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Help! Infiltrator on Insanity!


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#51
sinosleep

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To say that I can't partake in a discussion about what's "a good build" on an infiltrator because I refuse to use ONE skill is patently ****in ridiculous. Any build which you can use to get through insanity is a "good" insanity build, and that's EXACTLY what I gave him. A build that relies on guns and my reasons for doing so. Not wanting to use a particular power doesn't have a damned thing to do with this topic and sure as hell doesn't eliminate ANYONE from taking part in the discussion.

And as far as things being over powered not mattering in a single player game? Might want to check out the DA:O boards and the four million and twelve threads on how stupidly overpowered shield bubble was. Which BTW, got the ability patched, IN A SINGLE PLAYER GAME. Clearly Bioware thought it was an issue, as I haven't seen them nerf practically any other ability in their history of producing video games.

Modifié par sinosleep, 29 août 2010 - 04:36 .


#52
Kronner

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Besetment wrote...
You can play it any way you want and set as many self restrictions as you want so that the game is fun and challenging for you personally.


So what is your problem then? Just because someone does not like Reave (and who can blame him or her) does not mean that the person is not eligible to discuss builds lol

Everybody knows Reave is overpowered, but that does not mean I am gonna use it just because it's powerful. (Un)fortunately ME2 does not require player to build the most powerful build possible in order to beat the game on Insanity. Everything comes down to personal preference. Infiltrator with Reave is NOT better than Infiltrator without Reave, some people may like it better because it suits their playstyle, but that's it.

#53
sinosleep

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This is why I tend to not discuss powers like energy drain or reave. It's not as if they're some how uniquely tailored to any particular class, they're I win buttons in this game, regardless of class. I fail to see how discussing powers like that add much to an infiltrator discussion.




#54
Besetment

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Kronner wrote...
Just because someone does not like Reave (and who can blame him or her) does not mean that the person is not eligible to discuss builds lol


Nobody said this though.

Everybody knows Reave is overpowered, but that does not mean I am gonna use it just because it's powerful. (Un)fortunately ME2 does not require player to build the most powerful build possible in order to beat the game on Insanity. Everything comes down to personal preference. Infiltrator with Reave is NOT better than Infiltrator without Reave, some people may like it better because it suits their playstyle, but that's it.


So Reave is overpowered but an Infiltrator with Reave is not better than one without? How is it overpowered then? Alls I'm saying is lets have some consistency here...

#55
Kronner

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Besetment wrote...

So Reave is overpowered but an Infiltrator with Reave is not better than one without? How is it overpowered then? Alls I'm saying is lets have some consistency here...


Because "better" is kinda ridiculous term in ME2. What is better, Widow or Viper? Reave or Dominate? Shotgun backstab Infiltrator or Widow one shot one kill Infiltrator? You can make a poll and you will not get 100% people voting for either option only.

Comes down to player's playstyle and preference. For you, Reave might be the best bonus for Collector Missions, for me it is not, I use other powers to deal with them etc.

Thing is, you can just spam Reave and do nothing else and you will still win all fights. Some may like it, some may not.

Modifié par Kronner, 29 août 2010 - 07:29 .


#56
Besetment

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But Widow is absolutely better than Mantis. Thats an example of an SR that was designed to be a direct replacement for the starting SR. Reave works a bit like Incinerate except it isn't a projectile (so it hits immediately but cannot be arced around cover), its much better at stripping barrier but slightly less good at stripping armour. They have a similar stun effect in health. You can use Reave in the same capacity as Incinerate for certain missions but others it doesn't make that much sense, especially if you want Hacking because if so, you must spend 3 points in Incinerate anyway.



And yeah I agree it comes down to playstyle. I posted that last page which is why I don't get the whole anti Reave thing or making an issue about not using it because its considered overpowered. Its an option (a very good one on Collector missions imho).

#57
Kronner

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Besetment wrote...

But Widow is absolutely better than Mantis.


But is Widow + nothing better than Mantis + Shotgun?

Arguable.

