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The Adept wasn't nerfed.


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#76
Ahglock

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newcomplex wrote...


So wrong.

People simply are not playing adept right.    Dominate should be your special power hands down, not warp ammo.    Maxxing Dominate, Bastion, and Warp.    Warp+Dominate+Spam biotics while dominated gets aggro.    Biotics is amazing in this game, people just have no idea what they're doing.   

Dominate unsheilded enemies, lift if Dominates already up (16 sec with max upgrades, 4 second CD), warp if their are no unsheilded enemies.    Shockwave/Singularity as CC, and for hitting enemies in deep cover where you can't curve pull enough.    Push enemies off cliffs for luls.  


A lot of people do not have dominate as an option.  I never had enough points in renegade or whatever to get the choice.  On top of that I would rarely if ever take that side of the fight.

#77
Soruyao

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Hey, my second video finished uploading. :D

1:
2:

I use singularity the most, but throw does save my life several times. (It saves my life spectacularly at the start of part 1!)

I died in both videos due to leaving cover with partial health, but I get through every part reasonably quickly, and what's more important, I have a ton of fun on the way, even with the painful input lag I was dealing with. (The lag was so bad that in one of my attempts I actually lost a bypass minigame. That's never happened to me!)

I never warped once, and none of my squad had defense removers. If I had used nothing but singularity I would not have been anywhere near as effective, I think.

-edit-

Actually, I watched the second one again, and I rushed a guy I thought was the only one left and got suprised by the guy behind him.   I probably could have thrown a singularity instead of a throw in that case and lived, but I panicked.  XD

Modifié par Soruyao, 11 février 2010 - 06:42 .


#78
tetracycloide

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Find detonations more fun than throw. Useful and fun.

#79
Soruyao

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tetracycloide wrote...

Find detonations more fun than throw. Useful and fun.


Well, to be fair, most of the time, miranda is in my team.  She has warp evolved to explode better,  and the AI is good enough that she waits until I singularity or pull to warp.

I get pretty warp explosions without having to waste my time actually casting warp, and I get to keep throwing around the fun abilities.  It's the best of both worlds.

I only had jacob and grunt in my group for these to prove that I could still move through pretty fast even with lag.   The only time I really slowed down was the room my AI didn't want to go into at all.

#80
newcomplex

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tetracycloide wrote...

newcomplex wrote...

People who only use singularity are doing it wrong.    Its probably why their adept play sucks.  


Singularity stuns shielded/armored/barriered.  Pull does not.  Pull uses a subset of singularity uses.  Secondary at best.  Only highlight, shorter cooldown.


Right.    So you use singularity to stun when you need to stun.    Else, on unsheilded targets, you pull, not singularity.   Their is no reason one would singularity a unsheilded target unless he is rushing you, or their are a lot of them closely clumped up.     Both happen rarely.     

The amount of enemies that actually need to be stunned is very limited.    Harbringers, Geth, Some Robots, some Krogan.     Most enemies do not charge you.

Throw is probably the worst skill for the adept.    Its only use is to be used on unsheilded mechs and geth (both instantly kill, nothing else in game does that...mechs in the form of blowing off their legs, effectively killing them), and when you can throw people off cliffs with them (Surprisingly often given the platform structure of collector complexes).    It also casts faster then singularity, and impacts faster, so it can be a good skill if your being rushed by something like a krogan (which has a chance of resist pull)


  

Ahglock wrote...

newcomplex wrote...


So
wrong.

People simply are not playing adept right.    Dominate
should be your special power hands down, not warp ammo.    Maxxing
Dominate, Bastion, and Warp.    Warp+Dominate+Spam biotics while
dominated gets aggro.    Biotics is amazing in this game, people just
have no idea what they're doing.   

Dominate unsheilded enemies,
lift if Dominates already up (16 sec with max upgrades, 4 second CD),
warp if their are no unsheilded enemies.    Shockwave/Singularity as CC,
and for hitting enemies in deep cover where you can't curve pull
enough.    Push enemies off cliffs for luls.  


