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**** biotics.


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#326
rumination888

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Graunt wrote...

Of course you always hit your shots outside of AR, and possibly while moving,  especially head shots right?  It's a damage boost whether or not you can grasp that.  Thanks for the explanation that was obvious though!  Your argument is still pointless.  Two classes that have a passive damage boost without a squadmate that adds one are still going to do more damage than one that only gets a boost with the squadmate when all three have that same person in the group.  Tech Armor does not somehow exceed damage output by being able to "shoot longer".  Shooting longer means nothing if you're doing less damage over time and less burst in between pauses.  It's also meaningless to compare a Sentinel using his class ability while ignoring the abilities of other classes beyond "survivability".


So its not okay when I ignore the other class abilitiy beyond "survivability", but you don't say anything when I ignore Tech Armor's ability beyond "survivability"? Wonderful logic there. Please don't tell me you forgot Tech Armor also deals damage and staggers enemies.

+15% weapon damage from Miranda matters because all of your squadmates, including Shepard, recieve that bonus.
You don't think Miranda's passive matters, yet; here you are trying to tell me +15% damage from Shepard's passive matters.
Tell me that Miranda's passive is good and I will forget your logic was ever faulty there.

Modifié par rumination888, 26 février 2010 - 05:32 .


#327
Roxlimn

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Awesome Helmet:



Well, cry away Awesome Helmet, cry away. It helps to give feedback to the devs so they know what's going on and how to make the next game better. Obviously, they can't possibly cater to everyone, but they'll try to cater to the most number of people they can (the ****s!).



Now, if you played on Veteran and still don't like it - well I have nothing further to add there. It can't be the defenses because Veteran enemies don't have much of that. It must be something else. I suspect the global cool down thing is your main beef with the current system.



I suspect that it may also be the greatly reduced AoE and cover-protection from Pull and Singularity this time around. In ME1, you could put Sing in the middle of a room and shut the entire thing down nearly instantly. Or Lift - that works, too. By ME2 measurement, it must have had a radius of something like 7-8 meters. Huge. Sing in ME2 is much smaller, though you can spam it and Pull a lot more, I found. If you like, I can try uploading a Veteran vid of ME1-like functionality. Christina was asking for some of those.



cxensign:



Biotics are OP by nature. Balanced CC is Singularity on protected opponents - that is a balanced CC effect. Throw against Collectors is also a balanced CC effect, especially Throw Field - it stuns for about a half second to a second (half the cooldown), and does significant damage to Barriers (about 20-30% full Barriers on Insanity by my estimate). It's particularly effective for taking fire off of a mate that's getting heavy fire.



I found Throw very useful against most encounters as a stunlocker. All that's necessary is to strip defenses on the higher diffs, and that's not hard at all. Once the defs are down, Throw functions as a powerful CC effect - immediately ameliorating enemy fire for a ridiculously low cool down. Even without a dead fall, Pull+Throw often kills or heavily damages normal mooks anyway, just from the ragdoll physics damage. I've done no small number of pure damage kills using Throw.



I think it's the best balanced of all the powers the Adept has now, It's pretty good on the Sentinel, too.

#328
_Dannok1234

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 Graunt

Are you aware how little 15% damage actually matters? 70% extra damage to health with AP ammo using the Eviscerator shotgun. (used it as it gave the biggest difference, so easiest to notice). Will have done less then 187 damage more then no ammo power at all. It's hard to tell exactly how much it is but it's less then a fully upgraded melee attack. (With shooting only the Evi will actually use the same amount of shots with or without ammo)

Tech armor will allow you get off more shots then with tactical cloak, you can even spam it back to back so while a infiltrator has to hide you can keep going. "Assault sentinel" is surprisingly effective with weapons, just use the right squad ammo power or take one as your own.
As for AR/HAR, I'm not sure they are any better then Tech armor, personally I felt Tech Armor let me be even more aggressive and stay out of cover for longer durations more safely. The stun when it goes down, shield boost and ability to be recast instantly is superb. After all when you use HAR it's main idea seems to be to give you help aiming and surviving out of cover (or moving forward safely), since the dps of whatever gun you use is essentially the same(as normal time), just fewer bullets used. But it could that I'm not efficient enough when it comes to using a soldier to get more out of HAR/AR. Still would like to see some really aggressive soldier video's. (That focuses on the guns and HAR/AR rather then reave :P) Could be argued that soldiers has access to better weapons, but on the flip side you have better powers with the Sentinel.

(As a side note to clear up your confusion about how strong enemy defenses are, specifically Geth. A geth trooper will take 6 melee hits (Fully upgraded at level 30 on insanity) before it dies. 3 of those are used to remove the shield, 3 are used to remove health. Same 1:1 ratio on the Hunter as well, haven't bothered to try against other geth yet. No I don't have have a video but it's very easy to try for yourself. )

Modifié par Dannok1234, 26 février 2010 - 08:15 .


#329
Astranagant

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Biotics were never of interest to me since the concept is never clearly defined and no real explanation is ever given.

As far as I'm concerned, they're just a poor man's knockoff of the force from star wars. Or SPACE MAGIC. Either works.

#330
nofanboy

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Roxlimn wrote...

