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Owl Inspector
Sep 14, 2011

1st AD posted:

I usually run my Fury with a Piranha - I don't often use Dark Channel and Throw has such a fast cooldown time that I don't mind being at 110% cooldown, and the firepower helps a lot if you rush into a mob that you can't explode quickly enough.

Of course, that gun has been nerfed a lot since Earth was released :sigh:

I tried this but it pretty much required that I get really close to do any damage at all, since Throw doesn't work on shielded enemies and the likes, so I would have to rush ahead and risk getting killed by a bunch of things I couldn't see again. With the Raptor I can at least do something at range since I can wipe out, say, a Centurion or Pyro's shields before using an ability that will finish them quickly. The most powerful weapon setup I have right now is Raptor/Piranha but that isn't optimal outside of soldier classes since it kills your recharge speed, and when I can get close enough to obliterate everything my damage output mostly comes from powers.

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zxqv8
Oct 21, 2010

Did somebody call about a Ravager problem?
You are not alone, sir. I cannot seem to make the fury work right either. I get my rear end shredded hard on silver because I just don't know how to approach it right. Guess I just have to spend some time studying the floor while I work it out.

Krampus Grewcock
Aug 26, 2010

Gruss vom Krampus!
Right now I run my Fury with an Acolyte and Piranha, both at level 10. My cool-down rate is 160% using the lightweight with the Acolyte. Now this isn't a viable option for everyone, but ever since I started using the Acolyte, I rarely use my Piranha save for taking down bosses (which can be done with explosions anyway). Thing is, the Acolyte is useless for most characters, except maybe as a sidearm. In the hands of a Fury, it is a goddamned murder machine. My basic strategy is thus: at the begging of the round I pop Annihilation Field, charge my Acolyte, then charge into a spawning group of mooks. I try to release my Acolyte at something shielded, like a Marauder or Centurion or whatever. If enemies are grouped close enough, the single shot can stagger 2 or three, by the time your AF is in range you can pop off a throw, the explosion should again stagger a few. If there are any who are not staggered, by that point you should be already have another shot charged, and Throw should be ready for another go. I make sure to have my AF set to drain so that I can steal health and if there are too many enemies spread out I make sure to side-hop-warp around until I can find sufficient cover or find an opening to charge at them.

Once you get some practice with it, it is possible to hit enemies at a distance with the Acolyte then hit them with throw. Putting on warp ammo can also help with biotic explosions. I also recently sacrificed most of my fitness points so I could get the Pierce option for Dark Channel, since it definitely helps melt armor for yourself or teammates. I do die a bit more, but if you got a good team it doesn't matter as much since you'll be wreaking the poo poo out of everything.

edit: Also, I always use a shield bonus equipment thing, the one that boosts shields and shield recharge. I also find Geth to be the hardest faction to fight against, they seem to not be easily snuck up on, and goddamn Prime turrets are a bitch.

Krampus Grewcock fucked around with this message at 06:05 on Aug 20, 2012

Elotana
Dec 12, 2003

and i'm putting it all on the goddamn expense account

1st AD posted:

Of course, that gun has been nerfed a lot since Earth was released :sigh:
If by "a lot" you mean like 3%

Donald Kimball
Sep 2, 2011

PROUD FATHER OF THIS TURD ------>



The Fury is absolutely devastating at close range with its AF -> Throw -> BE death zone, but long range is not a weakness. DC -> gun -> Throw (BE) -> DC repeat ad nauseum until they get close enough to safely prime with AF.

Lagomorphic
Apr 21, 2008

AKA: Orthonormal

Gestalt Intellect posted:

since Throw doesn't work on shielded enemies

Throw does work on shielded enemies, just not as well. It'll still do some damage and stagger them though. You can use the stagger for protection while you run up to them.