A
lot of people do not have dominate as an option.  I never had enough
points in renegade or whatever to get the choice.  On top of that I
would rarely if ever take that side of the fight.


Well, you can grab it and reload.

Ah, the benefits of playing neutral.   Finished playhthrough with just 4 bars of paragon and renegade.    (this was on infiltrator, so I got domination at start for my adept)

Modifié par newcomplex, 11 février 2010 - 07:12 .


#81
tetracycloide

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Party cooldown double.  Team warp inferior.

Modifié par tetracycloide, 11 février 2010 - 06:57 .


#82
newcomplex

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tetracycloide wrote...

Party cooldown double.  Team warp inferior.


Inferior to what?    Party pull is also double CD.    

Inferior to your skills?   Welll obviously, the point is you have party members, and putting warp of them is as good as anything else.     I don't think he was suggesting ommiting pull on his character to get it on squads, especially because pull doesn't scale well.    


Soruyao wrote...

Hey, my second video finished uploading.
:D

1:
2:


I use singularity the
most, but throw does save my life several times. (It saves my life
spectacularly at the start of part 1!)

I died in both videos due
to leaving cover with partial health, but I get through every part
reasonably quickly, and what's more important, I have a ton of fun on
the way, even with the painful input lag I was dealing with. (The lag
was so bad that in one of my attempts I actually lost a bypass minigame.
That's never happened to me!)

I never warped once, and none of
my squad had defense removers. If I had used nothing but singularity I
would not have been anywhere near as effective, I think.

-edit-

Actually,
I watched the second one again, and I rushed a guy I thought was the
only one left and got suprised by the guy behind him.   I probably could
have thrown a singularity instead of a throw in that case and lived,
but I panicked.  XD


What difficulty is that on?

Modifié par newcomplex, 11 février 2010 - 07:08 .


#83
rumination888

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I will never understand the logic of "My squaddies have that power, so I don't need it!".
Okay, to be fair, that logic works if you're evolving ammo into squad versions.
But for active powers? Whats wrong with having 2 Warps? You'll get more stuns, more damage, and more detonations.

#84
Soruyao

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rumination888 wrote...

I will never understand the logic of "My squaddies have that power, so I don't need it!".
Okay, to be fair, that logic works if you're evolving ammo into squad versions.
But for active powers? Whats wrong with having 2 Warps? You'll get more stuns, more damage, and more detonations.


There's nothing wrong with it, other than the fact that that CD I could have spent on warp, I can spend on something more fun, as useful or almost as useful at the very least, and still have warp explosions happening.

My main argument is against the people who think they have to spam warp to be viable and then never try anything else, even though warp isn't fun.  They conclude that adepts arent fun because all they do is warp.  It's illogical and I want people to know that it's not necessary to use warp at all.  (Exept on bosses, where there aren't a lot of things I can do to them.)

There might be arguments about efficiency, but there's no argument that an adept can use nothing but singularity, throw, and pull, with any squad setup, and complete the game easily.

Timed missions are fine too.  Should I upload some videos of blowing through the two missle one?  I'm getting better at dealing with the lag, and I i'm about 95% sure I can oneshot it with more than a minute left on the timer.

#85
rumination888

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Soruyao wrote...

rumination888 wrote...

I will never understand the logic of "My squaddies have that power, so I don't need it!".
Okay, to be fair, that logic works if you're evolving ammo into squad versions.
But for active powers? Whats wrong with having 2 Warps? You'll get more stuns, more damage, and more detonations.


There's nothing wrong with it, other than the fact that that CD I could have spent on warp, I can spend on something more fun, as useful or almost as useful at the very least, and still have warp explosions happening.

