Why is Mattock Vanguard so good?
#26
Posté 29 avril 2011 - 04:49
My only regret on this playthrough of Arrival was that I'd chosen the wrong shotgun for the job. The Eviscerator simply is a bad choice for the "Last Stand" portion. The rate of fire is too low when there are swarms of bad guys everywhere. Everywhere else on the mission, I honestly believe its the best shotgun, but the Evi just doesn't do well during the Object Rho section. I had an easier time with the Scimitar last time.
#27
Posté 29 avril 2011 - 04:51
#28
Posté 29 avril 2011 - 05:21
bobobo878 wrote...
The only thing I don't like about the GPS is that it won't clear destructibles. Bioware really needs to fix that.
The entire destructible object mechanic system needs to be overhauled for 3. Reave seems to be a 50/50 on whether it will break a box or bomb. Pulling a small explosive container is a total roll of the dice because it never seems to go where you aim it.
The GPS is just one of many issues with that system.
#29
Posté 29 avril 2011 - 05:24
That's odd, I don't think i've ever failed to break an explosives pack with reave, but I can't get explosive containers to go the right way either.Omega-202 wrote...
bobobo878 wrote...
The only thing I don't like about the GPS is that it won't clear destructibles. Bioware really needs to fix that.
The entire destructible object mechanic system needs to be overhauled for 3. Reave seems to be a 50/50 on whether it will break a box or bomb. Pulling a small explosive container is a total roll of the dice because it never seems to go where you aim it.
The GPS is just one of many issues with that system.
#30
Posté 29 avril 2011 - 05:46
Omega-202 wrote...
I just ran through Arrival with my Viper Vanguard and I have to say that there was never a point where I missed the Mattock at all. I stand by my assertion that Viper + Locust > Mattock for a Vanguard. What you lose at close/medium range you make up for in being able to pick off guys at long range. Clearing out the large room before the reactor portion (the one with 2 pyros, 2 engineers, an elite and a butt load of troopers) is a push over with the Viper if you just keep your sites on the door they keep entering through. At that range, the Mattock usually gets a bit shaky.
I know the section you're talking about. In my Arrival run earlier today, I just charged the sub-boss and his mook buddy on the far side of the room immediately. The first pyro came up from the stairs, and I charged him too. I spent the rest of the time charging around killing everything with the Mattock, then switched to the Evi when ammo ran out. Level 30, Insanity (w/ upgrades). I had several reloads when I tried this with my Claymore Vanguard. I didn't die once this time, and my play was even more reckless.
I don't doubt the Viper + Locust build is viable, but to call it better than the Mattock means you are not using it properly. You don't use the Mattock as an AR on the VG, you use it like a really rapid-fire SG. The bonus is that you can ALSO use it like an AR.
It's op as hell, and I'm loving it.
#31
Posté 29 avril 2011 - 09:09
Though doesn't the Claymore proc the AoE inferno in the process of OHKOing something?
Bi_Winning wrote...
Also, why the hell did you evolve Charge when you have already have pause and play? Spending your 4 points on any of the two evolved Charge abilities is simply a waste. But I guess you're on a Normal difficulty run so I don't blame you. You could've used it on something more useful like Stasis or Squad Cryo Ammo. Oh well, there's always the respec option.
This is a joke, right? Just checking.
#32
Posté 29 avril 2011 - 12:56
But no, still wouldn't use it as a vanguard.
#33
Posté 29 avril 2011 - 01:08
Bi_Winning wrote...
Also, why the hell did you evolve Charge when you have already have pause and play? Spending your 4 points on any of the two evolved Charge abilities is simply a waste. But I guess you're on a Normal difficulty run so I don't blame you. You could've used it on something more useful like Stasis or Squad Cryo Ammo. Oh well, there's always the respec option.
#34
Posté 29 avril 2011 - 02:02
Modifié par Kronner, 29 avril 2011 - 02:06 .
#35
Posté 29 avril 2011 - 02:33
I would imagine that the sole benefit to taking the Mattock over Claymore/GPS is the same as with Adren. Rush, the ROF not being affected by the time dilation.
Curios how the OP would respond using Area vs. Heavy with the Mattock.
And the GPS is great with either. Just takes a little bit of prep before you press the biotic charge button. Equally as powerful as the claymore, just less spam capable.
#36
Posté 29 avril 2011 - 02:35
I tend to use it sparringly but I do keep it cause I hate being forced into a scope and I personally prever my Evi shotty over the others so I feel like going Claymores redundant. If I could rip the scope out, or go low-power scope (where its normal zoom and zoom-click to go into a scope view) on the Viper I'd probably go that just as a secondary thing.
