Tiers for non-fighting games?

Tidus in god tier seems like a good place to start.

does there even need to be a tier after Tidus? lol

Lemme jump back on dat Infamous so I can tier the evil powers next. But first here are some tier lists. Fir asked for tiers for Fighting Force awhile back so I’ll do those as well as Glyph tiers for Soul Reaver.

Fighter Force

Top Tier: Mace, Hawk
Mid Tier: Alana
Bottom Tier: Smasher

Mace - Fast with average power. Can easily jab lock enemies in block stun or jab infinite. Fast jab sets up for block stun grabs easily. Also has a grab combo infinite. Enemies don’t attack you when you grab one enemy so constantly grabbing enemies is the easiest way to rape the game and you can grab bosses too.

Hawk - Slow jab combo, but fast kick string. Slightly below average in speed, but has good power. His throws hurt the most and he makes quick work of enemies when he does his repeated knee grab combo. Wrecks bosses too.

Alana - Best crowd control in the game. The weakest char but also the fastest. Punch string has her do two spinning backfist. Great for crowds. Her running jump attack is a spin kick. Once again great crowd control. And her kick string is very fast and covers a wide area in front of her and to the side of her. If it wasn’t for her crappy grab combo she would be the best in the game. She can’t grab infinite enemies. After 4 grapple hits she stops her combo, so she must regrab the enemy to do it again. That’s a bit risky since it gives the enemy a chance to attack you.

Smasher - Slowest in the game. Throws aren’t even that damaging considering he is supposed to be the power char. Running attacks give good crowd control, but other then that there is no real reason to pick him. Only legitimately bad char in the game.

Soul Reaver Glyph Tiers

Top Tier - Fire Glyph
High Tier - Sunlight Glyph, Sound Glyph
Mid Tier - Water Glyph
Low Tier - Stone Glyph
Bottom Tier - Force Glyph

Fire Glyph - Very powerful. Sets all enemies within a wide radius ablaze instantly killing them.

Sunlight Glyph - Powerful, but costs more then the Fire Glyph. Has a wider area of effect, but it doesn’t work on humans.

Sound Glyph - Instantly stuns vampires. Doesn’t work on humans.

Water Glyph - Stuns vampires, but doesn’t work on humans or the Rahabim clan. Also costs more then the Sound Glyph.

Stone Glyph - Works on all enemies, petrifying them. But enemies turned to stone can only be broken with the Soul Reaver. This kills it’s utility quite a bit.

Force Glyph - Knocks all enemies back. If there are hazards to be knocked into like wall spikes, water or sunlight, then they will be destroyed as they fall into them. This glyph is rendered useless once Raziel gains the ability to fire telekenitic bolts, which do the same job at no cost.

you have to tier ffx blitzball by positions. i cant remember every best player in all the positions, but i know nimrook is the godliest goalie.

lol tier what?

Blitzball is the freest shit ever if you have the jeht shot. Shit is so good after a certain level you can just do it at any point on the field. The Jeht shot 2 is just complete overkill and completely broken.

Jeht Shot > everything

^ There’s your tier list

Actually, the top tier is Jecht Shot followed by your own goalie (doesn’t matter who). The AI were total retards in Blitzball, so all you had to do to cheese a win was use the Jecht Shot and then hide behind your own goalie with the ball. The opponent will never go behind your goalie to steal the ball, which makes Blitzball only slightly more boring than it already was, which is a feat since Blitzball was very fuggin’ boring.

They managed to make it even more boring again in X-2.

Heroes of Might and Magic 3: Complete
This includes both expansions. I play this game too damn much, and it hasn’t been topped. HOMM4 sucked, and while 5 was better it wasn’t as good as 3.

There is a lot of stuff in this game that could be tiered. The first thing to expect is the town types.
The game is pretty balanced, but I think I can tier the towns.