My main argument is against the people who think they have to spam warp to be viable and then never try anything else, even though warp isn't fun.  They conclude that adepts arent fun because all they do is warp.  It's illogical and I want people to know that it's not necessary to use warp at all.  (Exept on bosses, where there aren't a lot of things I can do to them.)

There might be arguments about efficiency, but there's no argument that an adept can use nothing but singularity, throw, and pull, with any squad setup, and complete the game easily.

Timed missions are fine too.  Should I upload some videos of blowing through the two missle one?  I'm getting better at dealing with the lag, and I i'm about 95% sure I can oneshot it with more than a minute left on the timer.


Theres nothing illogical about having different ideas about what is fun.

For me, speed is fun. Variation is also fun. Theres probably other things I find amusing that I can't come up with off the top of my head.
Anyways, Warp is the most effective power in the Adept and Sentinel's arsenal to speed through missions(provided you actually know how to use it for more than just warp, duck, warp, duck). 
Hence, I find Warp fun.

#86
Soruyao

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rumination888 wrote...

Theres nothing illogical about having different ideas about what is fun.

For me, speed is fun. Variation is also fun. Theres probably other things I find amusing that I can't come up with off the top of my head.
Anyways, Warp is the most effective power in the Adept and Sentinel's arsenal to speed through missions(provided you actually know how to use it for more than just warp, duck, warp, duck). 
Hence, I find Warp fun.


Fine, then warp all you want.

What I'm trying to get at through all of this is simple:  If warp is not fun for you, then don't warp.  This does not apply to you then.  XD

I want people who don't like warp to know that it's not necessary, and to use skills they actually like.   If I can blow through missions with enough lag that it's like I'm playing drunk, then anyone can do it, and they dont need to resort to warp spam.

Heck, I think there's a very strong argument for warp (at the very least, doing nothing but warp) actually slowing you down a lot overall.

#87
rumination888

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Soruyao wrote...

rumination888 wrote...

Theres nothing illogical about having different ideas about what is fun.

For me, speed is fun. Variation is also fun. Theres probably other things I find amusing that I can't come up with off the top of my head.
Anyways, Warp is the most effective power in the Adept and Sentinel's arsenal to speed through missions(provided you actually know how to use it for more than just warp, duck, warp, duck). 
Hence, I find Warp fun.


Fine, then warp all you want.

What I'm trying to get at through all of this is simple:  If warp is not fun for you, then don't warp.  This does not apply to you then.  XD

I want people who don't like warp to know that it's not necessary, and to use skills they actually like.   If I can blow through missions with enough lag that it's like I'm playing drunk, then anyone can do it, and they dont need to resort to warp spam.

Heck, I think there's a very strong argument for warp (at the very least, doing nothing but warp) actually slowing you down a lot overall.


Some people don't find spamming an ability fun.
Those same people mind not find it fun to use an ability thats inferior to another ability.
Telling those people to use Throw is not an answer.

Modifié par rumination888, 11 février 2010 - 08:00 .


#88
Soruyao

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rumination888 wrote...

Some people don't find spamming an ability fun.
Those same people mind not find it fun to use an ability thats inferior to another ability.
Telling those people to use Throw is not an answer.


Fine.  Warp constantly for your (theoretical, since we haven't adequately put this to the test) 2-5% faster level times.  But by that same logic, you should never be anything but an infiltrator and never do anything but cloaksnipe.

Or be an engineer and never use anything but your drone!

The way people talk about this game, you'd think it were a PVP game where you're going to get T-bagged every time you die or if someone else beats a level 30 seconds before you do.

If you're minmaxing to every last percentile, you aren't allowed to complain that the game isn't fun anymore.  It's your fault for minmaxing and not being creative with what you're doing.   This is exactly the logic that makes the gameplay from every MMO ever become the same flavorless gray mush.   If you have a variety of strategies that act differently, no matter how balanced the game, min-maxers will find a way to make one of them slightly better.   The only way to fix it is to make every ability work exactly the same way all the time.   None of us want that for ME2.