If you're not charging or comboing will DC on a boss you should be firing off throws constantly.

kalel
Jun 19, 2012

Demolisher chat: one cool strategy is to place a pylon next to an ammo crate that gives two grenades instead of one. Wait a while, and when you come back you have 2 (from the pylon) + 2 (from the crate) + 2 (after replacing the pylon) = 6 grenades almost instantly replenished. This works especially well in Rio, in that little maze area. There's a few inlets with crates that're perfect for turtling with a Demolisher, specifically for this reason.

zxqv8
Oct 21, 2010

Did somebody call about a Ravager problem?
Rio is just amazing for grenadiers because of the crates that give 2, 3, and 4 grenades in a single pass.

I don't think any other map has a crate that gives 4. Not sure about 3 either.

Yellicopter
Jul 1, 2007

Now with kinder, gentler, machine gun hand!

zxqv8 posted:

You are not alone, sir. I cannot seem to make the fury work right either. I get my rear end shredded hard on silver because I just don't know how to approach it right. Guess I just have to spend some time studying the floor while I work it out.

I run my Fury with a carnifex same as my Asari adept. With the new lightweight pistol mods you can get 200% easily and with an ap mod in the other slot there's nothing you'll be unprepared for. The Fury isn't really about the gun so much as the fact you get both a free biotic explosion primer in annihilation field and an insta hit one in dark channel though. My build is 6 points in everything with nothing in weapon training. Biotic explosions do damage based on the level of the two interacting powers so you want all 3 of them at 6 and fitness is a better buy for an up close adept class than weapon damage.

The Fury is an adept that gets around one of the major annoyances the Asari adept had to deal with, having enemies go full gymnastics team on you when you tried to nail them with a warp to prime them.

You basically use DC > couple of shots > throw at range and AF > Throw > shots > Throw in close depending on enemy type. Geth hunters for example will usually have a bar or two of shield left on gold after the first biotic explosion, so you need to pop them once or twice with the carnifex before you can throw them again to kill them.

Your ideal positioning is taking cover at a corner near a choke point. AF goes through corners to prime things so doing this keeps you safe and out of sight while it primes things for you to explode with throw. Always take the radius evolution for annihilation field. A pair of furies holding the same doorway like this can pretty much shut the whole thing down for anything other than Banshees or multiple atlases. Even one by herself can cause all kinds of problems for things like phantoms and geth pyros/hunters. Make sure to get a DC off on the horde to, it jumps targets after the first one dies so you get a second priming for free.

The N7 fury is undoubtedly the best adept in the game in my opinion. The sheer number of possible biotic explosions she can have in a given time frame is just insane once you get the hang of it. Though her somewhat weird powers can kind of throw you off at first. The main things to remember are that you're still an adept, so you want 200% or close cooldowns, and that you're an assault adept, so you want to generally play things a bit closer to the enemies than you would with say an Asari, while still remaining in cover. Lastly AF doesn't prime things, or especially re-prime them instantly. Keep this in mind before you try to follow the phantom around the corner after exploding her once. Learn how your powers behave in all situations and the Fury's probably one of the best characters in the game right now.

Rape Jake.
Feb 23, 2012

by T. Mascis

subroc posted:

I never liked sniper rifles for FBWGG farming because the zoom is too strong for that small room. If I were you, I'd just use your Claymore VII. But if you must, yeah your Mantis is probably best. If you don't mind spamming Energy Drain less, the Javelin II is better.

Infiltrators are supposed to stand in the corner, out of cover, so they can see the stairs and up to the landing zone side, and so someone who actually needs the cover can use it. I dunno why you're waiting for stuff to get in the room before sniping it.

Also the Javelin is garbage, like not even in the same level as the Mantis under any circumstances due to the inherent firing delay.