TOP:
Tower - Probably the best town. 3 ranged units, with the only level 1 ranged unit and the only level 7
ranged unit. High level bless can make master gremlins great. Level 5 spells and an extra spell per level
means you will have more options and a better chance to get those really good spells. +1 knowledge is
good, not the best bonus but not bad. It helps the caster type characters, which are best supported by
this town. Mages also help casters. The only risk is getting the correct spell skills that you want. Not
a bad risk with the university being in several places on most maps. Also this town has my favorite hero
Solmyr, the one that has the chain lightning buff. The only thing bad is that the mines are not as good as
having a moat, and a mass dispel will get rid of all the mines (I think this still works).

Castle - High level caster towns are great, but level 4 is good enough to get town portal (best spell in
the game). Two great ranged units, and fucking archangels. Archangels are the strongest of the max level
units, and have a great spell to cast. If you have water magic at max and the clone spell you can even
clone angels and have the cloned stack cast resurrection on the actual archangels. Cavaliers/Champions
would be above average without their special ability, but moving them extra every turn really makes them
great. The ranged units are very fragile, and while archangels are amazing they are also exceedingly
expensive. The town also doesn’t produce the gems needed for archangels, which doesn’t help with the
expense.

Conflux - Another great town for magic users. The ability to buy any of the magic skills will make certain
that your caster gets what he wants. Also this is the only town where you can really plan to use
armageddon. With 4 units that are immune to it you can still form a large army and cast armageddon freely.
Sadly aside from that the elemental weakness/immunity I find often goes against you. There also aren’t any
non-upgraded ranged units, which can make hunting random enemies harder on the hardest difficulty. Sprites
seem weak but you get a lot and they can really benefit from bless and extra HP items like vial of
lifeblood.

MID:
Necropolis - This town can be the most fun to play, and one of the most annoying to fight if things go
poorly. Properly played you will have lots of skeletons, sometimes 10 times the amount of level 1 units
that another town would have. The other units are all about their special powers. Zombies suck, disease
isn’t that good. Wraiths draining mana is great, but healing themselves is useless after mid game.
Vampire Lords are one of those amazing annoying units. If they have enough buffs and pick their targets
they can dominate the entire fight. Fuckers just don’t stay dead. Dread knight’s curse and double damage
make them the strongest of the level 6 units. Bone dragons have possibly the best ability. If you get the
aging to activate then you have crippled whatever stack got hit. Too damn good. Skeleton transformer can
be really great if you can find some creature dwellings with cheaper units. Peasants are a blessing. Also
fuck the cover of darkness. This thing is too damn annoying. This town would be higher, but aside from
the dread knights and vamps the units all lack health and can’t win against any other towns units in a
straight fight. This town also doesn’t play nice with other towns. So mixing armies runs into more
problems here.

Dungeon - Black Dragons are fucking amazing. They are the toughest of the dungeon units. Most of the
others hit hard but lack health. Medusa Queens are good, but only have 8 shots. The town doesn’t provide
ammo carts to fix that either. Mana vortex is amazing. Portal of summoning can be really great as well.
Artifact merchants can also be really useful late game. This town really has to make it to late game in
order to shine. Level 5 magic is always great. Battle scholar academy seems great at first, but it isn’t
as good as the raw stat increases. In HOMM2 black dragons + armageddon was a great strategy, but black
dragons are no longer godly units in a class by themselves. Minotaur kings will be the unit that carries
this town for the mid game, and with bless they will be dealing more damage than all level 5 and most level
6 units.

Rampart - This town remains at a good pace for the entire game. The units are tough, but they suffer from
the slow speed of dwarves and dendroids. Centaurs are a great start for the town. Grand elves are a
really solid range unit, but it is their only one. While the units are great they suffer from the fact
that they are very divided in speed values. If the enemy has superior range units then you have to come to
them and your attack will be scattered. You will need teleport or haste for dendroids to get into combat.
The units do fight well and have useful abilities. Unicorns are the best unit that rampart has, and with
two stacks of them you can protect a lot of units from magic. The random resources are pretty helpful, but
the treasury is one of the best buildings in the game. The biggest problems are that the other buildings
take a lot of crystal needed for dragons, and gold dragons cost the same as black dragons but lack 50 hp
and the immunity to level 5 magic. They are just asking to get hit with implosion. When properly setup
they can do a lot of damage, but it requires the proper mix of spells, units, and items.

