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Post by squaredgonzo on Aug 8, 2017 13:13:10 GMT
He's pretty good against Kett. But Outlaws? Not so much. He's a god on Gold because of mook composition, but only rather effective against Kett on Platinum. Git gud, you scrub lord. You obviously know little to nothing about being successful on Plat. Come back and check in with me at the scrub lord hotel where we fail bronze and silver. I have a level 1 duelist challenge this Sunday, want to partake in it? He's pretty good against Kett. But Outlaws? Not so much. He's a god on Gold because of mook composition, but only rather effective against Kett on Platinum. He's excellent against all factions because of overload. And cryo beam helps against all armor so great against outlaw as well. The most slept on kit would be the kineticist I think, closely followed by the gladiator. Gladiator/BatGuard is fun when you play with stealth grid. Ambush a group of enemies with Nova then melee. Kineticist is very good against Kett. Human Debuffer is good and all, but if we're going to play the debuffing role, I'd rather bring the Scrapper
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Post by N7Mith on Aug 8, 2017 19:35:14 GMT
He's excellent against all factions because of overload. And cryo beam helps against all armor so great against outlaw as well. The most slept on kit would be the kineticist I think, closely followed by the gladiator. Gladiator/BatGuard is fun when you play with stealth grid. Ambush a group of enemies with Nova then melee. Kineticist is very good against Kett. Human Debuffer is good and all, but if we're going to play the debuffing role, I'd rather bring the Scrapper Kineticist is good against kett mooks. Ascended strip your shields though, and you regularly get 2 of them. So you always lose that ascension mode.
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Post by Spectr61 on Aug 8, 2017 19:50:54 GMT
Eh? There is *more* armor on Platinum which means that a character who can debuff armor is *more* effective, or technically just as effective but more often. Or, Plat has more enemies with armor, each with more armor. So, in comparison, less effective, more often?
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Post by seductivewizard on Aug 8, 2017 21:27:24 GMT
These are really two separate questions. (1) Is the HE better than the Scrapper? No. (2) Is a well-played HE excellent on Plat? Yes. Nothing else in the game compares favorably to the Scrapper in terms of Plat utility. The Scrapper is peerless due to his massive armor debuff and ability to deal massive damage independent of his team. But only using one character gets really boring really fast, and the Scrapper is approaching Avenger/Huntress-level oversaturation in Plat PUGs. Is the HE more useful to a platinum squad than Scrapper? YES, IF 1) Player's skill level is high 2) co-ordinated squad play (No pugs) NO, IF 1) Player's skill level is low 2) Pugging - HE has 2 sources of armor debuff 1) Cryo beam and 2) Cryo turret which does a 100% debuff of its own (granted its not as high as cryobeam). Full cryo-beam armor debuff is applied within 1.5 to 2 secs. Hence recharge speed is never a problem for the beam. Beam has a much higher range than the scrapper's cryo freeze. And hey, if you burnt your recharge speed doing a full cryo trap, you still got the turret debuffing for you. - If you prefer to shred both shields and armor, spec into the 40% shield bonus on the passive tree. Turret dps is really good after these patches. - HE has the potential to boost squad weapon damage by 35% constantly. This is huge in plat because most players bring some high dps weapons. One main reason a coordinated squad is required for the HE is because some random pug will bring incendiary ammo and kill the debuffs. Or he might not bring cryo or disruptor ammo at all for the elemental boost. Potential to boost the whole Squad's weapon damage by 35% could easily outdo a scrapper's flak damage by a huge margin. - HE also gets to reduce damage output of entire mobs with tech sabotage and benefit other squishier squad members. His survivability, turret's survivability and the squad's survivability go way up when the squad is not too scattered and stay closer to the engineer (another reason a coordinated squad is required). The engineer also has group stun with overload . One man armies, Chuck Norris armies and mav..mav..mav..mavericks who prefer to be scattered in four different corners of the map for a platinum game should pick up the Scrapper.
