Vanguard weapon training and more
#1
Posté 24 février 2011 - 11:19
Other thing is about my build. I'm going to max out Incendiary ammo for Inferno, Cryo for squad usage, Heavy Charge and class passive to Champion. Beyond that I haven't really decided yet. How useful is Reave really? I was thinking of evolving it to Area Reave, but then again if I'm taking assault rifle training I can strip barriers with it quite well. Or should I invest in Shockwave to open up Pull so I could set up Warp bombs without relying completely on squad mates? In that case I'll propably just max out Shockwave for the lulz.
#2
Posté 24 février 2011 - 11:39
Shockwave and Pull are fine choices as well. Here's a thread on Shockwave on Insanity.
Modifié par Praetor Shepard, 24 février 2011 - 11:41 .
#3
Posté 24 février 2011 - 11:43
If you like playing the aggressive Vanguard style (Charge, shotgun, melee, repeat), then I would not recommend Reave as a bonus power; I would recommend Slam instead for the shorter cooldown and ability to warp-bomb without Pull. Be advised that Slam is more difficult than Pull for detonating Warp-bombs since you have a narrow window (a little less than 1.5 seconds) for detonating the warp-bomb.
If you use Charge as more of a finishing move, then Reave is useful for instantly stripping barriers and armor, so you do not have to spend time shooting them off. Many people on these forums will tell you that as a Vanguard, stripping an enemies protection before charging them is counter-productive: for the Vanguard Charge, you would rather charge a protected enemy so they fly away after you hit them, allowing you to shoot them with your shotgun.
I recommend saving your game before picking up your bonus weapon, just so you can go back and try them all to see what fits your playstyle better. You may end up liking the Claymore. You only have one shot per clip (as compared to the Scimitar's 8 shots), but that one shot=one kill on most enemies.
Having only played a Vanguard with sniper rifle training, I can say I liked using the Viper to soften up the enemy ranks before switching to my shotgun and charging in for some easier kills.
#4
Posté 25 février 2011 - 12:00
I'm definitely an aggressive Vanguard. Charging any chance I see. The thing besides one shot magazine that bothers me with Claymore is that it's a bit of overkill on weaker enemies. Other shotguns are more efficient. Maybe I'll test it this time though.
#5
Posté 25 février 2011 - 12:11
#6
Posté 25 février 2011 - 12:42
#7
Guest_Aotearas_*
Posté 25 février 2011 - 12:42
Guest_Aotearas_*
As bonus power I point at either Stasis to put out unwanted opposition for a little time or Flashbanggrenade, which is ridiculously useful. Reave is also a very potent power and fitting to the class, though I h+don't like using it due to A.) its immense power and B.) it's de facto not really lorewise justification (lore-fascist you see).
#8
Posté 25 février 2011 - 01:14
I used Flashbangs on my Engineer Insanity run. Those were really fun to throw around but I didn't find them that useful in the end. Also Vanguards class passive cooldown reduction doesn't affect it. Stasis could be interesting although very situational.
#9
Posté 25 février 2011 - 02:20
And Reave is a good all-around power. Especially in a pinch. Heals you if used on organics, still drains synthetics' health, does decent damage to shields, and does double damage (I think) to armor and barrier. Just make sure it's not the Area Reave.
More over, you'll want to move some points over to Shockwave. Stuns most enemies, sends other flying, and kills Husks in one hit.
Then again, this is what worked for me; It might not work so well for you.
#10
Posté 25 février 2011 - 03:01
And I think I'll forget bonus powers for this playthrough. Don't really need one when I'm using Charge anytime possible basically. Level 1 Pull is enough for Warp bombs so might as well max Shockwave.
#11
Posté 25 février 2011 - 03:20
#12
Posté 25 février 2011 - 08:15
Influ wrote...
Picked up assault rifle training. I know it's a bit redundant especially since I have access to the Locust, but snipers just don't go with my Vanguards playstyle. Also I've always liked the GPR. It has a somewhat unique feel and it's accuracy is crazy for a full auto weapon.
And I think I'll forget bonus powers for this playthrough. Don't really need one when I'm using Charge anytime possible basically. Level 1 Pull is enough for Warp bombs so might as well max Shockwave.