LOW:
Inferno - My personal least favorite town, but I know it’s strong. At high level arch devils can dart in
and out of combat with no counter attack from the enemy. Hell hounds deal good damage again with no
counter attack. Imps suck, but the mana leech is good. I love ranged units but magogs can be either good
or terrible. They are great when they target multiple enemies, but you risk your own units later once
everyone is fighting. Efreet do ignore it, as do any other fire immune enemies. Efreet sultans are great.
The fire shield makes them the best unit the inferno has. There are a lot of problems. Castle gate is
useless most of the time. The upgraded unit buildings cost some of the rare resources, which is a big
problem on the hardest difficulty. While it is rare the grail building also sucks. Week of the imp helps
other inferno towns equally, and more imps is pretty worthless at the end of the game. The +1 spell power
and full mage guild is the towns best feature.

Stronghold - The first of the low level magic towns. The two good range units really help. Ogre magi are
useful and can bloodlust the behemoths, and behemoths really need it since they have very low stats.
Thunderbirds are great units, and the lightning bolt is better than it seems. Cyclops kings are also
awesome and the two siege shots is awesome but also necessary. The behemoths and the rest of the heavy
hitters will need the walls down in a siege. While magic isn’t a strong point, it can make the army much
better if you get teleport and water magic skill. No high level magic means losing town portal, the
movement spells and tons of other great stuff. The escape tunnel is useful for saving a high level hero
with no army, but that’s all the praise I can give.

Fortress - So this is the worst town. Dragon flies are great for their level and cost. Your hero will
probably have a higher defense to help them out and they are fast and will last longer than expected.
Other units are too slow overall and the dragon flies and wyverns will not last long alone. With a speed
buff and open terrain they can make it a fair fight, but can be shut down by mass slow or force field
tricks, especially since so many of the units are 2 hex units. If the gorgons and hydras get in then they
can deal some damage, but until then they are easy targets. The units rely a lot on the heavy def growth
of their heroes to make it though, and getting shot a lot and hoping you make it into combat isn’t really a
plan. Same stuff as stronghold for magic. Hope for teleport and haste.

Also to tier the 4 magic elements. The list would change a little for the different towns, and having the
skills for the spells your draw is the most important thing.
My rankings in order:

Earth - Town Portal. That alone would make it. Best spell in the game. Meteor shower, resurrection are
also both great. Implosion is amazing if you can spare the mana. Great stuff for undead players with
animate and death ripple. Also force field is often overlooked but can cause a ton of problems for non
flying 2 hex units if used properly. Mass slow is probably the best thing for creeping.

Air - Two great movement spells with fly and dimension door. Chain lightning is an amazing direct damage,
and if you grab the artifact that makes you immune then you can keep firing without fear. Lightning bolt
is a great low level damage dealer. Mass haste is also really useful. The two level 5 movement spells are
really what makes air great.

Fire - Berserk. That could be it, that spell is so damn good. Blind is amazing, but is asking for a
dispel. Armageddon is alright if you build for it. Fire shield is also great, but like blind it is
begging to be dispelled.

Water - I really like the level 1 spells. Bless, cure, dispel, summon boat are all great utility spells.
Other ones are more situational like forgetfulness, clone or teleport. The good spells are there to fix a
problem, but they do so well and can counter the more powerful magic strategies and help with certain bad
fights. For example tower vs fortress is very 1 sided, but expert forgetfulness can break that down.
Doesn’t make it easy, but it balances it out a little. If titans weren’t immune then it would probably tip
the scales in favor of fortress I’d say.

