Soldier class is overrated.
#1
Guest_lightsnow13_*
Posté 03 juin 2011 - 08:19
Guest_lightsnow13_*
However, in ME2 the soldier is just...lacking. Maybe it is the lack of CC -- "well he has cryo and inc. ammo" I already know that. Inc. ammo can cc for a second or two, but definitely nothing long lasting like pull or cryo blast or throw. Cryo ammo would be far more useful if you didn't need to spend almost all your points to get it. Those points are needed elsewhere like adrenaline rush and your passive. The soldier just can't attack multiple enemies AT ALL. There have been so many times when I just wished I had carnage for my shotgun because there were a ton of enemies grouped together. Just imagine carnage w/ cryo ammo. How awesome would that CC be?
I guess I just want SOMEthing for the soldier class because adrenaline rush is really overrated. It obviously has it's uses but when there are 3-4 enemies swarming your location you have to run back and hope you make it to cover before the timer runs out on your AR. I also think the idea of "ammo" as a power is pathetic. It's almost like a cop-out they didn't want to put much thought into a soldier. His weapons can't save him from everything. His pistol will remain cold and will almost never get used..why give him one in the first place? When you're rushed by 2 or more enemies you're pretty much screwed because of lack of CC. I don't know if anyone else has thought this before - and maybe this is just me venting after a couple of fluke deaths on my soldier a couple of minutes ago - but I just hope they change it up for the soldier in some way. Maybe the new CQC mechanics in ME3 will make it better? I hope so..
#2
Posté 03 juin 2011 - 09:03
i dont htink the soldier shouldnt have potential to CC enemies. thats the adepts job......although stasis on a soldier dominates anything an adept can do.
#3
Posté 03 juin 2011 - 09:06
Still have you tried Heightened Adrenaline Rush + Reverent + Inc. ammo? The rate of fire, and the short CC from the Inc. ammo should be enough to take down 2 or 3 grunt enemies on most difficulties.
#4
Posté 03 juin 2011 - 09:09
#5
Posté 03 juin 2011 - 09:16
I'm not sure what difficulty you are playing on, but you might try playing the Soldier in a more aggressive manner, especially if you are playing on Insanity. Insanity really does reward movement-based rather than cover-based shooting.
Some other pointers: If you find Cryo ammo preferable, I would suggest ignoring your passive to pick squad Cryo ammo up first (along with ARush), and using Jacob or Grunt to provide squad Incendiary ammo until you can level it yourself.
EDIT: By the way, a good video for seeing just what the Soldier can do when played aggressively can be found at http://www.youtube.c...31/Y9CuB5uDnsk.
Modifié par kstarler, 03 juin 2011 - 09:22 .
#6
Posté 03 juin 2011 - 09:28
No, not Heightened, but Hardened. Heightened has very bad synergy with the Revenant in terms of RoF, while Hardened makes aggressive play easier by limiting damage done to health. Heightened works best with the Widow/Mattock Soldier.SLooPPy JOE wrote...
Still have you tried Heightened Adrenaline Rush + Reverent + Inc. ammo? The rate of fire, and the short CC from the Inc. ammo should be enough to take down 2 or 3 grunt enemies on most difficulties.
#7
Posté 03 juin 2011 - 09:39
daqs wrote...
No, not Heightened, but Hardened. Heightened has very bad synergy with the Revenant in terms of RoF, while Hardened makes aggressive play easier by limiting damage done to health. Heightened works best with the Widow/Mattock Soldier.SLooPPy JOE wrote...
Still have you tried Heightened Adrenaline Rush + Reverent + Inc. ammo? The rate of fire, and the short CC from the Inc. ammo should be enough to take down 2 or 3 grunt enemies on most difficulties.
I disagree. Yeah heightened's speed does not mesh perfectly with the revenant, but the speed effectively reduces the damage you take almost as much as what hardened does and your damage per bullet is higher. Both are stupidly overpowered but I pretty much always get more bang for my buck out of heightened.
#8
Posté 03 juin 2011 - 09:41
Why would you CC as a Soldier, there are other classes for that, so everyone will pick their favourite.
