building a vanguard
#226
Posté 10 novembre 2011 - 09:04
#227
Posté 10 novembre 2011 - 09:42
Yezdigerd wrote...
Sorry but no one has an opinion? Is Inferno ammo still better then squad incinderary, if that means the squad wont use any ammo power?
I will try to answer the best I can.
For the Vanguard, the Inferno Ammo evolution is much better than the Squad Incendiary Ammo evolution, simply because Inferno Ammo has the chance to panic all organics within a radius (3m if I remember correctly). This is incredibly important for a Vanguard who relies on charging enemies, particularly enemies bunched together in a group. This is less important to the Soldier, who very likely is not always in close-quarters combat with a shotgun.
Also keep in mind that Incendiary Ammo does immediate extra damage to armor, but will damage an organic's health over time. And unless the enemy is low enough on health, that damage may not be enough to kill the target. Incendiary Ammo/Inferno Ammo will not always panic an enemy, and some enemies will not panic (Krogan, synthetics).
#228
Posté 10 novembre 2011 - 09:45
Yezdigerd wrote...
Sorry but no one has an opinion? Is Inferno ammo still better then squad incinderary, if that means the squad wont use any ammo power?
sorry, I thought somebody else was going to take this one. I always go with Inferno on vanguard or soldier because if you look at your teammates, sometimes they don't shoot hardly at all. So the thinking is that you are better using it for the added effects.
Now with cryo ammo, I think the squad version is superior because the added freezing that shepard gets from the "strong" version of it is not worth it - every little bit you squad does helps freezing people.
#229
Posté 11 novembre 2011 - 12:43
Only time I feel Squad is surely better are heavy armor missions. Legion and Thane with sniperrifles hits extremely hard then.
Since I really love pull field it¨'s either 3-4-4-2-4-4-1 or no cryo at all.
When it comes to inferno it's most often 2 dudes that I get to firedance, I find it strange it wouldn't measure up to cc effects from the 2 others plus the extra damage they do.
A sidenote I started playing with the Avenger, and I actually enjoy it more then the vindicator. good damage in the face, and many bullets that triggers ammopowers nonstop.
#230
Posté 11 novembre 2011 - 03:27
I somewhat agree with your observations. It seems squad cryo freezes more often than squad incendiary actually panics. And squad incendiary is nearly useless on synthetic missions. I would just use the squad cryo on my guns for those.
#231
Posté 11 novembre 2011 - 01:52
Incendiary ammo does not ignore protections. Inferno ammo does not ignore protections. Inferno ammo can ignite protected enemies on fire, but only if it ignites an unprotected enemy close by.Yezdigerd wrote...
Aja, it's kinda strange I never see the fire dance with squad incind from the team, but you see plenty of freezed with cryo, so they must hit fairly often which should make incind squad quite good since it always ignore protections.
Squadmates deal less weapon damage than Shepard. The extra damage dealt by ammo powers is calculated off the base weapon damage, not the total weapon damage, so ammo powers actually deal less damage than you think. So while squad incendiary ammo will help your squad deal more damage versus armor, it will not deal as much damage as you think it would. (Squad) Incendiary Ammo is useful agains Vorcha and Krogan since it will stop their health regeneration, but Cryo ammo appears to do the same thing, and frozen enemies take 100% more damage.Only time I feel Squad is surely better are heavy armor missions. Legion and Thane with sniperrifles hits extremely hard then.
Modifié par RedCaesar97, 11 novembre 2011 - 01:52 .
#232
Posté 14 novembre 2011 - 02:59
i uploaded the Valve part of the SM . I died at almost the end because i thought i could make a run for the last valve but didn't make it.. i didn't feel like redoing the entire run , i resumed and edited ;p i find opening the valves the only interesting part of the SM for a vanguard. I had more fun as an adept in the bubble . that and vanguards HATE platforms
www.youtube.com/watch
Modifié par xassantex, 14 novembre 2011 - 03:01 .
#233
Posté 14 novembre 2011 - 03:05
I tried my best not to charge, and I think I did pretty well.
Modifié par Mi-Chan, 14 novembre 2011 - 04:04 .
#234
Posté 14 novembre 2011 - 11:26
RedCaesar97 wrote...