Megaman Powered Up for the PSP. You can play as the robot masters too! Unfortunatly for the masters, the boss who’s weapon they’re weak to only takes 1 damage from their weapons. It’s basically a who has the easiest time getting through the game on hard list.

Top

Megaman-C
Protoman

These two are the best. Their Busters deal the most damage to anything besides a weakness weapon, destroy alot of enemies in one hit, and can knock back. Megaman-C can use all weapons, slide, and charge, making him the jack of all trades… Protoman can jump higher than anything in the game and his shield saves him from things, plus charge shots are his normal shot; he doesn’t need to charge. However, he takes increased damage.

High

Fireman- He rapes. He can basically blaze through any level that doesn’t have water. He has a easier time against his weakness boss (Iceman) than any other person does against theirs… but he SUCKS against the underwater robot in Wily’s castle.

Electman- Thunder beam is still as good as ever, ples he does well against Oilman (providing he dodges the slider, which is easy to see coming).

Timeman- Slowing down time is too good, and his weapon is ok. Just do not slow down Elecman. Ever.

MegamanS and Megaman- Not much of a difference. Same old megaman. Megaman S can slide so he’s higher.

Iceman- His freezing weapon makes it easy for him to breeze through levels… but he’s horrible against Bombman.

Mid

Gutsman- He’s ok. His weapon is hard to hit with, but he can lock some bosses in if he’s lucky. Timeman is his weakness.

Bombman- Bombs are nice and explode on impact. Cutman gives him a hard time.

Cutman- Nice weapon with the cutter. Gutsman is ok since he can walljump, but still an uphill battle.

Roll- She swings a weapon that has short range and does ok damage. Average. Her costumes are cute, though.

Low

Oilman- Honestly, he’s the worst IMO. Fireman rapes him so hard it isn’t even funny, plus his weapon sucks. It sucks so bad.

Rock- He kicks for his weapon and takes double damage. More of a challenge character.

Swap stopwatch and knife. Stopwatch works on the first 2 bosses and is great for the sections that drop flea men all around you. Also, fun fact: The knife is the only weapon that is never used in a speedrun of this game.

Castlevania 3 Trevor weapons are the same, except holy water is even more broken.

Speaking of CV3, kof4life’s character rankings are basically correct. Alucard is the worst but not by much since you can skip so much of the game with him. Grant is really underrated by most players - in my speedrun with him, I use him on almost every boss in the game since his normal attack is so quick and switching characters takes so long. Actually I think you could argue Sypha is the worst character, since she just kills stuff and Trevor is better at that anyway.

In the Japanese version, however, Sypha is neck-and-neck with Trevor for #1 in the game. Her lightning spell is available much earlier on, deals much more damage, and has a pretty easy glitch that allows you to take most bosses down to 1 HP instantly. I would love to record a JP version run with her for SDA, but unfortunately don’t have access to a Famicom or JP Wii. I could still stream it on emu though…

EDIT: Here’s an original contribution to the thread: Maximum Carnage superhero tiers!

GOD:

Sonic Gun - all enemies are killed instantly or reduced to 1 hit

TOP:

Deathlok - instant kill on all normal enemies, major damage to all super-villains (except Carnage IIRC). One of the only superheroes who can really hurt Carrion.

HIGH:

Dagger (w/ both characters) - OHKOs all normal enemies and Carnage

Cloak - OHKOs all normal enemies, takes Doppelganger down to 1 hit (as well as Demogoblin in Times Square…there’s a hidden Cloak icon up in the middle of the stage)

Iron Fist (w/ Spider-Man) - Full healing

UPPER-MID:

Captain America - OHKOs all normal enemies, takes Demogoblin down to 1 hit. He’d be high tier if you didn’t get him so late in the game.

