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Miranda vs Samara (Squad choice)


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75 réponses à ce sujet

#26
jwalker

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Kronner wrote...

Also, keep in mind Samara's Area Reave is NOT good enough to strip a Collector Drone's barrier at level 30. It does look like she stripped it, but no powers are gonna work on them. It works fine on level 29 and lower though.



That's exactly what happens against husk's armor. Her Area Reave is not strong enough.
I'm with Kronner, for Collector missions, Thane and Miranda with Unstable warp, Shepard with Slam/Pull.

#27
miltos33

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I've played as a vanguard once with area reave and once with deep stasis as my bonus power. In both cases I found that Miranda and Kasumi are the two best squadmates to take with you.

#28
Bourne Endeavor

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Wow, I had not expected such a response. All very much appreciated. I had used the Miranda/Garrus duo in my first file (Vanguard/Hardcore) months back but never utilized the whole warp-bombing combo. I am all the more likely to save Stasis for an Adept run and run with Slam. I might keep Garrus around, although it is tempting to double up on Warps. Read far too much on that and Bozorgmehr selling it for Adepts. :P

Again appreciated. ^_^

Modifié par Bourne Endeavor, 14 janvier 2011 - 03:17 .


#29
lazuli

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There's no reason not to switch squadmates for every mission, especially if their skills and weaponry suit the mission in question. As I'm sure you know, this isn't like ME1 where you need to get married to two squadmates to save money on equipment and lock in achievements.

#30
Bourne Endeavor

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lazuli wrote...

There's no reason not to switch squadmates for every mission, especially if their skills and weaponry suit the mission in question. As I'm sure you know, this isn't like ME1 where you need to get married to two squadmates to save money on equipment and lock in achievements.


Of course, it has merely been a preference of mine for little more than a decade. Many RPGs follow the "three man party." When a game attempts to make this difficult, I am all the more stubborn. Old habits die hard. I might swap around squad mates but not likely.

#31
Locutus_of_BORG

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tonnactus wrote...

Sparroww wrote...

Well Miranda is the perfect defense stripper (Overload, Warp)


That would be Kasumi,not miranda.

Wut? No, Miranda is the ultimate de-buff caster. Kasumi is used for cc (FB) and burst damage (SS).


Between Miranda and Samara, I would always choose Miranda first. Samara is mostly for biotic damage and pull bot'ing, if you think about it.

Modifié par Locutus_of_BORG, 14 janvier 2011 - 04:19 .


#32
Aimi

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Locutus_of_BORG wrote...

Wut? No, Miranda is the ultimate de-buff caster. Kasumi is used for cc (FB) and burst damage (SS).

Kasumi has Overload, just like Miri.  Shadow Strike also gets a 2x damage modifier against barriers, armor, and shields, making it much more deadly in terms of damage dealing than Warp (same modifier, but half the base damage).  Its cooldown is also lower than Warp's is, although it takes longer to actually use (hence the comments above on Shadow Strike being slower) and is slightly buggier.  It can't Warp bomb, but it does provide limited CC via distraction when Kasumi decloaks.  Honestly, as far as debuffing goes, choosing between Miri and a Deadly SS/Area Overload Kasumi with the Tempest is pretty close to a tossup.

#33
Siansonea

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I'm all about the biotics. Reave is awesome, and Stasis is pretty great as well. I love to play through with Adept Shepard with Stasis, and Samara and Jack as squadmates, or Samara and Thane. Miranda is great in the early part of the game, when you don't know if you'll need Warp or Overload, but usually I find myself on missions using either Warp OR Overload, so I tend to tailor my squad with Garrus if I need Overload and Thane if I need Warp, because each of them brings other talents to the combat. Jack is great for crowd control, that's pretty much all I use her for (Improved Shockwave against husks is fun to watch). Samara is great in most fights, but I always give her Heavy Reave rather than Area Reave, as I use her for crowd control AND wearing down the tough bosses.

#34
goofyomnivore

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Miranda. Slam to set up Warp bombs or Unstable Warp to detonate. Overload and her passive are awesome as well. Samara is great too, but Miranda is overpowered IMO.

#35
tonnactus

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Ahglock wrote...

For most classes I'd say it depends on the mission. Pick the better defense stripper for the mission. So facing blue suns or other shield heavy types take miranda.

Why? Garrus(power bonus) and Zaeed are better suited for that.Expecially Zaeed with squad disruptor.

Facing lots of armor/barrier take Samara with area reave.

Armor and barriers should not be grouped together.In the case of armor stripping,mordin and everyone with fire ammo is good.Also Zaeed with the heavy inferno grenade.

Modifié par tonnactus, 14 janvier 2011 - 09:28 .


#36
Irzhen

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tonnactus wrote...

Why? Garrus(power bonus) and Zaeed are better suited for that.Expecially Zaeed with squad disruptor.


I disagree. Miranda can strip a mercs shield with one use of overload. Squad disruptor takes time shooting. The extra damage of Garrus' overload isn't really necessary either, shields will be gone either way, and he lacks the ability to warp bombing, which is, imo, a much faster way of killing enemies than shotting them to death, even with his ammo power (yeah, I don't like ammo powers at all in case it isn't obvius :P)

Armor and barriers should not be grouped together.In the case of armor stripping,mordin and everyone with fire ammo is good.Also Zaeed with the heavy inferno grenade.


