Crippling slam on a Soldier - surprisingly useful on insanity
#26
Posté 22 février 2010 - 04:48
Now if I stood there like an Idiot the entire time and did this. Headshot, get shot up, reload while getting shot up, headshot, get shot up, reload while...dead. Then yeah I can see how you would think Barrier sucks.
#27
Posté 22 février 2010 - 05:27
Look, either you're getting hit enough for your shields to go down or you aren't.Ulysseslotro wrote...
Widow = 1 second out of cover for a kill if your slow. In 1 second you don't take alot of damage. So if someone stands there like an idiot the shield will only last 3 seconds. However, if they headshot, reload in cover, headshot, reload in cover and headshot, reload in cover; then Barrier can give you 3 more kills where someone else would have been cowering in cover.
Now if I stood there like an Idiot the entire time and did this. Headshot, get shot up, reload while getting shot up, headshot, get shot up, reload while...dead. Then yeah I can see how you would think Barrier sucks.
If you are, Adrenaline Rush/Charge/Tactical cloak will provide more survivability AND more damage than Barrier.
If you aren't, then you don't need the extra survivability from Barrier so the point is moot.
Either way, trading 4 Adrenaline Rushes, or 4 charges, or 3 Tactical Cloaks for 1 Barrier is a TERRIBLE deal. Skill has nothing to do with it.
#28
Posté 22 février 2010 - 06:20
it's perfect for soldiers.
I am not saying it's better than slam, just saying the CD is not an issue.
#29
Posté 22 février 2010 - 06:28
It's there duration that means they are still good even if long global cd.
#30
Posté 23 février 2010 - 06:41
I tried the 'barrier' bonus skills, but your shield dies in a split second in insanity, is not worth the wait most of the time to 'prepare it up'. (This is the main reason I quit my sentinel actually, really hate refreshing tech armor so much.)
The ammo powers always seems to be a waste on a soldier to me.
#31
Posté 23 février 2010 - 07:04
I wouldn't spend time with biotics or tech abilities on a class that doesn't benefit from the class skill mastery (short biotic cooldowns for example). there are other ways to play as a soldier that allow you to enhance and use the powers you already have.
and slam will only work when shields/armor/barrier is down. Once that's done, 75% of the battle is already over. but if it works for you, then go for it.
#32
Posté 23 février 2010 - 07:14
#33
Posté 23 février 2010 - 07:17
However if we could throw these grenades without exposing ourselves, it would be alot more useful.
#34
Posté 23 février 2010 - 07:27
So yea, I learned not to hate the shields.
As for slam, it's actually great as well when used in combination with pull.
Modifié par Nostradamoose, 23 février 2010 - 07:28 .
#35
Posté 23 février 2010 - 07:39
#36
Posté 23 février 2010 - 08:02
Nothing is more satisfying to see them dance in flames. >
Modifié par Tokion, 23 février 2010 - 08:03 .
#37
Posté 24 février 2010 - 12:53
I'm leaning towards the people saying that inferno isn't a substitute for AP ammo on a soldier. AP kills health noticeably faster because inferno does its damage in the form of a DoT which needs 3 seconds to ramp up to its full +60% potential and inferno doesn't set people on fire enough to compensate.
It's too bad, because slam really is an awesome ability. If only inferno could pick up the slack...
Modifié par Athenau, 24 février 2010 - 12:55 .
#38
Posté 24 février 2010 - 01:24
Inferno Ammo is especially bad for a Soldier because it's a DoT that doesn't stack. So with fast attacking weapons like the Assault Rifle, Inferno Ammo performs very poorly against health.Athenau wrote...
I'm leaning towards the people saying that inferno isn't a substitute for AP ammo on a soldier. AP kills health noticeably faster because inferno does its damage in the form of a DoT which needs 3 seconds to ramp up to its full +60% potential and inferno doesn't set people on fire enough to compensate.
It's too bad, because slam really is an awesome ability. If only inferno could pick up the slack...
I will say that the OP has a good point about Crippling Slam. The key is the long duration and short cooldown. It lasts long enough that Adrenaline Rush will be back up before the +100% damage bonus from Slam wears off. In this case, Slam + AR > 2*AR.
Modifié par WillieStyle, 24 février 2010 - 01:24 .