Black Cat (w/ Spider-Man) - OHKOs all normal enemies she touches, does average damage to supervillains but can hit Carrion for a good chunk of his life

MID:

Iron Fist (w/ Venom) - takes all normal enemies down to 1 hit, does poor damage to supervillains

Morbius (w/ Venom) - see above

Black Cat (w/ Venom) - same as with Spidey except she only cartwheels once instead of twice, making it more likely she’ll miss enemies

LOWER-MID:

Morbius (w/ Spider-Man) - basically the stopwatch from Castlevania

BOTTOM:

Firestar (w/ Venom) - Does terrible damage to everything except Carnage, and Dagger’s still better for that

I forget what Firestar with Spidey is like, so I didn’t put her on there.

Yo:
http://shoryuken.com/f4/tiers-non-fighting-games-96162/index5.html#post3546172

Then again, it’s been a really long time since I played Maximum Carnage.

However, I’m definitely sure that Captain America’s assist was glitched and didn’t actually do any damage most of the time, at least in the Genesis version (never played the SNES version).

I also don’t remember Dagger doing that much damage to Carnage, however most of the time I used the Sonic Gun or Firestar against him, so I could be wrong.
Otherwise, your list is pretty much the same except we have opposite opinions on Firestar.

My reasoning is that the Assists are really only useful in 2 situations: when you start to get swarmed, and facing Carnage.
Playing through the game many times, you’ll eventually memorize the patterns of the enemies and the bosses, so you really won’t get swarmed, and none of the bosses are that big of a threat once you have them locked down.
Except Carnage. Carnage is the sole enemy in the game that can break out of patterns/lockdown at will, and is the ONLY real threat to the veteran player to finishing the game.
Pretty much all of the lives and assists you get in the game MUST be saved up for Carnage and the later boss battles in order to beat the game.

Yeah, I should have mentioned that this was all for the SNES version.

I’m working on a speedrun for this game, actually, so I’m much more familiar with Venom since that’s who you use most of the time. Captain America has always worked fine for me, Firestar is just horrible, and Dagger is a beast. All of this may be different with Spider-Man and/or the Genesis version, I’m not sure.

I should probably look into using Firestar on Carnage and saving Dagger for the Prospect Park bosses, though.

Here are a couple sections from an early run I did of this game that show you my superhero usage:

[media=youtube]olYtJpdbizs&feature=related[/media]
[media=youtube]TvwhYYaXIRQ&feature=related[/media]

I didn’t know about the second Sonic Gun icon at the time, but this is still a tough run to beat just because of how incredibly lucky both the final Carnage fights are.

Let me re-do my Mass Effect 2 squad mate tiers now that I’ve talked it over with a few friends of mine. This is, again, assuming that you’re playing on Insanity with all possible upgrades, loyalty powers, and DLC, and each character is at level thirty. When I speak of ā€œallocation,ā€ I refer to the fact that each squad mate gets thirty talent points to play with(except Jacob and Miranda), but because you have to spend three points in their first talent to unlock the second, you can’t actually max out the second power, the character’s passive talent(which is always essential), and another power as well. This means that a lot of squad mates whose second powers are extremely useful(such as Garrus and Legion) will have to spread their talent points out rather unevenly if they wish to fully reap the benefits. Sometimes they’ll even have points left over at level thirty that they can’t spend.

S+: Miranda Lawson, Kasumi Goto
–Miranda is almost essential, to be honest. Her team-wide damage buff is often the difference between life and death, and it allows more aggressive playstyles just enough leeway to make their jobs doable. Warp and Overload are also extremely valuable tools, and unlike most other squad members, Miranda can max out her two initial powers as well as her passive class talent. Most squad mates are not given that option. That’s a big flaw in this game that I think should be addressed.
–Kasumi, meanwhile, is broken. Improved Flashbang Grenade and Rapid Shadow Strike are just stupid good, and that’s all that really needs to be said. While most other squad mates have to choose their battles, Kasumi is so overpowered that the only choice she has to make is ā€œhow do I want to kill the enemy squad this time? Hmmm…choices, choices.ā€

