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Post by xdesperado on Nov 10, 2015 3:50:40 GMT -5
So not sure if this is intended behavior or a bug but my Neptune just got pushed to end of the reinforcement list when I discovered that any attack they make automatically reduces them to 0 MP. I understand that for Overwatch but considering the heat penalties for most of their attacks this seems rather harsh. With no ability to fire then relocate it turns them into basically a high powered sentry turret.
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Post by hissrad on Nov 10, 2015 5:01:24 GMT -5
It's because their boots clamp to the floor to hold them steady,recoil on the machine guns they carry is intense I guess. At least that was why they couldn't run and gun in Templar Assault.
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Post by fallen on Nov 10, 2015 9:35:03 GMT -5
Yes, this is intended feature of a Neptune. Position your Templar before firing. Play a few times with this knowledge in hand and I don't think you'll care when the xenos are popping like fireworks.
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Post by xdesperado on Nov 10, 2015 10:40:46 GMT -5
Yes, this is intended feature of a Neptune. Position your Templar before firing. Play a few times with this knowledge in hand and I don't think you'll care when the xenos are popping like fireworks. Bleh I'll just take an extra Hydra and use soldier's on OW thank you. Considering RP costs, SP costs to deploy etc. Neptunes are simply a bad investment in my opinion. They aren't as far as I've seen a big enough improvement damage wise over a soldier to warrent their hamstringing with all MP being killed by any attack. Note this situation came to my attention during a major battle where I needed a Templar to guard a TP in a building. Standing just inside a single square doorway. With a Soldier or Scout I could step into doorway for a shot at Xeno approaching along sides of building, then step back inside cover so Lancers/Carapaces etc. couldn't take me under fire. Nearly lost the Neptune when she couldn't retreat the single step after firing, and delayed my deployment of another needed Templar elsewhere on battlefield as I had to grab a Med pack to save her and keep her in the fight till my Paladin and a soldier could get back to that TP for reinforcement/healing.
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Post by CdrPlatypus on Nov 10, 2015 10:47:51 GMT -5
Have you looked at the Neptune exclusive relic armor?
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Post by xdesperado on Nov 10, 2015 10:57:14 GMT -5
Have you looked at the Neptune exclusive relic armor? Yeah and since with my Captain at level 18 I've yet to purchase any Relic's of any type the Neptune Relic Armor isn't a big selling point for using them lol.
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Post by CdrPlatypus on Nov 10, 2015 11:12:38 GMT -5
It has 90% deflection. For me the selling point is ranged aoe with good penetration and the ability to build a OW crit machine.
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Post by fallen on Nov 10, 2015 11:14:26 GMT -5
I just love to see the whole screen light up with exploding xenos and huge damage values. The size of their AoE and reliability of the kills is supreme. But -- this is why the argument has gone on for years now -- Hydra or Neptune? Lack of mobility is a big part of the Neptune design, its something you've got to cope with to use them, and that won't be changing.
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Post by Cory Trese on Nov 10, 2015 11:21:27 GMT -5
So awesome to see threads like this counter balanced with the feedback that Neptune are OP and that Hydra need a major boost to catch up.
We've got people on one side vehemently declaring that Neptune is far superior to Hydra ... and on the other side protesting that Hydra is far too powerful for Neptune to compete.
That's a great sign! Different people are playing and enjoying the game differently and different classes are working differently in different squads!
VICTORY!!!
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Post by xdesperado on Nov 10, 2015 11:47:10 GMT -5
Cory Trese you've done a very good job trying to balance the different classes, while Neptunes aren't my choice due to their lack of mobility I can see how some might find them quite effective. As this is only my second Squad and first playthrough of the campaign I'll have plenty of chances in future to refine strategy for Requisitions and what Templars to get for my squad. This time I sort of scattered RP about a bit unlocking all the classes and got at least one of every class in my veterans list (poor Berzerker has gotten zero action and now has talent trains she can't use as I quit spending RP there). Not sure how many RP total you can expect from single playthrough but in future I'll be having a better plan for spending them lol.
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Post by Cory Trese on Nov 10, 2015 12:00:46 GMT -5
You should get around 6500 RP for completing the campaign.
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Post by CdrPlatypus on Nov 10, 2015 12:13:36 GMT -5
have the best of both worlds a hydra backed up by a neptune!
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Post by Cory Trese on Nov 10, 2015 12:17:00 GMT -5
The way I use the Neptune the MP cost really doesn't bother me -- I hardly even notice it. It all depends on your strategy.
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Post by ntsheep on Nov 10, 2015 13:40:56 GMT -5
I'm still not sure which I really like more. Hydra or Neptune. I really love how Hydra's work now in BF, they are way better than in TA. I was using them a lot during the Alpha and afterwards. When I finally got a Neptune and began playing with them a bit, I shifted more to them once I found out just how damn effective Suppressing Fire is a level 10. Hydra's have an attack that can do almost the same thing. Combine those with a Scout with a poison weapon and you get an impressive team that can slow down any xeno attack front that you can walk circles around. Both have their strong points and weak ones. I think it's just a matter of personal tastes in the end. I'll never say one is better than the other or think less of those who choose one over the other. They both give completely different ways to play the game and that makes both of them worth it I think.
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Post by johndramey on Nov 12, 2015 19:56:34 GMT -5
Anyone who's seem my posts in TA knows that I love the Hydra unconditionally. They are such beasts that no squad is complete without one.
With that said... Neptunes are a total force of nature. You definitely have to keep some of their downsides in mind (mine are basically always roasting in their armor, and the above-mentioned movement issue), but if you do that you can absolutely devastate a xeno hoard. I usually use them on maps where I can scoot 'em way up ahead of my squad, and then plant them in the middle of a wide open area. Let the xeno take the long jaunt to come to grips with the Neptune, he doesn't care!
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