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This... is my BOOMSTICK! - Soldier + Claymore


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#1
IMNWME

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I've been reading through some strategy guides on this forum, and I see a lot of people hawking the Revenant or Widow for the Soldier, but very few pimping the Krogan Shotgun.  This is strange to me, because honestly, I feel the Claymore is the most effective weapon one can pick up on the Collector Ship due to its inherent synergy with the Soldier class, particularly the Commando spec.  I just finished a vanilla Insanity run, and I really TORE through the game, with noticeably less deaths than my Revenant Soldier.  In fact, the only time I died was when I was being silly and testing things out.  I'm about to boot up a NG+ run, just to see how it fares early game with no upgrades (the first four recruitment missions with the Rev, you'll notice how gimped it is before you attain the Accuracy upgrade.  This is NOT a close-range weapon before the spread diminishes and you research some damage protection upgrades, no matter how good a shooter you are).

I don't know if a guide's been done for the Claymore Commando, so I'm going to try and keep this post to a list of observations that'll help people who are thinking about channeling their inner Krogan for their next Soldier run.

1) Pick Heightened over Hardened Adrenaline Rush. 

- Heightened grants a 140% damage bonus, which not only pushes the burst damage of the Vindicator, Viper, Carnifex, and Claymore through the roof, but also has the side effect of increasing the Claymore's effective range.  Once you begin storming enemy positions, you'll see that you inflict massive damage starting from mid-short range, instead of point-blank.  Play around with this.  If your only experience with the Claymore has been with a Vanguard, this will really open your eyes.

- You can get off four Viper shots under a Heightened Adrenaline Rush.  It only takes 3 shots to kill an enemy mook with the Viper during an AR if you land headshots.

- The Vindicator and Carnifex is noticeably more powerful with Heightened AR.  You can try both Commando and Shock Trooper specs and see for yourself.

- The increased time dilation, coupled with the Commando spec, allows you to perform what I call "mini-Charges."  Your insane storm speed allows you to reach entrenched enemies quickly.  Get your AR timing down, and you can storm an enemy position, OHKO a mook, and run to cover all during one cycle.

2) Pick Commando over Shock Trooper.

- You give up 15% power duration (which translates to less than a second longer for AR, during which you can't even get another shot off) and 10% health for 10% extra storm speed, 6% extra weapon damage, and 15% power damage WHICH WORKS ON YOUR AMMO POWERS.  The Shock Trooper spec is nonsense anyways.  Have you ever thrown on Life Support Webbing (also a 10% health bonus), and noticed any increase in survivability on Insanity?  I certainly haven't.

3) Use Inferno ammo!  Inferno ammo has a 3m impact radius and grants +60% damage bonus against health and armor.  What's most important about Inferno ammo is that any organic enemy caught within the 3m burst gets set on fire, even if they have shields.  This, in my mind, pushes Inferno ammo far ahead of Tungsten ammo, the next best choice.  The CC effect of an Inferno Claymore shot can save your life when getting up close and personal with multiple enemies.

4) My personal builds:

A)
Heightened Adrenaline Rush
Squad Disruptor Ammo
Inferno Ammo
Squad Cryo Ammo
Commando
Geth Shield Boost 1 (has actually saved my life in hairy situations, invaluable on NG+ before you get the 3 Medi-Gel upgrades)


B)
Heightened Adrenaline Rush
Squad Disruptor Ammo
Inferno Ammo
Cryo Ammo 1 (Husk killer, guaranteed freeze if put on the Carnifex)
Commando
Squad Warp Ammo
(your squad has ammo for every situation)

C)
Heightened Adrenaline Rush
Squad Disruptor Ammo
Inferno Ammo
Squad Cryo Ammo
Commando
Slam 1 (set up Warp explosions with Miranda/Thane. 
Also, I'm not sure, but I THINK you can use squadmates' Throw for the ragdoll bonus to throw enemies off ledges/platforms.  Have to test it a few times to make sure)

I wouldn't suggest any other bonus power for the Soldier, tbh.  I've played around with Reave and Dominate, and they're really not worth the cool-downs.  Same for Concussive Shot.  6s is way too much, plus the start-up animation is killer and exposes you to weaponsfire.  I generally run Build A until I have the Medi-Gel upgrades, after which I switch to C or B.