S: Zaeed Massani
–Zaeed isn’t as ridiculous as Miranda or Kasumi, but the bottom line is that his potential weapon damage is the highest in the game. His weapon loadout makes him extremely effective at purely long-range combat(something not many squad mates excel at), and his power choices are pretty solid, but not fantastic. Inferno Grenade is an ability of dubious usefulness. However, unlike Miranda, Zaeed excels on his own. You can pretty much assign Zaeed a designated perch, then let him go to town with little or no direction from Shepard. On extremely hectic missions such as Horizon, this is a particularly useful trait, and Zaeed’s high survivability and unparalleled weapon damage make him the best pure-combat squad mate in the game by a wide margin.

A: Thane Krios, Garrus Vakarian, Grunt
–Thane is mere inches away from joining Zaeed in S tier, but alas, it can never be. While Thane’s weapon damage is statistically equal to Zaeed’s, the fact that he packs a submachine gun to Zaeed’s assault rifle hurts him more than you’d think. In addition, one has to consider Thane’s talent point allocation. Were Warp his first power rather than his second, or if he had thirty-one talent points like Miranda and Jacob, he would be S or possibly even S+ tier. However, in order to access Warp, one must spend points on the mediocre Throw. Heavy Throw has its uses even on Insanity, but if you have it and his passive boost, you can’t have Unstable Warp, and that’s no good. As a result, Thane is rather thinly spread talent-wise, especially considering that Shredder Ammo is the worst power in the game(yes, worse than Fortification) and should be avoided at all costs. I have no idea what BioWare was thinking with that.
–Garrus is actually a very good counterpart to Zaeed because both of them have all three methods of resistance denial, but due to the way talent points work, they can only max out two of their powers(Disruptor Ammo and Inferno Grenade for Zaeed, Concussive Shot and Armor-Piercing Ammo for Garrus). Zaeed’s Disruptor Ammo and Garrus’s Armor-Piercing Ammo work well when exchanged freely between them(via the Squad bonus) and they often work quite well together when placed in the same cover. On his own, Garrus is a fantastic squad mate, but a slightly gimped one; a lot of people will find little reason to use him in Zaeed’s stead due to the fact that Zaeed just outdamages Garrus. Like Miranda, Garrus works best in tandem with other squad mates who complement his abilities. If you want him for his own merits, there’s just no reason not to choose Zaeed.
–Grunt never dies. Period. Fortification combined with his ridiculous health regen and assault rifles make him a real contender. However, he has severe issues with any enemy that requires finesse, and his sloppy talent allocation means that he cannot have both Squad Incendiary Ammo and Improved Fortification. Those things keep him out of S Tier, but he’s still a squad mate that a lot of people have used, and rightfully so.