#58
Merchant2006

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Now now children... let's take it easy. Gimme more tips on Bonus Powers by the way, I'm sapping this information in like a... a... a cactus in a pool of water! And you know... a combat sentinel was extremely fun... I think I will do the same for infiltrator too!

Modifié par Merchant2006, 29 août 2010 - 09:21 .


#59
rmillis

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Neofelis Nebulosa wrote...

I can tell you my favourite Infiltrator Build (strictly contextual, so no Biotics on those classes that can't lorewise)

Disruptor Ammo - 10 Points (maxed/Heavy)
Cryo Ammo - 0 Points
Tactical Cloak - 10 Points (maxed/Assassination)
Incinerate - 10 Points (maxed/Blast)
AI Hacking - 1 Point
Passive Skill - 10 Points (maxed of course/Assassin)
AP Ammo - 10 Points (maxed/Tungsten)

Used Points: 51

I chose a maximum Damage output setup with little crowd control (Incineration Blast mainly for husks to strip them of their armor and let any biotic in my party instant-kill them via Pull Field or Throw Field).
AP Ammo because even if you hit Barriers (the only thing the Infiltrator has no method against unless you take Warp-Ammo as Bonus Power, but I don't like the thought of Non-Biotics utilizing Biotics), so long as the damage passes the Barrier and hits health or armor, you get the bonus damage (it is confirmed and I opened a topic on this!), lessening the effectiveness of Biotic Barriers against Infiltrators.

Another Setup would be the Crowd Control Version I haven't played yet:

Disruptor Ammo - 10 Points (maxed/Heavy)
Cryo Ammo - 10 Points (maxed/Squad)
Tactical Cloak - 10 Points (maxed/Assassination)
Incinerate - 10 Points (maxed/Blast)
AI Hacking - 0 Points
Passive Skill - 10 Points (maxed of course/Assassin)
Neural Shock - 1 Point

Used Points: 51

Then we got the Combat Technician Build:

Disruptor Ammo - 0 Points
Cryo Ammo - 0 Points
Tactical Cloak - 10 Points (maxed/Assassination)
Incinerate - 10 Points (maxed/Heavy)
AI Hacking - 10 Points (maxed/Improved)
Passive Skill - 10 Points (maxed of course/Assassin)
Energy Drain - 10 Points (maxed/Heavy)

Used Points: 50

This Build relies on your Squadmates to provide Ammo Powers (Zaeed for Squad Disruptor/Grunt-Jacob for Squad Incendiary/Garrus for AP/Jack for Warp) but that way you can always have Combat proficient members in your team given the situation (Mechs/Geth=Zaeed, Krogan/Vorcha=Grunt-Jacob-Garrus, Collectors/anything=Jack) and rain down powers and bullets.

And there's always the Stealthed-Shotgun-to-the-face-Infiltrator, though its build differ only in the coice of weapons.

Hope I could help.

Neofelis Nebulosa


I just tried this on my character and it works like a charm.  Thanks dude!

#60
Besetment

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Merchant2006 wrote...
Gimme more tips on Bonus Powers by the way, I'm sapping this information in like a... a... a cactus in a pool of water! And you know... a combat sentinel was extremely fun... I think I will do the same for infiltrator too!


Well heres Reave in action in case you want to give it a spin:
www.youtube.com/watch

Energy Drain video was on page 2. And theres a bit of rank 1 AI hack too which is comparible to rank 1 Dominate only for synthetics. At rank 2 and 3 your minion has alot more staying power and at rank 4 they are real tough cookies.

I'm gonna try some Neural Shock abuse on my next video cuz its always something I overlooked but maybe it'll be ballin.

My youtube has a couple AP ammo runs but you need to watch some folks like Gatsby do the same run with a different ammo power to see how they compare. I personally preferred Gatsby's way of doing it and came to the conclusion that AP ammo kind of sucks 90% of the time if you want to see a difference using Widow. It might work better if you don't take advanced weapon training in SRs or you use heavy pistols alot though.