#39
Posté 24 février 2010 - 01:32
Inferno Ammo is especially bad for a Soldier because it's a DoT that doesn't stack. So with fast attacking weapons like the Assault Rifle, Inferno Ammo performs very poorly against health.
Actually this is incorrect. The DoT does stack. That's the only reason I decided to try it out, because without the stacking DoT it would just be a flat 20% per second, which is terrible. But even with the stacking, it takes 3 full seconds to reach full potential, or to put it another way, killing someone with incendiary ammo requires the same amount of shots as it would take with an instant 60% damage bonus, but you'd need up to 3 more seconds for all the DoTs to tick. If inferno actually disabled dudes for those 3 seconds, then it wouldn't be such a problem, but it doesn't a lot of the time so...
I will say that the OP has a good point about Crippling Slam. The key is the long duration and short cooldown. It lasts long enough that Adrenaline Rush will be back up before the +100% damage bonus from Slam wears off. In this case, Slam + AR > 2*AR.
The ragdoll bonus is comparatively minor. Once they're vulnerable to slam, I can kill them at my leisure or chain slam them to get them out of my face for another 8 seconds. It's the instant 2.4 sec CC that I really like. It makes concussive shot look like the piece of crap it really is.
Modifié par Athenau, 24 février 2010 - 01:34 .
#40
Posté 24 février 2010 - 01:38
Thanks for the correction. It didn't seem to stack when I used it but anecdotal observations can be decieving.Athenau wrote...
Inferno Ammo is especially bad for a Soldier because it's a DoT that doesn't stack. So with fast attacking weapons like the Assault Rifle, Inferno Ammo performs very poorly against health.
Actually this is incorrect. The DoT does stack. That's the only reason I decided to try it out, because without the stacking DoT it would just be a flat 20% per second, which is terrible. But even with the stacking, it takes 3 full seconds to reach full potential, or to put it another way, killing someone with incendiary ammo requires the same amount of shots as it would take with an instant 60% damage bonus, but you'd need up to 3 more seconds for all the DoTs to tick. If inferno actually dsiabled dude for those 3 seconds, then it wouldn't be such a problem, but it doesn't a lot of the time so...
I'm going to have to disagree with you here. The double damage bonus is amazing. You can kill them "at your leisure" or chain crowd control them, sure. That doesn't change the fact that while they're affected by Slam, you can kill them twice as fast as you would if they weren't affected by Slam.I will say that the OP has a good point about Crippling Slam. The key is the long duration and short cooldown. It lasts long enough that Adrenaline Rush will be back up before the +100% damage bonus from Slam wears off. In this case, Slam + AR > 2*AR.
The ragdoll bonus is comparatively minor. Once they're vulnerable to slam, I can kill them at my leisure or chain slam them to get them out of my face for another 8 seconds. It's the instant 2.4 sec CC that I really like. It makes concussive shot look like the piece of crap it really is.
Also, I'm not sure why killing something at ones leisure is preferable to killing something rapidly.
Finally, the oppurtunity cost to chain crowd-contolling something are nonzero; particularly when you're facing more than 1 enemy.
The damage bonus duration, coupled with the low cooldown makes Slam very nice.
Modifié par WillieStyle, 24 février 2010 - 02:07 .
#41
Posté 24 février 2010 - 01:49
I'm going to have to disagree with you here. The double damage bonus is amazing. You can kill them "at your leisure" or chain crowd control them, sure. That doesn't change the fact that while they're affected by Slam, you can kill them twice as fast as you would if they weren't affected by Slam.
Also, I'm not sure why killing something at ones leisure is preferable to killing something rapidly.
Finally, the oppurtunity cost to chain crowd-contolling something are nonzero; particularly when you're facing more than 1 enemy.
The damage bonus duration, coupled with the low cooldown makes Slam very nice.
I'm going from my in-game observations of how I used the skill. I found it most convenient to slam one guy and take down another, which means two less people shooting at me. Sure, killing both outright is always better than incapacitating them, but many times that isn't possible.
When deciding whether to use slam or rush I had to ask the following questions:
1. How dangerous is this enemy if I don't kill him right now.
2. Do I need to pop rush to kill him?
3. If yes to 2, can I kill this enemy before this rush runs out?
4. If I don't kill him and my rush runs out, how bad will my position be?
It takes some finesse, but I definitely noticed an improvement over using rush alone.
#42
Posté 24 février 2010 - 02:34




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