The worst part is that the people who do this go around talking about their strategy as if it's the only one that could ever work, and it gives new players completely the wrong idea and makes them play in a way that isn't fun too, because they think they have to.

So like, sure, ask for buffs to skills.  That's fine, whatever.  But don't go around making it sound like there's only one viable way to play the game, because that's going to ruin it for new people who want advice on their builds.

I still think the best solution is to nerf warp so that it doesn't do any damage to health.  Then people would be forced to actually use finisher abilities to finish people instead of spamming the same bland ability over and over again.

#89
Grumpy Old Wizard

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Soruyao wrote...

Fine.  Warp constantly for your (theoretical, since we haven't adequately put this to the test) 2-5% faster level times.  But by that same logic, you should never be anything but an infiltrator and never do anything but cloaksnipe.

[Middle parts deleted]

I still think the best solution is to nerf warp so that it doesn't do any damage to health.  Then people would be forced to actually use finisher abilities to finish people instead of spamming the same bland ability over and over again.


No offense, but a lot of people don't want to play the adept as a soldier. I see you are constantly shooting. There is nothing wrong with that, but everyone does not want to play the adept that way.

When I what to play like a soldier I play a combat class. The adept I play as a "wizard." In fact, the official adept video talkes about the adept killing and controling crowds without firing a shot. As an adept I should be able to play without firing a shot except in the early stages of the game and still be effective. The adept is supposedly the biotic master.

I certainly think that making the warp not damage health would be a very very very poor change. It is strange to say "Oh, let's make warp less useful so that the players will be forced to use skills that are not as useful." Not my idea of how to balance the adept.

Oh, and I disagree that the speed that classes that clear levels at does not matter.

Modifié par Grumpy Old Wizard, 11 février 2010 - 08:32 .


#90
rumination888

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Soruyao wrote...

rumination888 wrote...

Some people don't find spamming an ability fun.
Those same people mind not find it fun to use an ability thats inferior to another ability.
Telling those people to use Throw is not an answer.


Fine.  Warp constantly for your (theoretical, since we haven't adequately put this to the test) 2-5% faster level times.  But by that same logic, you should never be anything but an infiltrator and never do anything but cloaksnipe.


...I have absolutely no clue how you came up with the conclusion that its the same logic.
Spamming cloaksnipe means you're spamming an ability.

Do you want to know what the Soldier and Infiltrator, and to a lesser extent the Sentinel and Engineer, have in common compared to the 2 classes that people complain about the most(Vanguard and Adept)? The former have different, but effective, variations within their class. The latter? Not so much.

Modifié par rumination888, 11 février 2010 - 08:46 .


#91
Soruyao

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Grumpy Old Wizard wrote...

No offense, but a lot of people don't want to play the adept as a soldier. I see you are constantly shooting. When I what to play like a soldier I play a combat class. The adept I play as a "wizard." In fact, the official adept video talkes about the adept killing and controling crowds without firing a shot. As an adept I should be able to play without firing a shot except in the early stages of the game and still be effective. The adept is supposedly the biotic master.

I certainly think that making the warp not damage health would be a very very very poor change. It is strange to say "Oh, let's make warp less useful so that the players will be forced to use skills that are not as useful." Not my idea of how to balance the adept.

Oh, and I disagree that the speed that classes that clear levels at does not matter.


I was shooting a lot because I was running with jacob and grunt in tight quarters.

I can upload a video of me running through that mission again with a different squad setup and without firing a single shot if you want.  I bet I could clear it as quickly or even more quickly.

But lets be honest here, in ME1, on insanity mode... Adepts shot a LOT.   You CC everything and then you sit there for what seems like ages shooting at the helpless ragdolls.    Are you going to tell me you went through ME1 as an adept on insanity without firing your weapon?    How long did that take?

