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I cant decide what class to play...


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#26
rplong

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Id of Ith, don't start over...especially from scratch. Like many have said Infiltrator gets better with the Locust SMG as well as other things that occur mid-game. But mainly don't start over because once you've begun to play with an imported character, starting a vanilla ME2 character will feel as though the game is empty because your decisions and side mission choices won't carry over. For me, when I wanted to switch classes in ME2, I went back and played ME1 over again.

#27
mosor

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rplong wrote...

Id of Ith, don't start over...especially from scratch. Like many have said Infiltrator gets better with the Locust SMG as well as other things that occur mid-game. But mainly don't start over because once you've begun to play with an imported character, starting a vanilla ME2 character will feel as though the game is empty because your decisions and side mission choices won't carry over. For me, when I wanted to switch classes in ME2, I went back and played ME1 over again.


Ack, you have too much time on your hands :P

#28
kingpenn_

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Id of Ith wrote...

I imported my level 50 Shepard from ME who was an Infiltrator but I'm not sure I really like how the class works so far in ME 2.

Sniper rifles are still wicked awesome even from the start, but I feel like combat has gotten so much closer (at least almost all the combat I've done in the first six hours or so) that I am constantly at my vulnerable mid-range distance. Maybe it's the SMG you start with but I feel like the thing kinda sucks and I'm dying for an AR to handle some of the pressure before enemies close in farther. With sniper ammo being so low I feel like I can't risk using it to handle a lot of that mid-range game either or I'll inevitably wind up low when I need it for longer range targets.

My other beef with this class is that I have all of the DLC for this game EXCEPT for the Incisor (argh!) and none of this stuff seems like it is good at all for an Infiltrator. The very first N7 upgrade I got seems too valuable to give up for any of the pre-made armor sets. For some reason none of them seem to give an Infiltrator-oriented bonus - they're basically all either sustained combat bonuses (health/shields/regen for Soldier/Vanguard) or biotic/tech damage bonuses.

Should I stick it out with the Infiltrator or just start over before I get any farther, you think? I don't care much for Incinerate or AI Hacking so far (and none of the other perks from the original ME really apply to this game anymore) so I'm considering reloading and just switching to a Soldier so I can still rock the sniper rifle when needed.

i imported my character from ME1 and he was a soilder i kept that class it is i think the best class because its the most versitile (if i miss spelt something then forgive me)Image IPB

#29
mcsupersport

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I have found 3 classes that I love to play.

1) Adept--especially with Shield Drain, for mechs and shielded enemies, totally kicking butt.

2) Vanguard--took some getting use too, but kicks butt, and allows skipping parts due to charging waypoints.

3) Infiltrator--now I play sniper version, but very fun, the Viper sniper rifle can be used like a assault rifle if needed, plus cloak and destroy. Very fun class to play.



The one thing I have found is, playing the classes each with strengths, makes me better at all classes, and using my squaddies abilities. I am currently playing the Adept on Hardcore, and find myself using squad powers better, as well as using the environment better, hiding but also using shield drain to rid shields and then pull an enemy off a ledge, or warp a explosive bottle. Each class has it's strengths and will mainly depend on how you like to play as to what you like. I for some reason couldn't finish Sentinel, Soldier, or Engineer, odd but true.



AI hacking to me is the most useless skill to have, except of a very rare mission, especially since the AI must be in red to use.


#30
AshleyLover

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Id recomend playing as the vangaurd or adept just cause you have awesome powers and there good at decryption

#31
rplong

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mosor wrote...

Ack, you have too much time on your hands :P


lol, yeah i know

#32
Tlazolteotl

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Combat drone is a 22.5 second cooldown on an NPC.

'cos I've confined Tali to the crew and engineering decks.

#33
Id of Ith

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rplong wrote...

Id of Ith, don't start over...especially from scratch. Like many have said Infiltrator gets better with the Locust SMG as well as other things that occur mid-game. But mainly don't start over because once you've begun to play with an imported character, starting a vanilla ME2 character will feel as though the game is empty because your decisions and side mission choices won't carry over. For me, when I wanted to switch classes in ME2, I went back and played ME1 over again.


Why wouldn't you just import your ME 1 character and change his class at the start...? That's what I was talking about, not starting a "vanilla" ME 2 character.

Anyway, to update this thread: I had a huge marathon session of ME 2 with my Infiltrator and am not looking back whatsoever. Since spoilers aren't allowed here I'll just say that I got all of the missions I was given at the start done as well as the one immediately following (including all optional missions/assignments you can get up to that point). The upgrades I received on the way made a huge difference; once I did the Kasumi DLC quests my hunger for an AR disappeared entirely. Now I just need to get my hands on a new sniper rifle as I have yet to find one still.

