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Post by colfoley on Feb 24, 2017 0:14:50 GMT
Exactly I view the 'consumable' powers and especially Tripmine as things which might be good to use against tougher enemies and bosses (like the Fiend's) in order to take them down quickly but not neccessarily against grunts, unless you can use it against a bunch of charging grunts. So, if I use it I could put it in a profile I whip out for 'bosses'.
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Post by unofficialgreycolor on Feb 24, 2017 0:19:02 GMT
Exactly I view the 'consumable' powers and especially Tripmine as things which might be good to use against tougher enemies and bosses (like the Fiend's) in order to take them down quickly but not neccessarily against grunts, unless you can use it against a bunch of charging grunts. So, if I use it I could put it in a profile I whip out for 'bosses'. Lets not forget that they can avoid the trip mine altogether. We saw a Kett duck behind cover to completely avoid an Omni Grenade. We also saw it later when the PT was shooting at the Kett with the Shotgun. We then hit them with Cryo Beam and then with Lance. Abilities are our friend it looks like.
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Post by kaind on Feb 24, 2017 0:21:10 GMT
Exactly I view the 'consumable' powers and especially Tripmine as things which might be good to use against tougher enemies and bosses (like the Fiend's) in order to take them down quickly but not neccessarily against grunts, unless you can use it against a bunch of charging grunts. So, if I use it I could put it in a profile I whip out for 'bosses'. Lets not forget that they can avoid the trip mine altogether. We saw a Kett duck behind cover to completely avoid an Omni Grenade. We also saw it later when the PT was shooting at the Kett with the Shotgun. We then hit them with Cryo Beam and then with Lance. Abilities are our friend it looks like. It's all up to you and your aiming skills.
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Atemporal Vanguardian-Debugger
N6
At sunrise there is the sunset.
To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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Post by Atemporal Vanguardian-Debugger on Feb 24, 2017 0:24:24 GMT
On the Respec: Please no beta SWTOR.
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Post by colfoley on Feb 24, 2017 0:28:09 GMT
Exactly I view the 'consumable' powers and especially Tripmine as things which might be good to use against tougher enemies and bosses (like the Fiend's) in order to take them down quickly but not neccessarily against grunts, unless you can use it against a bunch of charging grunts. So, if I use it I could put it in a profile I whip out for 'bosses'. Lets not forget that they can avoid the trip mine altogether. We saw a Kett duck behind cover to completely avoid an Omni Grenade. We also saw it later when the PT was shooting at the Kett with the Shotgun. We then hit them with Cryo Beam and then with Lance. Abilities are our friend it looks like. I just had an amazing thought, could you imagine combining Pull with Trip mine, if the Kett looks like they are about to go around your trip mine just pick them up and throw them at the thing. Causing an explosion which, if you are lucky, will take out more then one of them.
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Tittus
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Post by Tittus on Feb 24, 2017 0:28:14 GMT
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. It's just that I don't see the point. And maybe I misread some dev comment, which created my expectation. With so many possibilities, I dreamed about re-specing my skills after every mission and experiment. Now, knowing that I can't afford that in the beginning of the game, I have to play safe don't invest in skills that I know I'm not good. But, well. That's the past.
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Post by unofficialgreycolor on Feb 24, 2017 0:32:05 GMT
Lets not forget that they can avoid the trip mine altogether. We saw a Kett duck behind cover to completely avoid an Omni Grenade. We also saw it later when the PT was shooting at the Kett with the Shotgun. We then hit them with Cryo Beam and then with Lance. Abilities are our friend it looks like. I just had an amazing thought, could you imagine combining Pull with Trip mine, if the Kett looks like they are about to go around your trip mine just pick them up and throw them at the thing. Causing an explosion which, if you are lucky, will take out more then one of them. Dang, that actually sounds pretty promising.
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Post by LordGunSmith90 on Feb 24, 2017 0:37:18 GMT
Combat looks better than ever!
