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Flash Delirium: getting the most from flash grenade.


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#1
numotsbane

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FLASH GRENADE

At first I had nothing but scorn for the latest and last bonus power available. I tried it previously with my infiltrator, and watched in frustration as my grenades went everywhere that I didn’t want them to go, and hurt no one.
But bear with me folks, for Flash Grenade is, with practice, probably the most useful bonus power available to you.
 

CONTENTS INCLUDE

So what do you get?
Gun Lobby Disapproves (-12): enemy weapons overheat, starting from 3s and working up to 4s at rank 3.
Flash Delirium: flashbang makes robots go a lil’ crazy, stunning synthetics for 3-4s as above.
Just a scratch: flash grenade does…er, ‘extremely modest’ damage. 45pts at rank 1, then 60pts at rank 2, and 75 at rank 3 – not much, but that’s not really what you’re using it for either.
Using the force: On unarmored opponents, flash grenade does he equivalent of about rank 1 throw in a 6-7m radius around the explosion. Knocking over up to four enemies at a time can be quite satisfying.
Damping returns!: enemy incapacitation includes negating biotic abilities(and I think tech, but don’t quote me on that) for the incapacitation duration.
Harbinger of sweet calls: A flashed harbinger can do one thing – annoy you with a constant stream of monotone insults. Seriously, that’s it. Flash is the ultimate harby killer, because it stops his singularity/ firebomb spam.
Husk killer: unarmored husks go the way of death by disintegration. However, with a 6s cooldown I’m not sure I’d recommend it against husks – it’s just not effective enough against armored husks.
It’s staggering: an enemy in cover that gets flashed will, 50%+ of the time, pop up out of cover allowing for a clear shot. There is another animation where the incapacitated goon falls to their knees, but I tend to encounter that one less.
 

YOUR FLASHBANG IS EVOLVING

Level four flashbang gives you a ‘choice’ of frag grenade or improved flashbang. Its not really a choice – frag grenade is level 3 flashbang with +55pts damage. Improved flash has a 9m (9m!) Area of effect radius, and improved incapacitation duration (6s). flash is not a damage power, it doesn’t need to be. Trust me, go with improved.
 

IN THE BEGINNING

A look at some of the basics you’ll need to know to get going with flashbang straight away. Credit to Arhka, who posted a whole heap of these in Pacifiens’ Worst Soldier Ever Thread. Moving straight into it then:
1. Throwing is Different: Flash grenade is not going to help you find a target, and this, first and foremost, is why it has such a steep learning curve. Flashbang will go exactly where you throw it. So the first thing you definitely should do is don’t use auto-aim/pause-aim. The computer won’t target it where it will be most effective, but will aim to hit the enemy – which is not what you want, especially if your target is behind cover.
2. Where to Aim: I’m going to credit you all to realize that as flash grenade follows a parabolic flight path, you have to aim up to get distance. However, further is not necessarily where you want to go. the sweet spot is somewhere just to the side and just behind the cover an enemy is taking.. If you have enemies out in the open, it’s even easier: they’re likely moving forward, and you’ll want to aim just in front to allow for the bounce and time delay. As so:
Image IPB
Aim in front of moving targets
3. King of the Hill: Elevation gives you better perspective. It also makes it easier to loop a grenade over cover. So if you plan on using flash, make sure to seek the high ground if you can.
4. Off the Backboard: If there’s a solid wall behind your target, always (well, most of the time) bounce it off the back wall. Look for deflections – they are, for the most part, much easier to calculate than a straight throw. Also, this will really help you get a target that’s behind cover.
5. Look for boxes: …yeah, boxes. A group of enemies in a box is a freakin pre-packaged gift. I’ll show you what I mean:
Image IPB
It is ridiculously easy to get a flash grenade within those walls
 – and once it’s there, everything inside the box is neutralized. So always try to find confined spaces to lob a flashbang.
6. Pre-emptive strikes: because flash grenade has a bit of a time delay, you can immediately shoot it off at that opening door in the knowledge that enemies that come out are going to have overheated weapons. An example of where can be found in grunt’s recruitment:
Image IPB
throw before the blue suns come running. Its worth a shot.
7. Its all about When: the most important part of using flash grenade is knowing when to use it, not how. My general advice is only to target groups of enemies that aren’t an immediate threat, and that you have a relatively clear or easy shot to. A prime example of when not to use flashbang is illustrated below:
Image IPB
In this situation, direct crowd control powers like concussive shot or throw are better
 
