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Post by colfoley on Feb 23, 2017 23:47:29 GMT
If they're four, then they'll probable at the max ranking, or maybe there's a passive involved in the combat tree that both increases the damage and the number of stock. There is an evolution option in Combat Fitness that gives extra consumables. Edit: Also while looking into that I noticed that Fitness says: Increases maximum health for every skill invested into combat skill group. Wut?? O.oHoly crap that's....potentially very very tanky. I imagine that the difference will between being a tank and a damage dealer, but holy crap.
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Post by unofficialgreycolor on Feb 23, 2017 23:48:44 GMT
What is a power cell and how do they work? In the video Flak Cannon and Trip mine capacity recharges on the field. Interesting. But to answer the question a 'power cell' is esentially like your grenade consumable powers in ME 3, from what I can gather. You basically use them and then once you get to zero you can't use them anymore. Which might explain why they pack a bigger punch, but if they can regenerate that is really insteresting. And might really change my build. omg this game sounds soooo awesome. There are abilities that increase power cell capacity so I can only assume we can just take so many with us when we visit a planet. But it could be that we can find them out in the field. Like enemies drop them or we find them in crates or other alien technology.
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Post by The Elder King on Feb 23, 2017 23:48:55 GMT
Oh well there goes that idea. Meh, I still think it's better to have powers that actually annihilate the enemies when you use them as opposed to toying around with them, even if those powers are not infinite + as usual I don't think that gun damage will fall behind power damage so Soldier profile ftw. If combined with powers, I think it's a rather good choice. But on that note, going all shooting will be a bas idea. An Italian site made a Q&A shortly after the end of the embargo, and while not always praising the game, he mentioned going only with shooting will end you killed. He also praised the AI of both squadmates and enemies, for anyone interested.
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Post by kaind on Feb 23, 2017 23:50:36 GMT
Meh, I still think it's better to have powers that actually annihilate the enemies when you use them as opposed to toying around with them, even if those powers are not infinite + as usual I don't think that gun damage will fall behind power damage so Soldier profile ftw. My Soldier/ Infiltrator Ryder may use some of those powers but will have a ready made backup 'favorite' for when those things run out because...well generally in ME 3 I found the Grenades to be very hard to aim and not very practical. Same with the trip mines really in the MP, some of them were difficult to set up properly. Yeah maybe like a grenadier profile of Omni grenade / Flack cannon / Trip mine and then a combat profile of Turbo charge / Cloak / Backlash.
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Post by unofficialgreycolor on Feb 23, 2017 23:51:15 GMT
Interesting. But to answer the question a 'power cell' is esentially like your grenade consumable powers in ME 3, from what I can gather. You basically use them and then once you get to zero you can't use them anymore. Which might explain why they pack a bigger punch, but if they can regenerate that is really insteresting. And might really change my build. omg this game sounds soooo awesome. Lol, I got it! Rewatched the video and noticed that the PC walks by an ammo crate on the left while bombarding the Fiend with Consumable powers, so it refills. Yup. They are kinda like your supply caches in DA:I.
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Post by kaind on Feb 23, 2017 23:54:08 GMT
Meh, I still think it's better to have powers that actually annihilate the enemies when you use them as opposed to toying around with them, even if those powers are not infinite + as usual I don't think that gun damage will fall behind power damage so Soldier profile ftw. If combined with powers, I think it's a rather good choice. But on that note, going all shooting will be a bas idea. An Italian site made a Q&A shortly after the end of the embargo, and while not always praising the game, he mentioned going only with shooting will end you killed. He also praised the AI of both squadmates and enemies, for anyone interested. How is it different from ME3 in that regard? I have cover, I have backlash, why would I suddenly die just because I don't use offensive tech / biotics? Also guns were always the superior damage source if your aim is on point, I remember when we played platinum MP, guys that were the best were the hardcore shooters with harriers.