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Post by poultrymancer on Aug 8, 2017 22:55:50 GMT
These are really two separate questions. (1) Is the HE better than the Scrapper? No. (2) Is a well-played HE excellent on Plat? Yes. Nothing else in the game compares favorably to the Scrapper in terms of Plat utility. The Scrapper is peerless due to his massive armor debuff and ability to deal massive damage independent of his team. But only using one character gets really boring really fast, and the Scrapper is approaching Avenger/Huntress-level oversaturation in Plat PUGs. Is the HE more useful to a platinum squad than Scrapper? YES, IF 1) Player's skill level is high 2) co-ordinated squad play (No pugs) NO, IF 1) Player's skill level is low 2) Pugging - HE has 2 sources of armor debuff 1) Cryo beam and 2) Cryo turret which does a 100% debuff of its own (granted its not as high as cryobeam). Full cryo-beam armor debuff is applied within 1.5 to 2 secs. Hence recharge speed is never a problem for the beam. Beam has a much higher range than the scrapper's cryo freeze. And hey, if you burnt your recharge speed doing a full cryo trap, you still got the turret debuffing for you. - If you prefer to shred both shields and armor, spec into the 40% shield bonus on the passive tree. Turret dps is really good after these patches. - HE has the potential to boost squad weapon damage by 35% constantly. This is huge in plat because most players bring some high dps weapons. One main reason a coordinated squad is required for the HE is because some random pug will bring incendiary ammo and kill the debuffs. Or he might not bring cryo or disruptor ammo at all for the elemental boost. Potential to boost the whole Squad's weapon damage by 35% could easily outdo a scrapper's flak damage by a huge margin. - HE also gets to reduce damage output of entire mobs with tech sabotage and benefit other squishier squad members. His survivability, turret's survivability and the squad's survivability go way up when the squad is not too scattered and stay closer to the engineer (another reason a coordinated squad is required). The engineer also has group stun with overload . One man armies, Chuck Norris armies and mav..mav..mav..mavericks who prefer to be scattered in four different corners of the map for a platinum game should pick up the Scrapper. Agree to disagree re the turret's utility. I have one of my HEs specced into it, but even after the buffs it strikes me as thoroughly underwhelming. I personally find my turretless build much more enjoyable, on Gold or Plat. Overload's shield-stripping utility, IMO, is just far too valuable to sacrifice. One thing you don't appear to be taking into consideration in this comparison is the Scrapper's 24% damage-taken debuff from 6A of Munitions Training. Unlike the cryoturret, it: (1) is not host-dependent; (2) can be procced very quickly with a high-RoF weapon; (3) is entirely cooldown-independent; (4) is always applied to the intended target, not the one turret chooses or is able to hit; (5) applies to all enemies, including those with large shield HP pools (e.g. Destroyers), not just armor; and, most importantly (6) can't be ended by careless or well-intentioned idiots' detonations. I'll certainly agree that HE is good. As I said earlier in the thread, I think it's underutilized and I wish I saw more (competent) HEs in Plat. But in this particular comparison, the bottom line, IMO, is that the Scrapper doesn't require management of a large number of variables independent of player skill in order to maximize its potential. -- Shitty PUGs with no coordination? Doesn't affect the Scrapper aside from ill-timed cryo detonations ending a debuff. -- Off-host? One in 50 Flaks may lag-miss, but you're otherwise unaffected. -- Team running all over? Only an annoyance if they're dying a lot; you can certainly benefit from more damage directed at your debuffs, but you can spit enough hate yourself that things don't linger long even without coordination. -- Nobody brought ammo? Sucks for them. You're unaffected with the very narrow exception that your cryo debuff won't be occasionally elongated by a teammate's cryo ammo. -- Surprised by an enemy coming around a corner? No need to worry about Overload on cooldown, just CS or Flak that motherfucker. Can a well-played HE outscore even a well-played Scrapper at times? Sure. But the Scrapper has such inherent advantages that it's far easier to maximize his potential without minmaxing the entire team around one member's build.