You might not think that nerfing warp would be the best decision, but I can tell you that it's very likely that is what a game designer would do.  Lets assume warp is the best ability we have, and that spamming it is by far the most effective way to play.  (I disagree, but a lot of the community thinks this, so lets just assume it's true.)

There are two options:  Buff up the other skills so that they are as strong as warp, or nerf warp so that people use all the skills.

1. Which of those changes would take the most reprogramming?  The one where you change one ability, or the one where you change 3?
2. What makes more sense from a game design standpoint?, to make the hardest difficulty in the game harder, or to make the hardest difficulty in the game easier?   It's insanity mode, not "jaunty walk in the park" mode. It should be challenging.
3. What happens to players who like a challenge if you do make the hardest difficuly in the game easier?  They have no options but to mod out the changes through the .ini files.   360 players would be boned.   What happens to players who want the game to be easy if you make the hardest mode harder?  They play a lower difficulty setting and have the same level of challenge.

In game design, it's almost always easier to nerf one outstanding ability than to buff every other ability up to that level.  It's easier to program, and if you constantly buff a class to iron out disparities, you end up inflating the power of a class to the point where you need to nerf everything again anyway because it's too easy to play.   This is especially true when you're balancing difficulties that are supposed to be hard!   All things being equal, you should always favor changes that make it more difficult over ones that make it easier.

If we were balancing casual mode, then I would say sure, buff everything!  It's casual mode, what harm would making it easier have?    I wouldn't ever reccomend a nerf to anything in casual mode, because if people want a harder difficulty, they can just turn up the difficulty setting.


-edit-

rumination888 wrote...
...I have absolutely no clue how you came up with the conclusion that its the same logic.
Spamming cloaksnipe means you're spamming an ability.

Do you want to know what the Soldier and Infiltrator, and to a lesser extent the Sentinel and Engineer, have in common compared to the 2 classes that people complain about the most(Vanguard and Adept)? The former have different, but effective, variations within their class. The latter? Not so much.


It's exactly the same.   Read the optimality topic and look at all the stuff hoffburger has to say about the most effective way to play the infiltrator class.   It was pretty much accepted by everyone in the topic but me that maxing out tungsten ammo and cloaksniping was the most efficient and best way to play the class.

I was all for actually using cryo ammo and the pistol in certain situations but nobody agreed with me and everyone insisted that they're a complete waste of points and should never be used.

It's the same logic.   Every class has multiple ways to play the class, and by definition some of them are going to be slightly less effective than others.   But we're playing a single player game so as long as you can get through a level reasonably quickly, there's no reason to use one build over another besides the fact that that build fits your playstyle.

Nobody would ever reccomend an engineer use cryo blast, even though it's a fun ability to use and very useful in a lot of situations.   The community decided it was slightly less useful than the rest of the skills and now everyone reccomends new players not to use it at all.

And finally, what is your threshold for effectiveness?   Do you only ever use the most effective strategy for every class no matter what the difference in effectiveness is and no matter how boring it is?   Do you think you could quantify a little so that I can try to prove it's doable with my setup?

Modifié par Soruyao, 11 février 2010 - 09:01 .


#92
screwoffreg

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Eh, to say the Adept is overpowered in ME 2 is really overstating it. Perhaps they are not as useless as everyone thinks, but to be honest in terms of sheer "effectiveness" at the higher levels, they are certainly behind several other classes. Singularity and warp are all well and good, but its tactically inflexible and more often than not you will probably have to rely on squad mates or your gun to shoot down enemy defenses (all while realizing you lack the sheer offensive and power of other classes when it comes to weapons). Also its incredibly boring to just spam singularity...wait...then fire a warp. Then do this over and over while hiding in cover.

I don't really think there is an overpowered class in ME 2, which is to Bioware's credit. I imagine in ME 3, when the level cap is probably raised each class will get access to new and "god-tier" type powers, it will be cool and certainly make for a spectacular end game experience.