Wowporn
May 31, 2012

HarumphHarumphHarumph
A weird thing I kind of enjoyed was using a Fury with a mantis X(on silver, never tried it on gold). Dark channel and throw work from far away, especially so when you're in a good area for sniping. When the mantis is fully upgraded it is decently lightweight(lighter than a Paladin I) so cool downs are good, and the damage is high enough that if you let dark channel eat away at something for a couple seconds you can take it down very quickly, or at least eliminate it's shields and then throw it. I know annihilation field is designed for wrecking poo poo up close, which is really cool for an adept, but it's also fun to see how much damage dark channel can slowly do to bigger units if you cast it from across the map, and then once it gets to you it's practically dead and you can just teleport bitch slap it straight to hell. And it's also awesome to let dark channel slowly devour a group of assault troopers while you shoot the row of guardians in front of them in their big stupid eyeballs.

Nordick
Sep 3, 2011

Yes.
I'm not a particularly skilled player, but for me the Fury just clicked nearly instantly, eventhough I usually don't even like biotics. I pretty consistently score highest in pub silver games with her.

I armed her with a Tempest and a Predator. Not that I really need the Predator, but since both guns are level X my cooldown stays at 200% anyway so eh. The Tempest is good to have when you find yourself in a situation where an enemy you didn't quite manage to kill needs to die NOW despite you still having like a second of cooldown to go. And of course unloading at Phantoms when hey have their bullshit shield up, plus spraying towards cloaked Hunters to highlight them so you can hit them with DC. But let's just say I don't expect to get any SMG kill medals on the Fury.

The Fury playstyle is really drat frantic, so being good at throwing "curveball" powers around cover on the fly is really helpful. Just spamming Throw at unshieled trash is good practice for this. (And I think this is abvious anyway, but: Take the area effect evolution on Throw. Seriously.) I actually use plain throw quite a bit against individual unshielded stragglers anyway. It's a pretty instinctive reaction for me by now.

Apart from that, I don't really know what to say about the Fury that would be helpful. I just turn on Annihilation Field and run around punching poo poo in the face with BE's, basically. The movement speed evolution is key, to be all up in the enemy's poo poo before they know what the gently caress. Add in an Adrenaline Module III and poo poo just gets ridiculous.
It's a really twitch-reaction style of play, you just have to get an instinctive feel for it because most of the time you won't have a whole lot of time to think about what you do.

I have a pretty old computer so I'm not sure if it can handle it, but I'll see if I can fraps some gameplay sometime. Not that I consider myself a Fury expert or anything, but I do seem to have a bit of a natural knack for it.

Nordick fucked around with this message at 09:22 on Aug 20, 2012

subroc
Jun 5, 2004

Rape Jake. posted:

Infiltrators are supposed to stand in the corner, out of cover, so they can see the stairs and up to the landing zone side, and so someone who actually needs the cover can use it. I dunno why you're waiting for stuff to get in the room before sniping it.

Also the Javelin is garbage, like not even in the same level as the Mantis under any circumstances due to the inherent firing delay.

The guy asking the question was planning to use a Salarian Engineer. He needs to stay in cover to be able to deploy the decoy in the right place.

Edit: No wait, he said Salarian Infiltrator. OK, nevermind. Still, I'd prefer the Javelin because you can shoot through the wall in front of the stairs.

Edit 2: I was right the first time. His original question was about the Engineer - his follow up post was about the Infiltrator. My posts stands. Zoom is too strong for an Engineer in cover. He should use his Claymore VII.

The stuff about the Javelin is all down to personal preference.

subroc fucked around with this message at 10:20 on Aug 20, 2012

Lagomorphic
Apr 21, 2008

AKA: Orthonormal

Fight Club Sandwich posted:

Have you tried armor damage instead of shield damage? Arc grenades have an inherent shield multiplier so I usually suggest speccing for armor damage with the rank 6 upgrade. You only notice the extra shield damage vs. bosses (my playstyle doesn't use nades vs. bosses anyway) but armor damage helps vs. reaper spawns and pyros (and bosses).

So I tried it your way and I think you were right. I did really miss the shield damage when fighting Cerberus, but against Geth and Reapers the Armor damage makes a big difference and is the better option. Thanks for the input.

