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Best ammo power for Infiltrators?


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#51
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Tlazolteotl wrote...

EA_BiowareAccount wrote...

its like a cloaked engineer. I think engineer would be better with overload and drone with AI hack and dominate. or you cold be fire and ice dominator of robots and humaniod.

Incinerate 4
Cyro Blast 4
Passive 4
AI Hack 4
Dominate 4

now you're a wizard


I haven't played engineer in a while, but aren't overload and combat drone prerequisite powers?
As in you need 2 in them to unlock stuff.


probably I never played engineer, I was just being silly, Capt Buzzkill Image IPB

Modifié par EA_BiowareAccount, 27 avril 2010 - 06:19 .


#52
Samurai_Wahoo

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I was playing around with talent calculator and I could not really come up with a Saboteur build I would like with the Engineer. I was thinking about trying it out and see if it was easier than the Infiltrator.



I would pretty much have to go...

1 Overload

0 Incinerate

4 Drone

4 Hack

4 Passive

4 Cryo

4 Dominate



With the Infiltrator I still have Incinerate 4 and Cloak for when the crap hits the fan.

#53
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I think the infiltrator build for AI and Dominate probably suit infiltrator better than engineer. It would be cool to have a drone, AI, and Dominate on the battle field at once. basically 6 vs whoever is left.

#54
mi55ter

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swk3000 wrote...

And it doesn't care if you shoot it in the back, either.


A true friend, ha ha ha...

As for the Krogan, the few times I've tried Dominate/People Hacking on them, it didn't work for me. Mind you, I only had one point in it on Mordin's recruitment. Anybody else had any success with it on Krogies?

#55
deaddecoy

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I went WA for infiltrator. I'm too lazy to swap out ammo types and cryo/incinterate seem kinda pointless on infiltrator. The problem is that, unless you're using viper, almost everything should be dying in one shot. The stuff that's left usually ends up crippled and alone against your squad-mates. Now, if you were playing solo infiltrator on insanity, cryo would be a nice skill to have.

#56
Miss Yuna of Atlanta

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EA_BiowareAccount wrote...
For me personally, i dislike using warp ammo if my shephard isn't a biotic, doesn't seem right. That goes with all biotic bonus powers.

I'm like this too, although I had Warp Ammo on my Infiltrator for quite some time before wising up and switching to Armor-Piercing Ammo. Honestly, it's not that hard to pick squad mates that work well around your weaknesses. If you want some anti-barrier power, bring along anyone who can deal with it. Miranda, Thane, Garrus, Grunt, Zaeed, and Samara are all very well-equipped to do this. That's a nice wide selection you got there.

Modifié par Miss Yuna of Atlanta, 27 avril 2010 - 09:01 .


#57
curly haired boy

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i think i'll definitely try a cryo-dominate build my next infiltrator run.



1. find the enemy at the back of the field

2.strip defenses

3. dominate

4. mop up with cloak/cryo

#58
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try it with squad cyro and bring teammates that can use the tempest. you'll have a lot of freezing happening.

#59
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for Squadmate in ME3

#60
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Miss Yuna of Atlanta wrote...

EA_BiowareAccount wrote...
For me personally, i dislike using warp ammo if my shephard isn't a biotic, doesn't seem right. That goes with all biotic bonus powers.

I'm like this too, although I had Warp Ammo on my Infiltrator for quite some time before wising up and switching to Armor-Piercing Ammo. Honestly, it's not that hard to pick squad mates that work well around your weaknesses. If you want some anti-barrier power, bring along anyone who can deal with it. Miranda, Thane, Garrus, Grunt, Zaeed, and Samara are all very well-equipped to do this. That's a nice wide selection you got there.



glad im not the only one that feels that way about biotic bonus powers.  Yah, barriers and shields can still be dealt effectively if you bring the right squadmates, overload, disruptor, concussive shot, even Jack's warp can make up for the weakness more than enough.  With tempest, you could get rid of barriers and shields fairly effectively without warp or disruptor.

#61
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I can't believe I watched that crap batman movie 3 times in theater as a kid. I do want Mr. Freeze in ME3 with the cyro heavy weapon please

#62
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EA_BiowareAccount wrote...

I can't believe I watched that crap batman movie 3 times in theater as a kid. I do want Mr. Freeze in ME3 with the cyro heavy weapon please


Crap!? CRAP!?

Mr. Freeze is the best foe evaaaaaaaaarrr. It's Arny, it's cool and full of win quotes!

#63
Fellmoor

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in my case, i normally always play on either normal, or veteran. i never use biotics, and always use the sniper rifle. so should i use the AP ammo?

#64
PrinceLionheart

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swk3000 wrote...

I am aware of both, but everyone makes it sound like you can get through the Character Creation process without taking a Bonus Power on subsequent playthroughs, and it annoys me. Am I being stupid about it? Certainly. Doesn't change anything, though.


Ummm...no it's just called picking a random power and not putting any more points in it. 

#65
OniGanon

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*sniff* The air... it smells of... necromancy.

If you're playing on normal/veteran, Squad Cryo Ammo would be complete hax I figure.

But failing that I guess you could go with Tungsten Ammo, sure. Or even Shredder Ammo for the lulz. Or Neural Shockwave. Or Flashbang...

Modifié par OniGanon, 06 août 2010 - 04:31 .


#66
Tony Gunslinger

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Hello, just have some thoughts. How often do you guys retrain your powers for specific missions on insanity? For the majority of the game, infiltrators have no real problems with disruptor ammo + incinerate, which basically covers most enemies, but the Reaper IFF is tough enough that squad cryo ammo is the best choice. The reason I bring this up is that I feel the ammo debate so far hasn't doesn't make it clear whether if it's under the condition of "if you had to choose one and keep it."



If I had to choose and keep one, it would be squad cryo ammo, because between cloak, the smg and the sniper rifle, I can pretty much handle handle anything, but the glaring weakness of the infiltrator is his lack of stopping power vs. charging enemies. Soldiers have concussive shot, while adepts, engineers, sentinels, and vanguards have throw/pull/singularity/shockwave/cryo blast at their disposal.



AP/disruptor/warp/shredder ammos make you kill faster, but the fact is the infiltrator doesn't need to kill fast under most circumstances. It's only when you are in tight spaces with flanking enemies that your choices will be either a) add so much more firepower that they will never touch you or B) use cryo ammo to keep their distance. I've tested AP, warp, shredder ammo ad different squad members on the IFF mission to know that your SMG and pistol alone will not sustain enough damage to keep husks away from you. The armor on the husks are deceptively thin compared to their health, so the "if you see their red bars, they're already idea" idea completely gets thrown out the window in this case.



Cryo ammo is the infiltrator's ad the soldier's singularity. It stops charging enemies, and you deal double damage to them while they're frozen. Squad cryo ammo effectively stops the enemy from firing back, which means your squad takes less damage while they deal 2x damage and a chance to instant shatter. Even with the damage bonus from squad AP/incendiary/warp ammo, their weapons just don't do enough damage, and you rely on their powers to strip down defenses more than using their guns. So you might as well make your squad freeze them.