Awesome Helmet:

Well, cry away Awesome Helmet, cry away. It helps to give feedback to the devs so they know what's going on and how to make the next game better. Obviously, they can't possibly cater to everyone, but they'll try to cater to the most number of people they can (the ****s!).

Now, if you played on Veteran and still don't like it - well I have nothing further to add there. It can't be the defenses because Veteran enemies don't have much of that. It must be something else. I suspect the global cool down thing is your main beef with the current system.

I suspect that it may also be the greatly reduced AoE and cover-protection from Pull and Singularity this time around. In ME1, you could put Sing in the middle of a room and shut the entire thing down nearly instantly. Or Lift - that works, too. By ME2 measurement, it must have had a radius of something like 7-8 meters. Huge. Sing in ME2 is much smaller, though you can spam it and Pull a lot more, I found. If you like, I can try uploading a Veteran vid of ME1-like functionality. Christina was asking for some of those.


I played my adept on veteran.  Felt pretty powerful to me, especially by the middle of the game, once I got some useful upgrades and leveled up my powers a bit.  I agree, that the TC's issue go way beyond just protection on enemies.  It's pretty clear he wants to be an unkillable biotic super monk just like in ME1. 

He wants wide AoE.  He wants biotics to work on anything and everything with no limits.  He wants individual cool downs.  He wants barrier to protect you from anything and everything and recharge faster than it ends.  Basically, he wants ME1 combat but with ME2 story.

I don't see anything wrong with wanting these things, tbh, especially if it's your style of play.  But these things are not in the game.  ME2 is not ME1 and it never will be.  Not matter how much he complains, no matter how much he writes, no matter how many other posters he completely trashes and calls names, it won't change what ME2 is.

Many of us like the changes or grew to like them, once we got adjusted to them.  It was a bit of a shock at first.  But having gone back to ME1 recently to create a new file to import, I can tell you that in my opinion, and that's all anything written on these boards really is, ME1 combat doesn't do it for me anymore.  It's just too plain easy to ignore tactics completely in that game.  Being able to stand in the middle of the room in light armor and no die due to barrier spamming was fun at first but got boring very quickly.  Part of the thrill of playing any game in which you can die is actually KNOWING that you can die, no?  ME1 took this fear completely out of the game.  The TC apparently likes this way of play.  I thought I did too until I played ME2 and realized what fun really was. 

Again, just my opinion.

Modifié par nofanboy, 26 février 2010 - 01:17 .


#331
ArmeniusLOD

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Astranagant wrote...

Biotics were never of interest to me since the concept is never clearly defined and no real explanation is ever given.

As far as I'm concerned, they're just a poor man's knockoff of the force from star wars. Or SPACE MAGIC. Either works.

Did you never read any of the codex entries?

Biotic abilities manifest themselves in a species because of Eezo exposure while in the womb.  Most children develop cancer and live short lives, but some of them will develop nodules in their nervous system that allow them to manipulate dark energy.  They can't do much without amplification, though.  When they receive biotic implants they are able to focus and amplify their power to a practical level.

#332
Awesome Helmet

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i dont know why people compare biotics to the force. if anyone does anything with their mind, does that mean they are stealing from star wars? im sure there was some other "force power" before the force came about in star wars. you just saw star wars first, thats all.

#333
BellaStrega

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Awesome Helmet wrote...

i dont know why people compare biotics to the force. if anyone does anything with their mind, does that mean they are stealing from star wars? im sure there was some other "force power" before the force came about in star wars. you just saw star wars first, thats all.


It does seem rather odd.

And yeah, biotics have a pretty firm in-game explanation for how they work that is consistent with the rest of the universe. Sure, it's dodgy science, but so's half of the rest of the science in ME.

#334
cxensign

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Roxlimn wrote...

Biotics are OP by nature.


Nah, higher order effects are just a lot harder to balance by nature.  Usually developers don't put enough effort into them, a lot of them end up being useless, and the few that aren't are dominant.  Bioware avoided that trap in ME2 by making sure they couldn't be dominant by design, which is a decision I can respect.

Singularity on protected opponents is a lot stronger than I'd like (though it is a marquee class power, so I can excuse that); Throw is a bit weak (the stagger is about on the order of the execution time), but Throw Field is acceptable when you can hit 2 guys with it.  You wouldn't take Throw if it wasn't devastating to unprotected targets, after all.  It is, though, so that it does anything at all to a shielded target is just a bonus.

I never really understood what's up with Concussive Shot, it's just Throw with twice the recharge...


Awesome Helmet wrote...

i dont know why people compare
biotics to the force. if anyone does anything with their mind, does
that mean they are stealing from star wars? im sure there was some
other "force power" before the force came about in star wars. you just
saw star wars first, thats all.


I see that you've managed to forget that Episode 1 ever existed.  Good man.

...can you teach me that ability?

Modifié par cxensign, 27 février 2010 - 04:07 .


#335
JaegerBane

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Astranagant wrote...

Biotics were never of interest to me since the concept is never clearly defined and no real explanation is ever given.

As far as I'm concerned, they're just a poor man's knockoff of the force from star wars. Or SPACE MAGIC. Either works.


It is explained. You just didn't read it. :whistle: