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Why Do the Cyro Abilties Suck?


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#1
Sfox1989

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To me, any ability that literally freezes a target should be awesome. So how do you think Bioware could improve Cryo abilities to make them awesome like they should be?

#2
CmdrFenix83

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Squad Cryo Ammo for Miranda/Mordin on my Vanguard was pretty awesome, especially against husks and the like.

#3
Jalisurr

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I find that cryo ammo is really only handy for husks, varren, and other melee creatures, because it helps keep them from swarming you.

#4
CmdrFenix83

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Well after turning it on, I went and turned on Tungsten for my own weapon. ;) Miranda/Mordin's Tempest SMG's freeze things quite nicely with cry on them.

#5
Grand_Commander13

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Yeah, "they don't" is the correct answer to the title question. Cryo Blast takes a moment to take effect, but is wonderful if somebody gets too close to you. The wonders of Squad Cryo Ammo you have already been told about.

#6
Peer of the Empire

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Vanguard own melee; you don't really need Cryo. Run away and charge back in

#7
akintu

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On a Sentinel, I think it was the cooldowns. Truly, I quite like the universal cooldown, but the drawback is that I'm not going to fire off every power I have access to. I just never saw a situation where a CryoBlast was the better choice than a Warp or Overload. I'm totally willing to be proved wrong on that, and recently restarted a Sentinel that I am planning to max out CryoBlast to see how it works. But my impression was that if each power had a cooldown, I would be using CryoBlast all the time. With the universal cooldown, it just never made the cut.



Cryo ammo, on the other hand, damn do I wish Sentinels had that instead of CryoBlast :)

#8
Firesteel

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Improved cryo ammo + sniper rifle + unprotected target = pure win and laughs

(improved cryo ammo + sniper = 100% chance of freezing target)

#9
sinosleep

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Squad cryo ammo is fun.

#10
Warskullx

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A big part of it is that cryo blast is a CC ability, all of which are on the weak side in this game. They have next to no damage so they can't punch through shields and armor like incinerate, warp, or other damage oriented skills and they don't CC shielded targets. They are worth having, just don't take them past 2.

#11
lessthanjake9

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Cryo abilities are not that bad. THey aren't the most powerful abilities in the game, but they are certainly useful.



Squad Cryo Ammo is pretty great. Your squad will do less damage than if you had used a different ammo power, but not by as much as you'd think. Your squad will effectively have a bonus to health damage because enemies will get frozen when down to just health and then be more vulnerable to damage when frozen. And while that still leaves you doing less overall damage than something like Warp Ammo, you have a ton of crowd control from it as well. It ends up being quite good.



Cryo Blast is probably less good than Cryo Ammo, but it is still very useful situationally. Some of the hardest enemies in the game are ones that charge up to you and shoot/attack you from close up for huge damage. Krogan, Geth Hunters, Klixen, Pyro Vorcha, Husks, Varren etc etc. Cryo Blast is a great way for an Engineer to stop enemies like that from killing you, and instead give you time to easily kill them. Of course, it is limited in some cases by the fact that it can't be used on protected enemies. However, in most of these cases, you will be able to strip the defenses off the enemy before they get to you/kill you. At that point, Cryo Blast is a lifesaver button.



It should be noted, though, that Cryo Blast is much less useful for a Sentinel than an Engineer. This is because a Sentinel can stunlock a charging enemy by using throw over and over again as well. And since they need to put points in Throw to get Warp anyways, Cryo Blast is somewhat redundant. On the other hand, Engineers have no other way to deal with that situation, AND Cryo Blast is a prereq for AI Hacking anyways.

#12
JaegerBane

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Sfox1989 wrote...

To me, any ability that literally freezes a target should be awesome. So how do you think Bioware could improve Cryo abilities to make them awesome like they should be?


Ultimately, it should function while armour and defences are still up. Until this happens it's going to be little more than a nerfed ability.

To be honest I kind of wish it worked more like the Cryo ammo in the first game. It would have at least had some sort of use.

#13
themaxzero

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Cryo is damn useful against Husk packs and Varren packs as well especially for a Reave Engineer.

As a Reave Engineer you don't need incinerate plus you have Explosive Drone to cover Overload so you save a lot of points.

For you passive you can also go for Mechanic since both Reave and Cryo Blast will benefit from the duration increase. With only a 4.5 second recharge on Cryo (with -40% recharge it's only 2.7 seconds) you can really spam it.

With Drone to deal with big nasties and Area Reave and Cryo Blast to deal with Husks, Varren and Krogan you are pretty much set.

Modifié par themaxzero, 13 février 2010 - 10:20 .