With all that said, if you want overpowered, just look at the Adept in ME 1. Insanity was a breeze!

Modifié par screwoffreg, 11 février 2010 - 08:56 .


#93
rumination888

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Soruyao wrote...

It's exactly the same.   Read
the optimality topic and look at all the stuff hoffburger has to say
about the most effective way to play the infiltrator class.   It was pretty much accepted by everyone in the topic but me that maxing out tungsten ammo and cloaksniping was the most efficient and best way to play the class.

I
was all for actually using cryo ammo and the pistol in certain
situations but nobody agreed with me and everyone insisted that they're
a complete waste of points and should never be used.

It's the same logic.   Every
class has multiple ways to play the class, and by definition some of
them are going to be slightly less effective than others.   But
we're playing a single player game so as long as you can get through a
level reasonably quickly, there's no reason to use one build over
another besides the fact that that build fits your playstyle.

Nobody
would ever reccomend an engineer use cryo blast, even though it's a fun
ability to use and very useful in a lot of situations.   The
community decided it was slightly less useful than the rest of the
skills and now everyone reccomends new players not to use it at all.

And finally, what is your threshold for effectiveness?   Do
you only ever use the most effective strategy for every class no matter
what the difference in effectiveness is and no matter how boring it
is?   Do you think you could quantify a little so that I can try to
prove it's doable with my setup?



/sigh

When something has the exact same effect as another ability, but that something gives you less of the effect, then it is, by definition, less effective.

Lets compare 2 abilities: Cloak and Incinerate. Their functions are different. I don't need to explain how their functions are different. I'm sure you can figure that out yourself.
Lets compare 2 other abilities: Throw and Warp. Their functions are exactly the same on protected enemies, except one of them does much, much more damage; thus, making it much more effective.

Hoffburger's definition of effectiveness is ease of use + speed. Basically, low risk, high reward.
I could care less about his definition of effectiveness.

#94
Soruyao

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rumination888 wrote...
/sigh

When something has the exact same effect as another ability, but that something gives you less of the effect, then it is, by definition, less effective.

Lets compare 2 abilities: Cloak and Incinerate. Their functions are different. I don't need to explain how their functions are different. I'm sure you can figure that out yourself.
Lets compare 2 other abilities: Throw and Warp. Their functions are exactly the same on protected enemies, except one of them does much, much more damage; thus, making it much more effective.

Hoffburger's definition of effectiveness is ease of use + speed. Basically, low risk, high reward.
I could care less about his definition of effectiveness.


Throw is definitely less effective against a protected target.  (Except for when the target is almost out of shields and the throw would de-shield them.  Because of cooldowns, the throw is more effective here.)  However, against an unprotected enemy, throw or pulll or both is almost always a better choice.   Especially outdoors.   People underestimate the usefulness of being able to effectively finish enemies who are in health, I think.

If you disagree with hoffburger's definition of effectiveness, what is yours?   Why are you playing anything but an infiltrator ever, if you could kill things faster as one than any other class?  (I think most of the community agrees they can.)

#95
rumination888

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Soruyao wrote...

rumination888 wrote...
/sigh

When something has the exact same effect as another ability, but that something gives you less of the effect, then it is, by definition, less effective.

Lets compare 2 abilities: Cloak and Incinerate. Their functions are different. I don't need to explain how their functions are different. I'm sure you can figure that out yourself.
Lets compare 2 other abilities: Throw and Warp. Their functions are exactly the same on protected enemies, except one of them does much, much more damage; thus, making it much more effective.

Hoffburger's definition of effectiveness is ease of use + speed. Basically, low risk, high reward.
I could care less about his definition of effectiveness.


Throw is definitely less effective against a protected target.  (Except for when the target is almost out of shields and the throw would de-shield them.  Because of cooldowns, the throw is more effective here.)  However, against an unprotected enemy, throw or pulll or both is almost always a better choice.   Especially outdoors.   People underestimate the usefulness of being able to effectively finish enemies who are in health, I think.

