoning and don't see how else it could have been done without killing the meaning of "insanity".
Mind you, my post is MY opinion and to be taken with a grain of salt and not intended to start a flame war.
Sounds a tad bit like the OP biotics in Mass Effect 1. Singularity was so ridiculously over powered in that game. I personally love this new system and cannot understand why people feel that it is any more boring than other classes. So the enemies have defenses you must breech first...that's what your squad and gun are for. If you don't like power spamming than roll a soldier, it isn't that difficult.
#48
Posté 24 février 2010 - 08:47
#49
Posté 24 février 2010 - 08:49
Modifié par sinosleep, 24 février 2010 - 08:55 .
#50
Posté 24 février 2010 - 08:50
Most Suits create a shield for protection, once that is down, the person wearing it is vulnerable. Some advanced Suits/devices have strong damage protection by mass effect fields, these are represented by the armor bar some enemies have.
Kinda like in ME1, where your armor could have damage protection, shields and protection against biotics. This armor still offers some protection against biotic abilites. Kinda like how it is presented in ME2.
All classes are already very strong, especially on higher levels. I prefer playing on Veteran, but i played on Hardcore a few times. If the biotic abilites would be any stronger than they are now, Shepard would be seriously overpowered. As it is, the team has to work together to take enemies down. This can be noticed on hardcore, but is very clear on Insanity.
If an adept is too boring for you, maybe you should: a) lower the difficulty;




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