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So....thinking about playing ME2...long post


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#26
Praetor Knight

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T3hAnubis wrote...

So I was right in my assumption that Warp Ammo interacts with the Passive ability and that Warp Ammo and Disruptor Ammo suplemment each other well?


I've tried that combo before, it works better with Commando for the weapon and power damage boosts. I need to look for the thread that shows the calculations to give you how much damage is added from the ammo powers, I don't remember off hand.

Going With Shock Trooper then the three base ammo powers have like at least one second longer from the 15% power duration.

So Tungsten and Warp ammo only benefit from the Commando passive.

#27
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Suppose you're playing on Hardcore/Insanity:

If you're bad at aiming, then perhaps you shouldn't play Infiltrator. It has the highest requirement in aiming. Next highest is Vanguard. Infiltrator demands a delicate and steady hand, while Vanguard demands a fast and agile hand.

Soldier actually don't require much aiming skills. Use Adrenaline Rush and aiming becomes easy as pie.

Engineer has a very versatile set of powers like the Sentinel, but uses distraction and subotage instead of direct tanking. You may want to give it a try. It has more margin for error than Adept (universally acknowledged as the hardest class to play on Hardcore/Insanity).

If you're playing on Veteran or below, just choose any class and play whatever way you consider is most fun. They'll all badass.

The teammates' roles (you can build certain characters in different ways, so they may appear more than once in this list) and Shepard's roles:

Caster: Miranda, Mordin, Samara, Kasumi, Garrus, Adept, Power Sentinel, Engineer.

Sniper: Zaeed, Legion, Thane, Garrus, Assassin Infiltrator, Widow Soldier.

Tank: Grunt, Legion, Revenant Soldier, Assault Sentinel, Vanguard.

Distractor: Legion, Tali, Engineer, Morinth, Agent Infiltrator.

Casters strip defenses, staggers enemies to crowd control them, and provides fire support.
Snipers deal out massive amounts of damage with their sniper rifles and damage bonus/ammo powers.
Tanks take hits for the team and dishs out massive damage at the same time.
Distrators use their 1337 hacking skills to divert fire away from the team.

If you play a caster class, you may want to give Garrus, Zaeed, Grunt, Jacob, and Jack squad ammos. Note that this would limit their utilities in other areas, but would greatly enhance your damage output.

#28
Ace Attorney

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I am debating what weapon to pick up at the Collector Ship when I get there. Widow is powerful, but the single bullet per clip might be bad for compensating my aiming. The Revenant has high recoil, which can affect aiming too.

Also, how is the debate on Hardened vs Heightened Adrenaline rush?
Lastly, is the Cerberus Assault or Blood Dragon Armors worth using even though they obtruct faces?

Modifié par T3hAnubis, 09 février 2011 - 01:18 .


#29
naledgeborn

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I play a tank Shepard so I go with Heightened Adrenaline + Revenant. Heightened Adrenaline pretty much gives you the Commando Damage Bonus (if you're a Shock Trooper) while in slowmo plus the Duratoin makes it last about 1.5 secs longer.

#30
termokanden

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I think the Revenant is highly underrated. It has absolutely tons of ammo, so you basically don't have to ever worry about running out. Doesn't matter if you miss. You can just spray bullets in the general direction of your enemies and they'll die soon enough.

The recoil does require very careful aiming and adjusting if you want to hit with every shot from a distance. But while Adrenaline Rush is active, the Revenant has NO recoil whatsoever.

As for Heightened vs Hardened AR, I prefer Heightened myself for Widow/Mattock. Maybe for the Revenant I'd go for Hardened instead.

Modifié par termokanden, 09 février 2011 - 02:37 .


#31
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Would using Armor Piercing Ammo be a better combo/supplement to Disruptor Ammo over Warp Ammo?
Should I go Squad on all my maxed Ammo Powers?

Modifié par T3hAnubis, 09 février 2011 - 04:35 .


#32
termokanden

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For a soldier, my advice is Inferno Ammo and Heavy Disruptor for yourself and then Squad Cryo Ammo for your squad. That covers everything except barriers. They aren't exactly a big problem anyway, particularly if you bring someone with Warp (Miranda for example).



I prefer Inferno for myself over Warp and AP because of the panic effect on organics. For the squad, I prefer Cryo Ammo because it's automatic crowd control against unprotected enemies. Just destroy someone's defenses, and your squad will freeze them for you.

#33
Praetor Knight

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T3hAnubis wrote...

Would using Armor Piercing Ammo be a better combo/supplement to Disruptor Ammo over Warp Ammo?
Should I go Squad on all my maxed Ammo Powers?