Modifié par Besetment, 29 août 2010 - 09:59 .


#61
JaegerBane

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sinosleep wrote...

To say that I can't partake in a discussion about what's "a good build" on an infiltrator because I refuse to use ONE skill is patently ****in ridiculous.


Geez sinosleep, take a chill pill. He didn't say you couldn't partake in the discussion - all he said was that it isn't really a good idea to discount certain powers in an objective discussion just because you feel it's overpowered - that's more to do with your own feelings on a given power rather than whether they contribute to the character build.

#62
JaegerBane

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Kronner wrote...

Besetment wrote...

But Widow is absolutely better than Mantis.


But is Widow + nothing better than Mantis + Shotgun?

Arguable.


But you're not getting Widow + nothing. You're getting a widow plus the HP and SMG. Let's be fair, with the exception of the GPS, the shotguns in this game aren't exactly majorly useful unless you're going to spend a *lot* of time fighting at melee range.

#63
RGFrog

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Disruptor Ammo - 10 Points (squad)

Cryo Ammo - 10 Points (squad)

Tactical Cloak - 10 Points (Assassination)

Incinerate - 1 Points (maxed/Blast)

AI Hacking - 0 Point

Passive Skill - 10 Points (Assassin)

Warp Ammo - 10 Points (maxed)



My couple of Inf. insanity runs were pretty much like this. Or putting the one point in Cryo and 10 in Incineration Blast.

Preferred warp ammo as it affect everything and that was always on my Widow. Used squd ammo when they didn't have a max of their own. Was nice not to have to take zaeed on geth missions this way.

Never really put points into AI since there's only a couple of missions where it's needed and tali/legion can do that for you.

Tried reave a couple times, but just found that using warp ammo was easier and more effective for my playstyle.

#64
Guest_Aotearas_*

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rmillis wrote...

Neofelis Nebulosa wrote...

I can tell you my favourite Infiltrator Build (strictly contextual, so no Biotics on those classes that can't lorewise)

Disruptor Ammo - 10 Points (maxed/Heavy)
Cryo Ammo - 0 Points
Tactical Cloak - 10 Points (maxed/Assassination)
Incinerate - 10 Points (maxed/Blast)
AI Hacking - 1 Point
Passive Skill - 10 Points (maxed of course/Assassin)
AP Ammo - 10 Points (maxed/Tungsten)

Used Points: 51

I chose a maximum Damage output setup with little crowd control (Incineration Blast mainly for husks to strip them of their armor and let any biotic in my party instant-kill them via Pull Field or Throw Field).
AP Ammo because even if you hit Barriers (the only thing the Infiltrator has no method against unless you take Warp-Ammo as Bonus Power, but I don't like the thought of Non-Biotics utilizing Biotics), so long as the damage passes the Barrier and hits health or armor, you get the bonus damage (it is confirmed and I opened a topic on this!), lessening the effectiveness of Biotic Barriers against Infiltrators.

Another Setup would be the Crowd Control Version I haven't played yet:

Disruptor Ammo - 10 Points (maxed/Heavy)
Cryo Ammo - 10 Points (maxed/Squad)
Tactical Cloak - 10 Points (maxed/Assassination)
Incinerate - 10 Points (maxed/Blast)
AI Hacking - 0 Points
Passive Skill - 10 Points (maxed of course/Assassin)
Neural Shock - 1 Point

Used Points: 51

Then we got the Combat Technician Build:

Disruptor Ammo - 0 Points
Cryo Ammo - 0 Points
Tactical Cloak - 10 Points (maxed/Assassination)
Incinerate - 10 Points (maxed/Heavy)
AI Hacking - 10 Points (maxed/Improved)
Passive Skill - 10 Points (maxed of course/Assassin)
Energy Drain - 10 Points (maxed/Heavy)

Used Points: 50

This Build relies on your Squadmates to provide Ammo Powers (Zaeed for Squad Disruptor/Grunt-Jacob for Squad Incendiary/Garrus for AP/Jack for Warp) but that way you can always have Combat proficient members in your team given the situation (Mechs/Geth=Zaeed, Krogan/Vorcha=Grunt-Jacob-Garrus, Collectors/anything=Jack) and rain down powers and bullets.

