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Soldier bonus power conundrum


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#26
Miss Yuna of Atlanta

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Praetor Shepard wrote...

Performance
wise is that like an extra second or so?


It's an extra 1.8 seconds, so almost two. That's without the Biotic Duration upgrade. Two seconds is long enough to kill that last enemy if you ask me.

You know, while we're on the subject, it seems like there isn't a lot of Soldier representation among the BSN regulars. Lots of Vanguards and Sentinels...good number of Infiltrators too, but not a lot of Soldiers.

Modifié par Miss Yuna of Atlanta, 29 novembre 2010 - 11:31 .


#27
Praetor Knight

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Miss Yuna of Atlanta wrote...

You know, while we're on the subject, it seems like there isn't a lot of Soldier representation among the BSN regulars. Lots of Vanguards and Sentinels...good number of Infiltrators too, but not a lot of Soldiers.


For me it started when I played soldier in ME and for RP reasons I stayed with it for my first playthough in ME2. Then I figured out how to use AR. I've also liked being able to use all weapons from the start,
and then came the GPS, Mattock and Kestral Armor :devil:

#28
Praetor Knight

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Miss Yuna of Atlanta wrote...

Praetor Shepard wrote...

Performance
wise is that like an extra second or so?


It's an extra 1.8 seconds, so almost two. That's without the Biotic Duration upgrade. Two seconds is long enough to kill that last enemy if you ask me.


Oh, I just saw this part :whistle:, well then the minimum 1.8 secs of extra time should be good in more than a few places, I'm thinking about the assignment with the smuggled cargo and three YMIR's, Zaeed's and Kasumi's LM's, any level with Scions, and of course LotSB.

#29
Locutus_of_BORG

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1.8 seconds is huge... are you sure? Haven't touched the soldier class in a long time.

If so, then shock trooper could be worth taking, since the stasis bug would probably offset the dps loss vs. stasis'd enemies. I'm not sure how seriously it'd affect performance vs. reg. enemies though.

Modifié par Locutus_of_BORG, 30 novembre 2010 - 03:51 .


#30
Rahmiel

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I think it really comes down to what you feel your Shepard soldier should use. I see you hate flash bang, and the one power I've always gone to is the GSB. I absolutely love it. I really enjoy the extra 10% dmg you get from it later in the game. It's an ability that gets stronger and stronger with the more upgrades you get.



I know it has a huge drawback in its cooldown, however reading some other people that use it.. pop it before combat, pop it after combat, or pop it when you have low health stuck in the open with no other options.



I really love its use (although it'd be nice if they blocked the effect in cutscenes like they block the sentinel armor). I feel it fits the soldier class perfectly. I should also mention I'm not one of those players that goes nuts over ecking out the most dps or dmg, or speed runs. As long as I have fun, and feel like an elite soldier, it's good enough for me.

#31
Dodgeman

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Since the release of Lair of the Shadowbroker and introduction of Stasis, it finally gave me a reason to choose a bonus power which is actually useful. Solder didnt really need and extra ammo power, shield boost or whatever, to be effective.



But with Stasis you have the emergency button long sought for, at least by me.

#32
Schneidend

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Geth Shield Boost, Warp Ammo, AP Ammo, and Shredder Ammo, imo.



I know a lot of people knock Shredder, but it's nice for if you don't get an enemy full-on with a shotgun blast, potentially leaving them with a modicum of health without that +80% damage. Rather than waste a squadmate's cooldown or have to melee, I like to ensure a one-hit kill in any way I can.

#33
SSoG

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Schneidend wrote...

Geth Shield Boost, Warp Ammo, AP Ammo, and Shredder Ammo, imo.

I know a lot of people knock Shredder, but it's nice for if you don't get an enemy full-on with a shotgun blast, potentially leaving them with a modicum of health without that +80% damage. Rather than waste a squadmate's cooldown or have to melee, I like to ensure a one-hit kill in any way I can.

Here's why people hate Shredder Ammo:

Damage vs. Armored Synthetics:
Tungsten: +70%
Shredder: +0%

Damage vs. Unarmored Synthetics:
Tungsten: +70%
Shredder: +0%

Damage vs. Armored Organics:
Tungsten: +70%
Shredder: +0%

Damage vs. Unarmored Organics: 
Tungsten: +70%
Shredder: +80%

Basically, Shredder will deal a miniscule amount more damage than Tungsten ammo in a very narrow range of circumstances (organic enemy, no protection), and will deal substantially less damage than Tungsten in a much broader range of circumstances (armored enemy or unprotected synthetic enemy).

