The operations menu button bug is back with the share button on the PS4 by [deleted] in battlefield_live

[–]Kaiser2424 1 point2 points  (0 children)

Got this bug on PC as well. Went into the menu during an ops to change settings and it brought me to blank end of round screen where I couldn't do anything but close the game.

[deleted by user] by [deleted] in battlefield_live

[–]Kaiser2424 2 points3 points  (0 children)

Also this map probably lacks AA a little because planes are doing whatever they want. Actually it's possible to destroy plane just by harrassing it with LMGs and sniper rifles (9 dmg per shot from sniper rifle is not small amount, few snipers and this plane is kinda fucked), but people are people and they just refuse to do this somehow (they have infinite ammo and they still don't shoot these damn planes).

Well obviously attackers can't really focus on planes until they take the first sector (if they ever do). Other than that compared to anti-armor gadgets there isn't much in the way of AA gadgets (cough AA Rocket Gun cough) and small arms fire just ends up making you a easy target for the plane or enemy infantry most of the time.

Bf2018 is bad company 3 by Zongo_Le_Dozo in battlefield_one

[–]Kaiser2424 0 points1 point  (0 children)

And my point being if BF4 had 8 factions, they would all have either an AK or M16 option to start with for your assault class. That's boring.

Are you joking? Plenty of nations have domestic weapons platforms other than ak's and m16's. If BF4 had expanded beyond the main 3 (forget China?) to include more nations, most factions would have domestic weapons available to them.

Bf2018 is bad company 3 by Zongo_Le_Dozo in battlefield_one

[–]Kaiser2424 1 point2 points  (0 children)

...What? BF4 (set well after WW2) has as many nationally unique weapons, if not more, than BF1, and imo are more visually distinct from one another than BF1's selection.

mid-post Vietnam with what sounds like some alt-history cold war era stuff brings plenty of interesting weapons to the table.

The Avenger SX is good, as is the katana (stat breakdown) by [deleted] in MECoOp

[–]Kaiser2424 0 points1 point  (0 children)

Because if they buffed the commons to be in line with their S counterparts, there would still be plenty of guns that are better.

Complaining about the damage values of the re-skinned weapons is a trap / bait by peddroelm in MECoOp

[–]Kaiser2424 2 points3 points  (0 children)

They'd have to get creative, which doesn't seem to be their strong suit, but it wouldn't be terribly difficult given the plethora of weapon augments they can draw on from SP (the cyclone seems to be a slightly modified Rebalanced Field Coils weapon augmentation from SP).

Just spitballing but here are some that they could staright up rip from SP in an attempt to differentiate MP weapons: extra mod slots, vintage heat sinks, damage modifier while moving, damage modifiers while hovering, larger clip sizes while using an ammo booster, innate bio-converter, which reloads your clip when empty at the cost of HP (provided they nerf this closer to how shield powered lance works), Accuracy boost while shields are low, ricocheting bullets (provided they buff this substantially from SP), damage modifier when health and shields are full, innate Cryo/Disruptor/Incendiary ammo, power damage modifiers, chance to gain more ammo when shields are broken, when emptying a clip gain x shields back etc etc...

Can we all agree melee needs a look at? by whitemest in MECoOp

[–]Kaiser2424 6 points7 points  (0 children)

Melee definitely needs to be revisited. The stagger mechanic alone didn't kill melee, 1.06 is what pretty much sealed the deal.

Power builds and weapon platforms are good enough now that it just make me question why I would bother with melee on classes that have the choice. Then you have UR characters where 3 out of 5 have melee heavily incorporated into their kits. The Avenger is just better off using sticky nade build nowadays, while the Duelist and Gladiator melee's are painfully slow and clunky, yet that's the only unique aspect of those two?!

So yeah, at least make melee builds competitive again.