Edit - I guess this got moved to the Character forum where spoilers are allowed. PLEASE do not put spoilers FOR ME in this thread because I'll have to avoid it until I'm done!
:happy:

To expand on the above - I got the Locust SMG and quite a few of the N7 armor upgrades and now I feel like the armor I have is actually better than any of the DLC options. The Locust seems a little ridiculous but definitely whets my appetite for a mid- and close-range tool. I still haven't found any actual new sniper rifles but now that I'm farther (I just completed the Horizon mission) I imagine one has to be coming up soon. I've heard people talk about the Widow - can anyone tell me how much longer it'll be before I have access to it without spoilers (e.g. X missions or X hours or something)?

I have a few more questions if anyone's interested:

- During the Zaeed DLC, there's a choice you make about halfway through that determines how things move forward. The separate directions from this fork each have their own potential upgrade; am I permanently locked out of the upgrade that I did not choose? That is... are the upgrades in this mission required to "max out" that particular upgrade path?

- Credits seem pretty hard to come by. Am I going to be able to purchase all the upgrades I need eventually, or do I need to look at certain upgrade paths to avoid (like shotgun since none of my team really uses them)?

- I'm a little unsure who to keep in my party now that I have more characters to choose from. I've generally stuck with Miranda for her squad health/weapon damage bonuses, but I'm not sure who to keep in that other slot. Zaeed or Grunt seem like the best choices with their high weapon damage modifiers and AR options. I almost don't want to take Grunt just because he's incredibly lame so far, does he get more interesting? Probably the most boring character I've ever seen in my life, Wrex would be ashamed.

- What weapon should I keep Miranda equipped with? I have her with a Locust at the moment but she seems to charge in with it a lot and gets herself into trouble. Is it better to keep her with something like the Carnifex, will she stay farther out with a pistol?

Modifié par Id of Ith, 06 mai 2010 - 05:19 .


#34
mcsupersport

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The Zaeed upgrades are "bonus" and are either or, so with them you can get level 6 instead of the common max of 5.



Credits are tight, and you can get everything IF you bring in a level 60 character and make double sure not to buy anything from a merchant you haven't gotten a discount from. Every merchant can be finessed to give discounts if you follow the correct path, saving you bunches of money. If you don't then you will need to sacrifice some upgrades and equipement, unless you use a character editor.



Grunt is good for damage absorption. Kasumi is good for extra overload, flash bang and stealth attack. Thane just seems to stay alive, and has warp and sniper rifles. Later on Legion is fun. It will depend on your playstyle and also how well you use their abilities. My latest run as an Adept, I am getting good use of Kasumi and Miranda, previously it was Grunt and a rotating player depending on who I would be facing.



Generally I leave Miranda with the Locust or Tempest usually the Tempest machine pistol. Learn to give commands to Miranda to go to a place more, it will help out her charging to the front.

#35
khevan

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Id of Ith wrote...

*snip*

I still haven't found any actual new sniper rifles but now that I'm farther (I just completed the Horizon mission) I imagine one has to be coming up soon. I've heard people talk about the Widow - can anyone tell me how much longer it'll be before I have access to it without spoilers (e.g. X missions or X hours or something)?


After Horizon, you can do something like 5 more missions before you go to the next "main plot" mission.  It's on that mission that you can choose to either gain access to the Widow, or choose training in a different weapon type (shotgun or AR). 

I have a few more questions if anyone's interested:

- During the Zaeed DLC, there's a choice you make about halfway through that determines how things move forward. The separate directions from this fork each have their own potential upgrade; am I permanently locked out of the upgrade that I did not choose? That is... are the upgrades in this mission required to "max out" that particular upgrade path?


The upgrades on Zaeed's mission are useful, but by no means required.  Since it appears you've already done Zaeed's loyalty mission, with the Paragon path you get a Heavy Weapon Ammo upgrade, and on the Renegade path you get an Assault Rifle Damage upgrade.  Neither one will hugely affect your game.

- Credits seem pretty hard to come by. Am I going to be able to purchase all the upgrades I need eventually, or do I need to look at certain upgrade paths to avoid (like shotgun since none of my team really uses them)?


Credits are a bit scarce in this game.  I'd suggest you stick with the upgrades you plan to use the most.  Since you don't really use SG yourself, and you don't tend to use squaddies who use it, it's safe to avoid SG upgrades, at least at first.  Once you get to a point where you've gotten the upgrades you need for yourself and your squad, you can go back and buy the ones you'd like to have but don't absolutely need.  You probably won't have enough credits on a first playthru to get every upgrade.  After you beat the game, you'll get an achievement that gives you extra credits on future playthrus, so in those playthrus it's easier to get what you want.