 

IT AINT ALL SUNSHINE

Flash Grenade is good, but its not perfect. Here’s the main issues that you’ll want to avoid:
1. Don’t aim for the sky: Elevated enemies are hard to get, and impossible to get if they’re behind cover. I’d advise to just not try it, unless you think you’ve got a really good shot. As always, it’s situational.
2. Claymore immunity: I learned the hard way that claymores don’t suffer any overheating as a result of flash grenade. (the hard way was a face full of shotgun ammo, in case you were wondering)
3. Still Online: YMIRS are untroubled by your puny light show. Praetorians appear incapable of noticing that they’ve been flashed. So yeah, It doesn’t work, which makes me slightly sad – though it’s a bit unreasonable to expect one power to neuter the hardest enemies in the game.
4. Did I do that?: yes, you can flash yourself. No, Its not fun. it can knock you out of cover, but only if you do a really bad throw and it lands back behind your cover.
5. Just throw the damn thing!: it does have a pretty long throw animation, be warned. Don’t throw if you’ve only got a sliver of health left, you’ll be dead before you can get back in cover. Its not too bad though.
 

VERY classY

Is Flash Grenade useful to all the classes? I’m inclined to say yes*, but with some it’s better than others. Below are how I integrate (or don’t) Flash Grenade into my class builds.
*yes with an asterisk actually means no.
 

_____Sentinel_____

Good God, and I thought Soldiers knew what to do with flash grenades. Sentinels, with 30% cooldowns and general tech-armor-tanking abilities, absolutely rock with flashbang, despite the overlap with overload. My Neutralize Sentinel is a beast to behold, and on NG+ insanity it’s only died once (goddamn flanking pyros).

Build is:
Heavy throw 4
Unstable Warp 4
Assault armor 4
Overload 1
Cryo blast 0
Guardian 4
Improved flashbang 4
The Team: Zaeed and Kasumi


 
With squad disrupter, two flashbangs and 2 overloads, this team generally overheats most standard enemy weapons. And you can do so much more when no one is firing at you. Shields? What Shields. The general way of death is mid range tempest spray and flashbang, then closing in for throw, tech armor bursts and more tempest spray. I use a GPR for long range stuff, I find it’s more accurate than the Avenger and doesn’t run out of ammo or need the precision of the vindicator though the vindicator is still a ridiculously good weapon.
Against blood pack I bring Jacob for warpsplosions and incendiary ammo.
 

_____Soldier_____

Its hard to write a good guide for a flashbang soldier because the bonus weapon you pick tends to dictate how you play to an extensive degree. I’ll say now that I’ve found the least use for flash grenade with the widow soldier, as that tends to be a slower, purposeful play-style where the benefits of flash aren’t as necessary. As for the others:
 
Claymore and Revenant Soldiers
Generally Speaking, when I play Revenant or Claymore Soldiers, I tend to try to get up in the face of the enemy, or at the very least within a few meters. Breaking it down for your benefit, here’s a couple of things you’ll need to know:
Improved flash on a soldier generally has the same sort of cooldown as it has duration. So, you’ll only be able to get the tail end of its effects with adrenaline rush activated afterwards. This means you can’t really sit in cover, flash, wait for the cooldown, then activate AR and mop up. Here’s a few tips on when and when not to use flashbang:
1. One is never enough: A lone enemy is not worth a grenade. AR guarantees a quick kill, so don’t use Flash ‘just because you have it’. Its not the all purpose answer.
2. Missed ‘im by that much: often that sniper/ vindicator burst can leave an enemy with a tiny bit of health left – If you’ve got no cool downs going, a flash can be used as a finisher, as it can be better than switching to a new weapon, wasting another sniper shot, etc. It’s not something you have to do, but it can be useful.
3. Stop Hiding!: you know that enemy that’s refusing to pop out from behind that chest high wall? Yeah I hate that guy too. Soldiers don’t have access to arcing powers, so I use a flashbang to pop those recalcitrant enemies out of cover, ready for a bit of light machine gun fire… to the face. The flash stagger lasts long enough to get a clear few vindi bursts, which then staggers/ panics (with incend.) the enemy. Probably a favorite tactic of mine.
4. Break up the Party: AR is great to strip a few enemy defenses, or to finish off one target. But that group of 4 enemies all standing together? Flash is so much better at handling multiple units. And when you do flash them, well, I use that break in enemy fire to close in with shotgun. 2 Evi/ etc shots, then the cooldown is up and you can spam AR again to retreat or finish.
5. Freeze: I’ve only ever managed to do it a couple of times, and some of those were flukes, but with luck you can knock a frozen enemy that’s fallen behind cover out into the open with an (extremely) well placed flashbang. And when you do it you feel so good about yourself…
 
