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Will sniper rifles not be pointless in ME3??


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#101
RPGamer13

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I just got this month's Game Informer in the mail today and they have a couple pages on the game.

They say that Hudson told them that there's more climbing and jumping, which the author concludes that height advantage will be more important.


What I get from that is, sniper rifles should have more situations where someone would be more likely to use them.

#102
Foolsfolly

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I found Sniper Rifles fine in both games...well fine in ME1 after investing 7-8 points into it. Then I hit what I was aiming at without having to wait a bit first.

I thought Sniper Rifles had a point in both games. In the first you could do the extra long range thing on those barren worlds, which was nice. In ME2 it played much more like action shooters like Halo. Some levels/missions had areas were sniping was extremely advantageous, not every mission however...but we carry multiple weapons for that reason. You switch out as needed.

Suffice to say, I think they'll have a point in ME3. After all Sniper Rifles are great against armor and can often times one-shot enemies (on most difficulties the Widow is always a one-shot weapon). In ME3 they've added ladders will likely allow the map creators to vary elevation more which play very well for snipers.

#103
Pedestrial

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Foolsfolly wrote...
In ME3 they've added ladders will likely allow the map creators to vary elevation more which play very well for snipers.


This is my hope also, as I said earlier it would be a wasted opportunity to not fully utilize your environment
to incorporate a wider and varied style of gameplay.

#104
Guest_iOnlySignIn_*

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To utilize sniper rifles to their complete potential in ME2, you need to have good knowledge of the layout of each level- something you won't necessarily get even after 20 playthroughs. I'll list some prominent sniper perches (parts of the battlefield especially designed for snipers) for most missions:

(1) Mordin Recruitment: First time you fight the Vorchas. Turn right upstairs instead of entering the big room with the two Turians. You'll reach a well-protected platform with lots of thermo clips on it;

(2) Garrus Recruitment: Where Garrus is standing; When the Blue Suns start swinging in from the windows, you can go to the back of the base (opposite end to Garrus) and snipe all of them as they go up the stairs;

(3) Grunt Recruitment: Greater half of the mission is counter-sniping;

(4) Jack Recruitment: High bridges in Purgatory's large rooms. Solid guard rail to take cover in, high location, very long way for enemies to flank on foot;

(5) Zaeed Loyalty: Last room, flank to the mid section of the eastern wall. There you can snipe all Blue Suns troopers that spawn at maximum distance (you'll find your sniper scope is not magnifying enough) and no enemy can ever flank you, including the YMIR;

(6) Kasumi Loyalty: Plenty of long corridors with way too much cover. Only thing that flanks you are mechs, which are easily sniped because they have Armor and can be Hacked;

(7) Horizon: First Harbinger fight, go immediately right upstairs. You'll be up 2 or 3 floors on an unassailable sniper perch. No enemy, not even Harbinger, will flank you there even after all your henchmen are dead;

(8) Horizon: The trucks that Collector Assassins spawn in are natural sniper perches. Take them out fast and take their cover;

(9) Thane Recruitment: Long corridors of death: Bring a grenade launching teammate (Zaeed or Kasumi) and snipe away;

(10) Samara Recruitment: For the gunship, you can lure it out then retreat back into the corridor you came in from. Then you can take free sniper shots at it because it can't fly indoors;

(11) Samara Recruitment: There is also a very large room right before the gunship with bridges on either side. You can perch on the bridge on the side you enter and snipe all enemies which spawn at the other side (again, your sniper scope will feel a little inadequate due to the distance being too long);

(12) Collector Ship: I sniped the whole mission apart from the Husk rush at the end. Just take notice of where the Assassins and Guardians spawn. Those are golden sniping locations. You can also snipe collectors as they fly in. No other weapon can do that;

(13) Miranda Loyalty: If you're patient you can play defensively at the conveyer belts- but I admit there are no particularly good sniper options at those areas. The final Enyala fight is sniper friendly though. The battlefield is large and enemies can only approach you via long passageways littered with cover. I don't think a sniper class is disadvantaged here, but again, there isn't any obvious sniper perches in this mission;

(14) Jacob Loyalty: LOKI mechs are the best sniper targets. For the last part, you can cloak=>snipe enough Guards to draw the YMIR out, and then kite it back. It will not follow you beyond the door with medigel on it. You can snipe it at your complete leisure;

(15) Mordin Loyalty: Krogans are the second best sniper targets;

(16) Grunt Loyalty: If you stand near the turbo engines, the Thresher Maw's spit can't hit you but you can snipe it. You don't even need to move to dodge;

(17) Tali Recruitment: The second demo charge where your squadmate blatantly hints at you to go upstairs. There you can snipe from the shade;

(18) Tali Recruitment: Colossus. Right hand path is sniper path. Good cover in shade; Good cover against Colossus;

(19) Tali Loyalty: Room just before you find Rael has a huge sniper perch overlooking the doorway where 90% of the Geth spawn in. With Tali's shotgun no enemy should be able to come upstairs to harrass you;

(17) Derelict Reaper: Scions are slow as sin and the battlefield is almost infinitely long. The only thing that disadvantages snipers is that there are too much cover. Luckily, Scions are big targets and there is unlimited thermo clips around;

(18) Legion Loyalty: Final room/defend as Legion uploads the virus: All enemies spawn in low ground. You should be able to kill 1/3 of them before they move upstairs. Then flank and kill enemies that moved up one stair, and snipe those that moved up the other stair. Rince and repeat;

(19) Suicide Mission Occulus: Three guesses what's the best non-heavy weapon to kill that thing;

(19) Suicide Mission Tube Run: Don't move down through the middle. Flank to the left to enter secluded corridors from which you can snipe the Collectors; also, snipe them as they fly in a la Collector Ship;

(20) Suicide Mission Biotic Bubble: BIOWARE DISABLED ALL SHORT RANGE WEAPON OPTIONS WITH THIS BIOTIC BUBBLE PLOT 
SO YOU CAN THOROUGHLY ENJOY YOUR SNIPING EXPERIENCE WHAT MORE DO YOU WANT

(21) Suicide Mission Boss Fight: Three guesses again what's the best non-heavy weapon to kill the final boss.

I can go on with the DLC missions but you get the idea.

Seriously, I remeber a time when everyone agrees that Infiltrator is hands down the best class in ME2.

Personally, I like the Infiltrator a lot more in ME2 than I did in ME1. There is a godly sniper time slowdown, instead of twitchy fingers; You can cloak and flank like an elegant warrior instead of spam Immunity like a cheese little biotch; Your tech/combat skills now do CC (Incinerate, Cryo Ammo, Disruptor Ammo) that gives the biotics a run for their money. I find them as powerful and satisfying as the Vanguard as yet as fun and devious as the Engineer. Not boringly invincilbe like the Soldier or the Sentinel or the ME1 Infiltrator. The perfect class.

Modifié par iOnlySignIn, 14 juin 2011 - 06:45 .