Donald Kimball
Sep 2, 2011

PROUD FATHER OF THIS TURD ------>



I'm curious why some of you grab the speed evolution on Annihilation Field and/or avoid the N7 evolutions. The 15% increase in damage from all sources includes biotic explosions, and the N7 bonuses can be targeted toward power damage instead of weapons.

Basically, I like to turn my Fury into a glass cannon.

Lagomorphic
Apr 21, 2008

AKA: Orthonormal
I run my Fury as 6/6/6/4/4. Gives a nice balance of damage and survivability. I went damage over speed as well. Speed can help reduce your time getting shot when you charge but I've got consumables for that and the damage boost is really nice.

The problem with going all out as a glass cannon is that when you do go down it will often be in a really bad spot.

Owl Inspector
Sep 14, 2011

Donald Kimball posted:

I'm curious why some of you grab the speed evolution on Annihilation Field and/or avoid the N7 evolutions. The 15% increase in damage from all sources includes biotic explosions, and the N7 bonuses can be targeted toward power damage instead of weapons.

Basically, I like to turn my Fury into a glass cannon.

Because there's virtually no time when I wouldn't want to run faster, especially on a class that benefits so much from being able to reposition quickly, and because you need the points in durability to survive a lot of the poo poo you have to take to use your powers effectively. I haven't respecced the class but that's because I feel pretty satisfied with my point distribution, my only issue is really just learning how to use it right/getting a good weapon and gear setup for it.

This still gives you a decent damage increase while maintaining the durability you need to explode some heads.

Synonamess Botch
Jun 5, 2006

dicks are for my cat

Gestalt Intellect posted:

Because there's virtually no time when I wouldn't want to run faster, especially on a class that benefits so much from being able to reposition quickly, and because you need the points in durability to survive a lot of the poo poo you have to take to use your powers effectively. I haven't respecced the class but that's because I feel pretty satisfied with my point distribution, my only issue is really just learning how to use it right/getting a good weapon and gear setup for it.

This still gives you a decent damage increase while maintaining the durability you need to explode some heads.

This is the build I use and with a Talon it's stupidly effective on Gold.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

Yellicopter posted:

I run my Fury with a carnifex same as my Asari adept.
Same here, since Guardians seem to be the deadliest enemies for Furies. If there was ever an argument for Pull... :argh:
But a Hurricane is also very nice now that ultra-light materials works.

quote:

Though her somewhat weird powers can kind of throw you off at first.
I think the weirdest thing about the Fury is how she's the Adept In The Iron Mask, yet she talks exactly like every other human. Guess I just expect someone with that kind of headgear to sound like a Phantom.

Nordick
Sep 3, 2011

Yes.

Lagomorphic posted:

I went damage over speed as well. Speed can help reduce your time getting shot when you charge but I've got consumables for that and the damage boost is really nice.
Well the way I see it, is that with the speed evolution I don't need the speed equipment and am free to use other nice stuff like shield or cooldown equipment instead.
I'm sure the "damage taken" evolution is a perfectly viable option as well, I just personally find it very valuable to be up in the enemy's face just that much faster, because it will give me those few split seconds more to blow them up before they can put me down, or if I'm blindsiding them, before they even react.

Lagomorphic
Apr 21, 2008

AKA: Orthonormal

Synonamess Botch posted:

This is the build I use and with a Talon it's stupidly effective on Gold.

Have you tried Disruptor ammo in a scoped Talon yet? You'll be tech bursting faster than an engineer. With disruptor 3 shoot + throw = tech burst pretty much every time.

FronzelNeekburm posted:

Same here, since Guardians seem to be the deadliest enemies for Furies. If there was ever an argument for Pull... :argh:
But a Hurricane is also very nice now that ultra-light materials works.

You're using a pistol with ultralight equipped as well right? Otherwise the ULM won't actually work with the Hurricane they'll just make the powers screen lie to you.

