Its not impossible, its tedious. you simply have to wait around corners for a few seconds after you stripped their barrier.JaegerBane wrote...
Roxlimn wrote...
Graunt and Average Helmet:
You guys have it the other way around. Average Gatsby does a lot of shooting because he uses his powers first, and then shoots his enemies to death. It's classic ME1 style Adept play and he prefers to play that way, even though that way actually takes longer.
I think you're missing the point Roxlimn. Graunt and Awesome aren't saying that it's impossible to play as an Adept successfully, they're saying it's impossible to play as an Adept successfully in the way Adepts are supposed to be played.
That is, hurling people around, off ledges and into walls. You can't really do this on Hardcore+.
I don't necessarily agree that they have a point - this game is calibrated to play on Normal, and I'm currently feeling like a cross between Jack Bauer and Darth Sidious on my current modded Adept playthrough - Normal difficulty level does actually allow the kind of play they would prefer. I'm only saying that you're arguing a different point to them.
Adept - Most boring class ever?
#76
Posté 26 février 2010 - 08:39
#77
Posté 26 février 2010 - 08:47
#78
Posté 26 février 2010 - 09:00
thisisme8 wrote...
You know, between my CQC Infiltrator, my Soldier run for Controlling the Battlefield, and me dying to play an Engineer, I have a lot of ME2 on my plate. But since this thread keeps lingering around the front page, I'm going to have to try and make an Action Adept.
Action adepts are easily built and actually very viable - they make husks fights even easier and in some instances make a lot of combat much faster than the usual Assault Rifle adept.
Basically, get a shotgun adept and be sure to get heavy throw as soon as posssible.
Wide singularity isn't that important to get early on - just retrain wide singularity on missions where you get swarmed with husks.
Warp's importance is only for stripping barrier of lieutenants and armor so you don't even need to max this early on.
You'll also be depending much less on warp detonations since heavy throws do a good job of cc and damage for most battles.
Your best squadmates are defense stripping units (Garrus/Thane/Miranda/loyal Samara/loyal Tali).
2nd best squadmate are those with squad incendiary ammo (Jacob/Grunt) - in fact, Jacob and Grunt are the best teammates to bring for the Horizon mission as an adept IMHO.
Singularity is mostly used for husks/scion fights, lieutenant fights, or any places where you cannot really advance close enough to use shotguns.
Throws are used almost everytime a mook's defense is stripped.
Why not pull and warp detonation instead? Recharge time takes much longer and unless the normal mooks are crowded, it's worthless.
Warp's purpose is to strip defenses praetorians/scions and sometimes harbingers and lieutenant vanguards (singularity with weapons work faster than warps if they're alone).
For normal mooks with barrier, use heavy throw and some shots to take down the barrier, much more efficient and faster than using warp.
Very, very fun build.
Modifié par Arde5643, 26 février 2010 - 09:01 .
#79
Posté 26 février 2010 - 10:00
thisisme8 wrote...
You know, between my CQC Infiltrator, my Soldier run for Controlling the Battlefield, and me dying to play an Engineer, I have a lot of ME2 on my plate. But since this thread keeps lingering around the front page, I'm going to have to try and make an Action Adept.
I look forward to that!
Pretty much feel the same as rab****annel at the moment.
#80
Posté 26 février 2010 - 10:43
Improved or Heavy Shockwave
Area Throw
Area Pull
Cooldown class Skill (don't know what it's called)
2 Warp
3 Singularity
And then actually using my gun (crazy, I know) to shoot enemies and strip defense.
#81
Posté 26 février 2010 - 11:02
Shooting guns is so passe, thisisme - it's all about pulling and throwing people to the atmosphere or to doomy ledges, mang!thisisme8 wrote...
I was thinking more along the lines of:
Improved or Heavy Shockwave
Area Throw
Area Pull
Cooldown class Skill (don't know what it's called)
2 Warp
3 Singularity
And then actually using my gun (crazy, I know) to shoot enemies and strip defense.
For adepts, the class skill differences is just duration and damage, both specialization gets the same 20% cooldown bonus.
In other news, I'm still not sure of the application of shockwave yet- so hopefully your build will give me better insight on shockwave's actual usefulness in actual combat rather than just being a fun useless skill.