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Post by seductivewizard on Aug 9, 2017 0:05:21 GMT
Is the HE more useful to a platinum squad than Scrapper? YES, IF 1) Player's skill level is high 2) co-ordinated squad play (No pugs) NO, IF 1) Player's skill level is low 2) Pugging - HE has 2 sources of armor debuff 1) Cryo beam and 2) Cryo turret which does a 100% debuff of its own (granted its not as high as cryobeam). Full cryo-beam armor debuff is applied within 1.5 to 2 secs. Hence recharge speed is never a problem for the beam. Beam has a much higher range than the scrapper's cryo freeze. And hey, if you burnt your recharge speed doing a full cryo trap, you still got the turret debuffing for you. - If you prefer to shred both shields and armor, spec into the 40% shield bonus on the passive tree. Turret dps is really good after these patches. - HE has the potential to boost squad weapon damage by 35% constantly. This is huge in plat because most players bring some high dps weapons. One main reason a coordinated squad is required for the HE is because some random pug will bring incendiary ammo and kill the debuffs. Or he might not bring cryo or disruptor ammo at all for the elemental boost. Potential to boost the whole Squad's weapon damage by 35% could easily outdo a scrapper's flak damage by a huge margin. - HE also gets to reduce damage output of entire mobs with tech sabotage and benefit other squishier squad members. His survivability, turret's survivability and the squad's survivability go way up when the squad is not too scattered and stay closer to the engineer (another reason a coordinated squad is required). The engineer also has group stun with overload . One man armies, Chuck Norris armies and mav..mav..mav..mavericks who prefer to be scattered in four different corners of the map for a platinum game should pick up the Scrapper. Agree to disagree re the turret's utility. I have one of my HEs specced into it, but even after the buffs it strikes me as thoroughly underwhelming. I personally find my turretless build much more enjoyable, on Gold or Plat. Overload's shield-stripping utility, IMO, is just far too valuable to sacrifice. One thing you don't appear to be taking into consideration in this comparison is the Scrapper's 24% damage-taken debuff from 6A of Munitions Training. Unlike the cryoturret, it: (1) is not host-dependent; (2) can be procced very quickly with a high-RoF weapon; (3) is entirely cooldown-independent; (4) is always applied to the intended target, not the one turret chooses or is able to hit; (5) applies to all enemies, including those with large shield HP pools (e.g. Destroyers), not just armor; and, most importantly (6) can't be ended by careless or well-intentioned idiots' detonations. I'll certainly agree that HE is good. As I said earlier in the thread, I think it's underutilized and I wish I saw more (competent) HEs in Plat. But in this particular comparison, the bottom line, IMO, is that the Scrapper doesn't require management of a large number of variables independent of player skill in order to maximize its potential. -- Shitty PUGs with no coordination? Doesn't affect the Scrapper aside from ill-timed cryo detonations ending a debuff. -- Off-host? One in 50 Flaks may lag-miss, but you're otherwise unaffected. -- Team running all over? Only an annoyance if they're dying a lot; you can certainly benefit from more damage directed at your debuffs, but you can spit enough hate yourself that things don't linger long even without coordination. -- Nobody brought ammo? Sucks for them. You're unaffected with the very narrow exception that your cryo debuff won't be occasionally elongated by a teammate's cryo ammo. -- Surprised by an enemy coming around a corner? No need to worry about Overload on cooldown, just CS or Flak that motherfucker. Can a well-played HE outscore even a well-played Scrapper at times? Sure. But the Scrapper has such inherent advantages that it's far easier to maximize his potential without minmaxing the entire team around one member's build. The cryoturret does 72 damage/shot and shoots 4 times between 1 and 1.5 secs. With the passive bonus, veteran bonuses and elemental tech, this quickly adds up. Sum this up with the recharge bonuses (omni link), 100% armor debuff, decoying potential, etc, it appears superior to a fully specd overload for the different enemy defenses in platinum. With the 1 point in overload on my build, i still get the group stun, marginal shield damage, ability to initate tech sabotage, elemental tech ,etc and have most of its utility. With a fully specd overload, you get a much higher damage to shields, no doubt, but you lose all the benefits of the turret. IF you're not hosting, the turret would indeed appear useless. But, in any case, for all the reasons you mention, the scrapper is a superior/safe pick on platinum for every possible scenario. The only scenario where the HE outshines the scrapper on platinum is a) Skilled HE hosting the game 2) Co-ordinated squad with mics who strategize and are not too spread apart ( as mentioned in my above post). He does outshine many other kits in the game for every possible scenario, just not the scrapper.
