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Hyperactive posted:The 100% bullshit where, as a Turian, you will insta-die to a Phantom if they hit you at the right angle because there's literally nothing you can do and nowhere you can go after the bullshit stagger, is kinda bullshit.
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# ? Sep 1, 2012 03:10 |
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# ? Apr 29, 2024 07:22 |
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I'm on the 360 and it seems that the MP servers are down.
The Sean fucked around with this message at 03:39 on Sep 1, 2012 |
# ? Sep 1, 2012 03:10 |
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The Sean posted:I'm on the 360 and it seems the MP servers are down. Yeah, I just got booted from an MP match and it's telling me the servers are "unavailable" and to try again later.
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# ? Sep 1, 2012 03:11 |
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Elotana posted:Tech armor detonations will stagger Phantoms if you're playing Sentinel. I usually wait for them to start swinging, detonate, then heavy melee. Works great for Krogan Sentinel too.
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# ? Sep 1, 2012 03:14 |
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Elotana posted:EDIT: New pubbie highlight, a vorcha who treated the Striker like a bolt-action never firing more than one shot at a time. Don't stagger the Phantoms, that would be impolite! It's possible he didn't know that the Striker is fully automatic and its firing speed ramps up. I made the same mistake when I first got it where I just tapped the trigger. The initial rate of fire was so slow that it never occurred to me that it could be automatic. I later realized what it could do when I either inadvertently held the trigger down and saw what it could do or read the weapon description.
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# ? Sep 1, 2012 03:27 |
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I got dragged from the landing zone to the camping balcony on FB Goddess by a banshee as a host RIP Next game wave 10 disconnect. I like (translation : hate) how the game will record your level 4 ammo and med-gels as being used on the fly but it's too much to ask for to give you your credits that way.
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# ? Sep 1, 2012 03:27 |
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Hyperactive posted:The 100% bullshit where, as a Turian, you will insta-die to a Phantom if they hit you at the right angle because there's literally nothing you can do and nowhere you can go after the bullshit stagger, is kinda bullshit. "we're happy with the state of our stupid instant kill enemies" -- bioware, 2012 Remove instant kills, add a new faction, hire me to actually balance powers in this game, thanks But only as an overpaid contractor, I don't want to commit to working for Bioware here, woah
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# ? Sep 1, 2012 03:31 |
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Phantoms being better snipers than the Nemesis bothers me a hell of a lot more than sync kills.
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# ? Sep 1, 2012 03:42 |
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The obsession with instakills is really baffling because everything else is designed around giving you a chance to react or fight back, like how you tend to not take damage for a moment after your shields break and it takes a lot more to remove your last bar of health than the rest of it, which gets shot away in half a second. Although it sometimes does make N7 Fury feel just as tough as N7 Destroyer, it's pretty good design in general. Then there are 5 or so enemies that just say "gently caress that design philosophy" and get to literally interrupt anything you're doing with the start of an animation, even if your mid-transit super punch would have completely blown their heads off before the animation finished killing you. I didn't even know Atlases and Brutes had them until I'd played for about 40 hours and saw people suddenly get killed for no reason as they did the exact same things I did to fight the same enemies, which for some reason hadn't happened before. Instakills are something that consistently annoy me in almost any game but this is possibly the worst implementation of them I've ever seen because they completely contrast the rest of the design.
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# ? Sep 1, 2012 03:45 |
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Multiplayer on 360 is up again!
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# ? Sep 1, 2012 03:53 |
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Sync kills would actually be manageable if not for a couple quirks. The first problem is the atrocious netcode, which means that you can see the banshee coming and evade successfully, but the host doesn't get your packet in time, so you get killed by magnet hands in spite of doing everything right. The second problem is the stupidity of players getting sync killed when they revive with medigel, which is just obtuse. Nintendo figured out in the goddamn 1980s that you should give players invincibility when they're reviving from being killed. Amending those two issues would immediately resolve most of my frustration with multiplayer.
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# ? Sep 1, 2012 04:49 |
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EvanSchenck posted:Sync kills would actually be manageable if not for a couple quirks. The first problem is the atrocious netcode, which means that you can see the banshee coming and evade successfully, but the host doesn't get your packet in time, so you get killed by magnet hands in spite of doing everything right. The second problem is the stupidity of players getting sync killed when they revive with medigel, which is just obtuse. Nintendo figured out in the goddamn 1980s that you should give players invincibility when they're reviving from being killed. Amending those two issues would immediately resolve most of my frustration with multiplayer. "Not only is there nothing wrong with how that happened, I believe this is the most perfectly balanced unit in the game."