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Post by unofficialgreycolor on Feb 24, 2017 0:47:13 GMT
Do we know the available powers for companions? I don't think we've seen Peebee's powers. Check the Skills and Abilities thread. someone just gave a rundown of what we have seen from companions.
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Post by unofficialgreycolor on Feb 24, 2017 0:50:10 GMT
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Post by Silvery on Feb 24, 2017 1:04:09 GMT
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. It's just that I don't see the point. And maybe I misread some dev comment, which created my expectation. With so many possibilities, I dreamed about re-specing my skills after every mission and experiment. Now, knowing that I can't afford that in the beginning of the game, I have to play safe don't invest in skills that I know I'm not good. But, well. That's the past. Oh, okay now. It seemed to be you were more worried that it would cost a lot in game to me. In DA:I the The Tactician's Renewal amulet to reset points was available to buy right at the beginning of the game from the blacksmith in Haven. Hopefully this will be the case for ME:A were the option to buy what resets your points is at the beginning of the game and is not to expensive.
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Post by jastall on Feb 24, 2017 1:08:17 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. It's a waste of a consumables that would perhaps be better spent on a grenade for AoE. It also requires you to get fairly close and take the time to aim the mine, and on higher difficulties I assume you won't be able to stand out in the open without being shredded by enemy fire. And it's probably not going to be terribly effective against enemies that stick to cover. So peeking out and firing a Pull at someone would be far more beneficial in many cases. Whereas the mine would be more effective against the Fiend since you don't have to worry about it returning fire, it's always going to charge you, and blowing a consumable on a big enemy makes sense. Anyway, I like that, between 12 combat skills and the boatload of passives, there seems to be a lot of potential customization when it comes to combat. I also like Profiles giving access to signature abilities such as the chain Biotic combos of the Adept. It's a good way to make specialization matter in a classless system. Putting it simply, there are a lot of things I'm liking about the combat so far. It seems like everything I would want out of an action-RPG.
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Post by BansheeOwnage on Feb 24, 2017 1:18:01 GMT
Lets not forget that they can avoid the trip mine altogether. We saw a Kett duck behind cover to completely avoid an Omni Grenade. We also saw it later when the PT was shooting at the Kett with the Shotgun. We then hit them with Cryo Beam and then with Lance. Abilities are our friend it looks like. I just had an amazing thought, could you imagine combining Pull with Trip mine, if the Kett looks like they are about to go around your trip mine just pick them up and throw them at the thing. Causing an explosion which, if you are lucky, will take out more then one of them. According to the menu, you can only throw enemies with a combination of Pull and Throw, so that right there would be your whole loadout. Still, it would be amusing
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Post by colfoley on Feb 24, 2017 1:22:24 GMT
I just had an amazing thought, could you imagine combining Pull with Trip mine, if the Kett looks like they are about to go around your trip mine just pick them up and throw them at the thing. Causing an explosion which, if you are lucky, will take out more then one of them. According to the menu, you can only throw enemies with a combination of Pull and Throw, so that right there would be your whole loadout. Still, it would be amusing thanks for that because that was something I was curious about.
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Post by kaind on Feb 24, 2017 1:25:23 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. It's a waste of a consumables that would perhaps be better spent on a grenade for AoE. It also requires you to get fairly close and take the time to aim the mine, and on higher difficulties I assume you won't be able to stand out in the open without being shredded by enemy fire. And it's probably not going to be terribly effective against enemies that stick to cover. So peeking out and firing a Pull at someone would be far more beneficial in many cases. Whereas the mine would be more effective against the Fiend since you don't have to worry about it returning fire, it's always going to charge you, and blowing a consumable on a big enemy makes sense. Anyway, I like that, between 12 combat skills and the boatload of passives, there seems to be a lot of potential customization when it comes to combat. I also like Profiles giving access to signature abilities such as the chain Biotic combos of the Adept. It's a good way to make specialization matter in a classless system. Putting it simply, there are a lot of things I'm liking about the combat so far. It seems like everything I would want out of an action-RPG. The two are separate consumables, yes I agree that using grenades is more effective vs enemies in cover than trip mines. From the video it seems like it's super easy to aim and the distance is pretty good though. Also I don't think it's a waste to use consumables on not just bosses, when there are ammo crates once in a while.