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Post by seductivewizard on Aug 9, 2017 16:58:26 GMT
Agree to disagree re the turret's utility. I have one of my HEs specced into it, but even after the buffs it strikes me as thoroughly underwhelming. I personally find my turretless build much more enjoyable, on Gold or Plat. Overload's shield-stripping utility, IMO, is just far too valuable to sacrifice. One thing you don't appear to be taking into consideration in this comparison is the Scrapper's 24% damage-taken debuff from 6A of Munitions Training. Unlike the cryoturret, it: (1) is not host-dependent; (2) can be procced very quickly with a high-RoF weapon; (3) is entirely cooldown-independent; (4) is always applied to the intended target, not the one turret chooses or is able to hit; The turret WILL choose the target you want it to hit if you tap the turret's key when pointed at a specific target. The turret is very obedient unlike that PITA Remnant VI.
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Post by poultrymancer on Aug 9, 2017 17:19:34 GMT
The turret WILL choose the target you want it to hit if you tap the turret's key when pointed at a specific target. The turret is very obedient unlike that PITA Remnant VI. I probably should have been clearer; I meant for the emphasis to be more on the latter part (i.e. "able"). Since I was specifically comparing to the Sustained Fire debuff, the point I was making was that enemies will sometimes become obstructed, either by cover or another enemy. Since the player has direct fine control over where his or her weapon - the tool which applied SF's debuff - hits, it's easy to adjust to such circumstances and hit the target you intend to debuff. Since the turret is static, I've found the sustained fire it needs to chill/proc the debuff is often interrupted. Not constantly, but often enough to mark a contrast between the respective debuffs. I can see how that point was unclear given how I worded it. The post was already running long and I picked the wrong spot for brevity. Edit: also, to be fair to turret, I only have one build that uses it and so haven't put a lot of time into getting a feel for optimal placement. I think I'm pretty decent, but someone who uses it a lot is probably going to consistently place it more efficiently.
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Post by JRandall0308 on Aug 9, 2017 18:21:49 GMT
Is there any situation in which a 5- or 6-rank Turret enables you to do something that 5- or 6-ranks in (Overload / Passives / whatever) + 1 rank in Turret would not?
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Post by thelostturian on Aug 9, 2017 19:02:33 GMT
Is there any situation in which a 5- or 6-rank Turret enables you to do something that 5- or 6-ranks in (Overload / Passives / whatever) + 1 rank in Turret would not? It has more HP, and it self-heals (with onmi-link) thus it survives longer (draws more aggro), it has higher DPS, it has a debuff and it allows you to use your powers faster.
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Post by thelostturian on Aug 9, 2017 19:11:35 GMT
The turret does an amazing job to draw aggro: it is your shield. It draws aggro from dogs, kro-bros, observers (!), from the behemot (!!). Basically as long as it is alive your aggro is halved or less. Keep it safe, keep it close. Give the turret soft-cover you would give it to yourself (corners, pillars, large crates, ect). I always go six in turret, one in overload. It still gives you a quick stagger and a detonator. Overload is not very good in shiled-stripping anyway.
The batarian is easier to play and it has a godly combo in snapfreeze-flak; but the HE can be just as useful providing an unmatched range of buffs and debuffs: armour-debuff, damage-debuff, aggro-debuff and weapon buff.
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Post by JRandall0308 on Aug 9, 2017 19:17:46 GMT
I'm gonna need to see math that Turret has higher DPS than casting Overload every ~4 seconds because that sounds like crazytalk.
Overload: damage on hit, potential combo detonation, potential debuff with Elemental Tech, stunned target is easier to headshot (call it +50% headshots in your immediately following weapon shots) -- all needs to be factored in. I think the combo detonation alone is going to make this a walk in the park for Overload vs. Turret, but who knows? Maybe my gut feel is wrong.
Also: 1-rank Turret draws just as much aggro as 6-rank Turret.