BASIC STRATEGY

As soon as an engagement begins, pause to look around the battlefield (unless you already know the layout).  Take note of cover positions and enemy entrenchments if they're already set up.

I generally start off battles holding the Viper (although the Vindicator is a good first-shot weapon too).  The Viper is great at ANY distance, kills just as many enemies during an AR as the Widow (one fully protected mook), and can be used as a semi-automatic at mid-range AND short-range.  Plus, every successful shot results in a short stagger!  Remember, outside of AR, just MASH the trigger button.

Pop AR and thin out the herd by sniping/Vindicator bursting one or two enemies to death.  If the enemies are spawing in waves, this will generally be enough time for the rest of them to take up scattered defensive positions.  From here on, you wil usually start aggressively pushing forward.  Switch to the Vindicator and take potshots, while you set up your "mini-Charges."

Remember, AR is MUCH more forgiving than Charge, simply because you can use it to both advance and retreat.  Check you radar often, storm isolated enemies and Claymore them in the face.  You can storm positions with 2-3 mooks, but be careful about getting in close against more than one fully shielded Elite at a time.  You can also storm bosses and sub-bosses (Engineers with Shields + Armor, Blue Suns commanders, etc.) so long as you make liberal use of the Claymore reload trick.  Incidentally, I don't think it's "wrong" to use the reload trick... to use Street Fighter terms, that's like saying Kara throwing is against the spirit of the game because it's a "glitch."  Animation canceling is an accepted part of gameplay for me, it takes a certain amount of skill to do it and I feel a player SHOULD be rewarded for being able to perform it on a consistent basis.  However, it's not really necessary, you'll just have to be more cautious without it.

Of course, sometimes, the battlefield layout won't allow you to close distance safely.  Unlike the Vanguard, you have no invulnerability while traveling, so sometimes, it's best to just end engagements with the Viper/Vindicator from a distance.  One example is during Korlus, right before the final boss, when you're facing a long stretch of open field against two Legionnaires backed up by supporting Troopers and rocketeers.  In situations like this, it's often better to just liberally use your long-range weapons.

Now, I don't have a video recorder, which is unfortunate, but I searched around on youtube, and I found a video by Average Gatsby that perfectly illustrates how I normally play through levels as the Claymore soldier.  Listen to his commentary, too... a lot of the things he says are things I found out while playing around on Insanity, and it'll definitely up your gameplay.  Here's the link:

www.youtube.com/watch

SUMMARY

The Claymore is a unique weapon because it dramatically enhances your short-range engagement capabilites as a Soldier in tandem with your AR.  I feel like the Widow and Revenant are unnecessary for a Commando Soldier, merely because you already have the Viper and Vindicator, both of which can handle long and mid-range engagements just as effectively.  Remember, you kill just as many enemies with the Viper as you do with the Widow during an AR (1).  Plus, if you're a halfway decent shot, the Vindicator outpaces the Revenant at mid-long distance too.  However, nothing in your arsenal matches the killing power of the Claymore at short-range, not even the Revenant.  This is especially true in NG+ Insanity, when you can only get one Assault Rifle damage upgrade before Horizon (two with Zaeed).  To see the truth of this, go to Korlus, and run down the long hallway right before the waves of Krogan.  You'll run smack into two Blue Suns troopers with little available cover.  If you try to take them out using the Revenant up close, you'll get squashed.

With the Claymore and the right strategy, I noticed I clear rooms remarkably faster and died LESS (mostly because rushers, flankers, and melee creatures eat a freaking fireball of doom when they get in my face).  It really lends itself to a unique, visceral gameplay experience, and gives you a surgical weapon for every possible circumstance.  However, as Gatsby says, you must understand the Claymore is a situational weapon (and that you can't reload during an AR with it).  I highly recommend it for anyone looking for a unique, fast-paced, tactical Soldier experience.