#9
Posté 03 juin 2011 - 09:55
But the point of Hardened over Heightened is not that you're getting more bang for your buck, it's that you're getting a whole lot of bang and a whole lot of buck. Heightened lacks the latter. I'm pretty sure total damage done under AR for the Revenant is higher under Hardened than Heightened.Ahglock wrote...
I disagree. Yeah heightened's speed does not mesh perfectly with the revenant, but the speed effectively reduces the damage you take almost as much as what hardened does and your damage per bullet is higher. Both are stupidly overpowered but I pretty much always get more bang for my buck out of heightened.
#10
Posté 03 juin 2011 - 10:11
The only exception to this I think is the Mattock. IIRC, it's possible to empty out a whole clip, or much of a whole clip in either ARush, so it recieves a similar enough bonus under either evolution, or something like that.
#11
Posté 03 juin 2011 - 10:16
daqs wrote...
But the point of Hardened over Heightened is not that you're getting more bang for your buck, it's that you're getting a whole lot of bang and a whole lot of buck. Heightened lacks the latter. I'm pretty sure total damage done under AR for the Revenant is higher under Hardened than Heightened.Ahglock wrote...
I disagree. Yeah heightened's speed does not mesh perfectly with the revenant, but the speed effectively reduces the damage you take almost as much as what hardened does and your damage per bullet is higher. Both are stupidly overpowered but I pretty much always get more bang for my buck out of heightened.
I think it really depends on how you are calculating the damage. Due to ROF caps heightened looses a bit of its total possible damage. So its per second damage is less, but you get more seconds with heightened, just not all you normally would. Hardened per second damage though barely gets it even with heightened 40% larger dmg increase. Add in extra movement and I think heightened wins out overall, even if you are a bit more durable with hardened. They are stupidly close in effectiveness. One thing I hope ME3 does(and they calim they are) is make evolutions more distinct. But hey if you have seen some tests on it, I'd be happy to see them. all I can go on is the wikia and my own persoanl observations.
#12
Posté 03 juin 2011 - 10:33
#13
Posté 03 juin 2011 - 10:42
#14
Posté 03 juin 2011 - 11:47
#15
Posté 04 juin 2011 - 02:34
Not literally boring... I enjoy playing them... just relatively speaking.
All they do is shoot things.
I like to be able to make things explode or go flying along side the shooting... hence why Infiltrator and Vanguard are my top classes. They're great at shooting things AND casting.
#16
Guest_lightsnow13_*
Posté 04 juin 2011 - 02:41
Guest_lightsnow13_*
PrinceLionheart wrote...
I think the problem with ME2!Soldier was it doesn't necessary have a niche like it did in the first game. ME1!Soldier was the Tank that could take a lot of abuse and stay out of cover. To me, the same should have applied to Soldier here.
exactly - in ME1 the soldier could absorb all kinds of damage. you didn't have to aim while shooting (which is kind of dumb) but at least you felt safe since popping out of cover was difficult. I never used cover in ME1, instead I just stood behind something tall. But in ME2 I just feel like the soldier dies too quickly and can easily be overwhelmed when rushed by a group of enemies.
#17
Posté 04 juin 2011 - 03:07
oh, well in that case i dunno.Locutus_of_BORG wrote...
^That's b/c ppl say it's overpowered. OP is trying to say it isn't as overpowered as the hype makes it sound.
its a really strong class for just general purpose play. ammo for every situation. AR is a fantastic ability that's useful in all situations. access to all the best weapons.
its greatest strength is its lack of any real weaknesses.
#18
Posté 04 juin 2011 - 07:23
Instead of being rushed by groups of enemies and being forced to flee, you're supposed to use Adrenaline Rush to take them out much earlier. A soldier rarely has to retreat simply because of their insane firepower.
I've called soldiers overpowered in the past. Maybe it's not the right word. I just find it too easy to spam Adrenaline Rush and get through everything that way without challenge.
#19
Posté 04 juin 2011 - 02:25
#20
Posté 04 juin 2011 - 02:55
lightsnow13 wrote...
Don't get my wrong. I love the soldier class. It was my first class in both ME1 and ME2 and will probably be for ME3.
