Ive finally tried to go for the Insanity achievement but as soon as I tried I realized I had glaring gaps in my strategy.
What strategy you may ask?
I only used my Assault Rifle.
Now Im wondering, whats the best way to utilize the Pistol/Assault rifle/Shotgun/sniper?
Which weapon does the best damage vs which bar-type?
Which Ammo ability should I use on each weapon?
And how should I max out my Ammo ability? Right now all my ammo abilities focus on myself.
Soldier Weapons and Ammo ability Synergy question
Débuté par
Homebound
, juin 14 2010 12:56
#1
Posté 14 juin 2010 - 12:56
#2
Posté 14 juin 2010 - 01:07
When you re-equip a weapon, read it's description in the loadout menu. It will tell you what the weapon succeeds against. Then, read the ammo power description in the squad menu, and it will also inform you of what it works best against.
#3
Posté 14 juin 2010 - 01:09
Another question. Whats the best Armor for Soldier? I use the N7 Helmet/ the Vest and shoulder pads that give +5% health/ the gauntlets that give 5% shield/and N7 legs
#4
Posté 14 juin 2010 - 02:40
cmon guys, I need halp plox!
#5
Posté 14 juin 2010 - 03:51
Two guides that might be of help to you:
Soldier Guide on the Mass Effect Wiki
Weaponry Comparison on the Mass Effect Wiki
As far as the weapons go, if you look at the comparison list, you'll probably notice there's a reason that most Soldiers never use anything other than the Revenant. Others might say otherwise, but the only other weapon I can see a Soldier even touching is the sniper rifle, and that's only if they wanted to keep their distance for some reason.
The type of ammo you use is going to depend on your combat style and the enemy you're facing. The cooldown rate on switching ammo is something like a second, isn't it? Use Disruptor until the shields are down. Use Incendiary for the rest. You could pick warp ammo for a bonus power so you'd then have one that makes good work of barriers. Or take Reave and never use anything ever else again.
Soldier Guide on the Mass Effect Wiki
Weaponry Comparison on the Mass Effect Wiki
As far as the weapons go, if you look at the comparison list, you'll probably notice there's a reason that most Soldiers never use anything other than the Revenant. Others might say otherwise, but the only other weapon I can see a Soldier even touching is the sniper rifle, and that's only if they wanted to keep their distance for some reason.
The type of ammo you use is going to depend on your combat style and the enemy you're facing. The cooldown rate on switching ammo is something like a second, isn't it? Use Disruptor until the shields are down. Use Incendiary for the rest. You could pick warp ammo for a bonus power so you'd then have one that makes good work of barriers. Or take Reave and never use anything ever else again.
#6
Posté 16 juin 2010 - 12:52
...So..Which ammo buff should go with which gun?
#7
Posté 16 juin 2010 - 01:15
What matters more is what defenses you're trying to cut down. When shields are up, put disruptor on your gun. When armor is up, put incendiary on your gun. If the enemy has barriers, warp ammo is your best shot. Once all defenses are down, then stick with disruptor if you're going up against a geth or mech. Otherwise, I'd go with incendiary just because of its panic effect and it's not all that different from armor-piercing in terms of damage.Just_mike wrote...
...So..Which ammo buff should go with which gun?
One thing to note is that the SMG is more effective against shields. The pistol and sniper rifles are more effective against armor. Shotguns will eat up health. Assault rifles seem to be good all around. The Revenant Assault Rifle rules all.
#8
Posté 16 juin 2010 - 01:29
Pacifien wrote...
What matters more is what defenses you're trying to cut down. When shields are up, put disruptor on your gun. When armor is up, put incendiary on your gun. If the enemy has barriers, warp ammo is your best shot. Once all defenses are down, then stick with disruptor if you're going up against a geth or mech. Otherwise, I'd go with incendiary just because of its panic effect and it's not all that different from armor-piercing in terms of damage.Just_mike wrote...
...So..Which ammo buff should go with which gun?
One thing to note is that the SMG is more effective against shields. The pistol and sniper rifles are more effective against armor. Shotguns will eat up health. Assault rifles seem to be good all around. The Revenant Assault Rifle rules all.
Which is better? Inferno Ammo or Tungsten ammo vs armor?
And Im a soldier so:
Revenant vs shields+everything.
Pistol/Sniper vs armor/very-long range
Shotgun vs health/close-range
Disruptor ammo vs shields
Incendiary vs armor? Which is better vs armor? Incendiary or Tungsten?
warp ammo vs barrier? What if I dont have warp ammo?
#9
Posté 16 juin 2010 - 01:45
If you don't have warp ammo, then use a squadmate to work on the barriers for you. Though it's not like ammo won't cut through barriers, just wouldn't do it as quickly as warp ammo.