And there's always the Stealthed-Shotgun-to-the-face-Infiltrator, though its build differ only in the coice of weapons.

Hope I could help.

Neofelis Nebulosa


I just tried this on my character and it works like a charm.  Thanks dude!


Glad I could help. Would you mind telling me what build you tested? I only have experience with the first one, those other two just got thought of in the same minute ...

#65
sinosleep

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JaegerBane wrote...

Geez sinosleep, take a chill pill. He didn't say you couldn't partake in the discussion - all he said was that it isn't really a good idea to discount certain powers in an objective discussion just because you feel it's overpowered - that's more to do with your own feelings on a given power rather than whether they contribute to the character build.


Here's the intro to his post

If you start refusing to use certain things in the game on principle
then discussions like this cease to have any use or merit


If a discussion had no merit would you bother to participate? I don't usually bring up powers like reave and energy drain not just cause I think they're wildly over powered, but because they provide no different a function to the infiltrator than they do to any other class. They provide the exact same thing for everyone. So on a class specific build thread I don't think there's much to be learned from bringing up things that aren't unique to the class being discussed. And if they aren't unique that they at least benefit the class in a different way than they would any other class.

It's kinda like how I wouldn't discuss bonus ammo powers on a vanguard thread but I did in this thread. To a vanguard the bonus ammos are useless since they're all inferior to cryo/inferno with regards to what vanguards primairly use, the shotgun. Neither ammo will save you a shot. I brought it up in this thread though because warp ammo will save you a shot on guys like harbinger or krogans. It works differently for the infiltrator than the vanguard and also goes along with the different guns different ammo theme that also isn't particularly useful to a vanguard.

#66
numotsbane

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Merchant2006 wrote...

Gimme more tips on Bonus Powers


Link is in my signature to the bonus powers definitive edition. that covers a lot of pretty useful discussion, as well as summaries and etc on page one.

#67
OniGanon

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JaegerBane wrote...
Let's be fair, with the exception of the GPS, the shotguns in this game aren't exactly majorly useful unless you're going to spend a *lot* of time fighting at melee range.


With Tactical Cloak, you can easily spend a lot of time fighting at melee range. And if you do have the GPS, you have a powerful midrange weapon, along with the charged shot silliness it brings in close range.

Just recently cleared Horizon on my new Infiltrator run. GPS long ranged charged shots were very handy to have vs the Praetorian.

#68
numotsbane

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Exactly, the Infiltrator is one of the very few classes with the capability to use a one-shot shotgun effectively. the GPS takes that from a good tactic to an awesome tactic.

#69
Merchant2006

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GP...S? ^^ I'm not.. uh... familiar with these abbreviations ^^.

But I do agree, when it comes to CQC I can understand why the Infiltrator can seriously cause some major damage considering the fact you can go invisible for a period of time. Also @ numotsbane, great links on your signature, they really do help me out :P

I'll do some experimentation with the Infiltrator. But one thing is for sure is that I'm going to invest points into:

Tactical Cloak - 10 - Assassination
Operative - 10 - Assassin

As for the ammo powers, I suppose using around 5000 Eezo (if I'm not mistaken) to change the points according to the mission I'm on would be of much use. However, Heavy Disruptor and Squad Cryo is a great option too. Thanks for the continuous feedback, you have no idea how much I appreciate it ^^.

Modifié par Merchant2006, 30 août 2010 - 10:22 .


#70
lazuli

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Merchant2006 wrote...
GP...S? ^^ I'm not.. uh... familiar with these abbreviations ^^.


GPS is an abbreviation for Geth Plasma Shotgun.

#71
Merchant2006

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Aha, thanks for clearing that up for me ^^. And once again, my thanks to everyone who helped me out, I really do appreciate it all!

Modifié par Merchant2006, 31 août 2010 - 05:55 .