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Collector Ship upgrade for Adept


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#1
D.Shepard

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Hello fellow Mass Effect fans.
I'm about to reach the Collector Ship mission and I need your assitance in choosing the weapon upgrade for my Adept Shepard.

I usually tend to choose assualt rifle training, the few exceptions were during infiltrator's playthtoughs,because I like to have a mutipurpose weapon in my inventory.
However the introduction of the M-12 Locust SMG seems to made assualt training no more "mandatory" for the current class.

Do you suggest to choose assault rifle training or sniper rifles?

Thank You for your help.

#2
AntiChri5

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Well, OP, you have already covered my suggestions and disclaimer.



Honestly i would still go with AR to use the vindacator and use the Tempest as your SMG (great for close range)



SR is perfectly viable but does not work well with powers And, i feel, takes away from the feel of the class.



I would not suggest the Shotgun as that would make you a chargeless Vangaurd.



Remember, just because the Locust is new does not mean you HAVE to use it.

#3
themastakillah

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yup the Vendicator is still the best weapon for an adept. period

so yeah choose the AR.

#4
cruc1al

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^ agree with the above comments. Vindicator is great because it's accurate, does high damage and can fire short bursts with little time out of cover. Shotguns require higher survivability, while sniper rifles make using powers annoying when behind cover.

#5
Wuxia

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AntiChri5 wrote...

Honestly i would still go with AR to use the vindacator and use the Tempest as your SMG (great for close range)


 I do something slightly different as I take the Locust for general use and long range and the Avenger for a close/medium range spray weapon (useful against husks etc.). I'm not a huge fan of the Vindicator because of the burst fire and low ammo count, it's still a very good weapon though.


 Either way, I would say that what's been said here is all good and would recommend the AR as well, despite the addition of the locust.

#6
AntiChri5

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Banon Loire wrote...

AntiChri5 wrote...

Honestly i would still go with AR to use the vindacator and use the Tempest as your SMG (great for close range)


 I do something slightly different as I take the Locust for general use and long range and the Avenger for a close/medium range spray weapon (useful against husks etc.). I'm not a huge fan of the Vindicator because of the burst fire and low ammo count, it's still a very good weapon though.


 Either way, I would say that what's been said here is all good and would recommend the AR as well, despite the addition of the locust.


One of the reasons i suggested the Vindacator is the low ammo count is fine for an adept because they have so many powers they will be using

#7
OniGanon

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Another vote here for Vindicator + Tempest. Zoom makes SRs annoying on a power heavy class, and try as I might I can't think of a good reason to take the Shotgun. I think Adept might be the worst class for Shotguns...

#8
Tlazolteotl

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Well, I can think of one reason, but it's not really practical.

Shotgun for weapon force at range, rather than damage. I.e. pull field or singularity, and use shotgun to propel them over a cliff or whatever.


#9
xiiz

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I like the Viper for my adept, it works really great against those big enemies that Adepts aren't all that good at handling. (YMIR mechs, choppers, scions etc.)



But I guess I'm in the minority because I reallly don't like the Vinidicator that much..

#10
Lake88

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There are already many points for AR, so ill put in some points for SR:

-Obviously, the long range.

-Viper is close to vindicator in regard to protection stripping

-Zoom allows you to extend the homing range of you and your squad mate's powers. (Try bringing up the power wheel/HUD when in zoom mode), the "hit-box" will appear on much further targets when you're in zoom mode.



Do remember that the zoom while casting powers thing is pretty annoying/takes time to get used to.



Regardless, you will not go wrong with AR or SR. Shotgun...have to experiment.

#11
cruc1al

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Lake88 wrote...
-Zoom allows you to extend the homing range of you and your squad mate's powers. (Try bringing up the power wheel/HUD when in zoom mode), the "hit-box" will appear on much further targets when you're in zoom mode.


Powers will home in on distant targets as long as your crosshair is pointing at them, even if you don't see the box around the target.

#12
Lake88

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cruc1al wrote...

Lake88 wrote...
-Zoom allows you to extend the homing range of you and your squad mate's powers. (Try bringing up the power wheel/HUD when in zoom mode), the "hit-box" will appear on much further targets when you're in zoom mode.


Powers will home in on distant targets as long as your crosshair is pointing at them, even if you don't see the box around the target.


Is that so? i had the impression powers will just aim for whatever is in the line-of-sight if no hitbox is targetted. at least for shepard's powers that have a travelling time.

#13
iRICHARD94

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Take the assault rifle, its very powerfull on a short distance. Make head-shots and use your biotics!

You need to prepare yourself in your mind!

#14
SmokeyNinjas

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Now that i've already got the Locust to fill in for the Vindicator i always take the Viper for the extra range & damage.

#15
david46

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I don't have too much trouble with attackers using the Locust SMG. For me using a sniper rifle at long range against rocket drones and heavy weapon attackers is essential. You can fire off a shot while they are stationary to fire, and have time to duck before it reaches you. It makes life easier for me.

#16
JaegerBane

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If you're wielding a Locust then I would suggest shotguns. Ordinarily Adepts are fine at short range with their tempests, as they chew stuff up in short order... but the Locust leaves a lot to be desired at short range. Shotguns make up for that easily (particularly the Scimitar...)

#17
cruc1al

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JaegerBane wrote...