Incendiary versus armor-piercing ammo is the age-old debate. I personally feel the difference between the two is minimal, so I wouldn't waste your bonus power on getting armor-piercing.
Incendiary versus armor-piercing ammo is the age-old debate. I personally feel the difference between the two is minimal, so I wouldn't waste your bonus power on getting armor-piercing.
#10
Posté 16 juin 2010 - 03:59
What are the differences between Incendiary and Piercing?
#11
Posté 16 juin 2010 - 03:59
and their pros and cons?
#12
Posté 16 juin 2010 - 04:02
Piercing will take down armor and health pretty much at the same time, without the panic-inducing benefit of incendiary. Like Pacifen said, the difference between the two is minimal (maybe even none), so don't waste the bonus power on piercing.
#13
Posté 16 juin 2010 - 04:32
The one time I can see armor-piercing having an edge over incendiary is if you're working on pure headshot damage. Upgraded to Tungsten, armor-piercing is a 70% damage boost to armor and health. However, upgraded to Inferno, incendiary is a 60% damage boost, will stop krogan and vorcha from regenerating health, and can cause a panic effect. Most vorcha will go down in a single headshot even without either ammo on your weapon anyway.
I've never been too worried about getting through armor on my enemies. Shields and Barriers are another matter.
I've never been too worried about getting through armor on my enemies. Shields and Barriers are another matter.
#14
Posté 16 juin 2010 - 05:49
So I should have Squad Incendiary/disruptor/warp ammo? All this time I had Tungsten ammo..
#15
Posté 16 juin 2010 - 05:49
how about cryo-ammo? I always leave that alone.
#16
Posté 16 juin 2010 - 03:18
Yeah, I'd go with Incendiary/Disrupter/Warp ammo. Not sure about squad Incendiary, though. You could evolved Grunt and Jacob to squad incendiary, leaving you with the considerably powerful Inferno. Some people also don't like fully upgrading Disruptor, because it tends to cause mechs to explode at inconvenient times. But exploding mechs would seem a good thing to me.
Now, having said that, I am a huge fan of cryo ammo, specifically squad cryo ammo, but I think its an acquired taste. Either you love it or you find it's pointless. And I wouldn't bother unless you evolve it to squad.
My love for cryo ammo started with the Vanguard. Have your squad unleashing cryo around you, and suddenly the whole battlefield is filled with your frozen enemies. Add a charge to one of them, watch them shatter. Even though it made for what is arguably a weaker build, I continued with squad cryo on my Infiltrator.
But I should stress that it is an acquired taste. Since you can retrain your powers after Horizon, perhaps you can try it to see if you see the appeal. If you don't, just retrain to another build.
Now, having said that, I am a huge fan of cryo ammo, specifically squad cryo ammo, but I think its an acquired taste. Either you love it or you find it's pointless. And I wouldn't bother unless you evolve it to squad.
My love for cryo ammo started with the Vanguard. Have your squad unleashing cryo around you, and suddenly the whole battlefield is filled with your frozen enemies. Add a charge to one of them, watch them shatter. Even though it made for what is arguably a weaker build, I continued with squad cryo on my Infiltrator.
But I should stress that it is an acquired taste. Since you can retrain your powers after Horizon, perhaps you can try it to see if you see the appeal. If you don't, just retrain to another build.
#17
Posté 16 juin 2010 - 07:17
Inferno Ammo vs Tungsten Ammo vid
Basically if your class already has Inferno Ammo, there's no need to take Tungsten. The small damage increase of Tungsten isn't noticeable and Inferno Ammo has some crowd control effects.
Inferno: panics organics in a 3m radius, doesn't take up bonus slot
Tungsten: does 10% more damage to target, also does boosted damage to synthetic health
Even with Inferno being excellent vs armor and organic health while Tungsten is excellent vs armor, organic health, and synthetic health, it's still pointless for you since you'll be using Disruptor vs synthetic's anyway.
As far as you numerous posts asking every little detail of what every single ammo power and weapon type combination is most effective against what... dude you are seriously overthinking it!
It's this simple:
Use a Sniper Rifle when you target is far away.
Use an Assault Rifle when you target is mid-range.
Use a Shotgun when you target is in your face.
Use Disruptor ammo when facing shielded enemies and synthetics.
Use Incendiary ammo when facing armored enemies and organics.
That's it. The Soldier doesn't come with a power that's super effective versus barriers (well except Heavy Concussive Shot, but since there are no combat power damage upgrades...), but Assault Rifles and Shotguns already naturally are. You can waste your bonus power slot on yet another ammo power like Warp Ammo, but really you can just use Incendiary Ammo on Collector missions (they are organic enemies after all so once their barriers' drop, they will panic and take considerable damage from the fire).
