Modifié par Valdan777, 07 mai 2010 - 07:03 .
Best Bonus Power for a soldier?
#1
Posté 07 mai 2010 - 07:01
#2
Posté 07 mai 2010 - 07:44
#3
Posté 07 mai 2010 - 08:18
#4
Posté 07 mai 2010 - 09:22
#5
Posté 07 mai 2010 - 11:38
Modifié par cruc1al, 07 mai 2010 - 11:38 .
#6
Posté 07 mai 2010 - 12:04
#7
Posté 07 mai 2010 - 01:27
The drawback to Fortification is that it doesn't benefit from boosts to Biotic or Tech power.
#8
Posté 07 mai 2010 - 06:47
In my current soldier playthrough, I have flashbang as my bonus power, which I find appropriate for my soldier Shepard.
Also effective, squad armour piercing ammo as bonus with Inferno ammo(or maxed cryo/disruptor, depending on the enemy) for Shep.
#9
Posté 07 mai 2010 - 06:57
#10
Posté 07 mai 2010 - 08:11
#11
Posté 07 mai 2010 - 08:22
Otherwise, Flashbang grenades for truly sick CC
#12
Posté 07 mai 2010 - 08:31
Barrier, Fortification, and Geth Shield Boost buy you a few extra seconds to get to safety, but they only give it once, and lock your powers out for far longer than you can afford to be without them. I'd actually say that taking those powers is on par with taking Shredder Ammo as your Bonus Power when you go to get Tali.
If you're looking to stay away from Biotic powers, then I really only see 2 options: Warp Ammo or Armor Piercing Ammo. You only need a single point in them until you complete Horizon; at that point, you should have Adrenaline Rush and Combat Mastery maxed out, and can start working on your Ammo Powers.
If you're still wanting to use a Bonus Power late-game, then I really only see these options:
- Energy Drain allows you to restore shields while killing enemy shields. Works a lot like Overload, but gives you an Oshi button. Cool down is still too long (6 seconds, down to 4.8 with upgrades), but it's a lot easier to deal with than the 9-12 seconds Geth Shield Boost would stick you with.
- Neural Shock can help set up enemies for headshots, and it's 3 second base cool down means it won't get you killed for using it.
- Inferno Grenade makes a nice AoE Armor Stripper/Crowd Controller. The biggest problem is getting it to hit where you want to. If you can get the aiming down, then it's an interesting power to use.
- Flashbang Grenade has the same aiming problem as Inferno Grenade, and it's effects are a little iffy (I've had Kasumi use it on Harbinger, and sometimes it stops him, while other times it doesn't. Also, it doesn't work on every enemy. It can't, for example, stop a Praetorian from doing anything), but when it works, boy does it work. Having Harbinger less than a foot from you, aiming his Collector Particle Beam at you, and not doing anything at all because you hit him with Flashbang Grenade before he could get a bead on you is something you just have to experience.
#13
Posté 08 mai 2010 - 01:17
like.. one of the more useful skills that in many a situation will allow you to dispatch them bad guys with relative ease and efficiency, depending on how lousy or superb a shot you are. Though frankly, if you can aim with a tech/biotic talent then you can also point a barrel at someone's head with 70% slowdown.
Yes you already have Inferno ammo to deal with non-synthetics but the damage bonus from that is a DoT, ergo ****ty (or at least more so than warp/ap ammo).
#14
Posté 08 mai 2010 - 01:35
jaff00 wrote...
Yes you already have Inferno ammo to deal with non-synthetics but the damage bonus from that is a DoT, ergo ****ty (or at least more so than warp/ap ammo).
There's significant overlap between AP and inferno, because inferno deals instant damage to armor and the difference to AP is insignificant. Against organics, inferno is IMO better because of the panic effect; allows you to shoot longer / more often. Against armored synthetics, AP is superior.
#15
Posté 08 mai 2010 - 01:38
I would go with flashbang.
#16
Posté 08 mai 2010 - 01:55
For barrier/armored enemies, reave..
#17
Posté 08 mai 2010 - 02:27
There's significant overlap between AP and inferno, because inferno deals instant damage to armor and the difference to AP is insignificant. Against organics, inferno is IMO better because of the panic effect; allows you to shoot longer / more often. Against armored synthetics, AP is superior.
I'm not sure about that. Is Inferno ammo affected by the 20% duration reduction on insanity? If so that instant damage bonus becomes 48% for inferno vs 70% for tungsten.