That all said for ME3 I hope they drop the 'extra ammo counter' and just do it via solid heat-sync totals. Just having 5-10 (depending on what feels right) Heatsyncs per weapon would be a lot easier to balance the guns around. Think about it, the Avenger has something like 9-10 reloads on it but the Mattoc has 4. That's a pretty big difference, Avenger does like...no damage, takes 5 shots to match the Mattoc due to that.
If every gun had 5 reloads (not counting in gun) you could balance dmg to number of shots available in the gun its self. Mattoc would still come out with far less shots overall, and you'd run out just as fast. But a gun like the Avenger would be able to compete directly in a full clip comparison. Can still use that basic balancing act and do the flowing extra-shots (ammo >.>), I just don't think it fits the idea of heat syncs that well compared to individual bullets, would be a bit more tactical as reloading half-empty (or half-full sync heh) would mean your wasting shots but could still be benefitial if your being charged.
#37
Posté 29 avril 2011 - 05:35
wait? have I been trolled? If he was trolling he got me goodPrinceLionheart wrote...
Bi_Winning wrote...
Also, why the hell did you evolve Charge when you have already have pause and play? Spending your 4 points on any of the two evolved Charge abilities is simply a waste. But I guess you're on a Normal difficulty run so I don't blame you. You could've used it on something more useful like Stasis or Squad Cryo Ammo. Oh well, there's always the respec option.
Modifié par bobobo878, 29 avril 2011 - 05:42 .
#38
Posté 29 avril 2011 - 07:56
IMNWME wrote...
OMG, just ran through Arrival, this is a joke! Mattock procs ammo powers instantly after shields are dropped, which you can accomplish during the time slowdown coming out of Charge. That means enemies are doing the fire dance the entire time you're spamming the fire button. My Claymore Vanguard can't compete. I'm kinda sad
Are you using the "fast reload feature" [reload glitch]??? This can help a lot ...
#39
Posté 02 mai 2011 - 02:56
I know the reload cancel trick for the Claymore, but I still stand by the Mattock Vanguard (w/ Stasis for heavies). It's awesome. About to do Kasumi's LM with 2/5 AR upgrades, let's see if I can Charge into that huge mob with Chief Roe in the elevator.
#40
Posté 02 mai 2011 - 04:09
#41
Posté 02 mai 2011 - 04:12
#42
Posté 02 mai 2011 - 04:17
#43
Posté 02 mai 2011 - 05:50
Another great thing about the Mattock... it makes charging Scions trivial. You Charge, and then immediately start backpedaling while shooting. This gets you out of their melee attack range, allowing you to Charge in again and again with absolutely no risk.
#44
Posté 02 mai 2011 - 03:51
i like being a SMG/AR vanguard. i shotgun charge too, but its not my main form of attack.
also people using the claymore and using the reload glitch arent real vanguards, glitching is no way to play a game
#45
Posté 02 mai 2011 - 04:03
Clonedzero wrote...
also people using the claymore and using the reload glitch arent real vanguards, glitching is no way to play a gamemight as well alter your save file and increase your damage to 500% and all sorts of other cheats. LAME.
You might need this *hands flame-shield*
Also, Claymore reload "glitch" isn't a glitch, it's an intentional feature put in there by the devs. Just sayin'.
#46
Posté 02 mai 2011 - 05:58
That's what usually got me killed as a Claymore Vanguard: stragglers outside the group of enemies I'm elbow deep in shooting at me from beyond the SG's effective range. With the Mattock, though, one shot will light them up if they're on health (easy to do if one of my squadmates defense strip). I don't have to reload either, so I can just keep the mob in front of me locked down with repeated Inferno bursts. That survivability boost is crazy.
#47
Posté 02 mai 2011 - 06:09
IMNWME wrote...
Malanek999 wrote...
Vanguard is actually one of the few classes where I don't actually think assault rifle is the best choice.
Can you give me a good reason for this? Mattock functions as a Shotgun better than actual Shotguns! It's like an insanely upgraded Scimitar.
Check out my vids...have them too.
#48
Posté 02 mai 2011 - 06:10
RGFrog wrote...
Have you tried the mattock with the Area Charge evolution, instead?
I would imagine that the sole benefit to taking the Mattock over Claymore/GPS is the same as with Adren. Rush, the ROF not being affected by the time dilation.
Curios how the OP would respond using Area vs. Heavy with the Mattock.
And the GPS is great with either. Just takes a little bit of prep before you press the biotic charge button. Equally as powerful as the claymore, just less spam capable.
GPS is TERRIBLE for CC Ammo Powers...just terrible.
#49
Posté 02 mai 2011 - 06:20
#50
Posté 02 mai 2011 - 07:41
IMNWME wrote...
Yea, Stardusk, your vids are actually what inspired me to try this build. I see you use Reave as your bonus power... any particular reason why?
The health bonus (with heavy reave) can provide a considerable increase in survivability imo.





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