Armor and barriers shouldn't only be grouped together if you are using fire ammo (only good for the panic effect imo) or tech powers. Both warp and reave treat armor and barriers as the same and receive the same bonus damage.  Incinerate does have an higher multiplier against armor but only does normal damage against barriers which make it a worse choice too me.

Personally I would take Miranda everytime. More versatibility and a nice passive bonus. Samara can't max all of her usefull powers and her weapon loadout is irrelevant to me since if I don't tell them to stay away from the battle they die before I even start shooting...Awfull AI it's just sad. Also, Miranda can do warp bombs, which have a more range than Area Reave.

#37
tonnactus

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Warp boombs require two steps/powers.Area reave only one.And i dont bother with warp bombs unless i play as an adept and make my one ones. I still dont know why in the hell all enemy vanguards have warp and even sentinel shepards,but a vanguard doesnt got the only damage dealing biotic power.Its retarded.
An there are not many situations in the game where an enemy has a combination of armor and barrier.
Versatility also doesnt play any role in a game with a global cooldown and where you can take two squadmates with you that are better in speficic task.
Funny how manny people didnt like or use kaidan despise of his versatility in a game with separate power cooldowns...

Modifié par tonnactus, 14 janvier 2011 - 11:39 .


#38
lazuli

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tonnactus wrote...

Warp boombs require two steps/powers.Area reave only one.And i dont bother with warp bombs unless i play as an adept and make my one ones. I still dont know why in the hell all enemy vanguards have warp and even sentinel shepards,but a vanguard doesnt got the only damage dealing biotic power.Its retarded.
An there are not many situations in the game where an enemy has a combination of armor and barrier.
Versatility also doesnt play any role in a game with a global cooldown and where you can take two squadmates with you that are better in speficic task.
Funny how manny people didnt like or use kaidan despise of his versatility in a game with separate power cooldowns...


Kaidan's great.  I love Warp bombs.  But stop the hate speech please.

#39
kstarler

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With Garrus as a static squad mate, Samara is probably a better choice for a Vanguard, because unless you plan to ignore Charge, Pull’s usefulness will be limited, making Area Reave the preferred choice.

With that said, as a Vanguard, I would highly recommend bringing a pull bot (Jack/Samara or, to a lesser extent, Jacob) and a warp bomber (Miranda/Thane). Being able to immediately follow a charge with a warp bomb is a great way to get into the thick of it while reducing the risk to self. A well placed warp bomb can strip both shields and barriers for nearby enemies, and it’s a guaranteed stagger for nearby enemies incase Inferno Ammo doesn’t proc (or you aren’t using it).

#40
tonnactus

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kstarler wrote...
A well placed warp bomb can strip both shields and barriers for nearby enemies, and it’s a guaranteed stagger for nearby enemies incase Inferno Ammo doesn’t proc (or you aren’t using it).

And why a vanguard would want that? Enemies without defenses fly away when charged. If i need a stagger,even concussive shot could do that.Flashbang is even better because of the large affected area.

#41
Aynien

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tonnactus wrote...
And why a vanguard would want that? Enemies without defenses fly away when charged. If i need a stagger,even concussive shot could do that.Flashbang is even better because of the large affected area.


Because there are places where you can't charge in and a warp bomb could cut the combat short.

Modifié par Aynien, 15 janvier 2011 - 12:41 .


#42
kstarler

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tonnactus wrote...

kstarler wrote...
A well placed warp bomb can strip both shields and barriers for nearby enemies, and it’s a guaranteed stagger for nearby enemies incase Inferno Ammo doesn’t proc (or you aren’t using it).

And why a vanguard would want that? Enemies without defenses fly away when charged. If i need a stagger,even concussive shot could do that.Flashbang is even better because of the large affected area.

Because in the early game, before one has the Claymore, it makes it possible to 1S1K multiple targets while you're waiting for charge to cool off. If you really need further proof (and aren't just trying to be contrarian), then I would submit Sinosleep's low level Vanguard videos as a great demonstration of how effective the technique can be.

#43
Ahglock

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tonnactus wrote...

Ahglock wrote...

For most classes I'd say it depends on the mission. Pick the better defense stripper for the mission. So facing blue suns or other shield heavy types take miranda.

Why? Garrus(power bonus) and Zaeed are better suited for that.Expecially Zaeed with squad disruptor.


I am not sure I understand your point here.  Two area based defense stripers seems better to me at least.  If that is what you want, defense stripping power.  Miranda also sets up warp bombs for when the one defense strip was enough. 

Facing lots of armor/barrier take Samara with area reave.

tonnactus wrote...
Armor and barriers should not be grouped together.In the case of armor stripping,mordin and everyone with fire ammo is good.Also Zaeed with the heavy inferno grenade.