#2
Arhka

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It may be immersion-breaking for you, but I feel if your using GSB just for a shield refresh, use Barrier instead since the power casts faster than taking out your omni-tool to use GSB. Otherwise, nice stuff, good to see more people think that the Shotgun is more than just a Vanguard/Sentinel's toy.

#3
PseudoEthnic

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I never tried a Claymore oriented Soldier before. However, I feel like it's redundant since the soldier has a sniper rifle and an assault rifle.

BTW, Commando gives you a 15% Power damage, not duration. That's Shock Trooper.

#4
numotsbane

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I actually think that the OP has it right here. the vindicator and viper are already awesome weapons. the claymore is the gun that gains the most over its regular counterparts.



in regards to bonus powers, I'd recommend you take a look at flash grenade if you have kasumi. it has a bit of a learning curve but is awesome at incapacitaing groups of enemies. I think I realised just how awesome this power was at Okeer's mission, when I was bouncing it off walls to knock enemies out from cover or off ledges.

according to the polls in the link in my sig, flashbang is pretty popular with soldier already. and in my mind it suits an up-close style of playthrough.



Also, if you have Zaeed, I'd maybe drop some of the points in disrupter ammo you have, and move them into something which you'll find more useful. zaeed's squad disruptor and his general awesomeness... the stuff of legends.

#5
ajayatfringefx

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Awesome guide bro. I might awaken my claymore soldier for some training and see how he fares up to your guide. Should be interesting. And btw, sentinels don't get the Claymore (unless modded).
Btw I forgot to mention but I use build C because of its sheer awesomeness. And the Viper by my calculations actually has an increased dmg boost from Heightened.

Modifié par ajayatfringefx, 12 juillet 2010 - 06:55 .


#6
FoFoZem

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This thread is relevant to my interests. Pacifien, put this in your sticky please

#7
Tavanaka

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I found the same thing happened with my Soldier. I was doing a NG+ run for the Insanity achievement, and had picked up the Claymore on the first playthrough for roleplaying reasons. I had become... disenchanted with the weapon due to the low fire rate. My build was pretty crappy, too, being:

- Heightened Adrenaline Rush
- Concussive Blast
- Inferno Ammo 3
- Disruptor Ammo 2
(or 1? I can't remember)
- Shock Trooper
- Advanced Shield Boost


Basically my Insanity run had turned into hiding behind cover, spamming the shield boost whenever my shields dropped and getting bumrushed by absolutely everything while I tried in vain to throw bullets at them. My squadmates wound up doing most of the work up until the Collector Ship at which point I, like most people, became horribly stuck. After about a month of avoiding that file I finally came back and swapped the Eviscerator for the Claymore. That was it. That's all I changed.

I played through the Collector Ship again and literally sweeped it with that gun. It's fantastic for tight spots.

My favorite level on Insanity was probably the Derelict Reaper. I altered my build to have Inferno Ammo (among other improvements) and had boatloads of fun running around with Grunt and Jack, charging head-first into the husk swarms with HAR and the Claymore and one-shotting everything.

I still have yet to pick up the Revenant with a soldier; I've never been much for bullet-spamming. does it have any strengths over the Claymore besides range?

Modifié par Tavanaka, 12 juillet 2010 - 07:06 .


#8
ajayatfringefx

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Tavanaka wrote...

I still have yet to pick up the Revenant with a soldier; I've never been much for bullet-spamming. does it have any strengths over the Claymore besides range?


Not really, only that it has a fast output rate so enemies are not as likely to fire at you, but Claymore is still superior at close range, no question.

#9
Simbacca

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Welcome back IMNWME.  Also nice to see an uncommon build variant being used.

IMNWME wrote...

...I wouldn't suggest any other bonus power for the Soldier, tbh...


Neural Shock FTW

#10
Kronner

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Awesome post. Claymore is by far my most favourite gun and although I still prefer Vanguard Claymore, this Soldier build is great too!