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# ? Sep 1, 2012 04:58 |
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Mr Dog posted:Still don't understand why anyone would want to use a Gethfiltrator over a Salinf though. Yes sure let me just give up the best tech power ever in exchange for seeing through walls that are 1m in front of me and doing 10% more damage. This sounds like a reasonable trade. Seeing through walls is seeing through walls. Sometimes it's almost useless because you're playing on Hydra, sometimes it's amazing because you're playing on Glacier. Regardless of the map, it's really helpful to keep you from being surprised by a Hunter, or keeping track of a cloaked Phantom. The real advantage to Hunter Mode is actually the bonus to accuracy and firing rate. 15% increased firing rate isn't much by itself, but that's a full 15% bonus on top of cloaking. The accuracy bonus also isn't as much as Marksman, but it's enough to make the Claymore/Talon/Piranha even better than they were before, and it's always on. Seeing as how those are the best weapons anyway, it's kind of ridiculous to have that on an infiltrator. The speed and damage bonuses are just gravy.
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# ? Sep 1, 2012 05:08 |
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Tremors posted:Huh? They have downtime every now and then for maintenance, the most recent being on the 28th. They do? When? I keep really odd hours and I've never seen it. I would think over a six month period...maybe I've just been really lucky.
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# ? Sep 1, 2012 05:13 |
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Fighting Geth as a team of 4 Geth is just wonderful. Fighting anything as a team of 4 Geth is wonderful. I've never been so happy to have robots all over my screen.
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# ? Sep 1, 2012 05:24 |
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Hyperactive posted:"Not only is there nothing wrong with how that happened, I believe this is the most perfectly balanced unit in the game." Is this guy perpetually high, just that stupid, or just that arrogant and never played the game (or any other games) in depth? Hell, a Heavy+Medic combo is more balanced than the Phantom. I know I've done this joke before but that quote seriously pisses me off. It doesn't matter if they really believe that or they're that loving lazy to rebalance the enemies. Borderlands 2 can't come any sooner. Now that is looking to be a fun and balanced game.
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# ? Sep 1, 2012 06:02 |
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I'm afraid I'm unfamiliar with that quote, though it's meaning isn't hard to grasp even without a lot of context. That said, what did I miss?
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# ? Sep 1, 2012 06:16 |
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He's probably referring to Leviathan, where Bioware basically doubled down on the sync-kills and gave the fans who hate them a big heap of "gently caress You" at the same time.
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# ? Sep 1, 2012 06:25 |
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I think it more likely it's referring to something that was said by a Bioware dev when they were rebalancing Cerberus some weeks back. That they had Phantoms "in a good place" or something like that. EDIT: Looking at the balance changes, that would've been just prior to July 4 I think. Felinoid fucked around with this message at 06:52 on Sep 1, 2012 |
# ? Sep 1, 2012 06:48 |
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Phantons are pretty good. They hit hard but they go down pretty easily and can be staggered. They would be better if they didn't have the shield or couldn't attack while using it. Atlases are 100% fine as-is. They take a lot of damage but you have to be pretty unobservant to let one get too close. Brutes are kinda bad. They move fast and take a lot of damage, but have a predictable charge pattern that can be dodged and they rarely sync kill. Banshees are loving bullshit! They have close to the most shields/armor in the game, they teleport past you and through walls, they have both homing and AOE DOT attacks that keep your shields from regenerating, and they have shields that protect them from all tech and biotic damage whenever they feel like it. Not to mention that the Banshee/Ravager combo is much deadlier than a sum of its parts. To top it all off the positional audio is WAY off in the game, so sometimes a banshee will scream right in your ear when she's across the map, and sometimes the first you'll hear of them is when they pick you up.
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# ? Sep 1, 2012 07:50 |
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https://www.youtube.com/watch?v=2tEPNAXNJyo FRAPSed another wave. This is a Shadow/Acolyte combo doing outrageously stupid things on Condor. Fire sword may not give bonuses to shadow strike but it looks badass, and that's what really counts.
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# ? Sep 1, 2012 08:25 |
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I still think that cannibals are the most bullshit enemy in the game.