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Post by Cyonan on Feb 23, 2017 23:55:21 GMT
I thought singularity was never meant to be a really damage-dealing power, just something that weakened, disabled an enemy so you could finish them off with something else. I am concerned about Nova though, since my favorite past time in ME3 is slamming the snot out of everything everywhere. I wish Vorcha Master Bates was here though. He would love seeing all these burning videos. Nova was one of the only few biotic powers I was looking forward to, but apparently they fcked it up. Not a detonator, and now you have to choose whether it will deal more damage vs shields OR armor, not like the evolution in ME3 when you can make it good vs everything. So screw nova. To be fair Nova was so incredibly OP in ME3 that something needed to change. It dealt top tier damage for a power with the pierce evolution(which pretty much everybody took because of how much damage it gave you), it was one of the top tier detonators, it gave you damage immunity, and it was off the global cooldown. The one downside the ability was supposed to have, the drain on your barriers, was laughable compared to all the immunity frames Vanguards could get on top of the fact that Biotic Charge just regenerated barriers anyway. I can understand either splitting or toning down the Pierce evolution, but I'm not sure that detonation needed to be removed from it.
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Post by kaind on Feb 23, 2017 23:55:51 GMT
Interesting. But to answer the question a 'power cell' is esentially like your grenade consumable powers in ME 3, from what I can gather. You basically use them and then once you get to zero you can't use them anymore. Which might explain why they pack a bigger punch, but if they can regenerate that is really insteresting. And might really change my build. omg this game sounds soooo awesome. There are abilities that increase power cell capacity so I can only assume we can just take so many with us when we visit a planet. But it could be that we can find them out in the field. Like enemies drop them or we find them in crates or other alien technology. I still don't get what powercells are though. If every consumable would use up a powercell it would make sense, but it seems like they are separate.
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Post by The Elder King on Feb 23, 2017 23:56:08 GMT
If combined with powers, I think it's a rather good choice. But on that note, going all shooting will be a bas idea. An Italian site made a Q&A shortly after the end of the embargo, and while not always praising the game, he mentioned going only with shooting will end you killed. He also praised the AI of both squadmates and enemies, for anyone interested. How is it different from ME3 in that regard? I have cover, I have backlash, why would I suddenly die just because I don't use offensive tech / biotics? Also guns were always the superior damage source if your aim is on point, I remember when we played platinum MP, guys that were the best were the hardcore shooters with harriers. You still use powers, like backlash or trip mine. I'm just saying what I heard. We'll see if it's true soon enough.
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Post by kaind on Feb 23, 2017 23:56:57 GMT
Nova was one of the only few biotic powers I was looking forward to, but apparently they fcked it up. Not a detonator, and now you have to choose whether it will deal more damage vs shields OR armor, not like the evolution in ME3 when you can make it good vs everything. So screw nova. To be fair Nova was so incredibly OP in ME3 that something needed to change. It dealt top tier damage for a power with the pierce evolution(which pretty much everybody took because of how much damage it gave you), it was one of the top tier detonators, it gave you damage immunity, and it was off the global cooldown. The one downside the ability was supposed to have, the drain on your barriers, was laughable compared to all the immunity frames Vanguards could get on top of the fact that Biotic Charge just regenerated barriers anyway. I can understand either splitting or toning down the Pierce evolution, but I'm not sure that detonation needed to be removed from it. I think all that should've been fixed is remove the invincible frame.
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Post by colfoley on Feb 23, 2017 23:57:49 GMT
My Soldier/ Infiltrator Ryder may use some of those powers but will have a ready made backup 'favorite' for when those things run out because...well generally in ME 3 I found the Grenades to be very hard to aim and not very practical. Same with the trip mines really in the MP, some of them were difficult to set up properly. Yeah maybe like a grenadier profile of Omni grenade / Flack cannon / Trip mine and then a combat profile of Turbo charge / Cloak / Backlash. Pretty much but I was thinking about running Turbo Charge/ Concussive Shot then something else from the combat stuff or maybe cloak. I just cannot think of a third non 'power cell' ability in the combat stuff for me to use like that, so I guess I will just keep the Tactical Cloak and run him as an infiltrator pretty much non stop.
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Post by kaind on Feb 23, 2017 23:59:02 GMT
How is it different from ME3 in that regard? I have cover, I have backlash, why would I suddenly die just because I don't use offensive tech / biotics? Also guns were always the superior damage source if your aim is on point, I remember when we played platinum MP, guys that were the best were the hardcore shooters with harriers. You still use powers, like backlash or trip mine. I'm just saying what I heard. We'll see if it's true soon enough. I think Backlash will be a shooters best friend, so many ways to use it to reposition, to flank, to tank. Also if that thing that says ''blocks enemy melee if activation timed right'', if that applies to big hits Fiend attacks, that would be so sick.