#82
Posté 26 février 2010 - 11:10
Arde5643 wrote...
Shooting guns is so passe, thisisme - it's all about pulling and throwing people to the atmosphere or to doomy ledges, mang!thisisme8 wrote...
I was thinking more along the lines of:
Improved or Heavy Shockwave
Area Throw
Area Pull
Cooldown class Skill (don't know what it's called)
2 Warp
3 Singularity
And then actually using my gun (crazy, I know) to shoot enemies and strip defense.
For adepts, the class skill differences is just duration and damage, both specialization gets the same 20% cooldown bonus.
In other news, I'm still not sure of the application of shockwave yet- so hopefully your build will give me better insight on shockwave's actual usefulness in actual combat rather than just being a fun useless skill.
So, I was thinking (as I posted in another thread) that I would shoot at enemies to strip defenses and then use my powers to launch people into the atmosphere.
Obviously I'm not the Adept expert, so I guess I will take power over duration.
If you want to see Shockwave put to good use, just watch my video Assaulting the High Ground in the Controlling the Battlefield guide. I specifically brought Jack along to that mission because A) most people find Shockwave useless and
That video doesn't endorse Jack as the best Squadmate for that mission or in general. In that series of videos I simply tend to bring in random Squadmates to emphasize strategy over Power use, however, I believe it does show that her Shockwave is useful.
#83
Posté 27 février 2010 - 01:59
I believe that your arguments are related so I'm grouping them together. The entire problem with Adept play, I think, centers around the fact that they use powers. Players seem to be getting blindered into spamming one thing over and over and over and over because it works and they don't really want to try anything else.
When I first came here, it was common wisdom that the Adept's only usable power was Warp. It was nonsense. Then Average Gatsby comes on and shows us HIS favorite power - Singularity and then all Adepts could use is Singularity and Warp. Also nonsense. Gatsby spams Singularity because he likes that power, not because it's the only usable one other than Warp. In fact, I pointed out to him, in his own videos, several instances where Pull or Throw would have been better, and he concurred.
Even when he tries, he just can't stop using Singularity (he loves that power too much, I think). In his Suicide and Collector Ship runs on the platforms, he's got drops every which way and he's STILL using Singularity when he SHOULD be using Throw.
It's not true that it's impossible to play an Adept with enemies flying every which way ("the way Adepts are meant to be played"). This is particularly true on Insanity because enemies have more HP, so they don't get one-shotted by Warp Explosions - more time to play with them.
Now people are getting fixated on Warp Explosions like they're the ONLY things Adepts have that's useful. Not true. People just fixate on the one thing they're familiar with and spam it because it works well enough. Why this isn't an issue for Soldiers and Charge Vanguards is beyond me, but that's another point entirely.
What I'm saying is that both Pull and Throw are useful in and of themselves, apart from their uses as combo fodder. If you want some idea of how they work, take a gander at Gatsby's IFF run. In that video, he shoots Husks, then kills them with Throw. Fantastic power performance - better if it was Throw Field. In any case, that's how it works. Strip enemy of defense, then Pull or Throw.
Throw is used for positioning. If you want to move a mook around on the field in a directed manner, Throw is your better option. It only stunlocks them for about 3 or 4 seconds, though. Pull locks enemies for 7 seconds at level 2 - progressively more as it becomes more powerful. So what you do is, you strip enemies of defenses just as Gatsby does with Husks in the IFF vids, then Pull them. Then FORGET ABOUT THEM.
Is that advisable? Depends on the situation.
When you're mopping up or targeting a group of enemies, Warp Explosion or just plain shooting the floating body is nice. When you're under heavy fire from lots of places? Not so much. What you want is to reduce incoming fire as fast as possible with the least cool down used. So you strip defenses off of multiple enemies as fast as you can, then throw out your CC powers in quick succession, locking down multiple places all over the map. As you can tell, Singularity is kind of useless for that, besides the one place you can park it.
Once you've shut down enough fire, you start killing dudes. Shutting down fire is more important than killing dudes right off. For instance, when I'm fighting a dense group of Blue Suns and Heavies in the back, I Area Overload a group, then Throw Field them. Shuts off fire from that group for at least 4 seconds. That's long enough for me to fire off another Area Overload (from the other team mate), fire my guns, and throw off two Pulls or two more Throw Fields, potentially shutting down the entire field.