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# ? Sep 1, 2012 08:38 |
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Gangringo posted:Banshees are loving bullshit! They have close to the most shields/armor in the game, they teleport past you and through walls, they have both homing and AOE DOT attacks that keep your shields from regenerating, and they have shields that protect them from all tech and biotic damage whenever they feel like it. Not to mention that the Banshee/Ravager combo is much deadlier than a sum of its parts. Don't forget that Warp has loving noclip! I'm quite irritated right now because I was in a Gold/Reaper/Glacier game with three other guys who were all quite skilled and knew what they were doing, and we were just loving ruining this game, up until Wave 9 and basically this exact thing happened. MJeff fucked around with this message at 09:33 on Sep 1, 2012 |
# ? Sep 1, 2012 09:25 |
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Welp. Joined a random game, landed in a FBW/G/B lobby with two guys, both with N7 rankings between 1500-2000, both with high level harriers. Some men have milk for blood.
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# ? Sep 1, 2012 09:30 |
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Do you guys know about the stair trick? If you stand on stairs or a ramp so that you are at a slightly higher or lower elevation than a banshee they cant grab you. If they are still in the teleport phase they just stand there looking at you while letting you and your team shoot them. They get damage reduction while teleporting so if you get them to stop moving during this phase their barrier will go down pretty fast especially if you focus fire. Once they stop screaming and teleporting and start screaming and throwing warps it gets a bit harder for a non vanguard to stay so close, but you can move back into cover by this point as they are easier to avoid. Just make sure you are either a step above or a step below them as if you are on the same step it counts as being on the same elevation and you'll have your spleen torn out. It takes some practice and is a bit risky to pull off right but works for all sync killers and completely trivialises banshees, especially for vanguards. Its also pretty telling that Bioware is completely unable to make a dangerous, balanced enemy without a sync kill. I doubt the turian in that video could have done much though. That was total bullshit and happens way too often.
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# ? Sep 1, 2012 11:33 |
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The worst part of Banshees is that they render Vanguards impotent, since it's almost a certainty that they'll instakill you after charging. I guess that's the tradeoff for making them Phantom-destroyers
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# ? Sep 1, 2012 11:36 |
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I encountered a fun bug today while playing a Salarian Infiltrator. https://www.youtube.com/watch?v=dhOITCQHTYs
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# ? Sep 1, 2012 12:20 |
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I like that the "Outstanding work!" sound bite is included at the end.
The Sean fucked around with this message at 13:50 on Sep 1, 2012 |
# ? Sep 1, 2012 13:39 |
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Felinoid posted:They do? When? I keep really odd hours and I've never seen it. I would think over a six month period...maybe I've just been really lucky. The time varies widely and it's usually only a couple of hours. They post about them on their facebook and twitter. ex: http://www.facebook.com/photo.php?fbid=356703984404991&set=a.259483477460376.58244.256213217787402&type=1
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# ? Sep 1, 2012 14:48 |
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Psion posted:Banshees.mp4 I knew exactly what was going to happen before I even clicked, didn't stop me from laughing. The stubborn refusal of any squadmates to maybe kinda missile the Banshees killing them was similarly inspiring.
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# ? Sep 1, 2012 15:25 |
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It would be nice if they'd make the hit boxes or sync or whatever on instakills a little more reasonable, but if they removed them completely the game would be waaaay too easy. Banshees would go from incredibly dangerous to completely terrible instantly. It would take a lot of balancing to fix it, which is not something I could see happening.
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# ? Sep 1, 2012 16:36 |
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All this stuff would still be true if you took away their magnet hands.Gangringo posted:Banshees are loving bullshit! They have close to the most shields/armor in the game, they teleport past you and through walls, they have both homing and AOE DOT attacks that keep your shields from regenerating, and they have shields that protect them from all tech and biotic damage whenever they feel like it. Not to mention that the Banshee/Ravager combo is much deadlier than a sum of its parts. Or you could just make the synckills NOT instantly knock you out of the wave. What's wrong with making them send you into "mash a/spacebar mode"? Seriously, what would be wrong with that? It forces you to burn a medi-gel instead of probably dooming your team, that sounds perfectly reasonable to me.
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# ? Sep 1, 2012 18:12 |
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exquisite tea posted:I knew exactly what was going to happen before I even clicked, didn't stop me from laughing. The stubborn refusal of any squadmates to maybe kinda missile the Banshees killing them was similarly inspiring.
