The Ultimate Commander Shepard
#26
Posté 13 novembre 2010 - 04:07
#27
Posté 13 novembre 2010 - 04:33
However, I prefer to play the Adept with AR training. Mattock/tempest. Ultimate stripping prior to tossing things around.
#28
Posté 13 novembre 2010 - 05:09
RGFrog wrote...
Would have to vote soldier with sinosleep's setup as the easiest in the game.
However, I prefer to play the Adept with AR training. Mattock/tempest. Ultimate stripping prior to tossing things around.
AR training? like Armor pericing ammo?
#29
Posté 13 novembre 2010 - 11:19
#30
Posté 13 novembre 2010 - 03:00
BigBoss6669 wrote...
I have now come to the conclusion that a solider with Heightened AR, Commando, and the Widow and Mattock has the most damage burst in the game. My question is, is there a better bonus power for this set-up other than Tungsten ammo?
What's your build? I haven't done a soldier playthrough yet, but it seems unusual to me that you'd use your bonus power slot on an ammo power when the soldier already has disruptor, incendiary and cryo ammo included in its class powers.
I would have thought there'd be very little practical difference between inferno and tungsten rounds, but choosing inferno rounds frees up your bonus power slot and, assuming you're keen on picking up cryo ammo, also means the points in incendiary ammo needed to unlock cryo aren't wasted and contribute to getting you your big-damage round.Tungsten has a higher damage bonus by 10%, but I think it would be worth testing both of them out and seeing how much difference it makes in practice, because your damage output either way is going to be massive, and more than sufficient for killing anything in the game.
But like I said, I haven't played a soldier so I don't know what ammo types take priority for squad use, or what your personal preferences are. It just seems to me the soldier class already has ammo powers well covered - and that if you were going to use a bonus power, you might get more utility out of choosing something that expands your options instead of performing a similar role to an existing class skill - but then, from what I understand of soldiers, they have no need for options, only bullets.
Apologies if I've gotten the wrong idea, soldiers are still a foreign concept to me. Played everything but the soldier, I think the lack of big boom-flash powers gave me the impression that it wouldn't be as interactive as other classes. That and with my current borderline sick obsession with infiltrators I think I'd pretty much feel naked walking around without tactical cloak...
Modifié par incongruanza, 13 novembre 2010 - 03:22 .
#31
Posté 13 novembre 2010 - 04:07
I don't recommend going this route though, it's much more enjoyable to use powers creatively and I rather toy with enemies first and kill them in a cool manner than to simply use the AR-shoot-AR-shoot-mission complete approach
Modifié par Bozorgmehr, 13 novembre 2010 - 04:08 .
#32
Posté 13 novembre 2010 - 04:15
incongruanza wrote...
BigBoss6669 wrote...
I have now come to the conclusion that a solider with Heightened AR, Commando, and the Widow and Mattock has the most damage burst in the game. My question is, is there a better bonus power for this set-up other than Tungsten ammo?
What's your build? I haven't done a soldier playthrough yet, but it seems unusual to me that you'd use your bonus power slot on an ammo power when the soldier already has disruptor, incendiary and cryo ammo included in its class powers.
I would have thought there'd be very little practical difference between inferno and tungsten rounds, but choosing inferno rounds frees up your bonus power slot and, assuming you're keen on picking up cryo ammo, also means the points in incendiary ammo needed to unlock cryo aren't wasted and contribute to getting you your big-damage round.Tungsten has a higher damage bonus by 10%, but I think it would be worth testing both of them out and seeing how much difference it makes in practice, because your damage output either way is going to be massive, and more than sufficient for killing anything in the game.
But like I said, I haven't played a soldier so I don't know what ammo types take priority for squad use, or what your personal preferences are. It just seems to me the soldier class already has ammo powers well covered - and that if you were going to use a bonus power, you might get more utility out of choosing something that expands your options instead of performing a similar role to an existing class skill - but then, from what I understand of soldiers, they have no need for options, only bullets.