So I suppose the most important thing is (yeah I keep saying this…) when to use flash grenade. It’s not an AR substitute, and as a soldier you shouldn’t even be overly reliant on it. But it covers a niche that soldier play can lack.
 

_____Vanguard_____

I thought I’d quickly take a look at why you don’t want to be using flash grenade on a vanguard. In fact it’s probably the only class where I wouldn’t even bother at all. Here’s why:
Mid range? What mid range?: Vanguards play too far away to charge or right up in the enemy’s face. Which pretty much skips the entire useful range of flash grenade.
Approach? But I’m already there…: Flash is great to neutralize some enemies so that you can get closer without coming under fire. Vanguards… well, they don’t really have that problem.
Seeing the light: have you ever tried to use flash on an enemy within a few meters of you? Because the general result is flashing yourself, not firing the weapon you could have just fired, and having a 5ish second cooldown before you can activate defenses/ charge/ use another power. I seem to find that the closer I am to enemies the longer that cooldown lasts; and that’s real bad for vanguards.
 

_____Close Quarters Infiltrator_____

I’ve had great fun with this build and its ability to lock down and destroy large groups of enemies at mid to close range. Flash really helps to do that. Here’s the important things:

Build:
Disrupter Ammo 2
Squad Cryo Ammo 4
Assassination Cloak 4
Incinerate 3
AI hacking 1
Passive 4
Improved flashbang 4
The Team: anyone with area defense stripping, bonus if they have the incisor


Besides the usual flashbang shenanigans detailed above, I’ve found myself using flash on groups of three or four enemies, as it stuns them and keeps them in a tight group – whereas otherwise they’d be inclined to spread out and find cover. So I’ll open with flash, follow with SMG fire and area overload/ reave to strip up to three or four defenses at once. Then, to the joy of all involved, squad Cryo kicks in and freezes them all in place for you. Dispose of at leisure.
I’m going to boot up my soldier build and see if I can do this with a claymore soldier, but I think the main issue is that I’ll have to drop a boatload of points from disrupter and inferno ammo to get squad cryo, which makes it less viable.
 
Numot.
As usual, for all things bonus powers, check my sig.
Glory to the flash.

Modifié par numotsbane, 10 août 2010 - 01:57 .


#2
Gumbeaux Jr

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Thanks for posting this! There are some great tips in here! I'm using the flashbang on my soldier for fun.

#3
Bozorgmehr

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Nice guide guide Numotsbane, thumbs up. Will use the info when I'm done playing with my Adept.




#4
TheBestClass

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Nice job. I know you're still working on this but I have to ask: Why did you explain the benefits of Flashbang for Sentinels first? Are you saying the Sentinel benefits most from the Flashbang? Also, how does it compare to Energy Drain for the Sentinel?

#5
xlavaina

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Very nice.

#6
ezrafetch

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The guide itself is great, and as soon as I finish DAO and get my ultimate Shepard into ME2, I'll probably be abusing flashbangs myself.

But, with regards to your Sentinel, is there a reason why you chose the AR+Tempest combo over the Locust+Shotgun combo? Since A. your Sentinel is going to be more CQC with the Assault Armor and B. the Locust largely renders AR as an obsolete choice on the Collector ship, I don't see why your build's prowess wouldn't be enhanced by using, say, the Scimitar and the Locust.

While I have zilch hard evidence to suggest this, I don't see Squad Disruptor to be as useful as you would think. I think you'd be better served with Jacob as your main guy. Squad Incendiary is going to pack a much more powerful CC effect than just overheating enemy weapons (it's also actually going to be moderately useful vs. Collectors), and shields very rarely take a lot of time to fall, making it a subpar option in terms of maximizing both damage, crowd control, and survivability. Bringing Jacob along for the ride almost all the time also allows increased tactical variation (i.e. Kasumi Flashbang into Jacob Pull into Shepard Throw/Warp), which would be more...rewarding than just flashbanging everything and just plinking away with guns. It also allows you to be more, uh, "reckless" with your play since you won't be the only one absorbing hits (while Zaeed dishes out a lot of damage, he's not exactly a great tank).  Obviously, if you're going to be involved in heavy Geth encounters, Zaeed becomes much, much more useful than Jacob because Squad Disruptor acts as Overload #s 3-5.

