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Vanguard weapon tips


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#1
Zalade

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As the topic name says I'm in need of some tips on what weapons to use on insanity when playing a vanguard, at the moment I'm going with something like this (just started insanity):

Shotgun:GPS
Heavy Pistol: M5
Assault rifle: Mattock
SMG : Tempest
HW: Cain

Team mates, going with Miranda and Kasumi so far, picking up Garrus asap for double Overload, I have reave so no need for double warp.( any team mate tips are appreciated too).

I've no idea what to use on my team mates, SMG seems logical for miranda due to the quality suppressing fire and the accuracy team mates tend to display, but what about Garrus? How well does sniping work for a team mate?

PS: Incendiary ammo.

#2
sinosleep

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First page of vanguard tips and tricks thread has tons of info that's still valuable today.



Team mates depend largely on whether you want to utilize warp explosions or not, as well as what the majority of enemies on any given level are.



With regards own weapons they are all incredibly well balanced and will kill standard mobs in very similar times so it's all largely style dependent.



And with regards to what weapons to use on team mates, burst weapons tend to produce the best damage (incisor, vindicator) and the gps for shotgun wielding team mates. With SMGS I haven't really noticed much difference one way or another so I just equip them locust.

#3
lazuli

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Here are some topics that might interest you:

Weapons choice for a Vanguard.

Team skill building and Levelling Up.

The Ultimate Vanguard: A Guide to Dominating Insanity.

Modifié par lazuli, 17 septembre 2010 - 04:55 .


#4
Guest_Aotearas_*

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Well, I can give you my Vanguard build if you like to look up some things. It is not the same but frackin' fun anyway:

Incendiary Ammo Rank 4 - Inferno
Cryo Ammo Rank 4 - Squad
Biotic Charge Rank 4 - Heavy
Shockwave Rank 1
Pull - No points invested
Assualt Mastery Rank 4 - Champion
Stasis Rank 4 - Improved

Squadmate Zaeed Messani:
Concussive Shot Rank 4 - Blast
Mercenary Veteran Rank 4 - Warlord
Inferno Grenade Rank 4 - Blast Grenade

Squadmate Thane Krios:
Throw Rank 4 - Field
Warp Rank 4 - Unstable (simply for the Recharge time)
Drell Assassin Rank 4 - Marksman

Both Squadmates get the Incisor Rifle if available, otherwise the Viper Rifle. Combined with Squad Cryo Ammo, enemies are going to freeze left and right. Inferno Ammor for yourself. I always pick the Claymore as my weapon of choice, because anything weaker than elite enemies die from one sole shot if you are within close range damage multiplier (Charge). Elite enemies mostly die with one shot if you can deliver it to the head from the same distance, if not, one or two elbows of doom are prone to take care of the rest there is, especially with Kestrel Armor with Strenght Boost Packs instead of the other shoulder armor part. +45% Melee damage is woah!

With Zaeed's Inferno Grenade and Thane's Warp you got two abilities to soften armorered enemies a little (mostly krogan which are pretty resilient even to the Claymore because of their high health and Armor) and Zaeed's Concussive Blast aswell as Thane's Warp can soften up Biotic Barriers quite easily, so should you not be able to deliver a Headshot on point blank, those two abilities soften elite enemies like Collector Guardiens or -Assassins up enough to kill them outright with one blast. Even Harbinger Puppets are no real match for this combination.

I got no distinct powers against shields, but since the Shotgun chews Shields anyway, there is little reason to bug with that. However, if you shoudl feel the need on Shield Intense levels you can replace Zaeed with Garrus (Everything besides his AP Ammo maxed and on Area Version, Renegade specialization for the passive skill).

Claymore is pretty much a preference weapon as the GPS can perform the enormous first strike blow via charged shot and keep on blasting three uncharged shots right after, making it a viable alternative, especially if one can't perform the Reload-Trick, aswell as the Eviscerator is one nice weapon. If you are looking for some challenge, take the Claymore. You'll have to plan your charges way more carefully as you can't charge into a group blasting everything away. The fights are way more intense and the end way more satisfying in my opinion.

If you don't have LotSb, and hence not the Stasis Power, Reave is a great alternative.

#5
Khuutra

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What platform are you playing on?

#6
Shirosaki17

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I didn't like the GPS for Vanguards. Seems like it's meant more for other classes that want to use the shotgun because of it's ability to be good at range, and good up close if you charge it. Claymore seems to be more powerful. I can't remember for sure but they (Claymore and a charged GPS shot) were either doing about the same damage or Claymore was doing slightly more when I was testing it. I only tested it for a short while because I didn't like how long it took to charge it up.



After I got use to the 1 shot Claymore, I would hardly use the reload trick. It's not even really necessary.

#7
OniGanon

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Charged GPS shot is more damage than Claymore. But GPS's greatest advantage is squadnered on Vanguard, recommend other shotguns.

Recommended loadout: Eviscerator, Viper, Locust, Carnifex

Modifié par OniGanon, 18 septembre 2010 - 03:45 .


