I'm thinking of using Inferno Ammo. Almost as good as Tungsten ammo and I don't have to utilize my bonus power slot to get it (I want flashbang grenade for my bonus power so I can insta kill husks in large numbers).
Which ammo power do you like for the Revenant?
Débuté par
jamesp81
, avril 07 2011 03:29
#1
Posté 07 avril 2011 - 03:29
#2
Posté 07 avril 2011 - 03:48
Inferno works really nice on the Revvy, I'm gonna go with the Revvy for my next playthrough myself.
#3
Posté 07 avril 2011 - 04:03
On higher difficulties where I can't insta kill husks with flashbang, I'd consider running level 1 cryo ammo in the Revenant for the freeze effect (spend just enough points to get it) and then use my bonus power slot for AP or Warp Ammo.
#4
Posté 07 avril 2011 - 06:39
For a Soldier, and even to a point most other classes, additional ammo powers are a pretty much waste. Max out Inferno and get the area splash close combat bonus, with enemies dancing instead of shooting. For soldier, slam, neural shock, stasis, flashbang, and Reave are the main ones to be used. Of course as powerful as the Soldier is, especially with bonus weapons DLC, then it really doesn't matter.
Slam gives a quick cooldown, with the ability to warp bomb and kill husks.
Neural Shock gives stagger, with quick cooldown, and stops bare enemies from shooting.
Stasis...enough said.
Reave, strips armor, insta cast, stops enemies from shooting and heals Shepard, medium cooldown.
As for personal experience, Inferno ammo was much better than just about any other ammo on organics, for general use. The others have their use on synthetics and situational organic uses, but for all around most powerful for Soldier, the Inferno ammo topped the scale.
Slam gives a quick cooldown, with the ability to warp bomb and kill husks.
Neural Shock gives stagger, with quick cooldown, and stops bare enemies from shooting.
Stasis...enough said.
Reave, strips armor, insta cast, stops enemies from shooting and heals Shepard, medium cooldown.
As for personal experience, Inferno ammo was much better than just about any other ammo on organics, for general use. The others have their use on synthetics and situational organic uses, but for all around most powerful for Soldier, the Inferno ammo topped the scale.
#5
Posté 07 avril 2011 - 06:41
I find Revenant to be very poor weapon when it comes to ammo effects. Cryo and Inferno Ammos get roughly the same results in my experience. I think that Warp ammo would be the best overall ammo for Revenant.
#6
Posté 07 avril 2011 - 10:25
I use Tungsten myself. I'd also like to add that I used to hate the Rev until recently. Once I stopped trying to play "long range" with it and instead employing flanking and guerilla type tactics with it, I began to see it's "inner beauty" lol. Now, you couldnt pay me to use anything else. I used to like the Mattock simply because of it's higher accuracy at longer range. But the "fight for your life" battle during the Arrival mission made me realize something; The Mattock is only good for short firefights and begins to quickly lose it's effectiveness the longer the fight drags on due to it's limited ammo supply. Ok back OT now, just thought I'd get that in there
#7
Posté 07 avril 2011 - 10:31
I actually found Inferno Ammo to be the best on the Revvy. I've actually had the best results with that, even against massed husk rushes, as I was basically able to use it like a no CD Incineration Blast, which let me use Mordin & Kasumi's husk killing powers to great effect. I wasn't able to kill as efficiently with cryo ammo attached, which was also less effective when the Scions arrived on the field. YMMV, I guess.
Also, I find the Revvy's wide spray makes Inferno Ammo's AoE particularly useful, while with the other ammo powers I'd be more anxious about missing shots.
Also, I find the Revvy's wide spray makes Inferno Ammo's AoE particularly useful, while with the other ammo powers I'd be more anxious about missing shots.
Modifié par Locutus_of_BORG, 07 avril 2011 - 10:34 .
#8
Posté 07 avril 2011 - 10:36
I find myself using cryo with Revenant. Pop, pop, frozen, pop shattered. Nice controlled rate of fire when clicking off few rounds at a time.
#9
Posté 08 avril 2011 - 01:14
Inferno rounds, and not for the anti-armor effects: it's like spitting out a hundred sticks of exploding squirrels every time you pull the trigger.
#10
Posté 08 avril 2011 - 04:36
My Rev Soldier ran with:
Squad Disruptor Ammo: You and your squad will absolutely shred Geth. Heavy Disruptor explode isn't that useful, in fact it's a hinderance when your right up in Geth's flashlight faces destroying them with your Rev or Shotty.
Inferno Ammo: Not only does this provide a good damage boost against organic health and the defense the toughest enemies have the most of (Scions, Krogan, Klixen, Thresher, Occulus, the end boss) but much more importantly, it will keep the Merc/Collector your Rev charging, as well as his nearby allies, paniced (aka not shooting you). Inferno Ammo also rounds out Shotguns' (especially the GPS) one defense weakness, as well as boosts further the Viper's insane anti-armor strength versus those high-armor targets.