Also, if you really think about it, you're doing your matchmaker part by setting up Kasumi and Jacob. Nothing like a harrowing experience to bring two people together.

Modifié par ezrafetch, 31 juillet 2010 - 08:24 .


#7
numotsbane

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TheBestclass wrote...

Nice job. I know you're still working on this but I have to ask: Why did you explain the benefits of Flashbang for Sentinels first? Are you saying the Sentinel benefits most from the Flashbang? Also, how does it compare to Energy Drain for the Sentinel?


Are Sentinels Best? - I think they might, though mainly it's because thats what i'm playing at the moment. Flash isn't a tech power, its a combat power - this means it only gets the cooldown/ duration bonuses from armor pieces and passives. The sentinel gets the best of these with a 30% cooldown.
Also, because tech armor has such a long duration, its easy to use flash while keeping tech armor up. Unlike the soldier, you can charge a group of flashed enemies reasonably often while having your class specific power active - you don't have t choose between the two.
An Energy drain sentinel plays different to a flash sentinel. generall, my main tactic with ED is to soften the enemy on the way towards them, also keeping my shields up until I'm ready to let them burst. With flash and squad disrupter, there generally isn't the enemy fire or shields available to make ED useful. if you still want a good anti-shield active power, you can spec for 1pt Warp and Area overload anyway - you only need 1pt warp to get warpsplosions after all.
Also, Flash works against all enemies, so no respecing for collector missions. (yeah, I might take jack for squad warp ammo, but disrupter is still quite effective against collector weapons).

A short note on soldiers  - flash is not a replacement for concussive. I'm still testing, but 1pt concussive is still useful in certain situations. Also, I'm generall using AR to kill lone enemies and FB on clumped/ grouped targets. if three goons are next to each other, flash will soften them all, but AR will only kill one.

Numot

Modifié par numotsbane, 31 juillet 2010 - 10:07 .


#8
numotsbane

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ezrafetch wrote...

The guide itself is great, and as soon as I finish DAO and get my ultimate Shepard into ME2, I'll probably be abusing flashbangs myself.

But, with regards to your Sentinel, is there a reason why you chose the AR+Tempest combo over the Locust+Shotgun combo? Since A. your Sentinel is going to be more CQC with the Assault Armor and B. the Locust largely renders AR as an obsolete choice on the Collector ship, I don't see why your build's prowess wouldn't be enhanced by using, say, the Scimitar and the Locust.

While I have zilch hard evidence to suggest this, I don't see Squad Disruptor to be as useful as you would think. I think you'd be better served with Jacob as your main guy. Squad Incendiary is going to pack a much more powerful CC effect than just overheating enemy weapons (it's also actually going to be moderately useful vs. Collectors), and shields very rarely take a lot of time to fall, making it a subpar option in terms of maximizing both damage, crowd control, and survivability. Bringing Jacob along for the ride almost all the time also allows increased tactical variation (i.e. Kasumi Flashbang into Jacob Pull into Shepard Throw/Warp), which would be more...rewarding than just flashbanging everything and just plinking away with guns. It also allows you to be more, uh, "reckless" with your play since you won't be the only one absorbing hits (while Zaeed dishes out a lot of damage, he's not exactly a great tank).  Obviously, if you're going to be involved in heavy Geth encounters, Zaeed becomes much, much more useful than Jacob because Squad Disruptor acts as Overload #s 3-5.

Also, if you really think about it, you're doing your matchmaker part by setting up Kasumi and Jacob. Nothing like a harrowing experience to bring two people together.


Its a NG+ sentinel and I'm on 360 so there wasn't much of a choice Image IPB. but I still like the tempest/ GPR combo better, based on my various shotgun runs.
The GPR has a larger clip size than the locust, and is just as effective against shields, while also getting a slight armor boost thanks to the penetration upgrades. also, I find it works slightly better at a longer range with the accuracy upgrades.
The Tempest also has an epic clip size, and up close you can spray indiscriminately. Apart from the scimitar, I don't find you can keep up the same pressure with a shotgun - it may kill one enemy quickly, but you can't switch as quickly to the next and the shotgun effective range is hard to manage on xbox (well thats what I find). Also if you mish a shot, or it doesn't kill them, the delay really pisses me off.
What can I say, I love rapid fire spamming.