#11
JaegerBane

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Tavanaka wrote...
I still have yet to pick up the Revenant with a soldier; I've never been much for bullet-spamming. does it have any strengths over the Claymore besides range?


Besides range, I would probably say the Revenant has flexibility on it's side. It essentially doubles up as both and assault rifle and a auto-shotty simultaneously that virtually never runs out of ammo and is never ineffective against any enemy in the game, from husks to the Governor of California.

It probably matches the soldier's strength better than any other choice.

#12
IMNWME

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Thanks for all the positive feedback, guys. Wasn't sure whether this had been done before or not.

Neural Shock is an interesting choice. I'll have to play around with it, but Slam is a crazy good buy for 1 point. It incapacitates enemies in health, sets up Warp explosions, ragdolls enemies for Throw insta-kills (from what I've seen), and has a 3s cool-down. Neural Shock also incapacitates enemies in health, and sets up sniper headshots... but since I have Adrenaline Rush, there may be a bit of an overlap.

I wish I could play around with Flashbang, but I don't have the Kasumi DLC yet. Will look into it when I have a better internet connection.

Modifié par IMNWME, 12 juillet 2010 - 11:27 .


#13
Bogsnot1

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IMNWME wrote...
...snippity...
Heightened Adrenaline Rush
Squad Disruptor Ammo
Inferno Ammo
Squad Cryo Ammo
Commando
Slam 1 (set up Warp explosions with Miranda/Thane. 
[b]Also, I'm not sure, but I THINK you can use squadmates' Throw for the ragdoll bonus to throw enemies off ledges/platforms.  Have to test it a few times to make sure)
...snipsnip..

Yes, you can, although I prefer to hit them with Pull first to get them airborne, and then use slam. The extra lift from pull makes a fair bit of difference.

#14
mosor

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I've played a claymore soldier before. It is very powerful with the heightened AR. I still like the revvy better though. I just get more use out of it. Problem with it, it's just one shot. You're probably just going to either outright kill one weak enemy or severely damage one strong enemy. Seriously, the reason why your soldier is doing so well has more to do with the Viper/Vindicator combo with heightened AR. I tore though a NG+ insanity dying only once just using those two weapons.
I just prefer the revvy because I'm bored with sniping, and the revvy allows me to take out multiple enemies at a time if I have inferno.

As for freezing enemies, you're better off with the predator than you are with the carnifex. 2 shots is a guarantee freeze, sometimes only 1. It has a higher rate of fire and more ammo.

Modifié par mosor, 13 juillet 2010 - 02:03 .


#15
Arhka

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I agree with swapping the Carnifex for the Predator. The soldier already has 2 stun weapons, and the Predator can get nasty with full upgrades with critical shots and reload trick with powers. Flashbang grenade is better off for closing in with a larger clip shotgun, or Revenant use. Claymore needs single target powers like Slam, or a long stun power like Reave or Neural Shock.

Modifié par Arhka, 13 juillet 2010 - 10:02 .


#16
IMNWME

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Okay, so I've just done the first four recruitment missions + Horizon on NG+ Insanity, and I have a few things to say regarding the Claymore Soldier now that I've done some gameplay testing.

Tips and Tricks

1) At Level 4 of a Soldier's Passive, Shepard gains a TIME DILATION effect while storming, just like under Adrenaline Rush.  This means you can outrun bullets and close distances quickly and generally safely, unless you're facing an open field of fire.  However, while storming, you cannot change directions, you're pretty much committed to a straight line in whatever direction you're facing once the activation animation of a storm is underway.  Learning to storm effectively is key to this build... no other class really has to rely on their Shep's run speed as much as a Claymore soldier.

2) The Claymore loses none of its killing power on NG+, despite the fact that you start with no upgrades.  Under Heightened, you'll be one-shotting most enemies anyways.  Once you have 2/5 SG upgrades and gain Shield Piercing, you'll be able to one-shot enemies normally, and use the Claymore as a mid-distance weapon (I'm serious).  I just came off of Miranda's mission, and at Vindicator range, I pulled out the Claymore, popped Rush, scoped in, and blasted a fully shielded merc to 1/4 health using Cryo Ammo (no damage bonuses).