Nordick posted:

Well the way I see it, is that with the speed evolution I don't need the speed equipment and am free to use other nice stuff like shield or cooldown equipment instead.
I'm sure the "damage taken" evolution is a perfectly viable option as well, I just personally find it very valuable to be up in the enemy's face just that much faster, because it will give me those few split seconds more to blow them up before they can put me down, or if I'm blindsiding them, before they even react.

The way I see it is that I've got a metric assload of adrenaline mods to use up and there is no consumable that boosts biotic combo damage. This is one of those evolution choices that does come down to an actual choice though, I don't think there is a clear cut right and wrong answer here.

Blompkin
Mar 31, 2006

Take care
I've just made the jump from bronze to silver, and I was looking for help with my Turian Sentinel. Yes, I saw the advice a few pages back, and it's very helpful, but I was wondering: is maxing out warp really worth it? It seems to miss just as often as it hits.

My current build is 6/4/6/4/6 with the piranha:

Tech armor: durability - power - durability

Warp: damage

Overload: chain - recharge - shield

Veterain: capacity

Fitness: durability - shield - fitness

I'm just not that impressed with warp. It's good for setting up/setting off team mate's biotic combos, but the 5th and 6th level just don't seem worth 11 character points to me. Or am I missing something?

Thanks for the help!

Rape Jake.
Feb 23, 2012

by T. Mascis

subroc posted:

The guy asking the question was planning to use a Salarian Engineer. He needs to stay in cover to be able to deploy the decoy in the right place.

Edit: No wait, he said Salarian Infiltrator. OK, nevermind. Still, I'd prefer the Javelin because you can shoot through the wall in front of the stairs.

Edit 2: I was right the first time. His original question was about the Engineer - his follow up post was about the Infiltrator. My posts stands. Zoom is too strong for an Engineer in cover. He should use his Claymore VII.

The stuff about the Javelin is all down to personal preference.

Oh ok. Ya Salarian Engi probably doesn't need a rifle unless he can be guaranteed that corner spot on the right cover, and especially not something as cooldown killing as the Javelin.

Vietnamwees
May 8, 2008

by Fluffdaddy

Blompkin posted:

I've just made the jump from bronze to silver, and I was looking for help with my Turian Sentinel. Yes, I saw the advice a few pages back, and it's very helpful, but I was wondering: is maxing out warp really worth it? It seems to miss just as often as it hits.

My current build is 6/4/6/4/6 with the piranha:

Tech armor: durability - power - durability

Warp: damage

Overload: chain - recharge - shield

Veterain: capacity

Fitness: durability - shield - fitness

I'm just not that impressed with warp. It's good for setting up/setting off team mate's biotic combos, but the 5th and 6th level just don't seem worth 11 character points to me. Or am I missing something?

Thanks for the help!

If you're gonna max out Tech Armor, as well as go for durability with it, then you might as well take some points away from Fitness too, probably only take Fitness to 4, maybe 3. I assume you leave Tech Armor on all the time, so that means you're using the Damage Reduction all the time, and you don't need the extra points in fitness that badly, in theory.

Warp is good in that it can prime AND detonate biotic explosions, but since it's still a traveling power, it tends to miss, but if the enemy dodges the Warp for a roll, then you can anticipate where he'll get back up. I would personally put more points into Warp and spec it for increased power or weapon damage. Even if you don't Biotic Combo a target, you'll get a small buff for either weapons or powers, which really helps. That's my thinking of how to use Warp anyway; The power itself isn't supposed to be that effective, but in combination with a Biotic Combo or to setup bosses for a weapon/power pounding makes it somewhat invaluable.

EDIT: VVV I forgot that Warp weapons armor too, and it's my understanding that Armored enemies can't roll or dodge out of the way, so there's that.

Vietnamwees fucked around with this message at 18:54 on Aug 20, 2012

zxqv8
Oct 21, 2010

Did somebody call about a Ravager problem?