#8
godlike13

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GPS is fantastic for Vanguards. Its greatest advantage isn't squandered on a Vanguard. Just because its has better range then the other shotguns doesn't mean its not also very effective up close, if not more thanks to the point blank bonus which makes the charged shot even more devastating :devil: . It has Claymore power with Evi versatility, and if u happen to find ur self mid range from ur enemy, or can't charge, it adds a benefit of still actually being effective.

My load out
Incendiary Ammo - Max Inferno
Cryo Ammo - Max Squad (Makes ur squad a lot more helpful)
Biotic Charge - Max Heavy
Shockwave - Just 1 point
Assault Mastery - Max Champion
Reave - Area

Shotgun:GPS
Heavy Pistol: M5
SMG : Locust
HW: Cain

For my team
Shotgun:GPS, except for Grunt. He gets the Claymore.
Heavy Pistol: M5 (not that it really matters)
SMG : Tempest
Sniper: Incisor, except for Legion. He gets the Widow.
Assault Rifle: Mattock

Here's an interesting link to check out.

With Advanced Training i still go with the Claymore, mostly for principle, but i also find the Claymore to be pretty fun when i want to mix it up a bit. Also i hoping it'll pay off in ME3. That's just me though, and Mattock is awfully effective.

Roll out
I find Kasumi to be very effective (shadow shrike is a great one-two combo with Charge), Miranda's always reliable, and Snipers with the Incisor tend to be pretty effective.

Modifié par godlike13, 18 septembre 2010 - 11:15 .


#9
Kronner

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For me Claymore is by far the most enjoyable shotgun so I always use it. Sidenote about GPS - I found it worse up close than Claymore/Evi/Scimitar. Do not care about mid-range => no point in using it for me.

Favourite build:
Inferno ammo
squad Cryo ammo
Destroyer or Champion (not much difference, I use Destroyer atm)
Heavy Charge
Heavy Slam

Claymore
Locust
Predator/Phalanx
Arc Projector for its looks, Cain when I actually want to use HW.

Modifié par Kronner, 18 septembre 2010 - 11:23 .


#10
SirValeq

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Has anybody tried modding a Revenant onto a Vanguard? Is that fun? :D

#11
SirValeq

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double post, sorry

Modifié par iLikeBWgames, 18 septembre 2010 - 04:42 .


#12
Guest_Aotearas_*

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iLikeBWgames wrote...

Has anybody tried modding a Revenant onto a Vanguard? Is that fun? :D


I believe that would fun as hell, but a bit over the top. I restrict my modding to a mere ressource-bonus so I won't have to do the tedious planet mining.

#13
PsyrenY

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Honestly, Scimitar is my favorite choice for Vanguards. I see it being used in all the "Insanity Speedrun" vids, and it is very forgiving of mistakes/vagaries on the fly.



Vanguards take cover a lot, which makes the GPS counterproductive. Taking Claymore prevents using the Mattock or Viper to shore up weaknesses, forcing you to rely on the Locust for pitched ranged fights, which removes access to the Tempest's unmatched shield/barrier stripping power.

#14
Guest_Aotearas_*

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Optimystic_X wrote...

Honestly, Scimitar is my favorite choice for Vanguards. I see it being used in all the "Insanity Speedrun" vids, and it is very forgiving of mistakes/vagaries on the fly.

Vanguards take cover a lot, which makes the GPS counterproductive. Taking Claymore prevents using the Mattock or Viper to shore up weaknesses, forcing you to rely on the Locust for pitched ranged fights, which removes access to the Tempest's unmatched shield/barrier stripping power.


Weaknesses? What weaknesses!?
Military doctrine dictates to not show your enemy your weaknesses. The Vanguard is charging, always charging. Cover is simply an obstacle. The enemy should not have the time for thinking how a Vanguard would suck at long distances. All they should think is, if that guy is that destructive up close, I don't even want to know how horribly he is going to dissect us from afar.
Get Stasis as Bonus-Power and put those guys afar in place, walk over there and wait for them to fall on the ground. Upclose+Ragdoll damage multiplier for massive damage YAY!

#15
godlike13

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Optimystic_X wrote...

Vanguards take cover a lot


They do? :huh:

#16
cerberus1701

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GPS is awsome for Vanguards... I'm nowhere near the Vanguard God that is someone like, say Sinosleep, but after a learning curve I'm certainly not bad. If you want the full power of overcharge you just have to change your approach to seek high cover rather than "any"



Even if you don't I find that the GPS has a slightly faster reload than the Claymore anyway. I freely admit that may just be my perception, but it sure seems so.



All in all the Firepower Pack was an awsome addition to the game.

#17
Guest_Aotearas_*

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I just wish they'd buff the Firestorm a bit in terms of area-of-effect and damage ... then I'd charge with a goddamned flamethrower in their faces. That'd be awesome.
Why BioWare, why is the Firestorm so useless???

Modifié par Neofelis Nebulosa, 18 septembre 2010 - 09:44 .


#18
cerberus1701

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godlike13 wrote...

Optimystic_X wrote...

Vanguards take cover a lot


They do? :huh:


I second that question.

You charge, burn your enemy down,  stay on the move repositioning while you cooldown, then the instant that cooldown finishes you should already be warp jumping to the next guy.

In a beginning to end playthrough i might actually bother to hold cover only, maybe, 10x.