B: Tali’Zorah vas Neema, Mordin Solus, Samara, Legion
–The Geth Plasma Shotgun buffed Tali considerably, and that combined with the sheer utility of Attack Drone and Area Drain almost made her an A-list character. Tali is not meant to attack with weapons; she is usually best suited to being farther away from your opponents than Shepard or the other squad mate is, safely peppering the opposition with Area Drain and providing external drone support. However, Tali is very situational. If the opponents don’t have shields, she’s more or less just going to be there for her drone, and the drone alone isn’t worth a squad mate slot, not when the drone is basically just a lesser Grunt anyway.
–Mordin is possibly the most situational character in the game. Against krogan and vorcha, he is a card-carrying one-man slaughterhouse. Incinerate strips armor, halts regeneration, detonates flamethrower tanks, and induces frenzies, and Neural Shock is surprisingly useful after a well-timed Incineration Blast. Also, Mordin’s unique Incinerate doesn’t have a travel time; he activates it, and immediately it effects the targeted enemy. This is extremely important to keep in mind, because it means that Mordin’s Incinerate is much better than Shepard’s. Are you listening, Infiltrator mains? The problem, however, lies when Mordin faces anything other than krogan and vorcha. Against any enemies other than those two, he is essentially helpless. In closing, Mordin runs hot and cold. He is a man of extremes. When he’s winning, he’s slaughtering. When he’s losing, he’s crumbling like a graham cracker under an anvil.
–In terms of powers, Samara is what Thane should be. The way allocation works allows for Samara to have Heavy Throw as well as the devastating Area Reave. She’s a biotic goddess, and her decent weapon choice complements her biotics very well. However, against shielded enemies, Samara suffers a great deal, because she has no way of stripping them quickly. For classes with no way to deal with biotic barriers, Samara is not the best choice, but she’s a damn good one, and she’s easily justifiable for those who have fallen in love with her(like me). Is she the best at anything? Not really. Does she need to be? Not really.
–Allocation fucked Legion in the ass. That’s all there is to it. If you want to spend all of his talent points, the only way to do it(that I know of) is to max out AI Hacking, which…why? Hacking is only good when there are one or three points invested into it. Nobody maxes that shit out. On Insanity it’s almost worthless. Geth Shield Boost, however, is absolutely fantastic, as is Combat Drone, but because of the shitty allocation, Legion cannot make use of both of them at maximum potential. He’s still okay, but in terms of powers, Tali is far superior.

C: Jacob Taylor, Jack, Morinth
–Jacob Taylor is a middle man. He rarely makes good things happen, but he’s decent at paving the way. Incendiary Ammo can be distributed across the squad, and Pull is a technique that allows for surprisingly solid crowd control when used in tandem with Warp. Adept players benefit most from the presence of Jacob, but even then, they can find better options.
–Jack’s role in combat is as clear as day. Jack can now hide behind cover much like Tali, but closer to enemy lines, tossing out powerful Shockwaves to finish off huge groups of enemies whose defenses have been stripped. Her Warp Ammo is fantastic, especially with the Squad bonus, and her exclusive Biotic Boost gives her Shockwave attacks twenty percent more oomph than anyone else’s. Jack is basically the anti-Husk, especially when used in tandem with Mordin. Have you ever played Horizon with those two? It’s fucking cake. That said, Jack is still a one-trick pony, and she needs help to get her one trick into place. After Husks’ armor is gone, there’s a shitload of things you can do with squad mates that can also do other things. Yeah, Jack is better against Husks than anyone else, but she’s not so good that you can’t just have Garrus use Concussive Shot or even pick them off one by one.
–Morinth is a collection of good pieces, but none of it fits. Dominate is a cute little gimmick, but defenses need to be gone first, and she can’t do that alone. Besides that, she has Throw and Pull, neither of which are fantastic by themselves. Every other squad mate, even Jack and Jacob, has something that makes them functional by themselves, but Morinth just doesn’t work…at all.

Tiers for Monday Night Combat:

God Tier-
Support: This class has an answer to everything. They can get easy juice by healing out of danger, they can steal key turrets using said juice, their firebase is borderline ridiculously OP if used correctly, and the combination of firebase/air strikes/shotgun makes them extremely lethal killers. A support can single handily hold down the moneyball and two supports is hell on earth if playing defensive around the moneyball. Extremely potent at bot control or turret control.

Top Tier- Gunner/Assault
Gunner has extremely good damage output with a nice set of defenses. They have an answer to many things with a combination of slam/mortar/and of course their great dual-barreled Gatling gun. Not the best at bot/turret control, but still good.
Assault is the most balanced class of them all. He has a counter to every class and situation, but enough weaknesses balance it. Average bot/turret control.

Mid tier- Tank/Sniper
The tank is the best close range combatant and has the best healthpool. Anyone caught too close to a tank is as good as dead. Their mid/longe range capabilities are rather weak.
The sniper has extremely low health, anyone who can hit him will usually kill him. Smart use of traps and cover make the sniper a deadly foe as their sniper shots are extremely deadly, usually one-shotting anyone. Extremely potent at killing turrets and bots if given a good shot.

