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Vanguard weapon training and more


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#1
Influ

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So I'm charging my way through another Vanguard playthrough on hardcore (first was on normal I think) and the Collector ship mission is coming up soon. I'm having a bit trouble choosing what to pickup as my weapon training this time. I'm kind of leaning for the assault rifle training again, mainly so I can use Geth Pulse Rifle for occasionally stripping shields and barriers. Sniper would of course be useful taking out some of those long range baddies you can't charge. And I'm quite sure I wouldn't like using the Claymore so that's propably out of the question. Scimitar is by far my favourite shotgun due to it's high rate of fire and Eviscerator is good when I want something with more punch.

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
Praetor Knight

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The GPR with Inferno should be fine. I like that on the Soldier, for the Vanguard that should be OK.

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
RedCaesar97

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Without knowing how you play your Vanguard, I can only make general suggestions based on the information you provided.



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
Influ

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Slam is an interesting suggestion. Haven't really considered because in my opinion it's one of the worst powers in the game. I'm not too fond of taking that because on occasion squad members take their sweet time casting the powers and that's more of a problem with Slam than Pull.



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
SocialKnight

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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.

#6
Locutus_of_BORG

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Sniper rifle training can work well, giving you the Viper. While it's not necessary by any means, it makes certain sequences with unchargeable enemies a bit easier. Sniper rifles also give range without overlapping with SMGs, which Shotguns and ARs somewhat can, in the case of the Tempest/Shuriken and Locust, respectively.

#7
Guest_Aotearas_*

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If you really are yet undecided what you want to take and what you'd be capable off, take Assault Rifle Training and the Mattock (provided you have the DLC). Said weapon is accurate enough to somewhat substitue for a sniper rifle (just not as longrange) and its insane RoF can easily substitute for the Scimitar in face-to-barrel combat. Take the Eviscerator as Shotgun. That way you could get the grasp of what the Claymore with reload trick should feel like (just with more bamm), learning a bit if you want to try the Claymore later.

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
Influ

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I'm not going to use Mattock. It's too borken. But really I just don't like using it that much. Shotguns are more fun and they stun enemies at close range. I have been using Eviscerator mostly on this playthrough. It's a good weapon although it feels a bit too slow for my taste.



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
Nebuyl

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I went for sniper training and it worked for me. You already have an SMG, so what's the point in an assault rifle? And you don't want the Claymore (neither did I) so I think the choice is simple.



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
Influ

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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.

#11
OrlesianWardenCommander

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For me I get the sniper so I can stick too the shotgun as my main weapon assault rifles kill the vanguard concept for me.

#12
Ares Caesar

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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
Influ

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Basically I'm using the AR exclusively for stripping defenses when charging would be a stupid idea. And on the occasional baddies I can't charge. Scimitar and melee spam is ridiculously effective so I would never use Charge with my AR. Maybe if I used Mattock, but I don't. Speaking of the melee attack, with Kestrel chest and arm pieces along with Strength Boost Pads I get a 45% bonus for melee attack damage. It's a bit silly how much damage it does.

#14
Influ

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Is there a reason why the Charge sometimes cancels in the middle of the animation? Sometimes Shepard is about to Charge, but at the end won't and that leaves me exposed out of cover. I have died a few times because of that and it is quite aggrevating. And then you have to wait for the cooldown to run. I haven't noticed why this could be happening at times, but maybe it's something I've missed.



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
Kronner

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Influ wrote...

Is there a reason why the Charge sometimes cancels in the middle of the animation?


Yes, it is called a bug.

#16
Influ

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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
Kronner

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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
B) charge from cover when you are on the moving platforms

but you can still get bitten by this bug, although it is VERY rare

Modifié par Kronner, 26 février 2011 - 01:11 .


#18
ryoldschool

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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.

#19
Kronner

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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 :devil:

#20
NeuralGeth

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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
JaegerBane

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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 :P

#22
Kronner

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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 :P


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 :D

Modifié par Kronner, 27 février 2011 - 09:37 .


#23
JaegerBane

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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 :D


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 :P

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
Kronner

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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 :P


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
JaegerBane

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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 .