I Don't really like managing Jacob - I can give Zaeed the incisor now, and it really ramps up his damage while allowing him to stay back. I find jacob either uses his barrier at a really annoying time, or dies. I do like Squad incendiary, But i'd rather bring Grunt - I've had plenty of warpsplosions since my last adept run. Also, Jacobs banter annoys me.
I tend to find that enemy overheats, while not keeping people still, does noticeably ease the pressure. both do cc to the enemy right in front of you, but incend does better damage.

I guess in the end its a personal choice. Just go with Jacob if you like him better.

Numot

#9
JaegerBane

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numotsbane wrote...
The GPR has a larger clip size than the locust, and is just as effective against shields, while also getting a slight armor boost thanks to the penetration upgrades. also, I find it works slightly better at a longer range with the accuracy upgrades.


To be honest, the armour boost is virtually invisible. The GPR only gets 1.15 multiplier against armour in the first place, while the Locust is equally effective against all defences (1.25). The end result after upgrade will be in the region of 1.4 against armour for GPR.

It also packs significantly greater punch then GPR (over twice as much damage per shot). The GPR's extremely low damage per shot also means ammo powers are less effective due to their percentage-based increases.

It's not a bad rifle by any means, but I'd have to question why you'd leave the Vindicator out if you intend to take the Tempest over the Locust.

#10
numotsbane

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Well I'll say if I could choose the Tempest and Locust I'd likely take that. But I can't, so mneh. The Vindicator is great, but its a surgeons weapon; and sometimes I don't feel like being a surgeon. the limited ammo is also a bit of an issue; if it's your only long range weapon it can be used up fast.

I certainly don't hate the vindicator, I use it on my soldier, engineer and smetimes with my adept.



The Missions I've been doing have generally had shield using enemies - armor for elite/ boss enemies only. When I get to Horizon I'll see whether the vindi/ Jacob combo works better than GPR/Zaeed.

Likely after that I'll switch to Jack w/ Squad Warp Ammo anyway, and Zaeed for shield/ Geth missions.



More Flash Info: I've found that improved flash grenade will put even enemies with defences up into a crouched position for a couple of seconds, which is great and makes them real easy to slaughter. I never really noticed that with level 1-3 flash but it may be so even then.

#11
numotsbane

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update! soldier and vanguard stuff.

also its official, came past yesterday and the entire front page was 'official' support threads. where be my strategy partners in crime?

comments, feedback, debate welcome.



Numot.

#12
TheBestClass

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Nice updates. I have switching between the Flashbang Sentinel and Soldier lately and both work very well. I like that the Sentinel can throw another flashbang before the effects of the previous one wear off. I have to say though, it seems like the Soldier can capitalize on the stun/overheat effects better due to their access to the Revenant. They just kill most things before the effects wear off. I'm torn.

#13
numotsbane

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Ok, I've been away a bit playing ME1 again for a change of pace, but I've also tried a couple of new classes with flashbang. initial impressions being:

CQC Infiltrator: Once I figured out where to use flash, where to use incinerate, and where to use cloak, I absolutely ripped up all the illium missions and had a blast. this is a class that literally has everything - a great power finisher in incinerate, squad cryo for CC, long and short range dominance, flash for stunning and general wickedness.

more later, but I just had to say that CQC infiltrator is sick.

also, haven't tried the new weapons yet, but don't think they'll have that big an effect on power use anyways.

#14
Pacifien

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This guide is the awesome. Reminds me of when Arhka (think it was him) gave me pointers on using Flashbang Grenade, and suddenly I was a grenade throwing fool. Most guides are suggestions for how to play, but this one is really a lesson on how to play.

#15
numotsbane

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Yeah, I credit Arhka with a whole lot of the ones in the 'in the beginning' section. I'm glad this guide has been pretty well recieved, but I just wish I could get a fraps equivalent for xbox, as nothing shows how like a video and i've done some pretty awesome (and pretty stupid, too) things with flash.



also, I have to update to say that you actually can knock yourself out of cover with your own flash. but really, I've only done it once. ONCE. in all my flash testing, the only time i got knocked out of cover was when it deflected off a geth that jumped up in front of me and fell right at my feet.

so I just want to stress its really a non-issue. but I'm a stickler for accuracy and detail...