When people hate on Shredder, they're doing it for the same reason that they hate on Fortification. It's not like Fortification is a bad skill- if one of the classes had it as a native skill, lots of people would invest in it and use it all the time. The problem is that it is strictly 100% inferior to another bonus power (in this case, both Barrier and Geth Shield Boost). Same thing with Shredder- it's not like using Shredder is a bad thing, it's just that if you're going to spend points in Shredder, you'd be better off taking Armor Piercing ammo, instead. Shredder is strictly inferior to AP Ammo, with the possible exception of on low difficulty levels (and even then I'd still take AP over Shredder because AP works against mechs and geth while shredder doesn't). It also doesn't help that all of the most dangerous enemies in the game (YMIRs, Geth Primes, Thresher Maw, Colossus, Gunships, Harby, Praetorians, Scions, etc) are immune to Shredder ammo, even on Casual difficulty.

Modifié par SSoG, 11 décembre 2010 - 08:26 .


#34
Schneidend

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Simply comparing AP and Shredder, you're definitely right. Still, the Soldier has an anti-armor solution built into the class in Incendiary ammo. If we're going to consider Shredder's extra +10% minimal, then the same goes for Tungsten vs. Inferno ammo.

#35
jwalker

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Miss Yuna of Atlanta wrote...

Neural Shock is definitely a thought. Doesn't it stun protected enemies kind of like a melee attack from afar?


1 pt in NS is great. It staggers enemies with shields and barriers. Doesn't have that effect on armor :(

#36
TexasToast712

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For a soldier?

Revenant + Adrenaline Rush + Geth Shield Boost = Everythings a joke

#37
SSoG

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Schneidend wrote...

Simply comparing AP and Shredder, you're definitely right. Still, the Soldier has an anti-armor solution built into the class in Incendiary ammo. If we're going to consider Shredder's extra +10% minimal, then the same goes for Tungsten vs. Inferno ammo.

I agree that Soldiers are generally better off sticking with Inferno instead of wasting a bonus power on Armor Piercing, but it's not anywhere near as clear cut, because Tungsten has an additional advantage over Inferno- it works against synthetics. Here's the damage comparison from Tungsten vs. Shredder again:

Synthetic Armor = Tungsten +70%
Organic Armor = Tungsten +70%
Synthetic Health = Tungsten +70%
Organic Health = Shredder +10%

If you look at the net sum of all the differences, Tungsten is at +200% over Shredder. Now, to run that comparison with Tungsten vs. Inferno:

Organic Armor = Tungsten +10%
Synthetic Armor = Tungsten +10%
Organic Health = Tungsten +10%
Synthetic Health = Tungsten +70%

The net sum of all the differences is Tungsten +100%.  When it comes to debating Tungsten vs. Inferno, there are valid points to be made on both sides- Tungsten deals more damage (especially vs. Synthetics), while Inferno has crowd control and has a lower opportunity cost (since it doesn't take a BP slot). Some people might prefer Tungsten, others might prefer Inferno. Personally, I prefer Inferno, but I totally get why someone might feel otherwise.

The Tungsten vs. Shredder debate, on the other hand, is open and shut. Both powers have the same opportunity cost. Both powers provide the same amount of crowd control (i.e. none). The only difference between the two is the amount of damage that they deal... and Tungsten deals more damage than Shredder during general adventuring. Synthetic offers no bonus vs. Armor, no bonus vs. Synthetics, and no bonus vs. any of the toughest enemies in the game (the guys you REALLY need your ammo power against). All it does is damage, and frankly, it does a ******-poor job at that. That's why it's arguably the worst bonus power in the game.

#38
-Skorpious-

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Not one suggestion for energy drain? Enemies employing the use of shields are arguably the most common in the game, and compared to the relatively low cooldown for AR a soldier could pop AR, go to town with an assault rifle/shotgun until their shields fail, use energy drain for a huge boost in personal shields, then repeat the process again. However, I'll admit this works best for a soldier with the revenant (since you have to be reasonably close to enemies to be effective).

I also consider this power a nice bonus as it compliments the soldier without destroying the lore of the class.

Modifié par -Skorpious-, 13 décembre 2010 - 06:02 .


#39
ryoldschool

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TexasToast712 wrote...

For a soldier?

Revenant + Adrenaline Rush + Geth Shield Boost = Everythings a joke


Geth Shield Boost - do you lose the extra weapon damage if your power wears off?  How would you know?  I thought sheld powers on insanity were a waste of time, especially on a soldier.  I'm all for increased weapon damage, but how well does it work?

#40
Dodgeman

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ryoldschool wrote...

TexasToast712 wrote...

For a soldier?

Revenant + Adrenaline Rush + Geth Shield Boost = Everythings a joke


Geth Shield Boost - do you lose the extra weapon damage if your power wears off?  How would you know?  I thought sheld powers on insanity were a waste of time, especially on a soldier.  I'm all for increased weapon damage, but how well does it work?


Shield Powers are indeed a waste on all difficulties simply because of the long cooldown.