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Post by Tiberius on Feb 24, 2017 0:00:20 GMT
Clarification: switching favorites doesn't impose a shared global cooldown. It just resets the cooldowns on your powers, using whatever their normal individual cooldown times are. So if you've specced so that your powers have very short cooldowns, then your wait to use them after switching profiles will be brief. If your powers have long cooldowns, then it'll be longer.
I usually make a point of keeping at least one quick-cooldown power per favorite for this reason, at least on higher difficulties, so that I can bank on quickly having access to a power again after switching.
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Post by kaind on Feb 24, 2017 0:00:56 GMT
Biotics seem to me like they were nerfed overall. At least that's my impression. Nothing looked like it did a lot of damage, and crowd control probably only works on unprotected small enemies for the most part. The fact that switching profiles causes a full CD for all abilities is annoying. I could understand CD carrying over after a switch, but that's just another nerf for powers in general. All in all Engineer and Soldier powers seem outright more effective, with more damage AND CC (freeze ray/blast) not to mention the ability to deal with barriers AND armor. Biotics do give access to charge and that shield which both could be useful, but when you could just take a cloak instead, for protection AND uninterrupted mobility. I think Backlash and Barrier are the go to powers for any build, both super useful. As for offensive biotics I agree, all seems crappy.
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Post by kaind on Feb 24, 2017 0:01:38 GMT
Yeah maybe like a grenadier profile of Omni grenade / Flack cannon / Trip mine and then a combat profile of Turbo charge / Cloak / Backlash. Pretty much but I was thinking about running Turbo Charge/ Concussive Shot then something else from the combat stuff or maybe cloak. I just cannot think of a third non 'power cell' ability in the combat stuff for me to use like that, so I guess I will just keep the Tactical Cloak and run him as an infiltrator pretty much non stop. i think turbo charge with cloak would be pretty sick damage output.
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Post by unofficialgreycolor on Feb 24, 2017 0:02:27 GMT
Biotics seem to me like they were nerfed overall. At least that's my impression. Nothing looked like it did a lot of damage, and crowd control probably only works on unprotected small enemies for the most part. The fact that switching profiles causes a full CD for all abilities is annoying. I could understand CD carrying over after a switch, but that's just another nerf for powers in general. All in all Engineer and Soldier powers seem outright more effective, with more damage AND CC (freeze ray/blast) not to mention the ability to deal with barriers AND armor. Biotics do give access to charge and that shield which both could be useful, but when you could just take a cloak instead, for protection AND uninterrupted mobility. Cryo Beam (which does abysmal damage) + Lance wa enough to completely take an enemy out, so not going to say Lance isn't powerful yet.
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Post by jastall on Feb 24, 2017 0:02:43 GMT
Seeing the last video made me realize that most of the powers in this game suck. Now I actually think I won't need more than 3 active powers, just go with that soldier profile - Omni grenade, Trip mine, Backlash, dump the rest into passive stats. Have you seen those numbers? Powers like Nova / Shockwave / Singularity / Lance topping out at about 300-350 dmg, then there is Trip mine that hits like a truck for 1.3k, and it's not even a consumable, or if it is it somehow still recharges on the battlefield, as I've seen from the video. Trip Mine is pretty much designed to kill big, slow and armored targets like the Fiend. Against normal enemies, it's probably going to be much less effective. And the purpose of Biotics is mostly distruption, the real damage comes from the combos. The Flamer also seemed to deal significant damage over time. I'm also pretty sure Trip Wire and other Combat powers use consumables, so it makes sense that they would have a lot of punch.
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Post by colfoley on Feb 24, 2017 0:03:18 GMT
Pretty much but I was thinking about running Turbo Charge/ Concussive Shot then something else from the combat stuff or maybe cloak. I just cannot think of a third non 'power cell' ability in the combat stuff for me to use like that, so I guess I will just keep the Tactical Cloak and run him as an infiltrator pretty much non stop. i think turbo charge with cloak would be pretty sick damage output. That sounds like a get out of jail free card for a non sniper infiltrator rather then a sniper one. But still, ouch.