I dont think for a Vanguard on hardcore/insanity "weapon redundancy" is really as big of an issue, given that you're likely going to be within 1m-10m of the enemy quite often, to which the assault rifles gain the mid range and short range damage bonuses that the sniper rifle does not. Not to mention if you really enjoy the "in your face" action of a charge heavy Vanguard, the assault rifle fits seamlessly into that arsenal allowing you to use it CQC, where as the Sniper means you're switching weapons prior to charging.
I'm not "knocking" Sniper Vanguards, in fact I think its a fairly valid tactic to "thin the heard" with the Viper SR first, then charge in to finish the remaning enemies. Its just a playstyle that isnt quite as "charge spamming" as the Assault Rifle Vanguard is.
For most other classes I love the Viper SR, but for Vanguard, simply because I play the class to FORCE aggressive play upon myself, I love taking the AR's instead.
#13
Posté 25 février 2011 - 08:35
#14
Posté 26 février 2011 - 12:17
Also, I ditched Shockwave and Pull for Stasis. I used Liara's Stasis extensively on the Shadow Broker DLC and it seems more useful than I have previously thought.
#15
Posté 26 février 2011 - 12:25
Influ wrote...
Is there a reason why the Charge sometimes cancels in the middle of the animation?
Yes, it is called a bug.
#16
Posté 26 février 2011 - 01:04
Kronner wrote...
Yes, it is called a bug.
Oh, wow. How could I have missed that. Much obliged!
You know, something usually causes the bugs. I'm just asking if anyone knows if this is a random occurence or actually caused by something...
#17
Posté 26 février 2011 - 01:09
Influ wrote...
Oh, wow. How could I have missed that. Much obliged!
You know, something usually causes the bugs. I'm just asking if anyone knows if this is a random occurence or actually caused by something...
Well, you asked for it with such a question.
It's random, but you can avoid it most of the time, just don't:
a) charge when you are standing in a door entrance
but you can still get bitten by this bug, although it is VERY rare
Modifié par Kronner, 26 février 2011 - 01:11 .
#18
Posté 26 février 2011 - 01:58
#19
Posté 26 février 2011 - 02:07
ryoldschool wrote...
I am shocked, shocked that kronner has not made the case for the Claymore. Everybody should try it at least once. It took me a while to appreciate it ( reload trick on 360 isn't the best) but that gun does massive damage and its fun.
Well, he said he wanted either AR or SR, so..
But yeah, it's really fun to kill with the Claymore
#20
Posté 26 février 2011 - 03:26
SocialKnight wrote...
When I play Vanguard, I get AR training. I don't particularly care for the Claymore, the GPS is powerful enough. And for my bonus power I always use Stasis or Slam with Vanguard. I like to use stasis on stronger enemies, strip defenses with AR then charge to finish off enemies.
Same for me, my bonus power is stasis. that way when my team strips down a heavy enemy down to a health bar i can just stop them and take away the little pests. and i have the n7 complete arsenal so when i went to the collector base i used the collector Rifle and it took harbinger puppets down easily.Also i suggest fully upgrading charge then make it heavy so it slows down time and you can blast away at the enemy.
Modifié par NeuralGeth, 26 février 2011 - 03:28 .
#21
Posté 27 février 2011 - 09:24
ryoldschool wrote...
I am shocked, shocked that kronner has not made the case for the Claymore. Everybody should try it at least once. It took me a while to appreciate it ( reload trick on 360 isn't the best) but that gun does massive damage and its fun.
The Claymore is just a plain weird weapon. I actually preferred it on my modded Adept rather than on my Vanguard. Still preferred the Scimitar on both characters, though
#22
Posté 27 février 2011 - 09:32
JaegerBane wrote...
ryoldschool wrote...
I am shocked, shocked that kronner has not made the case for the Claymore. Everybody should try it at least once. It took me a while to appreciate it ( reload trick on 360 isn't the best) but that gun does massive damage and its fun.
The Claymore is just a plain weird weapon. I actually preferred it on my modded Adept rather than on my Vanguard. Still preferred the Scimitar on both characters, though
It's not weird. It's the only shotgun that can kill regular enemies in one shot on Insanity. I am used to 1S1K regular enemies with shotguns since DOOM, so in my opinion, Scimitar does ridiculously little damage per shot, and I just can't enjoy that. And to me, Scimitar's sound is really, really weak (kinda like pew-pew-pew, I prefer boom), so there is basically only one choice for me, and that is the weapon named after the famous Scottish two hander
Modifié par Kronner, 27 février 2011 - 09:37 .