If you disagree with hoffburger's definition of effectiveness, what is yours?   Why are you playing anything but an infiltrator ever, if you could kill things faster as one than any other class?  (I think most of the community agrees they can.)


My definition of effectiveness is the literal definition. Most of the classes play differently enough that they can all play effectively utilizing their strengths. Keyword here is most. If class A plays the same as class B, but class A is more effective then class B then we have a problem.

#96
Soruyao

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rumination888 wrote...

My definition of effectiveness is the literal definition. Most of the classes play differently enough that they can all play effectively utilizing their strengths. Keyword here is most. If class A plays the same as class B, but class A is more effective then class B then we have a problem.

ef⋅fec⋅tive 

[i-fek-tiv] 

1. adequate to accomplish a purpose; producing the intended or expected result: effective teaching methods; effective steps toward peace.


My playstlye fits this.  Of course, it's dependant on what my intended result is.   If my intended result is to reach the end of the level alive, then my playstyle is adequate for insanity and therefore is effective.

2. actually in operation or in force; functioning: The law becomes effective at midnight.

My playstyle fits this one because I am currently using it, since it is my playstyle.

3. producing a deep or vivid impression; striking: an effective photograph.

I think my playstyle fits this one better than any other way to play an adept.   What leaves a more striking and vivid image, spamming singularity and warp on enemies from cover all the time, or slamming people into walls and throwing them into the ocean and over mountains?

Throwing someone so hard they phase through a wall is pretty spectacular and it leaves quite the impression on my memory.

4. prepared and available for service, esp. military service.

Ehh, this one doesn't really work.


----------
So what is it?  Is your definition any of those?   Maybe it's the first one and you have different intended results. Again, I'd ask you to list them.

Infiltrators can kill things quickly and are the easiest class not to die as.   According to hoffburger they can oneshot harbinger's and scions and blow through the game.  They are the most effective class by most people's definition. There is no reason not to play one if you care about relative effectiveness more than fun.

Modifié par Soruyao, 11 février 2010 - 10:00 .


#97
Hulk Hsieh

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Why should insane, one of the several difficulties, which isn't usually played by most players in their 1st run, to be the sole reference of balance discussion?



In most games the insane (or the highest) difficulty is the extreme situation/challenge mode in which balance somewhat broken compared to normal, and the ways to win becomes relatively limited.


#98
Dr. Peter Venkman

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Adept should be renamed warpularity. Adepts might have kicked major ass in ME 1 on any difficulty, but it's simply NOT fun to play as one in ME 2.

#99
D4rk50ul808

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Well I tend to do things differently and I have a ton of success with my Adept on Insane. Try this instead.

Bonus Weapon = AR
Bonus Power = Energy Drain (Area Drain)

Max Warp (Heavy), Singularity (Wide), Passive (Nemesis), Throw (Heavy or Area), and 1pt into Pull.

Party doesn't really matter but I like Thane/Miranda and Morinth/Jacob.

Instead of shooting which I hate doing as an Adept, try throwing down a Singularity in the middle of the most logical path to you, then area drain the enemies. You should be able to take out almost everyones shields and they will run right into your trap. Then launch Warp/Throw at them and watch the fireworks. You really don't need an ammo power if you are like me, I think I shot a total of 1 burst from my SMG on Grunt's Recruitment mission.

Edit: Energy Drain works BETTER than Heavy Warp against ALL defenses.

Modifié par D4rk50ul808, 11 février 2010 - 11:07 .


#100
Bass of Spades

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tetracycloide wrote...

Played on insanity. Spammed Singularity. Subsequently spammed Warp. Other options ineffective. No tactical choices. Uses for pull, shockwave, or throw to few. Why take them? Limits tactics. Limits builds. Original's crowd control overpowered, yes. Traded overpowered for boring. Pigeonholed.


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