Squad Cryo Ammo : In addition to the panic caused by your Inferno-powered devastation, your squad freezing solid those pesky organics will also greatly aid in keeping you out of cover and in your enemies' faces. This will be especially helpful versus Krogan, Klixen, Husks, and Collectors.
It's funny before my playthrough with the Rev Soldier, I would of said having another squad ammo power in addtion to cryo would of been inefficient. However after testing extensively with both the 'Heavy Disruptor Shep/Squad Cryo Squad' and 'Squad Disruptor for all' setups, the latter cleared Geth missions far quicker and safer than the former. What's also interesting to note is that it isn't similar with Bloodpack missions; 'Inferno Shep/Squad Cryo Squad' works better versus Krogan than 'Squad Inferno for all'. The reason? Geth don't have excessively more health than shields and are stunned by Disruptor ammo, however Krogan/Klixen/Varren do have a lot of heatlh and aren't paniced by Inferno ammo.
My Rev soldiers' other skills were Hardened Adrenaline Rush, Commando, and 1pt Slam. My allies, once Shepard was leveled enough to be able to respec to provide the right squad ammos for each mission, were usually AoE defense strippers. This allows Shepard's and the squads' ammo powers, since with this build the player should be using the ammo power based on enemies' health and not defense, to start crowd controlling immediately.
Squad Disruptor Ammo: You and your squad will absolutely shred Geth. Heavy Disruptor explode isn't that useful, in fact it's a hinderance when your right up in Geth's flashlight faces destroying them with your Rev or Shotty.
Inferno Ammo: Not only does this provide a good damage boost against organic health and the defense the toughest enemies have the most of (Scions, Krogan, Klixen, Thresher, Occulus, the end boss) but much more importantly, it will keep the Merc/Collector your Rev charging, as well as his nearby allies, paniced (aka not shooting you). Inferno Ammo also rounds out Shotguns' (especially the GPS) one defense weakness, as well as boosts further the Viper's insane anti-armor strength versus those high-armor targets.
Squad Cryo Ammo : In addition to the panic caused by your Inferno-powered devastation, your squad freezing solid those pesky organics will also greatly aid in keeping you out of cover and in your enemies' faces. This will be especially helpful versus Krogan, Klixen, Husks, and Collectors.
It's funny before my playthrough with the Rev Soldier, I would of said having another squad ammo power in addtion to cryo would of been inefficient. However after testing extensively with both the 'Heavy Disruptor Shep/Squad Cryo Squad' and 'Squad Disruptor for all' setups, the latter cleared Geth missions far quicker and safer than the former. What's also interesting to note is that it isn't similar with Bloodpack missions; 'Inferno Shep/Squad Cryo Squad' works better versus Krogan than 'Squad Inferno for all'. The reason? Geth don't have excessively more health than shields and are stunned by Disruptor ammo, however Krogan/Klixen/Varren do have a lot of heatlh and aren't paniced by Inferno ammo.
My Rev soldiers' other skills were Hardened Adrenaline Rush, Commando, and 1pt Slam. My allies, once Shepard was leveled enough to be able to respec to provide the right squad ammos for each mission, were usually AoE defense strippers. This allows Shepard's and the squads' ammo powers, since with this build the player should be using the ammo power based on enemies' health and not defense, to start crowd controlling immediately.
Modifié par Simbacca, 08 avril 2011 - 04:41 .
#11
Posté 08 avril 2011 - 05:10
^This is what my Rev Soldier used as well.
#12
Posté 08 avril 2011 - 05:16
If your fighting husk I usually go inferno for my Rev and put squad cryo for my squad it does wonders and for back up I take the Arc Projector , it doesn't kill husk but it makes them move like little old men , they move so slow you can walk past htem or melee them or shoot them, also I bring a biotic with evolved crowd pull once the defenses are down crowd pull and they're done for. If you don't take the Arc then bring the Firestorm, it BBQ's them quick, lol
Modifié par jasonsantanna, 08 avril 2011 - 05:20 .
#13
Posté 08 avril 2011 - 10:14
I'm not sure if it matters too much on a Soldier as all ammo powers serve a purpose. The good thing is a Soldier can have an ammo power for any situation and with such a short cooldown why not just use the most effective ammo power vs. the target you're trying to kill??
I generally don't care much for Cryo ammo but I'm in the minority and because I'm a bad player maybe you shouldn't take my advice on that
Even then I can think of some missions where Cryo is VERY handy so YMMV.
I generally don't care much for Cryo ammo but I'm in the minority and because I'm a bad player maybe you shouldn't take my advice on that





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