Under Heightened Rush, you gain accuracy and distance on the Claymore.  Do NOT be afraid to start switching to it sooner than you might expect as you close distance.  At solid mid-range, the Claymore is an extremely effective weapon under Rush... with just 2/5 SG upgrades + Shield Piercing, you can one-shot most enemy's protection from a distance.

3) Someone above me said that I'm tearing through Insanity, probably because of the Viper/Vindicator.  While you can definitely end entire engagements with the above combo (generally, even with just the Viper), I prefer to use the Claymore to its fullest extent to maximize my killing speed.  That being said, there's several ways to set up those Claymore OHKOs.

A) Isolated enemies.  Enemies that are alone and in cover are probably the easiest way to pick up Claymore kills.  Storm their position, pop Rush as you approach, get in their face, and call it a day.  If enemies spread out a lot, and pick different cover spots, you're in for a treat.  Run from cover to cover, and tear through their ranks, one Claymore blast at a time.  This works fantastic on Horizon.

B) Two or three enemies in various stages of hurt... generally, down to health or with lowered shield bars.  Storm in and use the Claymore as a rapid clean-up weapon.  Average Gatsby demonstrates this excellently during his Collector ship video.  Make sure you're on point... the Claymore behaves differently depending on how accurate you are, and a miss is catastrophic.  Be especially wary about enemies on the floor... the targeting system has difficulty shooting downed enemies.

C) Groups of recently spawned enemies (not entrenched enemies firing on you as you trigger the encounter).  I know, this sounds suicidal, but this where those "mini-Charges" I was talking about comes in.

Because a Soldier gains a time dilation effect while storming, just like under Adrenaline Rush, I use Shepard's natural run speed to storm enemies that are clumped together.  When you come out of storm speed, the world has to "catch back up", giving you one free shot with the Claymore at point-blank range so long as you lined up your shot while running (don't MISS!... this gun can behave erratically at times).

Remember, you cannot change directions while storming, and since you'll be storming through a hail of bullets, this is important to remember.  Rule of thumb: It's best to storm when you're only facing two fully protected mooks at a time.  Face yourself towards the enemy you want to take down, hit A, line up your shot as you're running, blast him off his feet, reload, pop AR, blast his friend, and run away.

I RAN through the first half of Purgatory (up until the second YMIR mech), using nothing but the Claymore and running headlong into enemy waves.  It's best to have a squadmate with an AoE ability (Pull Field or Concussive Blast) just for the stagger effect if you do this a lot.  It's definitely the most rewarding thing to pull off in the Claymore soldier's gameplay if you do it properly.  Take note of cover spots -- you don't want to overcommit and end up hanging out bare-assed in no-man's land eating bullets.

4) Last, but not least... don't get too over-aggressive.  It's a fine line between being aggressive, and needlessly reckless.  Remember, in any given engagement, you'll want to generally push forward, using cover spots generously until you're close enough to start executing fools with your shotgun.  There will be times when you clear out whole rooms at insane clock speeds.  There will be other times when you miss a reload trick, or the Claymore doesn't fire, or a rocket/Warp/Incinerate hits you out of your storm... If this happens before you pop Rush, it's okay, but if you're going through a cool-down and that enemy Centurion keeps blasting away with his shotgun while you have to reload twice due to a botched melee, well, that's probably reload screen time.

If you're uncertain of your ability to storm an enemy at a distance, just pull out the Viper/Vindicator and call it a day.  You can get away with a LOT as a Soldier -- I've replayed missions several times each trying different approach avenues and varying degrees of reckless rushing.  Still, remember the Soldier is JUST AS FRAIL as the Adept during an NG+ Insanity run (although the extra health gives you a few more seconds).  You can't tank, so I'd advise you to close distances cautiously, especially if you're playing through a section for the first time.