#16
Pacifien

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Oh, when I was learning how to use Flashbang Grenade, I knocked myself out several times. As Agent Washington tells Caboose, "That was the worst throw ever. Of all time."

There is a way to record off the XBox, but it requires buying additional components. Think it can be done for less than $50, but still... it's buying stuff.

#17
numotsbane

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really? I've blinded myself several times but I was really shocked when I actually staggered. I think I was just bitter because it wasn't a bad throw, I mean, the geth basically headbutted/ lampbutted the grenade back to me. quite rude, really.



also, in regards to engineers, i've found that

1. engineer power spamming is so fun, and

2. whilst flash is still good, the engineer has such a well rounded arsenal I didn't need to rely on flashbang as much.

#18
numotsbane

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Pacifien wrote...

Oh, when I was learning how to use Flashbang Grenade, I knocked myself out several times. As Agent Washington tells Caboose, "That was the worst throw ever. Of all time."


I disagree. The worst throws ever. and how definitely not to throw a flashbang

#19
Arhka

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numotsbane wrote...

Yeah, I credit Arhka with a whole lot of the ones in the 'in the beginning' section. I'm glad this guide has been pretty well recieved, but I just wish I could get a fraps equivalent for xbox, as nothing shows how like a video and i've done some pretty awesome (and pretty stupid, too) things with flash.

also, I have to update to say that you actually can knock yourself out of cover with your own flash. but really, I've only done it once. ONCE. in all my flash testing, the only time i got knocked out of cover was when it deflected off a geth that jumped up in front of me and fell right at my feet.
so I just want to stress its really a non-issue. but I'm a stickler for accuracy and detail...


Will work on that. Have planned that video for quite some time, but time constraints. Check back later. Also, in addition to the blast knocking unprotected enemies over, they will stay down for a few seconds as well, possibly making a great pairing with Inferno Grenade or other AOE attacks like Reave and Incinerate. 

Modifié par Arhka, 09 août 2010 - 04:10 .


#20
numotsbane

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any videos would be awesome arhka. also, updated the OP with CQC Infiltrator goodness.

#21
lazuli

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Nice guide. I'll give it a try on an AR Soldier.

#22
termokanden

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You may be disappointed on a soldier since AR makes every other power seem less, well, powerful.

I loved using it on my sentinel. With a 30% cooldown reduction you can lock down groups forever and shoot them while Flashbang is recharging.

Modifié par termokanden, 27 août 2010 - 07:37 .


#23
numotsbane

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I'm a bit torn at the moment between stasis and Flash on soldiers. In general, the difference is basically locking down a lot of enemies for a short time versus just one enemy for ages. here's my preliminary statements:

Widow soldiers could take stasis instead: Though I can't even really put my finger on why. its mainly the playstyle difference I think, as a sniper tends to hang back a bit. Stasis is more defensive, flash is more offensive - and I see the widow as a more defensive 'stand back and eliminate' class. the mattock ups the effectiveness of a widow soldier but if you're running forward hosing things with mattock and shotgun pellets then you're no longer a 'true' widow soldier really. just a mattock soldier with a big pole on your back.

Revenant soldiers stay with flash: just because its better for rushing crowds. anyway, thats just my opinion from limited testing, so its not gospel yet. and ammo isn't that big an issue with the rev, so even if it takes you extra time and ammo to drop a YMIR compared to the stasis fall/ widow shot tactic its not that great a loss.

glory to the flash

Numot.

#24
Cypher0020

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awesome thread! Just bought stolen memory, and was wondering what the flashbang grenade did at first



>.> sucks when enemies in LOTSB used it on me

#25
yuckygeo

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As a low level Vanguard I usually take Flashbang on all pre-Horizon missions except Grunt's recuitment.  Maybe it's my lack of competency using Charge, but I find it very useful for a Vanguard (video here).  Especially if you don't want to put any points into Shockwave or pull and start maxing Charge and passive with some points in your ammo powers. 
Pretty much any place that spawns a group of enemies close together where Charging isn't the best play gets Flashbang'd.  The beginning/end of Kasumi's loyality mission, the beginning of Jack's recuitment, closing the shutters during Garrus' recuitment are some of the spots I've found Flash more useful than other loyality powers.