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Post by unofficialgreycolor on Feb 24, 2017 0:03:55 GMT
Clarification: switching favorites doesn't impose a shared global cooldown. It just resets the cooldowns on your powers, using whatever their normal individual cooldown times are. So if you've specced so that your powers have very short cooldowns, then your wait to use them after switching profiles will be brief. If your powers have long cooldowns, then it'll be longer. I usually make a point of keeping at least one quick-cooldown power per favorite for this reason, at least on higher difficulties, so that I can bank on quickly having access to a power again after switching. Is there a cooldown marker for the favorites? Can we see when we can choose the Favorite again so we don't have to guess?
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Post by Silvery on Feb 24, 2017 0:04:18 GMT
Credits as in the in-game money? Like in DA:I where you had to buy the skill reallocation potion? Yes. That's the currency in Mass Effect. In ME 2 and 3 you had to spend element zero to do that at the medical bay. In DA:II there was the potion via the Black Emporium DLC and in DA:I you have to spend coin to buy an amulet, both of which costs barely any gold. Other RPGs have this, the Witcher 3 has a potion of clearance for 1000 gold or in Skyrim with the Dragonborn DLC where you spend 1 dragon soul. I would not have a problem spending credits to reallocate skill points since previous Bioware games have done it as do most other RPGs, either in the main game or later DLC.
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Post by kaind on Feb 24, 2017 0:06:14 GMT
Seeing the last video made me realize that most of the powers in this game suck. Now I actually think I won't need more than 3 active powers, just go with that soldier profile - Omni grenade, Trip mine, Backlash, dump the rest into passive stats. Have you seen those numbers? Powers like Nova / Shockwave / Singularity / Lance topping out at about 300-350 dmg, then there is Trip mine that hits like a truck for 1.3k, and it's not even a consumable, or if it is it somehow still recharges on the battlefield, as I've seen from the video. Trip Mine is pretty much designed to kill big, slow and armored targets like the Fiend. Against normal enemies, it's probably going to be much less effective. And the purpose of Biotics is mostly distruption, the real damage comes from the combos. The Flamer also seemed to deal significant damage over time. I'm also pretty sure Trip Wire and other Combat powers use consumables, so it makes sense that they would have a lot of punch. How is it going to be less effective against normals enemies? It just deals a massive amount or raw damage that is equally effective against any layer of defense, surely 1.3k damage will annihilate any regular enemy.
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Post by colfoley on Feb 24, 2017 0:08:50 GMT
I really don't think most of the abilities on their own will be that impressive. The idea is to combo them with yourself and with your squadmates to create larger and better effects and to cross combo them with tech and biotic and maybe even combat abilities syngergizing to create the ultimate team of death and destruction. One of the things I saw in one of the game previews indicates that the squad mates might actually be very important, not only within combat...but without.
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Post by unofficialgreycolor on Feb 24, 2017 0:08:53 GMT
Trip Mine is pretty much designed to kill big, slow and armored targets like the Fiend. Against normal enemies, it's probably going to be much less effective. And the purpose of Biotics is mostly distruption, the real damage comes from the combos. The Flamer also seemed to deal significant damage over time. I'm also pretty sure Trip Wire and other Combat powers use consumables, so it makes sense that they would have a lot of punch. How is it going to be less effective against normals enemies? It just deals a massive amount or raw damage that is equally effective against any layer of defense, surely 1.3k damage will annihilate any regular enemy. I think the point is that it would be a waste. Its like nuking a place like Hawaii.
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Post by kaind on Feb 24, 2017 0:10:59 GMT
How is it going to be less effective against normals enemies? It just deals a massive amount or raw damage that is equally effective against any layer of defense, surely 1.3k damage will annihilate any regular enemy. I think the point is that it would be a waste. Its like nuking a place like Hawaii. Yeah but, if there's like 1 regular enemy, you don't need powers, just shoot him. if there is like 3+, it's an explosive, just throw it near them it should affect all of them.
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Post by unofficialgreycolor on Feb 24, 2017 0:13:55 GMT
I think the point is that it would be a waste. Its like nuking a place like Hawaii. Yeah but, if there's like 1 regular enemy, you don't need powers, just shoot him. if there is like 3+, it's an explosive, just throw it near them it should affect all of them. Yeah, I can see that. Other abilities work like that too like singularity. Also I think you are right; looks like most abilities have an AoE seen twice by Cora's Charge.
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