- I'm a little unsure who to keep in my party now that I have more characters to choose from. I've generally stuck with Miranda for her squad health/weapon damage bonuses, but I'm not sure who to keep in that other slot. Zaeed or Grunt seem like the best choices with their high weapon damage modifiers and AR options. I almost don't want to take Grunt just because he's incredibly lame so far, does he get more interesting? Probably the most boring character I've ever seen in my life, Wrex would be ashamed.


Miranda is always a solid choice as a squadmate.  She's got abilities to strip any defenses (Overload for shields and Warp for barrier and armor), and her squad modifiers are definately helpful.  Basically, choose squaddies depending on who you're facing.  Garrus/Kasumi for missions with lots of synthetics (Geth missions, etc), Grunt for missions with lots of husks (he's killer against husks), Samara/Thane against Collectors.  If you start a mission with a bad squad layout (it'll be obvious fairly quickly), you can always load the "restart mission" load option, and that'll let you rechoose your squad.

- What weapon should I keep Miranda equipped with? I have her with a Locust at the moment but she seems to charge in with it a lot and gets herself into trouble. Is it better to keep her with something like the Carnifex, will she stay farther out with a pistol?


Keep her with the Shuriken at the start, eventually you'll get another SMG.  (Won't spoil anything for you).  After you get that second SMG, have her use it.  The Locust is only really good in Shep's hands.  Squaddies don't have aiming issues the same as you do as a player, they have much better accuracy, and the locust is a bit gimped against shields/barriers (the SMG's strength as a weapon class.)  I use the Locust on my Shep, simply because I'm a horrible shot as it is, and the Locust has the accuracy that I need, but I keep everyone else in my squad who uses SMG's either the Shuriken early game, or the next SMG when it's available.

As far as her rushing in and getting herself into trouble, try finding a spot in the "rear" of your squad when a fight starts, and tell her to stay in cover.  Miranda isn't really there to shoot things, you just need her defense stripping abilities, so put her in a safe place and keep her there.   Controlling your squadmates is vital in this game.

Good luck!

Modifié par khevan, 06 mai 2010 - 05:56 .


#36
Id of Ith

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Would you guys suggest investing in Miranda's Slam ability when that unlocks? I had not planned to in favor of maxing out her Overload and Warp for the reasons mentioned (that I will be generally keeping her in party so she can hit defenses on any type of target). I don't think I'd have any free points for Slam.

#37
arrjay

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I prefer to max out overload, warp, and her passive ability. I use Miranda for stripping defenses and for pull-warp combos. I've only used slam in emergency situations to slow down a charging enemy. 1 point in slam is accomplishes that.

#38
Gravbh

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One extra note about Zaeed's loyalty mission if you picked the paragon option. That extra heavy weapon ammo upgrade is enough to put you at 90% extra ammo if you get the rest of the upgrades. Slap on the +10% heavy weapon ammo legs and you will be at 200% even, which is enough to get off 2 cain shots.

It's not really a big deal but it does allow you to kill the final boss in record time.

#39
Gravbh

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Id of Ith wrote...

Would you guys suggest investing in Miranda's Slam ability when that unlocks? I had not planned to in favor of maxing out her Overload and Warp for the reasons mentioned (that I will be generally keeping her in party so she can hit defenses on any type of target). I don't think I'd have any free points for Slam.


No. I always max overload(area), warp(unstable), and the talent for 15% weapon damage on Miranda. I never use slam on Miranda.

Modifié par Gravbh, 06 mai 2010 - 06:44 .


#40
Id of Ith

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So I just ran into the Collector Ship mission and got my Widow. So good.



Few more questions:



- Should I not have gone on this mission as soon as it became available? I worry that I've maybe missed a mission opportunity, as I hadn't yet finished doing loyalty missions and whatnot. I actually didn't mean to even start it; I had just done Jack's loyalty mission and thought it was in regards to that since it was linked to Cerberus.



- For an Infiltrator, would you recommend squad ammo powers or heavy ammo powers? Some of the characters I take have their own ammo powers, but Miranda does not. I was thinking of maybe evolving my own ammo (Disruptor and Warp which I took as my advanced training) to heavy because my sniper rounds deal so much damage, and upgrading my squad members' to squad ammo so Miranda will benefit from theirs.

#41
mcsupersport

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Squad ammo powers interfere with your ammo powers often overriding what you personally want to have on. Only have one member with a squad ammo setting, and only if you don't have ammo power you want to use that mission. If you have warp ammo(I prefer AR myself) then DON'T give anyone you use much squad ammo. If you take squad warp, then don't have squad mate take ammo powers, or use squad members like Miranda that don't have ammo powers, only.