Note that you can already obviously use Throw Field and Pull and Heavy Throw and what not. They're trivial to employ. What I'm relating here is why and how I'm using them effectively.
Practical use of Throw and Pull come naturally from the use of Pull-Warp instead of Singularity-Warp as Gatsby is fond of doing. You see, Pull-Warp only insta-kills groups of enemies if their collective defenses are already down, and on Insanity, it's not a sure thing even then. What Pull-Warp is likely to do is bring down defenses en masse and throw them around with attendant ragdoll damage. You still have to deal with any possible survivors.
You do that with Pull and Throw. The point of something like Unstable Warp is that the huge explosive radius is very likely to allow you to blanket even the largest battlefields with explosion fields - it won't kill your enemies (except for the Warp target - it's likely to kill that one) outright, though. The point is to strip all enemy defenses en masse so that the game devolves to Veteran-level play.
THEN you throw bodies around with Pull and Throw and Singularity.
#84
Posté 27 février 2010 - 02:11
That skill is definitely one of the best skills the Adept has. There are a lot of times where warp detonation isn't the best thing to use since enemies are spread apart, and throw just totally rapes anyone with no defenses.
I find that I use much less singularity nowadays thanks to the power of heavy throw. Goddamn, it's so delicious.
Oh yeah, pull -> heavy throw is the very definition of nastiness. Loving it.
#85
Posté 27 février 2010 - 03:40
Natch.
I think that what a lot of players don't realize is that Pull-Throw does a LOT of damage even if there ISN'T a dead-drop, especially with Heavy Throw. They don't know that smashing unprotected targets around like little toys deals terrible, terrible damage, so they assume that it doesn't, really. I think that a substantial amount of Warp Explosion damage actually comes from being thrown about rather than a direct function of the power damage.
#86
Posté 27 février 2010 - 03:43
Roxlimn wrote...
Arde5643:
Natch.
I think that what a lot of players don't realize is that Pull-Throw does a LOT of damage even if there ISN'T a dead-drop, especially with Heavy Throw. They don't know that smashing unprotected targets around like little toys deals terrible, terrible damage, so they assume that it doesn't, really. I think that a substantial amount of Warp Explosion damage actually comes from being thrown about rather than a direct function of the power damage.
You are correct. To quote Eric ****nan:
So as you rank up Warp and get damage bonuses for it, the detonation
also does more damage. The force of the detonation is quite high, so
targets also take a lot of damage from being thrown around, but that's
all handled by the physics engine so I don't have any numbers.
#87
Posté 27 février 2010 - 04:48
thisisme8 wrote...
You are correct.
Nah, he's wrong as usual.
The majority of Warp's damage comes from its actual damage. Throw actually does additional damage per rank that isn't shown, on top of the newton impact. Its the reason why it does some damage against protected enemies. The hidden damage isn't higher damage per cooldown than Warp, though.
You can see how little of an impact a detonation does to the health of the mech in this video:
www.youtube.com/watch
The mech off to the side took very minor health damage as it flew away from the 500 newton detonation.
Warp's actual damage did the vast majority of the work.
Modifié par rumination888, 27 février 2010 - 04:49 .
#88
Posté 27 février 2010 - 04:55
As usual?
#89
Posté 27 février 2010 - 05:13
rumination888 wrote...
thisisme8 wrote...
You are correct.
Nah, he's wrong as usual.
The majority of Warp's damage comes from its actual damage. Throw actually does additional damage per rank that isn't shown, on top of the newton impact. Its the reason why it does some damage against protected enemies. The hidden damage isn't higher damage per cooldown than Warp, though.
You can see how little of an impact a detonation does to the health of the mech in this video:
www.youtube.com/watch
The mech off to the side took very minor health damage as it flew away from the 500 newton detonation.
Warp's actual damage did the vast majority of the work.
So harsh. Hehehe, I was saying that Roxlimn was right that a part of the damage comes from impact, not whether or not it is a minority or majority.
#90
Posté 27 février 2010 - 05:22
JaegerBane wrote...