I'd recommend switching from Warp ammo to another BP, but if you want to use it, I would argue that you go with Heavy Warp ammo, the same with Armor Piercing, go with Tungsten that way you can max the damage potential with the ammo powers on a Commando Shep. And with the three base ammo powers, using another BP is recommended for the Soldier.

Then with Incendiary, Inferno is best on Shep with its 3 meter blast radius. With Cryo ammo, the Squad evolution is the better evolution for the ammo power so that you and the squad can freeze more often.

With Disruptor, the Squad evolution works good to neutralize enemies shooting back when they are stripped of defenses, but Heavy can also be fun to make Geth and the Mechs blow up from time to time, so it depends on how you want to setup the class.

On 360, I use the Heavy Disruptor, Inferno and Squad Cryo ammo powers, so I have Disruptor mapped to my left bumper, Inferno on my Right, with Adrenaline Rush on the Y (I go back and forth between the two lvl 4 evolutions).

Squad Cryo is a set in the beginning and forget it kinda power. Also with this setup you can use any BP you like but the recommended ones are one-point Neural Shock and one-point Slam for the 3 second cooldown.

#34
termokanden

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Agreed. That is the exact setup I use (not the controller mapping though :) ) and it works very well.

Modifié par termokanden, 09 février 2011 - 05:54 .


#35
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Ok...this may seem like a dumb question but (since I played ME2 before on a console/gamertag that already passed the game): is the Max level cap of 30 locked on a first playthrough like ME1 or not? Can the max be reached on a first playthrough? I was assuming I couldn't.

If so, yeah, I can see the use of all original Ammo powers. But getting maxed all 3 Ammos, plus class passive, and Adrenaline leaves just one point free. It is either Concusive Shot or a Bonus power...

Modifié par T3hAnubis, 09 février 2011 - 06:19 .


#36
Praetor Knight

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T3hAnubis wrote...

Ok...this may seem like a dumb question but (since I played ME2 before on a console/gamertag that already passed the game): is the Max level cap of 30 locked on a first playthrough like ME1 or not? Can the max be reached on a first playthrough? I was assuming I couldn't.

If so, yeah, I can see the use of all original Ammo powers. But getting maxed all 3 Ammos, plus class passive, and Adrenaline leaves just one point free. It is either Concusive Shot of a Bonus power...


Well, if you have beaten the game and unlocked the achievements before, then if I remember correctly there should be no cap for you even on a different console, since that particular info is connected to your gamertag.

And any power would do, but yeah you would only have one free point with AR, the three ammo powers and the passive maxed.




Lastly, I have a quick question about your Xbox 360 setup, so you are now on a 360 that you are going to stay with for at least a year?

You don't have to answer if you do not want to, but the reason I ask is that if you have content that you have accessed through you gamertag from several consoles, the Content Licenses for that content can be moved to one console.

So with this website you can move your Content Licenses to your current 360: http://www.xbox.com/...eMigration/Home

In my case I moved a bunch of stuff, and in the FAQ for the site, the process can be done once every 12 months.

Modifié par Praetor Shepard, 09 février 2011 - 06:28 .


#37
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My current gamertag is new, as the console/gamertag I used before was borrowed from a friend while I got my own 360. Hence why I ask, I am starting in a clean slate.

#38
Praetor Knight

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Ok, cool. So depending on your DLC's I think you should easily hit the max, but it's been so long that I can't remember if there is a lvl 20 cap for the first run or not. I'm still looking it up.

#39
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http://social.biowar...1/index/5983660
Looks like it is a no level cap but I still can't reach 30 anyway. No 51 Squad points for me :crying:.

#40
Praetor Knight

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Level 25 or 27 is fine for the first go. So AR, Inferno, Squad Cryo and Passive maxed for sure.

#41
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These are about lvl 23-24:
http://mass-relay.co...p=4,1,3,3,4,4,1
http://mass-relay.co...p=2,1,4,4,4,4,1
Are they ok/good?

Modifié par T3hAnubis, 10 février 2011 - 12:43 .


#42
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After reading up, I found out that apart of Infiltrators and Soldiers, Vanguards too can, if build right, achieve bullet/slowdown time, which would help my aiming. Considering maybe rerolling to Vanguard or Infiltrator now, I'm level 10 or so Soldier at the moment, have only 2 Bonus powers unlocked though, Slam and Stasis.

Dunno how I'll do with those two, Adrenaline Rush has been almost a crutch, haha.:D

Modifié par T3hAnubis, 11 février 2011 - 12:09 .


#43
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Sorry for triple post, on mobile phone, can't edit. I tried Vanguard until like lvl 3-4. Didn't like it much...