Blompkin posted:

I've just made the jump from bronze to silver, and I was looking for help with my Turian Sentinel. Yes, I saw the advice a few pages back, and it's very helpful, but I was wondering: is maxing out warp really worth it? It seems to miss just as often as it hits.

My current build is 6/4/6/4/6 with the piranha:

Tech armor: durability - power - durability

Warp: damage

Overload: chain - recharge - shield

Veterain: capacity

Fitness: durability - shield - fitness

I'm just not that impressed with warp. It's good for setting up/setting off team mate's biotic combos, but the 5th and 6th level just don't seem worth 11 character points to me. Or am I missing something?

Thanks for the help!

A big draw of warp is that it weakens armor, making automatics that much more powerful and therefore more feasible to use. You could easily do without this feature, depending on the weaponry you choose. Maxing warp is a decent option, but you'd probably find yourself doing fine with three evolutions in it.

e:fb

Lagomorphic
Apr 21, 2008

AKA: Orthonormal

Blompkin posted:

I've just made the jump from bronze to silver, and I was looking for help with my Turian Sentinel. Yes, I saw the advice a few pages back, and it's very helpful, but I was wondering: is maxing out warp really worth it? It seems to miss just as often as it hits.

My current build is 6/4/6/4/6 with the piranha:

Tech armor: durability - power - durability

Warp: damage

Overload: chain - recharge - shield

Veterain: capacity

Fitness: durability - shield - fitness

I'm just not that impressed with warp. It's good for setting up/setting off team mate's biotic combos, but the 5th and 6th level just don't seem worth 11 character points to me. Or am I missing something?

Thanks for the help!

You either want warp at 6 or just skip it entirely. I'd strongly recommend you take it to 6 though (use this spec as a baseline). With warp 4 you're doing a little bit of damage while loving up your teammates combos by burning primes with weaker detonations. The damage of combos is determined by the rank of the powers used as well as the evolution bonuses.

Also with the expose and pierce evolutions you get a big weapon damage boost against the target which will help your Piranha do it's thing much faster. You don't need the cooldown option in Tech Armor the Piranha is light and it won't affect your cooldowns nearly as much as you'd think.

Spam overload on trash and save warp for armored targets they don't dodge so well. Stay close to your biotic teammates for maximum fireworks. If you want more durability use a cyclonic mod with the damage reduction on tech armor and your high base shields they give you a huge boost to the amount of damage you can soak.

Edit:

zxqv8 posted:

You could easily do without this feature, depending on the weaponry you choose.

He's using the Piranha, the automatic shotgun. Armor weakening will make a huge difference since he's firing 64 separate "shots" per clip.

Lagomorphic fucked around with this message at 18:58 on Aug 20, 2012

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

subroc posted:

The stuff about the Javelin is all down to personal preference.

Not really. Until it gets updated to ignore gating (everyone go post this on BSN, thanks) the Jav is too much overkill at too slow a firing rate on Bronze (you'd be better off with a Mantis' high ammo reserve or a semiauto like the Viper or Valiant so you can kill more than one dude per year) and moves right on to the opposite and hits up worthlesstown on Gold or Plat because of gating and its incredibly slow ROF/ammo capacity.

It's frustrating, too, because the fix is so simple. Jav = ignores gating. Suddenly you have a genuine reason to use an ultrarare over a regular rare (ie Jav over Widow) and you have a genuine advantage to counteract the slow firing rate, slow charge shot, hideously low ammo reserve, etc, etc.

As it stands on any difficulty level where the Jav's per-shot damage is worth talking about, gating negates it. On any difficulty where the gating doesn't harm it, the Jav is stupid overkill.

Yes it is my highest ranked ultra rare and yes I'm still mad about it why :v:

Lagomorphic
Apr 21, 2008

AKA: Orthonormal
The need a Sniper rifle mod that reduces the effect of the shield gate. They could call it a phase modulator or something. Sniper rifles need more mods anyways.

Blompkin
Mar 31, 2006

Take care
Piranha's are bad against armor? I haven't noticed much trouble. Then again, most of my experience is on bronze. It might be different on silver.