Apologies if I've gotten the wrong idea, soldiers are still a foreign concept to me. Played everything but the soldier, I think the lack of big boom-flash powers gave me the impression that it wouldn't be as interactive as other classes. That and with my current borderline sick obsession with infiltrators I think I'd pretty much feel naked walking around without tactical cloak...
AP ammo is useful early in the game - depending on your import level ( or not ) you usually can't get Jacob's squad incendary until after Mordin's mission - the 30% works great vs the armored enemies ( you can one-shot armored vorcha with mantis and Heightened AR ). You should max AR and use it all the time. Its also good on Kasumi's mission if you do it early because you can't bring Jacob ( or anyone else ) and you shouldn't be spending points on ammo powers early. Its also good before and on the collector ship trap because you can max it out at level 15 ( along with AR and passive ) because you don't have to spend 3 points on disruptor to get incendary. It is superior on Grunt's loyality mission than Incendary, imo. - some of those are imune to incendary effects.
Later in the game there is not much difference, so its hard to justify it over Inferno.
#33
Posté 13 novembre 2010 - 04:16
#34
Posté 13 novembre 2010 - 04:56
CommanderSheperd117 wrote...
vanguards aren't good enough to even be in here.
I would like to present these videos into evidence:
http://www.youtube.com/watch?v=Lek_gn3h6oc
I think there is a good reason that Biotic Charge does not benefit from the Biotic Cooldown
#35
Posté 13 novembre 2010 - 07:03
Sentinels have biotic and tech abilities with super fast cooldown - they do not take forever to kill, especially after collector ship weapon training.CommanderSheperd117 wrote...
vanguards aren't good enough to even be in here. soldiers are designed to killed before YOU are killed. that means die like normal, kill like a god. sentinels are tanks with crap weapons. they don't die, but they take forever to kill someone. soldiers and sentinels are opposites. impossible to compare.
As for vanguards. The sniper riffle and the shotgun are the two most powerful 1 click weapons; enemies die the moment the mouse button is clicked. Snipers can do so from range, shotguns point blank. No class can use the shotgun as deadly as a Vanguard can. The only problem with Vanguards is, the player has to be comfortable with CQC for them to be deadly while Soldiers can be deadly even when played like a turtle.
#36
Posté 13 novembre 2010 - 08:32
Bozorgmehr wrote...
Since this thread seems to be about the most damaging Shep and not about the most fun Shep to play; a Soldier should not use bonus power ever (unless it's a ammo power). To be most effective you'll only need to spam AR and use the Mattock. There's only room for ammo powers increasing damage output (CC isn't needed, everything will be death in less than a second anyway). Bonus power should be either Warp Ammo (barriers) or Tungsten Ammo (armor and husks).
I don't recommend going this route though, it's much more enjoyable to use powers creatively and I rather toy with enemies first and kill them in a cool manner than to simply use the AR-shoot-AR-shoot-mission complete approach
If I'm using the widow, will the damage from inferno ammo be all done upfront? or will it be still done over time?
#37
Posté 13 novembre 2010 - 09:19
BigBoss6669 wrote...
Bozorgmehr wrote...
Since this thread seems to be about the most damaging Shep and not about the most fun Shep to play; a Soldier should not use bonus power ever (unless it's a ammo power). To be most effective you'll only need to spam AR and use the Mattock. There's only room for ammo powers increasing damage output (CC isn't needed, everything will be death in less than a second anyway). Bonus power should be either Warp Ammo (barriers) or Tungsten Ammo (armor and husks).
I don't recommend going this route though, it's much more enjoyable to use powers creatively and I rather toy with enemies first and kill them in a cool manner than to simply use the AR-shoot-AR-shoot-mission complete approach
If I'm using the widow, will the damage from inferno ammo be all done upfront? or will it be still done over time?
Check out the Gameplay posting at the top of the thread.
http://social.biowar...1/index/1143264
It talks all about ammo powers, including incendary.





Retour en haut