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Post by unofficialgreycolor on Feb 24, 2017 1:30:05 GMT
According to the menu, you can only throw enemies with a combination of Pull and Throw, so that right there would be your whole loadout. Still, it would be amusing thanks for that because that was something I was curious about. Can we get someone to tweet the devs if trap mine functions as an "active effect"? The lines look a bit blurry from my angle.
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Post by kaind on Feb 24, 2017 1:35:57 GMT
thanks for that because that was something I was curious about. Can we get someone to tweet the devs if trap mine functions as an "active effect"? The lines look a bit blurry from my angle. We had a trip mine before masseffect.wikia.com/wiki/Cain_Trip_Mine
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unofficialgreycolor
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Post by unofficialgreycolor on Feb 24, 2017 1:44:44 GMT
I don't think that answers my question. I am wondering if Trip Mine acts as an effect that stays even when we change profiles. Turrets do not, but they are a mechanical construct and want to know how Trip Mine is classified.
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Post by kaind on Feb 24, 2017 1:48:46 GMT
I don't think that answers my question. I am wondering if Trip Mine acts as an effect that stays even when we change profiles. Turrets do not, but they are a mechanical construct and want to know how Trip Mine is classified. I think it should stay, it doesn't have a timer unlike the turret, but it's a good question if you want to place a bunch of mines around and then switch to pull / throw.
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Post by unofficialgreycolor on Feb 24, 2017 1:51:11 GMT
I don't think that answers my question. I am wondering if Trip Mine acts as an effect that stays even when we change profiles. Turrets do not, but they are a mechanical construct and want to know how Trip Mine is classified. I think it should stay, it doesn't have a timer unlike the turret, but it's a good question if you want to place a bunch of mines around and then switch to pull / throw. You are just guessing though?
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Post by kaind on Feb 24, 2017 1:53:07 GMT
I think it should stay, it doesn't have a timer unlike the turret, but it's a good question if you want to place a bunch of mines around and then switch to pull / throw. You are just guessing though? Yes. I don't know.
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Post by slimgrin on Feb 24, 2017 1:58:13 GMT
They should have just used a skillbar for PC instead of this 3 skills at a time nonsense.
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Post by Tittus on Feb 24, 2017 2:18:56 GMT
It's just that I don't see the point. And maybe I misread some dev comment, which created my expectation. With so many possibilities, I dreamed about re-specing my skills after every mission and experiment. Now, knowing that I can't afford that in the beginning of the game, I have to play safe don't invest in skills that I know I'm not good. But, well. That's the past. Oh, okay now. It seemed to be you were more worried that it would cost a lot in game to me. In DA:I the The Tactician's Renewal amulet to reset points was available to buy right at the beginning of the game from the blacksmith in Haven. Hopefully this will be the case for ME:A were the option to buy what resets your points is at the beginning of the game and is not to expensive. But you were right, that's exactly why I'm worried. If I do multiple re-specs, it'd cost a lot in game.
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Post by unofficialgreycolor on Feb 24, 2017 2:41:04 GMT
Oh, okay now. It seemed to be you were more worried that it would cost a lot in game to me. In DA:I the The Tactician's Renewal amulet to reset points was available to buy right at the beginning of the game from the blacksmith in Haven. Hopefully this will be the case for ME:A were the option to buy what resets your points is at the beginning of the game and is not to expensive. But you were right, that's exactly why I'm worried. If I do multiple re-specs, it'd cost a lot in game. I am not worried about it considering you can get pretty much every Ability Upgrade unlocked on a single playthrough.
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Post by Transcendent on Feb 24, 2017 6:12:57 GMT
A biotic tyrant that can move across the map like a flying bullet and then randomly go invisible to increase DPS and survivability. Loving the potential class choices.
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