Hmm...I hadn't considered that my weaker warps might be screwing up my team mate's combos. It does seem like I should be going all warp or none. I'll probably give both a try, through re-speccing, and see which one I like better.


On a side note, is the Turian soldier worth it with the Piranha. I haven't unlocked him yet (I keep getting the human +exp ones in classes already at 20), but I was wondering if he's worthwhile, and if I should focus on Marksman + Concussive, Marksman + proximity mine, or all 3?


Thanks for the help, everyone!

Ravenfood
Nov 4, 2011

Donald Kimball posted:

I'm curious why some of you grab the speed evolution on Annihilation Field and/or avoid the N7 evolutions. The 15% increase in damage from all sources includes biotic explosions, and the N7 bonuses can be targeted toward power damage instead of weapons.
Power damage upgrades don't affect BEs. And I went speed because it lets me reposition more effectively and get into and out of bad places better. It also makes dancing and keeping enemies at the edge of the field easier, which means more explosions faster. The Fury seems to pretty much rely on constant staggers and drains to stay alive at close range, and faster combos help with that.

Though once I get another respec card I'll try it without speed to see if it really helps kill things faster. At close range, Hunters, Pyros, Phantoms and Marauders both require two BEs and I don't think the 15% will reduce that any. It probably speeds up Banshee/Prime/Atlas killing though.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Lagomorphic posted:

The need a Sniper rifle mod that reduces the effect of the shield gate. They could call it a phase modulator or something. Sniper rifles need more mods anyways.

This is an option too, I suppose, but I'd rather see it added as an innate for the Javelin. Otherwise you could just slap the mod on a Widow and it would be superior to a Javelin with the same mod. (possibly a Mantis for all I know)

What I'm looking for is a reason to make the Javelin worth its ultra-rare status as well as worth using on higher difficulty (or any difficulty, as I said it's pointless on Bronze for an entirely different reason). If they added a mod, great - but it'd go on my Widow long before it went on my Javelin. Only fixes half the problem (but probably the more important half)

Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.

FronzelNeekburm posted:

I think the weirdest thing about the Fury is how she's the Adept In The Iron Mask, yet she talks exactly like every other human. Guess I just expect someone with that kind of headgear to sound like a Phantom.

Phantoms and Nemesiseses sound like that because of the horrific cybernetics and Reaper-tech they're implanted with. As in, the Nemesis' lenses aren't a mask.

You can also just say everybody is using space radios. except the Krogans. They just shout real loud.

Lagomorphic
Apr 21, 2008

AKA: Orthonormal

Blompkin posted:

Piranha's are bad against armor? I haven't noticed much trouble. Then again, most of my experience is on bronze. It might be different on silver.

Hmm...I hadn't considered that my weaker warps might be screwing up my team mate's combos. It does seem like I should be going all warp or none. I'll probably give both a try, through re-speccing, and see which one I like better.


On a side note, is the Turian soldier worth it with the Piranha. I haven't unlocked him yet (I keep getting the human +exp ones in classes already at 20), but I was wondering if he's worthwhile, and if I should focus on Marksman + Concussive, Marksman + proximity mine, or all 3?


Thanks for the help, everyone!

Without modifiers the Piranha losses 400 damage to armor per shot on gold/platinum. It can still rip bosses a new rear end in a top hat but you need armor reductions to make it work. A shredder mod will ignore 65% of the armor reduction and AP ammo 3 will ignore 70%. If you take pierce then warp will reduce the armor value by 50%. So with a shredder mod and warp evolved for pierce you're only losing 70 damage per shot in addition to the extra 15% weapon damage.

Also keep in mind that your teammates also benefit from the armor weakening and bonus damage, it's a significant boost. Especially if you have teammates firing off automatics.