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Post by shinobiwan on Aug 9, 2017 19:28:03 GMT
I'm gonna need to see math that Turret has higher DPS than casting Overload every ~4 seconds because that sounds like crazytalk. Overload: damage on hit, potential combo detonation, potential debuff with Elemental Tech, stunned target is easier to headshot (call it +50% headshots in your immediately following weapon shots) -- all needs to be factored in. I think the combo detonation alone is going to make this a walk in the park for Overload vs. Turret, but who knows? Maybe my gut feel is wrong. Also: 1-rank Turret draws just as much aggro as 6-rank Turret. Dude, the relevant factors are on this page. Go look at seductivewizards post. And overload does shit damage, it really shouldn't be surprising that its dps is worse. Pretty much none of what you just listed needs to be factored in either because it's all available at rank 1 except for some power damage and recharge speed. Combo damage doesn't scale with power rank anymore, the stun/priming/brief ET window is all there without any investment. Not trying to be confrontational, but your 'prove me wrong' arguments make it hard to have a conversation with you sometimes. I'm actually with you that overloads shield damage is more worthwhile than a deep investment in turret but your arguments aren't really adding anything.
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Post by N7Mith on Aug 9, 2017 19:33:45 GMT
The turret WILL choose the target you want it to hit if you tap the turret's key when pointed at a specific target. The turret is very obedient unlike that PITA Remnant VI. I probably should have been clearer; I meant for the emphasis to be more on the latter part (i.e. "able"). Since I was specifically comparing to the Sustained Fire debuff, the point I was making was that enemies will sometimes become obstructed, either by cover or another enemy. Since the player has direct fine control over where his or her weapon - the tool which applied SF's debuff - hits, it's easy to adjust to such circumstances and hit the target you intend to debuff. Since the turret is static, I've found the sustained fire it needs to chill/proc the debuff is often interrupted. Not constantly, but often enough to mark a contrast between the respective debuffs. I can see how that point was unclear given how I worded it. The post was already running long and I picked the wrong spot for brevity. Edit: also, to be fair to turret, I only have one build that uses it and so haven't put a lot of time into getting a feel for optimal placement. I think I'm pretty decent, but someone who uses it a lot is probably going to consistently place it more efficiently. I miss me3 QFE's ability to throw it on top of roofs and crates. Discovering which places were great was a lot of fun. You kinda can in MEA but the arc makes it a lot harder to get the right placement, and the turret is not effective enough to make it worth my while. Not to mention the cooldown makes misplacement a pain in the ass, even with shorter cooldown. Very often you don't get a second chance if you fucked up.
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Post by JRandall0308 on Aug 9, 2017 19:35:46 GMT
Ah apparently most the argument (in the technical sense, not the angry sense) was posted by someone on my ignore list. *heh*
It's how I am. I blame it on my ethnicity / culture (insert your own ethnic joke here, I'm not revealing anything definitive) plus too much time on debate teams.
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Post by shinobiwan on Aug 9, 2017 19:38:35 GMT
Ah apparently most the argument (in the technical sense, not the angry sense) was posted by someone on my ignore list. *heh* It's how I am. I blame it on my ethnicity / culture (insert your own ethnic joke here, I'm not revealing anything definitive) plus too much time on debate teams. Never mind then, that explains it lol. I can't fault you for putting him on ignore. Still, if you have a point to make, it's better for everyone to support the point yourself. We all learn more that way.
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Post by poultrymancer on Aug 9, 2017 19:40:30 GMT
The turret does an amazing job to draw aggro: it is your shield. It draws aggro from dogs, kro-bros, observers (!), from the behemot (!!). Basically as long as it is alive your aggro is halved or less. Keep it safe, keep it close. Give the turret soft-cover you would give it to yourself (corners, pillars, large crates, ect). I always go six in turret, one in overload. It still gives you a quick stagger and a detonator. Overload is not very good in shiled-stripping anyway. The batarian is easier to play and it has a godly combo in snapfreeze-flak; but the HE can be just as useful providing an unmatched range of buffs and debuffs: armour-debuff, damage-debuff, aggro-debuff and weapon buff. Huh? Am I misunderstanding, or are you saying you actively seek to limit the turret's line-of-sight to enemies? The entire advantage of soft cover is that it allows the player to shift position constantly to maintain an optimal angle to an edge, allowing one to target enemies without being targeted. I fail to see how that applies to a static turret, unless you're literally just saying that its best use is in hiding it from enemies to preserve its aggro dump at the cost of any appreciable damage output. Please explain.