Low Tier- Assassin
Assassins are the best at clearing lanes of bots and turrets… as long as no other pros are around. Assassins are extremely fragile and requires good use of their mobility to survive. Their cloak can be seen and heard if they get too close to other pros and do not grapple before a reaction. Other than grappling, Assassins have very poor close range/long range damage. Their lunge is very good, but isnt the answer to everything. Any amount of lag will see the Assassin plummeting to shit tier as your grapples will either miss or become front grapples. Their shuriken are beast, especially with level 3 cloak allowing them to auto crit. The shuriken allows them to take down turrets very easily.

im not sure if thats the generally accepted list but the main points are relatively accurate.

I agree with a lot of the list, but I’d swap the Assassin and the Assault- with the smoke bomb glitches letting them reach impossible heights and speeds and the ability to pretty much rip turrets apart, Assassins are the best pushers a team has once you hit the other team’s base, not to mention the best squad member capable of getting IN there- they’re weaker mid-field, and they’re not the greatest at, you know, their named job, but nothing kills special bots or rips apart the enemy base like an assassin, not even a juiced Support, and they can still back-lunge people focused on something else for a OHKO. Also, Assassins have the best money dump in the game right now in Gremlins, which are by far the best of the special bots for harassment- even with the nerf to special bot summons, they’re still worth using once the Assassin gets her core skills upgraded.

Meanwhile the Assault is having issues right now. He’s a horrible bot pusher compared to any other class, and he’s not particularly great at man-to-man combat unless he’s got a clear line for a Charge attack. His bomb is terrible until fully upgraded, and his Flight is of questionable use except for avoiding grapples and saving himself from ring-outs if upgraded enough to get him back in. It would be less of an issue probably if either of his guns dealt more damage. As it is, the base Assault has too much trouble doing damage with anything but his Charge, and custom assaults usually have to decide between dealing damage (Through RoF and Crit boosts) or survivability.

This’ll probably change with the incoming title update, which is nerfing bot summons even further and reducing the effectiveness of the Assassin’s smoke bomb (The movement glitches will be gone and I don’t think dropping one next to a turret will disable it anymore either) but for now the Assassin is a lot more powerful then it’s being given credit for.

Yeah I don’t know if there is an accepted list. I haven’t found anyone else who plays this game a lot, so I’ve never really talked about this stuff with anyone.

there are forums dedicated to that game in particular, as u pointed out its the best of the series. its been about 3-4 years since i played it with people over the net tho and i dont remember much of the information.

Huh. I just found out that Lair of the Shadow Broker lets you respec your squad mates, meaning that the allocation issue has at least been somewhat remedied. This changes my tier list a bit.

S+: Miranda, Kasumi
S: Zaeed, Thane
A: Garrus, Grunt
B: Tali, Mordin, Legion, Jacob
C: Samara
D: Jack, Morinth

Jacob gets a huge buff because you can spec him to not have or use Barrier, ever. Thane is also buffed because you can remove that one point in Shredder Ammo that he has by default, then use it to max out all three of his powers that don’t suck a dude’s dick for a quarter. Samara loses utility because she’s only slightly better than Morinth. Reave is better than Dominate, but honestly, Jacob has a better power to use in tandem with Pull(Incendiary Ammo) than Samara(Throw). Reave is better used on Shepard.

Just as an added bonus, I’ll share my bonus power tier list.

S: Reave, Stasis, Flashbang Grenade
A: Energy Drain, Warp Ammo
B: Neural Shock, Barrier, Geth Shield Boost, Armor-Piercing Ammo, Dominate
C: Slam
D: Inferno Grenade, Fortification, Shredder Ammo

Someone care to make an Ogre Battle (SNES) tier list? All I know is that Princesses and Liches are way better than everyone else, and Wyvern’s are pretty good because they give you High Sky travel capability. Most of the classes seemed pretty worthless.