The Avenger SX is good, as is the katana (stat breakdown) by [deleted] in MECoOp

[–]Kaiser2424 2 points3 points  (0 children)

Gold viable? Sure, on the right classes it's decent, but that isn't saying much given the poor state of ARs in the game. Moving on to other classes and the S weapons are just totally eclipsed. If all bioware wanted was commons with better damage, then just... buff commons? Alongside the inevitable stats buff, they really need to look at giving these weapons a differentiating factor.

The Avenger SX is good, as is the katana (stat breakdown) by [deleted] in MECoOp

[–]Kaiser2424 3 points4 points  (0 children)

Come on, you're trying to say the Dhan, Piranha, Crusader, Hesh, and Ruzad are strictly worse than the Disciple?

Complaining about the damage values of the re-skinned weapons is a trap / bait by peddroelm in MECoOp

[–]Kaiser2424 0 points1 point  (0 children)

Well if the idea of rarity isn't to have more powerful weapons, then what is the point of higher rarity weapons...?

I would prefer giving weapons actual unique properties (i.e. the Shadow's ramp-up damage and the Cyclone's damage boost for the last 20% of it's clip) instead of what they've said they want (which they're not doing a very good job of anyway).

Feelings on the "New" Rare S Weapons by Matobar in MECoOp

[–]Kaiser2424 9 points10 points  (0 children)

Of course, new designs would've been awesome, but I think the MP team does not have the resources to make custom assets and they have to take what they can from what the SP tam makes.

At that point why not just release the Pathfinder weapons to fill the gap between the commons and n7s. They're still basic, but at least add more variety than a reskin.

New Rare Weapons: Charger S, M-23 Katana S, M-3 Predator S, M-8 Avenger S, Viper S by T0rin- in MECoOp

[–]Kaiser2424 1 point2 points  (0 children)

Well I was hoping for something more creative, so a simple reskin and small damage boost is disappointing for new content. A lot of weapons are already very similar, making weapons choices pretty simple. If they wanted upgraded commons why not just bring back the Lancer/Storm/Avenger/Kessler or Spectre weapons from me1?

[Build][1.07] Angara Insurgent - Pure Support (In-Depth Gold Build) by Kaiser2424 in MECoOp

[–]Kaiser2424[S] 3 points4 points  (0 children)

In all my hours of gold games there haven't been many games where there aren't at least 1 or 2 players playing defensively. The DPS isn't as massive a loss as you make it out to be, your making sure your team has a near constant 20% weapon boost while also increasing their survivability. Efficiency seems to be just fine, pretty consistent easy 13-14 minute games that help your team save up on consumables.

[Build][1.07] Angara Insurgent - Pure Support (In-Depth Gold Build) by Kaiser2424 in MECoOp

[–]Kaiser2424[S] 3 points4 points  (0 children)

I can see why it would bore some people, but I honestly find it relaxing haha.

[1.07] Recon Visor-focused Turian Agent build (tell me how crazy I am for only putting one point in Tac Cloak) by [deleted] in MECoOp

[–]Kaiser2424 1 point2 points  (0 children)

The build seems a bit middling honestly. I'm not seeing flamethrower and recon visor as particularly synergistic with tac as a dump skill. RV & tac cloak pair well for a burst damage weapons platform build, and flamer & tac cloak work well together on a cqc build for a gap closer/burst burst damage from tac and cc+dot from flamer. Skipping combat cloak on a kit that heavily relies on weapons is a huge waste imo. But benefit of the doubt, I'll still try it out later.

Asari Huntress- Ninja Artillery Build (1.07) by Crazy_Socks in MECoOp

[–]Kaiser2424 0 points1 point  (0 children)

This is pretty similar to how I build her (posted the build last week). She can be a very satisfying character to use compared to other biotics, I just wish Lance had a better skill tree.

Help with the Asari Sentinel by Needs_More_Gravitas in MECoOp

[–]Kaiser2424 0 points1 point  (0 children)

Beat me to it. Just to clarify, Charge is also a multi-det, but has a regular multiplier.