#23
Posté 27 février 2011 - 09:51
Kronner wrote...
It's not weird. It's the only shotgun that can kill regular enemies in one shot on Insanity. I am used to 1S1K regular enemies with shotguns since DOOM, so in my opinion, Scimitar does ridiculously little damage per shot, and I just can't enjoy that. And to me, Scimitar's sound is really, really weak (kinda like pew-pew-pew, I prefer boom), so there is basically only one choice for me, and that is the weapon named after the famous Scottish two hander
I'm not sure what version of Doom you were playing, but the only shotgun I remember 1S1Killing regular enemies was the Super Shotgun from Doom 2. IIRC an imp was the hardest enemy that could be 1S1K'd, anything of Pinky level or above was a no-go
Seriously though, the Claymore isn't a bad weapon, but I really dislike the short range combined with the uber-small clip. Normally the kind of situation where I'd need the sheer damage of a Claymore shot is the same sort of situation where I don't want to be frantically timing the reloads so I can trick it
I have to admit I've always been a bit partial to semi-auto shotties ever since they started appearing in games - the Scimitar reminds me of the old Jackhammer from Far Cry 1...
Modifié par JaegerBane, 27 février 2011 - 09:58 .
#24
Posté 27 février 2011 - 10:13
JaegerBane wrote...
I'm not sure what version of Doom you were playing, but the only shotgun I remember 1S1Killing regular enemies was the Super Shotgun from Doom 2. IIRC an imp was the hardest enemy that could be 1S1K'd, anything of Pinky level or above was a no-go
I meant the soldiers (and imps), but especially soldiers, if shotgun can't one shot mere human, I am out.
The pink demons were too fat and big to take down with one shot, I can buy that. That said, BFG is BFG. Claymore kinda resembles BFG to me.
Damn, all these names and legendary weapons make me want to play DOOM series again. The level layouts are definitely more complex than anything current FPS have to offer, that's for sure:lol:
JaegerBane wrote...
Seriously though, the Claymore isn't a bad weapon, but I really dislike the short range combined with the uber-small clip. Normally the kind of situation where I'd need the sheer damage of a Claymore shot is the same sort of situation where I don't want to be frantically timing the reloads so I can trick it
I dunno, after a few hours the reload cancel/trick just felt natural to me, it is pretty much automatic now, and I love CQC so the short range is actually plus for me.
JaegerBane wrote...
I have to admit I've always been a bit partial to semi-auto shotties ever since they started appearing in games - the Scimitar reminds me of the old Jackhammer from Far Cry 1...
I like semi-auto shotties..if they still pack a punch (e.g. GTA4). Scimitar doesn't.
Modifié par Kronner, 27 février 2011 - 10:14 .
#25
Posté 28 février 2011 - 04:17
Kronner wrote...
I dunno, after a few hours the reload cancel/trick just felt natural to me, it is pretty much automatic now, and I love CQC so the short range is actually plus for me.
Oh, don't get me wrong, it's straightforward enough to do repeatedly, I just don't like having to do it. Goofy graphics aside, if I'm in shotgun range I'll often be thinking about enemy placement and what power I'm going to use next, so messing around with meleeing and timing is something I really can't be bothered with. This is why I call it a weird weapon - in the hands of 'pure' casters like Engineers and Adepts, it's base rate of fire is quite adequate as the pauses in shooting are naturally taken up with hurling powers. Ironically, the only classes that can use it in the base game aren't really classes that use powers as an alternative to weapons and hence are best off reload-meleeing. Makes one wonder why they didn't just give it a bigger clip and be done with it.
I like semi-auto shotties..if they still pack a punch (e.g. GTA4). Scimitar doesn't.
That would depend on what you define as 'packing a punch'. On a per shot basis, no question, but in terms of constant damage and the ability to keep the pressure up, the Claymore isn't the best at this. This is primarily a question of taste rather than punch, it's the same question with the Viper vs Widow. Do you want single shot damage, or consistent damage? The answer will most likely be determined by your playstyle.
Modifié par JaegerBane, 28 février 2011 - 04:19 .





Retour en haut







