One Shot, One Kill: A Comprehensive Guide to the Widow Soldier
#51
Posté 17 octobre 2010 - 02:37
Unless I am missing a setting or something, I absolutely hate the huge amount of aim-assist in the game when sniping. It makes it so frustrating to snipe I don't think I'll ever really do it for precision kills again.
#52
Posté 17 octobre 2010 - 03:46
Modifié par The Grey Ranger, 17 octobre 2010 - 03:58 .
#53
Posté 17 octobre 2010 - 02:58
#54
Posté 18 octobre 2010 - 05:47
What I did was put HDA on my widow to blow through shields so i wouldn't have to use my Hardened adrenaline rush as much, and so that the shot damage wouldn't be wasted on the shields if I didn't hit the target in the head. This caused situations where even if i didn't hit them in the head, they'd be taken down to, at worse, half health (geth and mechs die instantly regardless).
ICA meant that and shots from the widow that didn't insta-kill someone meant they were frozen long enough to switch to another weapon, or line up a follow up shot.
Combined with the Mattock and Plasma shot gun, you're basically unstoppable.
#55
Posté 18 octobre 2010 - 08:11
#56
Posté 18 octobre 2010 - 09:00
#57
Posté 20 octobre 2010 - 02:09
Athenau wrote...
But cryo doesn't freeze unless you hit health first. The spillover damage from a widow show might damage health, but you lose the freeze effect since the ammo call was wasted on the the defense (shield, barrier, armor, whatever).
Fortunatly, I found the stagger animation was long enough to finish them off.
#58
Posté 20 octobre 2010 - 06:58
Anyways, I told him no from memory, but that got me thinking about exactly how much defense and health various lvl 30 enemies have on insanity. Luckily I have that mission saved to test it out a bit. My solider already had +20% weapon dmg bonus from passive and equipment, but no upgrades, so when I shot a Blue Suns trooper in the chest with the Widow (no ammo power), it took out almost all of its shields. I took a shot at another Trooper who had no shields but full health, and the remaining red bar was exactly the same amount. Doing some rough math, my damage is 441. Seeing as how most stats in the game are increments of 5-10-25, I can conservatively guess that a level 30 Blue Suns trooper on insanity should have about 500 shields and 500 health.
I can't find this kind of info anywhere, so I'd be appreciated if someone point it out to me. I think it matters when talking about weapons and builds, because without a number to declare "this is enough to kill", we're just being subjective. Without hard enemy numbers, we don't know if a shotgun with x upgrades is good enough one-shot a Collector, or if a level 3 overload is enough to completely strip most shields so we can use points in other areas, etc.
#59
Posté 20 octobre 2010 - 12:07
Fortunatly, I found the stagger animation was long enough to finish them off.
Don't get me wrong. I love Improved Cryo, but I wouldn't put it on the Widow or Mantis. Save it for the Mattock (omfg, it's amazing on the Mattock) or the Viper or even the pistols.
#60
Posté 18 décembre 2010 - 09:15
Of note for the update: the view on Squad Cryo by the guide will be much improved. Been warming up to it.
Modifié par ezrafetch, 18 décembre 2010 - 09:16 .
#61
Posté 18 décembre 2010 - 05:57
ezrafetch wrote...
Of note for the update: the view on Squad Cryo by the guide will be much improved. Been warming up to it.
http://www.hark.com/...kmvxkdbhpq-drum
#62
Posté 19 décembre 2010 - 02:30
Most of my one-shot kills have been not with the Widow, but with the geth plasma shotgun. That thing has a monster range, and under ARush does monster damage. And it has twice the ammo capacity of the Widow, and pickups are for 4 rounds instead of 1. Is this the experience of others as well?
Modifié par hong, 19 décembre 2010 - 02:31 .
#63
Posté 21 décembre 2010 - 03:34
I did finally give the GPS a "real" shot, and it's good. I'm not sure if I prefer it over the Eviscerator, but it almost feels too easy (it also has no feel when you fire it unlike the Eviscerator, ha). That'll also change when I get my update in.
Modifié par ezrafetch, 21 décembre 2010 - 03:35 .