I guess I just want SOMEthing for the soldier class because adrenaline rush is really overrated. It obviously has it's uses but when there are 3-4 enemies swarming your location you have to run back and hope you make it to cover before the timer runs out on your AR. I also think the idea of "ammo" as a power is pathetic. It's almost like a cop-out they didn't want to put much thought into a soldier. His weapons can't save him from everything.
I think giving the soldier powers that would result in CC, etc. would result in a class that isn't the soldier if you know what I mean. I would however agree that there are lots of other options outside of ammo powers (which I won't get into so we don't derail). Bringing Carnage back is a place to start. I think providing at least soldier (and maybe another class or two) with some kind of passive enhanced armor would be great too a la Warriors vs Casters. The trick here is avoiding the armor switching in any sort of crazy menu like ME1.
kstarler wrote...
By the way, a good video for seeing just what the Soldier can do when played aggressively can be found athttp://www.youtube.c...31/Y9CuB5uDnsk.
Just fair warning, this video is at the start of Lair of the Shadow Broker. Possible spoilers.
#21
Guest_iOnlySignIn_*
Posté 04 juin 2011 - 04:05
Guest_iOnlySignIn_*
Yes, watch the sinosleep Rambo video. Or a Claymore Soldier.
Modifié par iOnlySignIn, 04 juin 2011 - 04:25 .
#22
Posté 04 juin 2011 - 04:38
1. Keep the Adrenaline Rush.
2. Bring back Immunity.
3. Give Solder a buff that increases storm speed distance, lowers fatigue, and triples the speed of reloading weapons.
4. Give a buff that prevents stagger and ups Melee strength.
5. Give a buff that increases accuracy and weapon stability by a large margin
6. Place the Ammo Powers and Concussive Shots to the side, and allow Solder to carry the SMG.
#23
Posté 04 juin 2011 - 05:46
F00lishG wrote...
I agree that the ammo powers is a cop out, and Solder wasn't as much fun as other classes in ME2, but I have no problem with the Solder only able to shoot things. There's Vanguards and Infiltrators if you want a Solder with a bit more bite. Now what would have made Solder worth playing in ME2 would be if he was given temporary status buffs as powers.
1. Keep the Adrenaline Rush.
2. Bring back Immunity.
3. Give Solder a buff that increases storm speed distance, lowers fatigue, and triples the speed of reloading weapons.
4. Give a buff that prevents stagger and ups Melee strength.
5. Give a buff that increases accuracy and weapon stability by a large margin
6. Place the Ammo Powers and Concussive Shots to the side, and allow Solder to carry the SMG.
I would call this GOD mode - are you aware that ARush already grants a huge damage bonus; 50-70% time dilation makes it almost impossible to miss; melee already inflicts massive damage and combined with ARush you can easily beat most enemies to death (Mike T Shepard FTW).
#24
Posté 04 juin 2011 - 06:08
Bozorgmehr wrote...
F00lishG wrote...
I agree that the ammo powers is a cop out, and Solder wasn't as much fun as other classes in ME2, but I have no problem with the Solder only able to shoot things. There's Vanguards and Infiltrators if you want a Solder with a bit more bite. Now what would have made Solder worth playing in ME2 would be if he was given temporary status buffs as powers.
1. Keep the Adrenaline Rush.
2. Bring back Immunity.
3. Give Solder a buff that increases storm speed distance, lowers fatigue, and triples the speed of reloading weapons.
4. Give a buff that prevents stagger and ups Melee strength.
5. Give a buff that increases accuracy and weapon stability by a large margin
6. Place the Ammo Powers and Concussive Shots to the side, and allow Solder to carry the SMG.
I would call this GOD mode - are you aware that ARush already grants a huge damage bonus; 50-70% time dilation makes it almost impossible to miss; melee already inflicts massive damage and combined with ARush you can easily beat most enemies to death (Mike T Shepard FTW).
oh yeah. I guess an Accuracy Boost and Strength Boost would be too much then.
Modifié par F00lishG, 04 juin 2011 - 06:09 .
#25
Guest_lightsnow13_*
Posté 04 juin 2011 - 06:52
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