#14
LtRadczek

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I think the Avalanche is a very useful cryo tool. It's basically just a suped up version of cryo blast. One blast could bring down the armor or shields on weaker enemies, and if they are in tight groups, two Avalanche shots could freeze all of them. (At least, that's what I've noticed when I used it on veteran. It may not work that well on insanity, Id have to test it more.) So yea, tons of weak enemies + avalanche = win. It also has a lot of ammo for it, and a really long range to it. The blast radius is also very good, I've had instances where I'd shoot it, but I'd accidently hit the cover an enemy is behind, and it would still freeze him.

#15
Techo Angel

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Cryo Blast and Ammo should work like the Cryo round Mods in ME1 did, pierce threw shields and Barriers on a limited level. Ideally this makes Inferno Ammo your Armor Puncher, Cyro your shield killer.

#16
Looy

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If Cyro blast/ammo ignored protection, but frozen targets didn't take additional damage they would be balanced and gain a nice little niche.

Modifié par Looy, 13 février 2010 - 03:18 .


#17
amrose2

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My only problem with the Cryo effects is that it takes too long for them to freeze completely. I can't count how many times I used an ability to shatter them too quickly before they were fully frozen.

#18
Sfox1989

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I personally feel that the Cyro abilties should be able to be used on Armored/unarmored foes. At that point nothing is covering them with any kind of field that would prevent the abiility to hit (shield/barrier). Since armor is the most plentiful protection in the game this would give a nice damage boost to it while providing CC.

#19
RamsenC

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I'm also a fan of squad cryo ammo. Best 10 points I ever spent, outside of Heavy Charge of course.

#20
thisisme8

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Sfox1989 wrote...

I personally feel that the Cyro abilties should be able to be used on Armored/unarmored foes. At that point nothing is covering them with any kind of field that would prevent the abiility to hit (shield/barrier). Since armor is the most plentiful protection in the game this would give a nice damage boost to it while providing CC.


Dude, if Cryo gave an "on-hit" damage boost, it would be the ONLY Ammo power worth taking, rendering the others obsolete. 

It already increases damage once they are frozen, so technically, it does have a damage boost...

#21
Atmosfear3

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The problem with all the cyro abilities is the pre-reqs needed to get them. Impossible to min-max due to this issue alone. For example, on an infiltrator, you can only max 4 skills and then half-ass 2 others. Also, when enemies are already in their health, you may as well just finish them off quickly. Really only useful against melee targets.

#22
Sfox1989

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thisisme8 wrote...

Sfox1989 wrote...

I personally feel that the Cyro abilties should be able to be used on Armored/unarmored foes. At that point nothing is covering them with any kind of field that would prevent the abiility to hit (shield/barrier). Since armor is the most plentiful protection in the game this would give a nice damage boost to it while providing CC.


Dude, if Cryo gave an "on-hit" damage boost, it would be the ONLY Ammo power worth taking, rendering the others obsolete. 

It already increases damage once they are frozen, so technically, it does have a damage boost...


I mean when they are Frozen like it already does, just that it works on armored foes, not just when they are in the red.

#23
thisisme8

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Atmosfear3 wrote...

The problem with all the cyro abilities is the pre-reqs needed to get them. Impossible to min-max due to this issue alone. For example, on an infiltrator, you can only max 4 skills and then half-ass 2 others. Also, when enemies are already in their health, you may as well just finish them off quickly. Really only useful against melee targets.


You can respec out of your bonus power and max 5 skills with 1 point left over.  Only bad part is if the skill you don't want is required to unlock the skill you do want.

#24
GCreature

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Maybe if Jacob had squad cryo ammo instead of squad incendiary I'd sometimes use him instead of Grunt....

#25
thisisme8

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Sfox1989 wrote...

thisisme8 wrote...

Sfox1989 wrote...

I personally feel that the Cyro abilties should be able to be used on Armored/unarmored foes. At that point nothing is covering them with any kind of field that would prevent the abiility to hit (shield/barrier). Since armor is the most plentiful protection in the game this would give a nice damage boost to it while providing CC.


Dude, if Cryo gave an "on-hit" damage boost, it would be the ONLY Ammo power worth taking, rendering the others obsolete. 

It already increases damage once they are frozen, so technically, it does have a damage boost...


I mean when they are Frozen like it already does, just that it works on armored foes, not just when they are in the red.


You know what though, it's not that hard to take down any enemy's defenses.  I can't think of a single class that can't handle removing someone's armor very rapidly.
Adepts/Sentinels - Warp
Engineer/Infiltrator - Incinerate
Vanguard/Soldier - Incendiary rounds or shotgun in face
Hell, on 75% of enemies in the game it takes only a couple shots with the Hand Cannon to remove it completely.