That is, hurling people around, off ledges and into walls. You can't really do this on Hardcore+.
Sometimes I wonder how much more people would like the Adept as a class if Singularity always visually ragdolled the enemy it held, even without the damage bonus - this would actually make the skill a bit worse due to aiming, but I suspect people would find it a lot more satisfying.
#91
Posté 27 février 2010 - 03:33
Roxlimn wrote...
JaegerBane and rab****annel:
I believe that your arguments are related so I'm grouping them together. The entire problem with Adept play, I think, centers around the fact that they use powers. Players seem to be getting blindered into spamming one thing over and over and over and over because it works and they don't really want to try anything else.
I don't think it's anything to do with being 'blinded'. Ultimately it comes down to the fact that the Adept needs to knock the defences off opponents before they can CC them. To some, this defeats the object of crowd control, as the point behind that is to lockdown your targets so you have time to kill them.
The reason why people believed in Warp spamming is because it's the only really effective method the Adept has at removing said defences. While it's possible to use innovative tactics to avoid spamming (eg. Gatsby's IFF run with Heavy Throw and Singularity), this isn't *really* how a lot of people envisaged a crowd controller specialist character would play. And you can't really blame them, as this was how the Adept played in ME1. You didn't frantically take pot shots knocking down opponent's barriers *then* throwing them in ME1. You did the old smash-and-stasis approach and used your pistol when they were at your mercy.
As I said, I don't honestly think there is a problem. There isn't really any issue on Normal, and if people think playing on a higher difficulty level is too hard, then they should try a lower difficulty.
#92
Posté 27 février 2010 - 06:26
Maybe I'll start every post that way...
Anyhow, I wanted to say that barriers and/or armour make adept extremely pointless.
THE bore.
#93
Posté 27 février 2010 - 06:33
JaegerBane wrote...
As I said, I don't honestly think there is a problem. There isn't really any issue on Normal, and if people think playing on a higher difficulty level is too hard, then they should try a lower difficulty.
As the title of this thread suggests (well, it states, actually), I think the issue isn't about how HARD it is, but how BORING it is.
Where is the "Make the game less/more boring" slider?
#94
Posté 27 février 2010 - 07:10
Awesome Helmet wrote...
an adept plays like a soldier 80% of the time. its stupid. biotics cant work on armor? what?
I play a Vanguard that extensively uses his biotic powers, and not only Biotic Charge. Just learn how to strip their armor off with bullets/other squad member abilities, and kill them with your favourite biotic power. By the Goddess, it's not so difficult....
Modifié par Gladiador2, 27 février 2010 - 07:11 .
#95
Posté 27 février 2010 - 07:26
Are you sure you're playing the same game as an adept? Do you just warp enemies to death or stun with singularity and then warp detonate them to death?hero 2 wrote...
JaegerBane wrote...
As I said, I don't honestly think there is a problem. There isn't really any issue on Normal, and if people think playing on a higher difficulty level is too hard, then they should try a lower difficulty.
As the title of this thread suggests (well, it states, actually), I think the issue isn't about how HARD it is, but how BORING it is.
Where is the "Make the game less/more boring" slider?
No use of throws/pulls at all whatsoever? How boring your game must be.
#96
Posté 27 février 2010 - 07:38
Arde5643 wrote...
Are you sure you're playing the same game as an adept? Do you just warp enemies to death or stun with singularity and then warp detonate them to death?hero 2 wrote...
JaegerBane wrote...
As I said, I don't honestly think there is a problem. There isn't really any issue on Normal, and if people think playing on a higher difficulty level is too hard, then they should try a lower difficulty.
As the title of this thread suggests (well, it states, actually), I think the issue isn't about how HARD it is, but how BORING it is.
Where is the "Make the game less/more boring" slider?
No use of throws/pulls at all whatsoever? How boring your game must be.
I kind of agree. I like variety
For example, while playing with my Vanguard, I equally use shotgun (short range enemies and after a Biotic Charge) and sniper rifle (long ranged enemies, usually to strip their armor away before sending them flying with Shockwave if they're bunkered, or crushing them with Slam if they're exposed), and (although fewer times) pistol (same purpose as sniper rifle), too. Automatic pistol is the only weapon I practically don't use.