Lagomorphic
Apr 21, 2008

AKA: Orthonormal

Psion posted:

This is an option too, I suppose, but I'd rather see it added as an innate for the Javelin. Otherwise you could just slap the mod on a Widow and it would be superior to a Javelin with the same mod. (possibly a Mantis for all I know)

What I'm looking for is a reason to make the Javelin worth its ultra-rare status as well as worth using on higher difficulty (or any difficulty, as I said it's pointless on Bronze for an entirely different reason). If they added a mod, great - but it'd go on my Widow long before it went on my Javelin. Only fixes half the problem (but probably the more important half)

Well I'd personally rather see a whole class of guns become usable. Also as long as the shield gate isn't reduced to 0 then the Javelin could still be worth using with a boost to damage. You could tweak the numbers so that you need the high damage from the Javelin to have enough spillover to oneshot centurians from full shields. Or balance it so the Widow requires a headshot but the Javelin can do it with any hit. I don't know about the actual numbers and I'm to lazy to do the math for a hypothetical fix but you get the idea.

I do have a Javelin IV collecting dust but I also miss the days when the Widow was good.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


In the early days of Power Dominance, sniper rifles and pistols were the only weapon classes that could compete with biotic/tech explosions without leaving you completely exposed. Now that ARs/SMGs have been boosted repeatedly through patches and Infiltrators have discovered how overpowered shotguns are, I hope they make another pass at SRs soon. A shield gate reduction mod would be pretty awesome as it keeps the Valiant/BW around their current (good) power level while really helping out the Javelin and Widow.

Blompkin
Mar 31, 2006

Take care

Lagomorphic posted:

Without modifiers the Piranha losses 400 damage to armor per shot on gold/platinum. It can still rip bosses a new rear end in a top hat but you need armor reductions to make it work. A shredder mod will ignore 65% of the armor reduction and AP ammo 3 will ignore 70%. If you take pierce then warp will reduce the armor value by 50%. So with a shredder mod and warp evolved for pierce you're only losing 70 damage per shot in addition to the extra 15% weapon damage.

Also keep in mind that your teammates also benefit from the armor weakening and bonus damage, it's a significant boost. Especially if you have teammates firing off automatics.

Well, I'm sold. I'll be maxing out Warp then.

Thanks again for all the help!

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Psion posted:

Not really. Until it gets updated to ignore gating (everyone go post this on BSN, thanks) the Jav is too much overkill at too slow a firing rate on Bronze (you'd be better off with a Mantis' high ammo reserve or a semiauto like the Viper or Valiant so you can kill more than one dude per year) and moves right on to the opposite and hits up worthlesstown on Gold or Plat because of gating and its incredibly slow ROF/ammo capacity.

It's frustrating, too, because the fix is so simple. Jav = ignores gating. Suddenly you have a genuine reason to use an ultrarare over a regular rare (ie Jav over Widow) and you have a genuine advantage to counteract the slow firing rate, slow charge shot, hideously low ammo reserve, etc, etc.

As it stands on any difficulty level where the Jav's per-shot damage is worth talking about, gating negates it. On any difficulty where the gating doesn't harm it, the Jav is stupid overkill.

Yes it is my highest ranked ultra rare and yes I'm still mad about it why :v:

The Jav is fun on the Quarian Males. The scan reveals enemies through walls, the arc grenade removes shields through walls and the Javelin removes unshielded heads through walls.

radintorov
Feb 18, 2011
Wait, now the Javelin is affected by shield-gating? What guns aren't affected by it now?

Synastren
Nov 8, 2005

Bad at Starcraft 2.
Better at psychology.
Psychology Megathread




radintorov posted:

Wait, now the Javelin is affected by shield-gating? What guns aren't affected by it now?

Pretty sure everything has been affected by shield gating for a long time. It's just that automatics don't seem to suffer for it (as the gate affects one round), nor do shotguns (again, affects one projectile out of the several fired).

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Synonamess Botch
Jun 5, 2006

dicks are for my cat
Also I think projectile weapons aren't effected by the shield gate, i.e. the Kishock, iirc.

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