#64
Posté 21 décembre 2010 - 03:43
Modifié par Kronner, 21 décembre 2010 - 03:44 .
#65
Posté 21 décembre 2010 - 04:33
Kronner wrote...
Well, you CAN use Widow from range and 1S1K regular enemies. But if you went in with AR + Mattock, you'd be much faster and more effective. You don't even need GPS. Mattock + Adrenaline Rush was the easiest Soldier playthrough ever, it is so overpowered I probably won't ever use it again. It makes all other weapons seem like a total crap.
Agreed, I was just saying this in the other Soldier thread. I went back and changed my Widow Soldier to Revenant Soldier because of just that.
Modifié par Simbacca, 21 décembre 2010 - 04:33 .
#66
Posté 23 décembre 2010 - 03:13
Would the Mattock be faster? Sure, but if you're going to be using the Mattock, you may as well take the Widow and use it. And the Widow is simply a sexy gun, so might as well use it.
Modifié par ezrafetch, 23 décembre 2010 - 03:15 .
#67
Posté 23 décembre 2010 - 10:03
#68
Posté 25 décembre 2010 - 10:09
#69
Posté 27 décembre 2010 - 01:25
Gotta know your maps! and ull be good, i miss cc somtimes, but careful squad choice negates that.
I support this thread. Widow Soldier is now my favorite class. (used to be adept)
#70
Posté 27 décembre 2010 - 06:53
Encarmine wrote...
Gotta know your maps! and ull be good, i miss cc somtimes, but careful squad choice negates that.
Once you know your maps you're fine with a lot of classes ...
Note: Map & spawn knowledge wsa the biggest hurdle I had to overcome!!!!
#71
Posté 29 décembre 2010 - 07:05
1. Your best bet for a smooth start is likely taking AP Ammo or Slam/NS if you feel ambitious. I chose AP because I wanted a little extra oomph before Jacob gets Squad Incendiary.
2. You do want to sprint for Heightened AR first, then Commando (working on Commando as I do Zaeed's loyalty pre-Horizon). Not like this was any news, though.
3. Because you're stuck getting those two first, it's handy to stick Squad Incendiary on Jacob or Grunt until you get Inferno for yourself and Squad Cryo/Warp for your teammates.
4. I have been relying on teammate CC a bit more. Rather than camp around for another AR cycle to creep around, I sometimes Mantis headshot a dude to strip his protection, which allows for a quick Warp combo from Jacob+Miranda. I used to simply just ignore using powers outside of stripping defenses, but I'm purposely trying to integrate them to see if it helps. It has usually helped. My idea for the moment is to run Samara/Miranda in the later stages of the game. I figure Reave+Overload+Warp Bombs from my teammates will be more than enough CC (not like it matters with the Soldier's killing speed regardless).
5. I have also made it a point to snipe first and ask questions (i.e. lean on the Mattock) later. I noticed at least in early levels, there are considerable issues with Mattock ammo count as lack of upgrades + lack of AR/passive damage bonuses really hamper the killing potential the Mattock gains later in the game. The Mantis pretty much one-shots normal dudes in the head from the get-go, which means it carries even more importance in the early game as it allows you to conserve ammo. It also highlighted the need to be efficient with the quickscoping (-ish) as the lack of health upgrades makes it less easy to take a day to hardscope someone.
6. The GPS is probably the best bet in terms of Shotguns, so yeah, that will be changed in the guide. Once again, I hardly leaned on it as a primary weapon, but in close quarters it did the job. I'm still not completely sold on the Phalanx, but I'm going to continue to use it for the style points until I feel the need to switch to the Carnifex (though I may give the Predator another shot).
That's all for now. I'll be going through the rest of my pre-Horizon (Zaeed LM, Jack RM), Horizon, then get through the Collector Ship and update then with general thoughts as I've done here. Leave any notes or questions and I'll get to them soon.
Modifié par ezrafetch, 29 décembre 2010 - 07:04 .
#72
Posté 30 décembre 2010 - 02:18
ezrafetch wrote...
...I'll be going through the rest of my pre-Horizon (Zaeed LM, Jack RM), Horizon...