As for powers...I use Incendiary armor nearly 100% of the time (good at stunning enemies/HP/Armor damage), Slam, Shockwave, and Biotic Charge. The ONLY power I hardly use is Pull.
All of that in Hardcore...and the game is **** easy.
Modifié par Gladiador2, 27 février 2010 - 07:39 .
#97
Posté 27 février 2010 - 07:46
#98
Posté 27 février 2010 - 07:58
Man, I never use shockwave as an adept - area pull/heavy throw/wide singularity just makes shockwave seems like an afterthought power.Gladiador2 wrote...
Arde5643 wrote...
Are you sure you're playing the same game as an adept? Do you just warp enemies to death or stun with singularity and then warp detonate them to death?
No use of throws/pulls at all whatsoever? How boring your game must be.
I kind of agree. I like variety
For example, while playing with my Vanguard, I equally use shotgun (short range enemies and after a Biotic Charge) and sniper rifle (long ranged enemies, usually to strip their armor away before sending them flying with Shockwave if they're bunkered, or crushing them with Slam if they're exposed), and (although fewer times) pistol (same purpose as sniper rifle), too. Automatic pistol is the only weapon I practically don't use.
As for powers...I use Incendiary armor nearly 100% of the time (good at stunning enemies/HP/Armor damage), Slam, Shockwave, and Biotic Charge. The ONLY power I hardly use is Pull.
All of that in Hardcore...and the game is **** easy.
Is it actually a decent power the vanguard?
For weapons, I find the sniper rifles to be of very limited use for the adept - it's very rare where I can actually use the weapon without getting shot at every single time.
Instead, I find shotgun to be a very viable and very fun adept weapon - it covers the CQC range aspect that adepts are bad at and it makes the adept more aggressive than it should be.
I think SMGs just overlaps too much with assault rifles and SMGs do a better job at shutting down shields/barriers anyway.
I really wish the adept can get incendiary ammo as a bonus power - I love that ammo so much that Jacob actually becomes a pretty good teammate for the adept.
Modifié par Arde5643, 27 février 2010 - 08:00 .
#99
Posté 27 février 2010 - 08:07
Arde5643 wrote...
Man, I never use shockwave as an adept - area pull/heavy throw/wide singularity just makes shockwave seems like an afterthought power.Gladiador2 wrote...
Arde5643 wrote...
Are you sure you're playing the same game as an adept? Do you just warp enemies to death or stun with singularity and then warp detonate them to death?
No use of throws/pulls at all whatsoever? How boring your game must be.
I kind of agree. I like variety
For example, while playing with my Vanguard, I equally use shotgun (short range enemies and after a Biotic Charge) and sniper rifle (long ranged enemies, usually to strip their armor away before sending them flying with Shockwave if they're bunkered, or crushing them with Slam if they're exposed), and (although fewer times) pistol (same purpose as sniper rifle), too. Automatic pistol is the only weapon I practically don't use.
As for powers...I use Incendiary armor nearly 100% of the time (good at stunning enemies/HP/Armor damage), Slam, Shockwave, and Biotic Charge. The ONLY power I hardly use is Pull.
All of that in Hardcore...and the game is **** easy.
Is it actually a decent power the vanguard?
Vanguards have Pull, too, but personally I hardly use it. I'm too used to use Shockwave.
It's a pity that I'm too far beyond Thane's recruitment mission, if not I'd have done a video of Eclipse mercs being dropped away from their cover position (AND from the bridge
#100
Posté 27 février 2010 - 10:15
See, I don't get that. Warp Spamming isn't the only way an Adept can remove defenses, and it's definitely not all that powerful against Shields anyway. And then, once defenses are down, THEN you use your guns? What sense does that make? Adepts have no ammo powers that can make guns a good way to deal with Health!
And it's not like Warp Spam is even the best way to deal with defenses. Warp Explosions are way better most of the time.
I found the Adept playing different from ME1 play as well, but that was obvious enough from the videos demo-ing Adept play. Moreover, it's more interesting to use tactics than it is to just shut down encounters from the get-go. (And you can always turn down difficulty if you don't want to use tactics).
I dunno. It just seems to me that too many players just don't like experimentation and observation but rely purely on hype and popular opinion.




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