#18
Posté 08 mai 2010 - 02:40
#19
Posté 08 mai 2010 - 02:49
Athenau wrote...
I'm not sure about that. Is Inferno ammo affected by the 20% duration reduction on insanity? If so that instant damage bonus becomes 48% for inferno vs 70% for tungsten.There's significant overlap between AP and inferno, because inferno deals instant damage to armor and the difference to AP is insignificant. Against organics, inferno is IMO better because of the panic effect; allows you to shoot longer / more often. Against armored synthetics, AP is superior.
Hmm. Quite possible. Nevertheless, against armor the difference is not significant; you'll be using a weapon with anti-armor modifiers, anti-armor upgrades, damage upgrades etc., so that isn't a significant difference in total damage. For example, mantis with 3/5 damage and AP upgrades does
1.5 * 1.5 * 1.3 = 2.925 times base damage. With tungsten, 2.925 + 0.7 = 3.625, and with inferno, 2.925 + 0.48 = 3.405. Mantis with tungsten would do 6.5% more damage. The difference is more significant against health because of the absence of anti health modifiers.
#20
Posté 08 mai 2010 - 03:29
With tungsten, 2.925 + 0.7 = 3.625, and with inferno, 2.925 + 0.48 = 3.405.
That assumes that ammo power damage doesn't benefit from weapon multipliers though. We know that it's based off base weapon damage (so no benefit from upgrades), but AFAIK no one has shown one way or the other whether the ammo damage call gets a multiplier or not.
#21
Posté 08 mai 2010 - 04:10
Athenau wrote...
That assumes that ammo power damage doesn't benefit from weapon multipliers though. We know that it's based off base weapon damage (so no benefit from upgrades), but AFAIK no one has shown one way or the other whether the ammo damage call gets a multiplier or not.With tungsten, 2.925 + 0.7 = 3.625, and with inferno, 2.925 + 0.48 = 3.405.
It's stated in the gameplay data thread that ammo powers get a separate call from other multipliers. At least that's how I interpret "Ammo powers make a separate damage call before the initial weapon damage call".
Modifié par cruc1al, 08 mai 2010 - 04:17 .
#22
Posté 08 mai 2010 - 04:33
The separate damage call is likely so that they can deal with spillover damage. Otherwise you get scenarios where one shot is enough to wipe out defenses and you get the ammo power bonus on the leftover health damage even when you're not supposed to, because everything is lumped together. Doesn't really say anything about what multipliers apply though.It's stated in the gameplay data thread that ammo powers get a separate call from other multipliers. At least that's how I interpret "Ammo powers make a separate damage call before the initial weapon damage call".
Modifié par Athenau, 08 mai 2010 - 04:33 .
#23
Posté 08 mai 2010 - 04:36
I just fail to see the point in choosing an active talent - especially crap like barrier/fortification/geth shields, saddling you up with an absurdly long recharge period while providing you with precisely 0,0001% more durability on insanity - when you've got adrenaline rush. The only thing I've found that picking a non-ammo skill as your bonus talent, and using it, accomplishes is gimping your killing speed.
#24
Posté 08 mai 2010 - 04:45
Athenau wrote...
The separate damage call is likely so that they can deal with spillover damage. Otherwise you get scenarios where one shot is enough to wipe out defenses and you get the ammo power bonus on the leftover health damage even when you're not supposed to, because everything is lumped together. Doesn't really say anything about what multipliers apply though.It's stated in the gameplay data thread that ammo powers get a separate call from other multipliers. At least that's how I interpret "Ammo powers make a separate damage call before the initial weapon damage call".
But since the call is separate, for any multipliers to apply to the ammo power would require those multipliers to be applied twice during the calculation. Once for the ammo power, and again for the weapon itself. I find that unlikely. Actually, now that I think of it, I've tested whether the damage done by squad AP ammo is equivalent to the damage done by 5/5 sniper upgrades in the presence of other modifiers; it turns out AP ammo does less damage than the upgrades.
EDIT: forgot link
Modifié par cruc1al, 08 mai 2010 - 05:31 .
#25
Posté 08 mai 2010 - 05:27
Mykel54 wrote...
From a roleplay perspective, i would avoid using any biotic power.
In terms of Roleplay any power except for dominate(seeing as it's an yadrakt-yatshi or w/e power) would make sense. I mean if a Soldier had a biotic power(like Reave) then it means they have an implant in their head that is either an L4 or an L3 in their head. Really.....in terms of roleplay any class can get away with a biotic power because anyone can get biotics as long as they have an implant in their head.




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