Heightened AR + Charged GPS = 1/2 Praetorian Barrier (at that teens-level)
#73
Posté 25 mai 2011 - 10:19
Any suggestions on a Bonus Power?
Modifié par mi55ter, 25 mai 2011 - 10:22 .
#74
Posté 25 mai 2011 - 03:55
Ammo powers have the best synergy with AR in terms of maximizing cooldown and killing power, but Shredder Ammo is essentially useless to you (since you have Incendiary Ammo already available, even if you're not playing on Insanity) as is AP Ammo (same reason, though AP is actually useful on Insanity). Warp Ammo doesn't give you a whole lot of a boost, and it's got RP problems (if you care about that sort of thing), but it can make the difference in headshotting enemies with barriers, especially Collectors on NG+ Insanity Horizon. You might be best off taking Squad Cryo instead for the CC, although that has its own disadvantages because frozen enemies sometimes fall in positions where it's impossible to get a headshot.
If you don't really care about cooldown maximization (and maximizing time in AR is essential with a Widow Soldier in my opinion), Flashbang Grenade has good RP potential and CC, the latter of which a Soldier can only really get with Inferno Ammo (and even then, not that much); it can serve you well on husk missions like the Reaper IFF. Energy Drain can also work, although that's much better suited to a Revenant Soldier IMO (they can spend much more time out of AR than a Widow Soldier can, and can use the extra shield boost to recover their shields from a push). Energy Drain also has the downside of basically being redundant in terms of killing power with Disruptor Ammo in the mix.
The shielding powers, GSB, Fortification, and Barrier, each eat up wayyyy too much cooldown, and are chiefly useful as panic buttons, which a Widow Soldier oughtn't need in the first place. Plus, you have AR as your panic button anyway. I'd stay away from them, although Barrier can be situationally useful on Husk missions when you're relying on Mattock/GPS and in close combat (not a Widow Soldier's forte); since Barrier doesn't have a break before it activates, it's perfect for getting out of the middle of a crowd of husks.
If you feel like completely ignoring RP, Stasis is always a good suggestion (and with the Widow it allows you to one-shot more or less any enemy). Most of the other biotic powers have too much drawback in terms of cooldown, in my opinion.
#75
Posté 25 mai 2011 - 03:59
Beyond that, as a Widow Soldier, I find that I work best taking Heightened AR, Squad Disruptor, Inferno Ammo, and Commando. I usually spend the last point in Cryo Ammo for husk missions and I'll rely on squad powers and the scimitar shotgun with said 1pt cryo ammo for husk removal. Squad Disruptor ammo gives me good shield penetration with the Widow, and it's also a CC power. At that level, Disruptor ammo can overheat enemy weapons, forcing a reload, and thus reducing their effective rate of fire. Full inferno ammo on the Widow simply tears scions and harbinger a new ****. For weapons other than the Widow, I usually use the Scimitar and the Mattock. For CQC, I like rate of fire to be as high as possible, thus the Scimitar. The Mattock is basically there for when I'm out of ammo for the Widow or I want to save the Widow's ammo. I will always carry the M920 Cain if I'm a Widow Soldier. The Widow is, itself, as devastating as a heavy weapon. The fact that I have the Widow allows me to carry the nuke launcher for particularly annoying enemies like Praetorians.
The only defense I can't strip is barriers. Some players will forego their bonus power and get heavy CS for barrier removal; I've done this with a Revenant soldier. However, most of your enemies rely on armor or shields and not barriers. I rely on squad mates for barrier removal powers. Many have them. Grunt, Garrus, and Zaeed all have CS which is good against barriers. Warp is good against barriers, which you can get with Miranda and Thane. Samara's Heavy Reave is truly devastating against barriers, and also has CC effects. In fact, Reave can almost be classified as "stupid powerful". When fighting barrier defenses, I will take Samara and either one of the CS characters (Zaeed, Garrus, Grunt) or one of the Warp characters (Miranda, Thane). Samara, in additional to Heavy Reave, also puts an assault rifle on the field; she's almost a weapons squad by herself.
Modifié par jamesp81, 25 mai 2011 - 08:41 .





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