If you're wielding a Locust then I would suggest shotguns. Ordinarily Adepts are fine at short range with their tempests, as they chew stuff up in short order... but the Locust leaves a lot to be desired at short range. Shotguns make up for that easily (particularly the Scimitar...)


IMO adept should not be at short range in the first place, and if they do get to such a situation, it's time for singularity if the enemy is protected or throw if not, and retreat. It's just so easy to get killed at short range with a low survivability class.

Modifié par cruc1al, 26 avril 2010 - 09:34 .


#18
Comrade Bork

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I would get the AR training so as to use the GPR. Love that gun with Incendiary (but that means you'd have to bring along Jacob...ewww).

#19
Malanek

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Lake88 wrote...

cruc1al wrote...

Lake88 wrote...
-Zoom allows you to extend the homing range of you and your squad mate's powers. (Try bringing up the power wheel/HUD when in zoom mode), the "hit-box" will appear on much further targets when you're in zoom mode.


Powers will home in on distant targets as long as your crosshair is pointing at them, even if you don't see the box around the target.


Is that so? i had the impression powers will just aim for whatever is in the line-of-sight if no hitbox is targetted. at least for shepard's powers that have a travelling time.

I'm pretty sure Lake88 is correct. Powers just carry on straight and can miss by very small amounts when targets are out of range.

#20
FoFoZem

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Another vote for Vindicator. Best weapon for the Adept, hands down, in my opinion.

#21
JaegerBane

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cruc1al wrote...

JaegerBane wrote...

If you're wielding a Locust then I would suggest shotguns. Ordinarily Adepts are fine at short range with their tempests, as they chew stuff up in short order... but the Locust leaves a lot to be desired at short range. Shotguns make up for that easily (particularly the Scimitar...)


IMO adept should not be at short range in the first place, and if they do get to such a situation, it's time for singularity if the enemy is protected or throw if not, and retreat. It's just so easy to get killed at short range with a low survivability class.


There is no such a thing as a 'high' survivability class in ME2. Even the Sentinel's Tech Armour doesn't stay up for long. Adepts actually don't do so badly at short range provided they're wielding the right gun, as things like Throw and Shockwave are pretty useful for stopping people shooting at you.

#22
cruc1al

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JaegerBane wrote...

cruc1al wrote...

JaegerBane wrote...

If you're wielding a Locust then I would suggest shotguns. Ordinarily Adepts are fine at short range with their tempests, as they chew stuff up in short order... but the Locust leaves a lot to be desired at short range. Shotguns make up for that easily (particularly the Scimitar...)


IMO adept should not be at short range in the first place, and if they do get to such a situation, it's time for singularity if the enemy is protected or throw if not, and retreat. It's just so easy to get killed at short range with a low survivability class.


There is no such a thing as a 'high' survivability class in ME2. Even the Sentinel's Tech Armour doesn't stay up for long. Adepts actually don't do so badly at short range provided they're wielding the right gun, as things like Throw and Shockwave are pretty useful for stopping people shooting at you.


Adept's still less survivable than sentinel (sentinel also has throw, and assault armor is just ridiculously powerful), infiltrator (cloak to get you in and get you out), soldier (health bonus, damage bonus, AR) and vanguard (charge recharges shields, plus you get to do damage at point blank range instantly). Only the engineer sucks at short range as much as the adept.

#23
Malanek

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JaegerBane wrote...
There is no such a thing as a 'high' survivability class in ME2. Even the Sentinel's Tech Armour doesn't stay up for long. Adepts actually don't do so badly at short range provided they're wielding the right gun, as things like Throw and Shockwave are pretty useful for stopping people shooting at you.

I agree and disagree. No class survives by running around in the open the way you could in ME1. However Soldier has Adreniline rush, Infiltrator has the cloak, Vanguard has charge and the Sentinels tech armour does give disable effects and a shield boost when it is taken down. All those powers let these classes get out of some nasty situations and retreat when enemies do get close. The Adept and Engineer don't have anything to match those.

#24
NICKjnp

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Malanek999 wrote...

JaegerBane wrote...
There is no such a thing as a 'high' survivability class in ME2. Even the Sentinel's Tech Armour doesn't stay up for long. Adepts actually don't do so badly at short range provided they're wielding the right gun, as things like Throw and Shockwave are pretty useful for stopping people shooting at you.

I agree and disagree. No class survives by running around in the open the way you could in ME1. However Soldier has Adreniline rush, Infiltrator has the cloak, Vanguard has charge and the Sentinels tech armour does give disable effects and a shield boost when it is taken down. All those powers let these classes get out of some nasty situations and retreat when enemies do get close. The Adept and Engineer don't have anything to match those.

they have Grunt Image IPB

#25
Malanek

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NICKjnp wrote...

Malanek999 wrote...

JaegerBane wrote...
There is no such a thing as a 'high' survivability class in ME2. Even the Sentinel's Tech Armour doesn't stay up for long. Adepts actually don't do so badly at short range provided they're wielding the right gun, as things like Throw and Shockwave are pretty useful for stopping people shooting at you.

I agree and disagree. No class survives by running around in the open the way you could in ME1. However Soldier has Adreniline rush, Infiltrator has the cloak, Vanguard has charge and the Sentinels tech armour does give disable effects and a shield boost when it is taken down. All those powers let these classes get out of some nasty situations and retreat when enemies do get close. The Adept and Engineer don't have anything to match those.

they have Grunt Image IPB

Yep, he's pretty good against husks closing on you at least.