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Post by thelostturian on Aug 9, 2017 19:53:11 GMT
The turret does an amazing job to draw aggro: it is your shield. It draws aggro from dogs, kro-bros, observers (!), from the behemot (!!). Basically as long as it is alive your aggro is halved or less. Keep it safe, keep it close. Give the turret soft-cover you would give it to yourself (corners, pillars, large crates, ect). I always go six in turret, one in overload. It still gives you a quick stagger and a detonator. Overload is not very good in shiled-stripping anyway. The batarian is easier to play and it has a godly combo in snapfreeze-flak; but the HE can be just as useful providing an unmatched range of buffs and debuffs: armour-debuff, damage-debuff, aggro-debuff and weapon buff. Huh? Am I misunderstanding, or are you saying you actively seek to limit the turret's line-of-sight to enemies? The entire advantage of soft cover is that it allows the player to shift position constantly to maintain an optimal angle to an edge, allowing one to target enemies without being targeted. I fail to see how that applies to a static turret, unless you're literally just saying that its best use is in hiding it from enemies to preserve its aggro dump at the cost of any appreciable damage output. Please explain. On gold or below you can throw it anywhere you want. On plat it dies in the open in 3 secs. So, you anticipate the enemy movement and throw the turret alongisde the path with soft cover. Yes, it won't be able to fire on all the enemies but it will have higher survivability and it will be firing in most of the time anyway, since there are plenty of aggressive enemies rushing you or your position.
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Post by poultrymancer on Aug 9, 2017 21:24:56 GMT
Huh? Am I misunderstanding, or are you saying you actively seek to limit the turret's line-of-sight to enemies? The entire advantage of soft cover is that it allows the player to shift position constantly to maintain an optimal angle to an edge, allowing one to target enemies without being targeted. I fail to see how that applies to a static turret, unless you're literally just saying that its best use is in hiding it from enemies to preserve its aggro dump at the cost of any appreciable damage output. Please explain. On gold or below you can throw it anywhere you want. On plat it dies in the open in 3 secs. So, you anticipate the enemy movement and throw the turret alongisde the path with soft cover. Yes, it won't be able to fire on all the enemies but it will have higher survivability and it will be firing in most of the time anyway, since there are plenty of aggressive enemies rushing you or your position. That seems to me like it'd steeply limit its damage output and debuff opportunities. Outside of blaze hydras and sometimes fiends, armored enemies are generally the among the slowest to advance. So, if the turret's defining advantages are: (1) its cooldown bonus, which has a 10m radius; and (2) its armor debuff, which requires a couple of seconds of sustained fire to apply, it seems like a major handicap that it can't survive the infantry preceding/surrounding armored units longer than 3 seconds. You'd either need to place it in proximity to an armored unit to have much chance to apply the debuff or closer to yourself and in cover to enjoy the cooldown bonus for a long enough time to be even justify the length of its casting animation. I must still be missing something, because with such severe limitations I don't see how that comes close to warranting the skillpoint investment to bring it to rank 6 in place of Overload's recharge and shield damage evos.