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# ? Sep 1, 2012 18:33 |
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When my team was getting bent over and entered unwillingly by The Screaming Lady last night, we really didn't have a chance to use our missiles. I managed to get one off after a revival to kill one Banshee, then a Ravager and a Marauder took me out and as soon as I used a medi-gel, BAM. There she was. Didn't know she was there, didn't get a chance to look around.
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# ? Sep 1, 2012 18:39 |
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SubponticatePoster posted:Why do people not use their missiles?
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# ? Sep 1, 2012 18:50 |
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Gestalt Intellect posted:Instakills are something that consistently annoy me in almost any game but this is possibly the worst implementation of them I've ever seen because they completely contrast the rest of the design. Personally, I could live with the current system if it wasn't for the fact that the kill can be triggered whenever the games wants to, like it happened to me earlier when an Atlas (of all things) plucked my Kroguard out of a Biotic Charge. Which was triggered when I was not in range of the synch-kill.
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# ? Sep 1, 2012 19:01 |
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Finally got a Geth Engineer and and I'm loving the aid station evolutions on the turret. It makes hacks and escorts so much easier. N7 Crusader also works disturbingly well on it, or at least it seems to right now.
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# ? Sep 1, 2012 19:13 |
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Pumpking posted:It takes some practice and is a bit risky to pull off right but works for all sync killers and completely trivialises banshees, especially for vanguards. Its also pretty telling that Bioware is completely unable to make a dangerous, balanced enemy without a sync kill. There are actually some enemies that are dangerous without bullshit like sync kills or stunlocking. I think Marauders and Geth Pyros are some of the best enemies in MP. If you stay alert and play smart you can handle them, but if you do something stupid or if your team isn't watching the backdoor and then flank you, they'll drop you in a second.
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# ? Sep 1, 2012 19:17 |
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Paracelsus posted:Because it's never exactly clear when you need them, unlike medigel where you know drat well when you do and don't need it. It's really easy to say "No man, I/we got this, don't need to waste a missile," because sometimes you really can take out that Banshee, Brute, two Marauders, and three Cannibals just fine. And sometimes the Banshee will just leap from person to person doing instakills, and when you turn around to run away there's a Brute that appeared out of freaking nowhere that was already attacking you and who brings down your shield just in time for the Marauder's Phaeston to take out all your health instantly. Knowing which it's going to be beforehand is hard. Couldn't have put it better. Also you never know if you're going to have a bullshit Wave 10 and everyone is going to need their full complement of missiles to get through it. Like, TBF if you've got a spawn right on top of a Cap4 then the correct thing to do is to kite the entire spawn to the other corner of the map and then get one guy to run back and take care of it, but I've met precisely zero pubbie groups smart enough to do this, and this is on PC where you can usually expect them to at least know their gun from their dick. So in that situation you usually have to beast your way through by unloading 15 missiles into the constantly-reappearing enemy horde. Normally if you use missiles on Silver at all then you've seriously hosed up somewhere, but even Silver can easily become Gold-stupid in the situation described above. I think people scared to try Gold have probably had one too many insane Silver wave 10s. Sapozhnik fucked around with this message at 19:30 on Sep 1, 2012 |
# ? Sep 1, 2012 19:28 |
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# ? Apr 29, 2024 07:22 |
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Marquis de Pyro posted:It would be nice if they'd make the hit boxes or sync or whatever on instakills a little more reasonable, but if they removed them completely the game would be waaaay too easy. Banshees would go from incredibly dangerous to completely terrible instantly. It would take a lot of balancing to fix it, which is not something I could see happening. I think it would make way more sense if Banshees could only grab you when their barriers are down and not only when they are up. It's like ok the barrier nullifies powers and is a tough shield and when it's down the Banshee can only walk around so why the gently caress is it not the other way for the instakill grab? Make the Banshee more dangerous with the shield down because of all the god drat tools they have with the barrier up. Banshees being able to teleport upto you with out making a sound and grabbing you from 40 feet away while invincible to most powers and having boosted defenses is just horse poo poo. Meanwhile if you take a Banshees shield down then it's an impotent enemy that can only lurch around slowly and do one useless aoe before going back into overpowered mode.
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# ? Sep 1, 2012 19:46 |