5) Last, but not least, use your storm speed to close distance.  It's generally best to pop AR at the last possible second (once you're already in their face), to give you enough time to fire a shot, and run away if need be.  You don't want to pop AR, and have it wear off just as you reach a group of enemies!


I've done a lot of writing to best describe the style, but it's hard to put down in words.  I'd suggest every Soldier at least pick up the Claymore once, and make a conscious effort to use it effectively.  The gameplay is pretty unique to the class, and it's loads of fun once you get in the groove.

#17
Samurai_Wahoo

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Hey, good to see you on here posting, IMNWME. I like the guide and I may try it out. So far, I really dislike the shotties in ME2, I find the effective range to be dreadful.

#18
Kronner

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This thread made me go back to my Claymore Soldier, great posts IMNWME

I just uploaded 2 videos from Mordin's loyalty mission, it was a lot of fun for me!

Part 1

Part 2

#19
Bozorgmehr

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Kronner wrote...

This thread made me go back to my Claymore Soldier, great posts IMNWME

I just uploaded 2 videos from Mordin's loyalty mission, it was a lot of fun for me!

Part 1

Part 2


Great videos Kronner. I love the slowmo action with AR on. Nice how you used one AR Claymore shot + Incinerate + Slam to take out those Krogan. Never tried the Claymore Soldier (used the Widow plus Eviscerator), might give it a try.

#20
mosor

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Kronner wrote...

This thread made me go back to my Claymore Soldier, great posts IMNWME

I just uploaded 2 videos from Mordin's loyalty mission, it was a lot of fun for me!

Part 1

Part 2


Nice vids. Haha pesky verrans almost got ya. I like to melee those vermin to death if they are not swarming. It's a quick way to kill em.

#21
Tony Gunslinger

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There hasn't been much Claymore soldier vidoes I've seen except for Kronner's and AverageGatsby's, so I thought I'd make one:

Claymore Soldier on Korlus

This is probably the least forgiving Soldier, so therefore I had a lot of fun. Not being able to reload the Claymore under Rush took some getting used to, but it does make you use more complex moves. Like the IMNWNE said, this build gets you to make the most out of all of your weapons and powers. I didn't use my assault rifle because I felt ARs take away what the Claymore can do, and it's just more fun going from long range and straight into CQC. It really is a different expereince vs. Charge, I feel like a slow-moving freight train instead of zipping back and forth. Oh, and Jack called me a ******.

#22
jwalker

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 That's a great vid, Tony. Nice work :wizard:

And finishing Jedore off like that, it's for a Robert Rodriguez's movie :lol:

#23
RedCaesar97

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Tony Gunslinger wrote...

There hasn't been much Claymore soldier vidoes I've seen except for Kronner's and AverageGatsby's, so I thought I'd make one:

Claymore Soldier on Korlus


Just watched your video. If you are taking Heightened Adrenaline Rush with Commando, would the Mantis be a better fit as a sniper rifle than the Viper? Or did you use the Viper to avoid potential ammo issues, or because you did not expect to one-shot kill any enemies?

#24
Tony Gunslinger

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jwalker wrote...
 That's a great vid, Tony. Nice work :wizard:

And finishing Jedore off like that, it's for a Robert Rodriguez's movie :lol:


Thanks jwalker, I generally hate heavies with a passion so that b*tch had it coming. :devil::devil:

@RedCaesar97, yes it's mostly because of ammo. I can only quick-swap 2 weapons and I didn't want to use assault rifles, so I would have run into ammo issues with Mantis and Claymore. But the Viper more than makes up for it by being able to CC a bunch of enemies with inferno or cryo ammo very quickly regardless of Heightened or Hardened.  Still, I would have liked to snipe less and used more of the Claymore on that mission.

#25
Bozorgmehr

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Nice vid Tony, some Claymore reload canceling on the 360 - well done. BTW you cannot reload while in ARush? I do know you can't use the reload trick, but no reloads? All weapons?

Finally an ARush weakness :)

Loved Jack's Shockwave too - ******!