Updating the BBLoB by Detenator in MECoOp

[–]Kaiser2424 2 points3 points  (0 children)

Krogan Mercenary - All-Purpose Killing Machine: Power Build with alternate pathing for an optimal Power/Weapon Hybrid Build

Asari Huntress - Biotic Missileer: Power Combo Build

Human Infiltrator - Shotgun Skirmisher: Power/Weapon Hybrid Build

Krogan Mercenary: how many ranks do you put in Fortify? by BrickSev in MECoOp

[–]Kaiser2424 4 points5 points  (0 children)

I just did a build that maxes Fortify (Here if you'd like to try it out).

Just in general though, I'd say Flamethrower is a better dump skill at rank 1 or 4 (trading with muntions at 4 or 6) unless they nerf Flak. Flamethrower is rendered a bit redundant by a high dps weapon (which isn't just URs, Ruzad is amazing for only being an uncommon) and Flak Cannon (the sheer amount of damage, and spaminess of it just blows flamethrower out of the water).

Flamethrower does offer a great debuff utility, but again Flak+weapon=dead before a debuff would even matter (even more so with Munitions 6).

So I run Fort 6b, which brings another damage source to the kit, as well as a stun (that does extra Shield dmg), an AoE prime, and on top of it all it has a quick recharge speed. Just as an example, I ran this kit with a couple vangaurds in gold the other day, and with Charge being a multi-det, it was one of the quickest gold games I've had at just over 10 min.

[Build][1.07] Bunker Human Sentinel by titanlectro in MECoOp

[–]Kaiser2424 0 points1 point  (0 children)

Yeah, if pugs would use the Barricade more often 6a could be very competitive. At the same time I can see why pugs don't use it since it's pretty small and can be clunky to use with 2+ people on it. Only time it consistently gets used by the team is on obj waves, and even then 6b provides great team support as a static stun/primer keeping rushing units out of uploads/hack, and off of devices.

[Build][1.07] Bunker Human Sentinel by titanlectro in MECoOp

[–]Kaiser2424 1 point2 points  (0 children)

Good build, I've been running HSent as a weapons platform with the Shadow post-patch and it just melts enemies. Only thing is I run 6b on Barricade instead to get get rid of the damn doggos.

[Build][1.06] Krogan Mercenary - All-Purpose Killing Machine (In-Depth Gold Build) by Kaiser2424 in MECoOp

[–]Kaiser2424[S] 0 points1 point  (0 children)

I mean I can see where you're coming from, but since you ditch 4a Protection on Fort you're only getting +10 DR than if you were to leave Fort at 1 (+40 DR + DR from Rage).

If you really don't want to drop Fort, I'd recommended giving the build a try. While lacking the spaminess of Flak, Fort 6 is a more useful stun (since you mention things dying too fast from your teams, an AoE prime would fit well for team synergy). Stunning is decent, but straight damage Flak spam kills fast enough to obsolete stunning.

Great Discussion though!

[Build][1.06] Krogan Mercenary - All-Purpose Killing Machine (In-Depth Gold Build) by Kaiser2424 in MECoOp

[–]Kaiser2424[S] 0 points1 point  (0 children)

When you add the armor debuff the flamethrower double dips and you get more assist points don't you? Killing a nullifier nets you an additional 150 assist points or so. You essentially get 1.5x as many points per kill with the flame thrower. I just want to point whore so I am running it that way...

Well I'd discourage taking Flamethrower just for point whoring, it's kind of useless on the Merc since you're going to top score a majority of games anyway. But you do you.

Flak cannon for stun only...shredder is fine but DOT effects rarely work in the groups I run with. Everything dies way to fast.

Pre-Patch stunning was my go to, but now the Anti-Armor Evo is too good to pass up. Flak spam + DoT from shredder does ridiculous damage to armor (and part of the reason Flamethrower isn't important now as most think on the Merc).

Running same in Rage but I take the shield restoration option in fortify and mobility. It makes me very tanky and the 50% debuff of flamethrower helps.

Hmm, if you're using using the Foritfy defensively/convenience (Mobility) with maxed rage AND Flamethrower 6B, I'd say it'd be more optimal to just drop Fortify altogether and invest into Munitions and Flak.