As far as Cryo Ammo on a Soldier goes, it can be useful as a Squad Ammo power. That way you can take both Inferno and a few points in Disruptor for yourself while your squad will use the more universal Squad Cryo to freeze any enemy type once their unprotected. It is also equally viable on a Soldier to just ignore Cryo Ammo, take both Disruptor and Incendiary to their Squad evolutions, and that way always be able to keep you whole squad using the most effect ammo vs whatever enemy you face at any given time.
4 Adrenaline Rush (Hardened or Heightened)
1 Concussive Shot
4 Squad Disruptor Ammo (vs shields, synthetics)
4 Squad Incendiary Ammo (vs armor, organics)
0 Cryo Ammo
4 Soldier (Shock Trooper or Commando)
4 Bonus (Neural Shockwave, Crippling Slam, Improved Geth Shield Boost, or Area Reave)
4 Adrenaline Rush (Hardened or Heightened)
1 Concussive Shot
3 Disruptor Ammo (vs shields, synethics)
4 Inferno Ammo (vs armor, organics)
4 Squad Cryo Ammo (teammates always use)
4 Soldier (Shock Trooper or Commando)
2 Bonus (Neural Shock, Slam, Geth Shield Boost)
or if you are really desperate to have Warp Ammo...
4 Adrenaline Rush (Hardened or Heightened)
1 Concussive Shot
3 Disruptor Ammo (vs shields, synthetics)
2 Incendiary Ammo
4 Squad Cryo Ammo (teammates always)
4 Soldier (Shock Trooper or Commando)
4 Heavy Warp Ammo (vs barriers, armor)
Basically if your class already has Inferno Ammo, there's no need to take Tungsten. The small damage increase of Tungsten isn't noticeable and Inferno Ammo has some crowd control effects.
Inferno: panics organics in a 3m radius, doesn't take up bonus slot
Tungsten: does 10% more damage to target, also does boosted damage to synthetic health
Even with Inferno being excellent vs armor and organic health while Tungsten is excellent vs armor, organic health, and synthetic health, it's still pointless for you since you'll be using Disruptor vs synthetic's anyway.
As far as you numerous posts asking every little detail of what every single ammo power and weapon type combination is most effective against what... dude you are seriously overthinking it!
It's this simple:
Use a Sniper Rifle when you target is far away.
Use an Assault Rifle when you target is mid-range.
Use a Shotgun when you target is in your face.
Use Disruptor ammo when facing shielded enemies and synthetics.
Use Incendiary ammo when facing armored enemies and organics.
That's it. The Soldier doesn't come with a power that's super effective versus barriers (well except Heavy Concussive Shot, but since there are no combat power damage upgrades...), but Assault Rifles and Shotguns already naturally are. You can waste your bonus power slot on yet another ammo power like Warp Ammo, but really you can just use Incendiary Ammo on Collector missions (they are organic enemies after all so once their barriers' drop, they will panic and take considerable damage from the fire).
As far as Cryo Ammo on a Soldier goes, it can be useful as a Squad Ammo power. That way you can take both Inferno and a few points in Disruptor for yourself while your squad will use the more universal Squad Cryo to freeze any enemy type once their unprotected. It is also equally viable on a Soldier to just ignore Cryo Ammo, take both Disruptor and Incendiary to their Squad evolutions, and that way always be able to keep you whole squad using the most effect ammo vs whatever enemy you face at any given time.
4 Adrenaline Rush (Hardened or Heightened)
1 Concussive Shot
4 Squad Disruptor Ammo (vs shields, synthetics)
4 Squad Incendiary Ammo (vs armor, organics)
0 Cryo Ammo
4 Soldier (Shock Trooper or Commando)
4 Bonus (Neural Shockwave, Crippling Slam, Improved Geth Shield Boost, or Area Reave)
4 Adrenaline Rush (Hardened or Heightened)
1 Concussive Shot
3 Disruptor Ammo (vs shields, synethics)
4 Inferno Ammo (vs armor, organics)
4 Squad Cryo Ammo (teammates always use)
4 Soldier (Shock Trooper or Commando)
2 Bonus (Neural Shock, Slam, Geth Shield Boost)
or if you are really desperate to have Warp Ammo...
4 Adrenaline Rush (Hardened or Heightened)
1 Concussive Shot
3 Disruptor Ammo (vs shields, synthetics)
2 Incendiary Ammo
4 Squad Cryo Ammo (teammates always)
4 Soldier (Shock Trooper or Commando)
4 Heavy Warp Ammo (vs barriers, armor)
Modifié par Simbacca, 16 juin 2010 - 08:34 .