Incendiary ammo does not ignore protections. Inferno ammo does not ignore protections. Inferno ammo can ignite protected enemies on fire, but only if it ignites an unprotected enemy close by.
Cheers, I could have sworn I could firedance them through shields without inferno but playing I see that you are right. Maybe it's the stagger effect.
Squadmates deal less weapon damage than Shepard. The extra damage dealt by ammo powers is calculated off the base weapon damage, not the total weapon damage, so ammo powers actually deal less damage than you think. So while squad incendiary ammo will help your squad deal more damage versus armor, it will not deal as much damage as you think it would. (Squad) Incendiary Ammo is useful agains Vorcha and Krogan since it will stop their health regeneration, but Cryo ammo appears to do the same thing, and frozen enemies take 100% more damage.
Right, just felt wasteful sinking 20 points into ammo.
I guess I keep the inciendary 3, cryo 4, charge 4, shockwave 2, Pullfield 4, passive 4, stasis 1 build then.
Modifié par Yezdigerd, 14 novembre 2011 - 11:28 .
#235
Posté 17 novembre 2011 - 07:36
A few good shockwaves. As I've mentioned in another thread, the vanguard is so potent late game that it's not even funny. Then again, I just played the Claymore Soldier which is a lot more challenging so that might be why I find it so easy.
#236
Posté 20 novembre 2011 - 12:20
Insanity, level 30, area powers and stuff, you know...
Reave Vanguard
#237
Posté 21 novembre 2011 - 12:45
jahaa wrote...
A short clip of my last Suicide Mission.
Insanity, level 30, area powers and stuff, you know...
Reave Vanguard
That video was spectacular!
#238
Posté 24 novembre 2011 - 07:48
#239
Posté 28 novembre 2011 - 02:31
Hint: pick inferno.
Modifié par sy7ar, 28 novembre 2011 - 02:32 .
#240
Posté 28 décembre 2011 - 06:43
This was surprisingly easy - the shield refill of charge lets you get away with too much.
#241
Posté 28 décembre 2011 - 07:28
#242
Posté 28 décembre 2011 - 07:55
capn233 wrote...
I remember defending the hatch as a Vanguard... it had my most interesting LOTSB moment: charging a badguy then getting killed as I supposedly fell off the ship.
I've never had that bug.
#243
Posté 28 décembre 2011 - 08:58
It only happened once... I charged someone close to the edge, then it showed me floating in space and said "Critical Mission Failure."Mi-Chan wrote...
capn233 wrote...
I remember defending the hatch as a Vanguard... it had my most interesting LOTSB moment: charging a badguy then getting killed as I supposedly fell off the ship.
I've never had that bug.
#244
Posté 28 décembre 2011 - 10:07
#245
Posté 28 décembre 2011 - 03:09
strive wrote...
Hah that happened to me tonight doing "Defend the Hatch". I flew up way in the air when I charged an Engineer. I was shocked by the capacitor as I "hit" him with the Charge and then was sent flying up in air Skyrim ragdoll style.
I feel left out now. I've played the Vanguard to death and beyond but I've never encountered that bug. I've had the "Shepard is unable to turn" bug, the "Charge, then stuck midair" bug, the Biotic bugs, the "Charge and stay in the same place - with and without shield refill" bug, but never that one.
#246
Posté 28 décembre 2011 - 04:58
strive wrote...
Hah that happened to me tonight doing "Defend the Hatch". I flew up way in the air when I charged an Engineer. I was shocked by the capacitor as I "hit" him with the Charge and then was sent flying up in air Skyrim ragdoll style.
that happened to me also , i saw myself flying off before getting the RSOD ( red screen of death) .
#247
Posté 28 décembre 2011 - 05:41
#248
Posté 28 décembre 2011 - 07:21
#249
Posté 28 décembre 2011 - 07:50
#250
Posté 28 décembre 2011 - 09:13
I think biotics seem to glitch more since they have more opportunity to glitch. It seems that enemy animations have some frames of invincibility where most crowd-control powers do not work as they should. Since most biotics are used for crowd-control, biotics seem to glitch the most.mcsupersport wrote...
Me too, hate the Vanguard is so buggy with Charge. It seems the Biotic powers have more glitches than the tech based. I charged an enemy that was on a ledge, then next thing I know the ship is way below and going away and I get to reload.....





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