IF you get conflicting squad ammo, then you will get dueling ammo powers that cause you to want to pull your hair out. Warp, now Fire, now disruptor, now warp, now Fire, now disruptor, NOW WARP, NOW FIRE, NOW DISRUPTOR, NOW F'IN WARP!!!!



Actually the Collector ship is the last mission you have to do at a specific time, so don't worry about it. Some people like to push it early to get the upgraded weapon sooner, so they can use it for more story/difficult missions in the game. Both Horizon and Collector ship are preset time missions and you have no choice once they are triggered. The next TIM mission is optional on the time you do it, but it is best if you wait until you are finished with everything else before going on it.

#42
OniGanon

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Iirc Collector Ship is triggered after a certain amount of missions and you have no choice but to do it when it shows up.



It's the Reaper IFF mission that you should hold back until everything else is done. Unless you want your crew to die.

#43
khevan

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Id of Ith wrote...

So I just ran into the Collector Ship mission and got my Widow. So good.

Few more questions:

- Should I not have gone on this mission as soon as it became available? I worry that I've maybe missed a mission opportunity, as I hadn't yet finished doing loyalty missions and whatnot. I actually didn't mean to even start it; I had just done Jack's loyalty mission and thought it was in regards to that since it was linked to Cerberus.

 
After something like 5 missions after Horizon, either recruitment or loyalty missions, the game takes over and sends you to the Collector ship without any choice on your part.  You can't avoid it, so don't worry about it.  One thing to think about, though, is after a few more missions, certainly before you're done with loyalty missions, TIM will come on and offer you another main plot mission.  DON'T TAKE IT YET.  Wait until you have all of your loyalty missions done, and basically everything done that you want to do.  I'm stepping around a big ol' spoiler here, but it's important to know that you need everything else done before the next main plot mission.

- For an Infiltrator, would you recommend squad ammo powers or heavy ammo powers? Some of the characters I take have their own ammo powers, but Miranda does not. I was thinking of maybe evolving my own ammo (Disruptor and Warp which I took as my advanced training) to heavy because my sniper rounds deal so much damage, and upgrading my squad members' to squad ammo so Miranda will benefit from theirs.


For disruptor ammo, either go with the heavy version of it, or leave it at level 3.  There is a slight, but noticeable, damage difference, but I don't like mechs blowing up in my face, which heavy disruptor does.  If I evolve it, I save it 'til last.  Cryo ammo, though, is an amazing squad ammo power.  It's got great crowd control potential.  You can be killing of an enemy on one side, turn to find another target, and see half the other enemies lying frozen on the ground.  Makes life a little safer.

As for your squadmates, the ONLY people I would suggest taking their ammo powers to "squad ammo" is Grunt and/or Jacob (if you use him.)  They have incindiary (sp?) ammo, and them using the squad version gives you incindiary ammo for armor heavy missions like Blood Pack missions.  Just keep in mind, though, that you have to be careful if you want to use another ammo type using those squadmates, 'cause they just love activating their squad ammo power and suddenly you're shooting incindiary at a heavily shielded geth ColossusImage IPB.  And yes, that happened to me once.  I kept having to switch back to disruptor.  Wasn't fun.

Also, be aware that any squadmate that has an innate ammo power will randomly overwrite a squad cryo that you've given them.  So if you go this route, it's best to take squaddies with no ammo power, or one that's not unlocked from not doing their loyalty mission.

Wow, that took more page space to put down than I thought it would.  Hopefully it's not too big of a wall-o-text.

#44
JaegerBane

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I've got a real love-hate thing with all the biotic classes. I normally like a balance of combat and biotics, but unlike ME1, the Vanguard just doesn't do this. His biotics are a real mishmash and don't function all that well together, nor is he particulalry good at any form of combat that takes place over a range of 3 meters. On the plus side, Charge and Pull are some of the better abilities in the game, and he has unparalleled mobility.

Adepts have a brilliant array of biotics, and can go jedi on people like nobody's business, but are too damn fragile. No defensive power whatsoever - the only class, IIRC, that have this problem. Plus, they have a yawning weakness to shields. That said, after a bit of modding (exhange the heavy pistol for an assault rifle, add Sniper Rifles and shotguns, and set them to have both Barrier and Warp Ammo - what I've nicknamed my 'Blue Man Build') they became full on biotic warriors, and by far the most fun I've had in this game.

Sentinels are... just weird. Very versatile, but as only have token biotics and don't play like a biotic class at all (i.e. using them to mess enemies up, whether that be by teleport-headbutting them or flicking them into walls).

I'd say Adepts are my faves, but only after some heavyweight modding. I don't truly enjoy playing any of the stock biotic classes at all.

Modifié par JaegerBane, 07 mai 2010 - 02:41 .