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Post by thelostturian on Aug 9, 2017 21:41:03 GMT
On gold or below you can throw it anywhere you want. On plat it dies in the open in 3 secs. So, you anticipate the enemy movement and throw the turret alongisde the path with soft cover. Yes, it won't be able to fire on all the enemies but it will have higher survivability and it will be firing in most of the time anyway, since there are plenty of aggressive enemies rushing you or your position. That seems to me like it'd steeply limit its damage output and debuff opportunities. Outside of blaze hydras and sometimes fiends, armored enemies are generally the among the slowest to advance. So, if the turret's defining advantages are: (1) its cooldown bonus, which has a 10m radius; and (2) its armor debuff, which requires a couple of seconds of sustained fire to apply, it seems like a major handicap that it can't survive the infantry preceding/surrounding armored units longer than 3 seconds. You'd either need to place it in proximity to an armored unit to have much chance to apply the debuff or closer to yourself and in cover to enjoy the cooldown bonus for a long enough time to be even justify the length of its casting animation. I must still be missing something, because with such severe limitations I don't see how that comes close to warranting the skillpoint investment to bring it to rank 6 in place of Overload's recharge and shield damage evos. You can strip the shields of an observed in 2 secs with hurricane + distroptur ammo (depending on the level of the weapon and the ammo), overload won't do it much faster; IMHO it does not worth the investment. On the otherhand the aggro dump you get from the turret is lot more than you can kill in 1-2 secs on Plat, so it is worth the invetment. On the top of that it is an aggro dump that benefits all players not just the caster (unlike Tac cloack). However, please do not belive me. Do yourself a favour and try it out. If you like it use it, if not then do not use it.
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Post by poultrymancer on Aug 10, 2017 0:36:34 GMT
That seems to me like it'd steeply limit its damage output and debuff opportunities. Outside of blaze hydras and sometimes fiends, armored enemies are generally the among the slowest to advance. So, if the turret's defining advantages are: (1) its cooldown bonus, which has a 10m radius; and (2) its armor debuff, which requires a couple of seconds of sustained fire to apply, it seems like a major handicap that it can't survive the infantry preceding/surrounding armored units longer than 3 seconds. You'd either need to place it in proximity to an armored unit to have much chance to apply the debuff or closer to yourself and in cover to enjoy the cooldown bonus for a long enough time to be even justify the length of its casting animation. I must still be missing something, because with such severe limitations I don't see how that comes close to warranting the skillpoint investment to bring it to rank 6 in place of Overload's recharge and shield damage evos. You can strip the shields of an observed in 2 secs with hurricane + distroptur ammo (depending on the level of the weapon and the ammo), overload won't do it much faster; IMHO it does not worth the investment. On the otherhand the aggro dump you get from the turret is lot more than you can kill in 1-2 secs on Plat, so it is worth the invetment. On the top of that it is an aggro dump that benefits all players not just the caster (unlike Tac cloack). However, please do not belive me. Do yourself a favour and try it out. If you like it use it, if not then do not use it. I have used it, albeit only once (turret build specifically) on Plat. It was serviceable, but I didn't particularly enjoy it. That's why I'm asking so many questions - I like my HE build, but I want to make some use of the spare. More build flexibility makes the game a lot less monotonous. That's why I never have more than one respec at a time. That said, if the build requires Hurricane/Rozerad to offset the loss of Overload, I'm probably not going to be willing to give it much time. I'm sick of them (and of seeing them on every damned PUG Scrapper and Avenger) to the point that I refuse to use them more than ~5% of the time. My gun du jour is the Shorty, but I'll probably get tired of it and move on before too long. I generally prefer builds that don't require a specific gun or ammo booster (or one among a very short list) to make up for a significant shortcoming. That's one of the things I like about the no-turret HE build; it works best with a high-RoF priming weapon and cryo ammo to extend Cryo Beam's debuff, but it's not by any means required.
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Post by JRandall0308 on Aug 10, 2017 0:49:11 GMT
Still, if you have a point to make, it's better for everyone to support the point yourself. We all learn more that way. I always try to be open about my thought process. In this case it was "Assault Turret seems like trash but does anyone have any math comparing it to Overload?" Only said with more gusto and obnoxiousness as is my wont. I have my hands full obsessively tracking stuff and asking questions. I leave it to others to do the actual math.
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Post by poultrymancer on Aug 10, 2017 0:52:44 GMT
Still, if you have a point to make, it's better for everyone to support the point yourself. We all learn more that way. I always try to be open about my thought process. In this case it was "Assault Turret seems like trash but does anyone have any math comparing it to Overload?" Only said with more gusto and obnoxiousness as is my wont. I have my hands full obsessively tracking stuff and asking questions. I leave it to others to do the actual math. I have similar wonts.
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