#18
Posté 16 juin 2010 - 07:42
AP Ammo is only truly useful if you go for a Widow/GPR setup. Otherwise, there's no point in having it. Heck, there's no point in having a bonus power for a Solider at all since he has everything he needs already to take out his enemies. Here's a setup for you:
Adrenaline Rush - Rank 4(Hardened if you have the Revenant, or Heightened if you have the Widow)
Concussive Shot - Rank 4(Heavy)
Disruptor Ammo - Rank 4(Squad)
Incendiary Ammo - Rank 4(Squad)
Cyro Ammo - Rank 1(Only equip it to your Carnifex)
Passive - Rank 4(Commando)
Bonus Power - Rank 0
Adrenaline Rush - Rank 4(Hardened if you have the Revenant, or Heightened if you have the Widow)
Concussive Shot - Rank 4(Heavy)
Disruptor Ammo - Rank 4(Squad)
Incendiary Ammo - Rank 4(Squad)
Cyro Ammo - Rank 1(Only equip it to your Carnifex)
Passive - Rank 4(Commando)
Bonus Power - Rank 0
#19
Posté 16 juin 2010 - 07:56
Here's what I used the whole playthrough on insanity:
AR - 4
CS - 1
DA - 4 squad
IA - 4 squad
cryo - 0
passive - 4 (the one with 100% para/rene until i passed the ditty with miri/jack, then the other)
bonus - warp ammo (non-squad)
warp ammo is the best all around as it does well against pretty much everything. If my squad didn't already have ammo powers, i'd assign incendiary or disruptor depending on the majority of the enemy i might face.
Equiped the Revenant and the Viper and went to town with little to no problems. Squadies would die a few times, but I'd often do better clearing out an area by myself anyway.
For armor I'd do the combination that gave 15% sheilds and 15% health bonus. Shield visor, sheild harnes, sheild arms. health shoulders, health legs (sorry don't remember the names off hand).
Otherwise, I'd use the recon hood and stab guantlets for 10% weapons. And the rest devoted to health wich i think would be at 20% total. Shields tend to go down quickly no matter what, so, it's better to not rely on them too much and instead make sure you position yourself and squadies behind cover with good lines of fire.
AR - 4
CS - 1
DA - 4 squad
IA - 4 squad
cryo - 0
passive - 4 (the one with 100% para/rene until i passed the ditty with miri/jack, then the other)
bonus - warp ammo (non-squad)
warp ammo is the best all around as it does well against pretty much everything. If my squad didn't already have ammo powers, i'd assign incendiary or disruptor depending on the majority of the enemy i might face.
Equiped the Revenant and the Viper and went to town with little to no problems. Squadies would die a few times, but I'd often do better clearing out an area by myself anyway.
For armor I'd do the combination that gave 15% sheilds and 15% health bonus. Shield visor, sheild harnes, sheild arms. health shoulders, health legs (sorry don't remember the names off hand).
Otherwise, I'd use the recon hood and stab guantlets for 10% weapons. And the rest devoted to health wich i think would be at 20% total. Shields tend to go down quickly no matter what, so, it's better to not rely on them too much and instead make sure you position yourself and squadies behind cover with good lines of fire.
Modifié par RGFrog, 16 juin 2010 - 07:59 .
#20
Posté 16 juin 2010 - 08:08
one thing for barriers... even though it says that concussive shot is not effective against barriers it actually does quite well. and also works decent for shields too.
also as soon as an enemy such as a pyro or krogan gets upclose to your or attempts to bring them down to the base health level and use a concussive shot, or have a teammate use pull or throw. that has saved my arse on multiple occasions.
for my bonus power i would chose geth shield boost or fortification. i dont know how i would have done the final part of overlord without fortification
also as soon as an enemy such as a pyro or krogan gets upclose to your or attempts to bring them down to the base health level and use a concussive shot, or have a teammate use pull or throw. that has saved my arse on multiple occasions.
for my bonus power i would chose geth shield boost or fortification. i dont know how i would have done the final part of overlord without fortification
#21
Posté 16 juin 2010 - 09:28
hmm.....
hhhhmmmmmm......
*Puts on thinking-hat and sits in thinking-chair*
At first I thought Id do Squad warp/incendiary/Disruptor. I'll see how that works out for me in Insanity/hardcore. If all else fails, ill just switch out to Geth Shield boost for the weapon bonus.
As for the weapons, I thought that maybe having an ammo type slapped on to each one by default would be the way to go. But it looks like I will be changing too much to have that work.
hhhhmmmmmm......
*Puts on thinking-hat and sits in thinking-chair*
At first I thought Id do Squad warp/incendiary/Disruptor. I'll see how that works out for me in Insanity/hardcore. If all else fails, ill just switch out to Geth Shield boost for the weapon bonus.
As for the weapons, I thought that maybe having an ammo type slapped on to each one by default would be the way to go. But it looks like I will be changing too much to have that work.




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