Armor and barriers are grouped in the case of collector missions.  But yes if I think I am facing purely armor I go with mordin.  While at level 30 Samara might not totally wipe a collectors armor, it is so close any shots even spray and pray on the run will finish it off.  throw your own pull and have than blow them up.  I personally find that more effective since most warp bmbs don't finish off fully healthy types IME. 

Though again for a vanguard, I gocus on general combat power.  Garus is pretty good with that, set him up as a sniper and he will gun people down.  I like adding in grunt for close combat power and as a distraction, he draws fire making the time between charges a little bit less danger prone. 

Modifié par Ahglock, 15 janvier 2011 - 02:44 .


#44
mcsupersport

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lazuli wrote...

tonnactus wrote...
shepards,but a vanguard doesnt got the only damage dealing biotic power.Its retarded.
An there are not many situations in the game where an enemy has a combination of armor and barrier.


Kaidan's great.  I love Warp bombs.  But stop the hate speech please.


Just because you don't like a word doesn't make it hate speech.  Get a clue and get your head out of your posterior and understand you feelings on something doesn't make it so.  Not to mention just because you don't like it doesn't mean you can tell someone what they can and or can not say.  Also as another note,(and I assume you have an issue because someone you know or you personally are mentally disabled/challenged/retarted/regressed/not at human baseline normal levels) if you change what people call something because what it means to you or it describes something "bad" then whatever you change it too in another 25-100 years will become the "new" bad word.  The word you "hate" is a description of a state of being slowed down or delayed, that is all, but end the end what you don't like is the thoughts and you can't stop people from thinking, only try to shut them up which isn't about freedom but control of another person.

Sorry OP, this probably shouldn't have been put here, so on to more info you might actully use if you can get past ^




On another note, I think this thread has traveled well past the OPs desire.  We are now debating play style instead of who to take.



As a general rule Miranda will give you greater versitility on any given mission.  Samara will give more specific damage and has a better weapon load out especially if you have the Matlock.  I like Samara only on specific missions, but I have heard people rave about her effectiveness, unfortunately my playstyle doesn't lend itself well to her.  IF I am playing adept I would rather take Thane and Miranda for Warp bombing because my pull has a 3 sec cooldown, and Samara's has around 9 seconds.  The only reason I would take Samara would be if playing Sentinel because then she pulls along with Jack to make you a warp bombing fool.

I have 3 basic squad groupings.

Geth/mech heavy missions:  Zaeed/Garrus both with Matlock and Incisor.
Collector missions:  Thane/Miranda
General missions:  Miranda/Grunt


The reasons are for the combinations of powers, passives and ammo powers.  Nothing stands against Zaeed/Garrus with squad disruptor on Geth missions, not only is the Incisor basically broken in Squads hands the disruptor ammo rips them apart.  Collector missions with Thane/Miranda mean endless warps, ranged fighter and good passives.  General missions with Miranda/Grunt give good weapons, decent ammo power, a good tank and decent protection strippers, the all around do everything team.

#45
tonnactus

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kstarler wrote...

Because in the early game, before one has the Claymore, it makes it possible to 1S1K multiple targets while you're waiting for charge to cool off.


Fine.I rather kill them with charge even if this means i need more time to finish them off.

#46
tonnactus

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Ahglock wrote...


I am not sure I understand your point here.  Two area based defense stripers seems better to me at least.


Really not? Disruptor ammo made the whole squad to defense strippers without the need to wait for cooldowns. Ammo powers are alsways better then the tech/biotic power equivalent. And shooting geth with disruptor ammo at close distance  allows to finish them off very fast even with the scimitar(2 shots for regular geth).

#47
Bozorgmehr

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tonnactus wrote...

Really not? Disruptor ammo made the whole squad to defense strippers without the need to wait for cooldowns. Ammo powers are alsways better then the tech/biotic power equivalent. And shooting geth with disruptor ammo at close distance  allows to finish them off very fast even with the scimitar(2 shots for regular geth).


Ammo powers are completely redundant, they don't change a thing Shep can do. Insta-stripping defenses does, hence powers >>>>>>>>> ammo IMHO. Late game Disruptor Ammo provides a 10-20% damage bonus vs shields - pretty pathetic if you'd ask me.

#48
CroGamer002

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Miranda is the best squad mate in game.

I can't believe I underestimated her like Jacob in first 2 playtroughs.

#49
tonnactus

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Bozorgmehr wrote...


Ammo powers are completely redundant, they don't change a thing Shep can do. Insta-stripping defenses does, hence powers >>>>>>>>> ammo IMHO. Late game Disruptor Ammo provides a 10-20% damage bonus vs shields - pretty pathetic if you'd ask me.


Its far more pathetic to wait for 12 seconds cooldown for overload instead of activating squad disruptor once and use it all the time.

#50
Bozorgmehr

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tonnactus wrote...

Its far more pathetic to wait for 12 seconds cooldown for overload instead of activating squad disruptor once and use it all the time.

It's 9.6 s for most of the game and the strength of Overload is it strips shields instantly, allowing fast and powerful combos. This ability makes quite a difference, the small damage bonus over time doesn't help much (at best it saves a shot or two). The only useful thing about Ammo Powers are the CC effects IMHO.

I agree that labeling ammo to be like a power is a bit pathetic.