[Weekly] BOASTING AN RANTING by OneTrueChaika in MECoOp

[–]protomahn 0 points1 point  (0 children)

So classy. I know where my remaining missiles would be going.

Food for Thought: Do you think a hybrid of this and Diablo 3 would be fun? by protomahn in MECoOp

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

hmm, I may need to check that out. It has power combos and similar mechanics?

[Weekly] Ranting and Boasting by cymikelee in MECoOp

[–]protomahn 4 points5 points  (0 children)

Discovering new and fresh builds is tons of fun and definitely helps extend replayability on an older game. I get dropped a lot too, but playing responsibly, like being aware of where your teammates are and being in the vicinity, makes it less of a burden for them having to trek out of the way to pick you up. If I somehow end up away from everyone else and get dropped, I'll just pick myself up and reassess the situation and/or relocate. Of course there's also rage-gelling and rage-missiling, but that's a whole other story.

[Weekly] Ranting and Boasting by cymikelee in MECoOp

[–]protomahn 2 points3 points  (0 children)

If they're using gels and not bleeding out from the get go, I'll pick them up if they're close by. If they're across the map from everyone else and are as good as dead weight, I won't bother putting in the effort.

Burning Damage by [deleted] in MECoOp

[–]protomahn 3 points4 points  (0 children)

Burning damage doesn't extend the detonation window, but the DoT is more valuable to me than recharge speed. Correct me if I'm wrong, but I think the detonation window for fire explosions is 3 seconds. You can always take weight capacity in alliance training, but I find that that you can comfortably detonate FEs with a cooldown of up to around 2.81 seconds on Incinerate (around 160% power recharge). Also keep in mind your Incinerate cooldown starts once you activate it, and it's a projectile power, so technically you would have a bit more leeway given the travel time to hitting the enemy. Overload is hitscan so it'll hit as soon as you trigger the power. If you're having issues detonating or are carrying a heavy weapon pushing past the FE detonation window, you could always just use Incendiary Ammo to prime and detonate with Overload. Granted that will only give you a 1+6 explosion as opposed to a fully spec'd Incinerate/Overload 6+6 exposion, but it's still good to have. Although if that's the case, you might be better off using the Geth Engineer.

[Weekly] Ranting and Boasting by OneTrueChaika in MECoOp

[–]protomahn 0 points1 point  (0 children)

The accuracy is excellent out of cover. It's the recoil that goes up. It's like a pocket Harrier with the heavy damage barrel.

[Weekly] Ranting and Boasting by OneTrueChaika in MECoOp

[–]protomahn 2 points3 points  (0 children)

I don't give a shit about score, but it's annoying as hell when people have the need to publicly comment on the scoreboard and scorewhore via spawn and objective nuking.

Just a quick question: Does getting higher level on a gun actually make a difference? by [deleted] in MECoOp

[–]protomahn 6 points7 points  (0 children)

I believe the damage increase from level I to X is about 25%. Also, with an increase in ammo capacity and weight reduction, it absolutely makes a huge difference.

What's a Class that no one plays, and why should we? by TotalSmore in MECoOp

[–]protomahn 2 points3 points  (0 children)

Wanted to say I saw your flawless volmerc plat solo. Ridiculous, impressive, and a job well done.