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Aggressive Sniper Soldier and Saeko All out Soldier


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#1
CaolIla

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So I'm sick and have nothing better to do than drink tea and play a bit.

Time to get the Mantis out again and do Mordin's Recruitment mission.

A few words to the build first:

I'm going to play mainly with a sniper and even use it in cqc like a shotgun, until I run out of ammo.

I don't really know what I'm going for here, I want to incorporate AR, Flashbang, Ammo Power (Cryo?) and CS. I think I have to spend 6 points in the other ammo powers to even get to cryo, so I have to leave either CS or Cryo ammo at lvl 2 to get the other to lvl 4.

And I don't know which Sniper I'm going to use yet, the Widow would be the obvious choice but the Viper the more forgiving weapon for what I'm trying to do.

Now on with a few words regarding the mission, I did dirty things, like reloading savegames to get more ammunition. It's kind of cheap but I would run out of Sniper ammo even sooner otherwise. 
I have the feeling I hit most of the time, but there's just not enough ammo to get past the first few encounters.
So it's a compromise I have to live with.
I think I did it two times during this mission and one time wasn't even planned, since I reloaded an autosave right before the control room ( I died there ; ) ) and I somehow triggered that autosave during the prior encounter before I shot the first time.
Just like Freedom's progress it was pure fun, it's challenging for me to hit even when I'm really close and it can be unforgiving to play like this, but the reward is huge. You will also notice that I'm trying to use the reload trick, which sometimes works and sometimes I miss the right moment. I'm still not that used to it and barely used it before, so give me a while to figure that out..

Mordin Recruitment:
www.youtube.com/watch 


Feel free to criticize, comment or share ideas. I have the feeling most of you know much more about the game than I do, so I need your input :happy: 

Edit: Edited CS in for CC, I don't know why I wrote CC, I meant Concussive Shot so CS Oo
-----------------------------------------------------------------------------------------------------------------------------------------------

Saeko Grunt Recruitment:
www.youtube.com/watch  

Saeko Horizon:
www.youtube.com/watch 

Saeko Samara Recruitment:
www.youtube.com/watch 

Saeko Thane Recruitment:
www.youtube.com/watch 

Saeko Collector Ship:
www.youtube.com/watch 

Saeko Kasumi Loyalty:
www.youtube.com/watch

Saeko Miranda Loyalty:
www.youtube.com/watch 

Saeko LotSB 1:
www.youtube.com/watch

Saeko LotSB 2:
www.youtube.com/watch 

Saeko Jacob Loyalty:
www.youtube.com/watch

-----------------------------------------------------------------------------------------------------------------------------------------------


Freedom's Progress:
www.youtube.com/watch 

Mordin Recruitment:
www.youtube.com/watch 

Garrus Recruitment:
www.youtube.com/watch

Jack Recruitment:
www.youtube.com/watch

Grunt Recruitment:
www.youtube.com/watch 

Horizon:
www.youtube.com/watch 

Thane Recruitment:
www.youtube.com/watch 

Kasumi Loyalty:
www.youtube.com/watch

Collector Ship:
www.youtube.com/watch 

Samara Recruitment:
www.youtube.com/watch 

Garrus Loyalty:
www.youtube.com/watch 

LotSB Part1: (Baria Frontiers -> Vasir)
www.youtube.com/watch 

LotSB Part2:
www.youtube.com/watch 

Mordin Loyalty:
www.youtube.com/watch 

Jack Loyalty:
www.youtube.com/watch 

Miranda Loyalty:
www.youtube.com/watch

Tali Recruitment:
www.youtube.com/watch 

Zaeed Loyalty:
www.youtube.com/watch 

Tali Loyalty:
www.youtube.com/watch 

Derelict Reaper:
www.youtube.com/watch 

Legion Loyalty:
www.youtube.com/watch 

Suicide Mission:
www.youtube.com/watch

Simple Shep:
www.youtube.com/watch

Simple Sheps (Simple Shep Part 2)
www.youtube.com/watch

Modifié par CaolIla, 16 août 2012 - 09:05 .


#2
Guest_Aotearas_*

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If you want to use the SR as a close-up weapon of choice too, you'd best settle with the Viper in the end. Most of all, it has great synergy with Hardened AR for both being aggressively (read in the open without much cover) plus it benefits more of the less diletation, making it capable of realising one or two extra shots which more than compensates for the 100% damage modifier as opposed to the 140%. Plus, as you wouldn't focus to dish out headshots, the roughly 30% less diletation (relatively) wouldn't harm your aiming efforts the slightest bit if you are going to shoot from the hip so to say.


If you want to play aggressively, I'd recommend that your final weapon layout should look pretty much as follows:

-Vindicator:
For great mid- to longrange damage with high accuracy, leaving the SR with enough ammunition to do the handy-work up close or for rare "extreme" range shots if you really think you need them. Plus, this weapon is a great defense stripper and again better synergy with Hardened AR as opposed to Heightened AR.

-Viper:
Well, duh, as stated beforehand the optimal choice with lots of ammunition, great synergy with Hardened AR, great defense stripper and enough power to make due with most enemies you'd close up to with few shots. Plus its longrange utility is helpful on occasion.

-Claymore:
If you are going to play aggressively, you can just as well take the greatest "In your face-*KABLAMM*" weapon with you. For enemies the Viper can not easily dispatch of, such as elites or the random annoying mook you'd want to facewipe, this weapon WILL make a mess of everything under AR. Though it would benefit more from Heightened AR rather than from Hardened AR due to the slow reload, the damage migitation effect should offset the lacking power advantage if you already play the close-op game.

-Predator:
Since you already have enough hard-hitting weapons in your arsenal, some ammunition leeway with the Predator might come very handy in some rare (very, very rare) occasions where you find yourself scurrying for ammo, which greatly enhances your combat durability. Plus. with the effects of AR the Predator is nothing to frown at. AND to boot, the greater ammunition pool and higher rate of fire coupled witht he Critical Hit research for heavy pistols catapults the Predator right on top of the DPS rating of all pistols, due to having a much greater chance to benefit from said upgrade on a regular basis. It still won't hit as hard as the Carnifex or the Phalanx, but a little barrage will make good work of enemies you decide to riddle with holes.


All the above weapons have one thing in common which is most important for such a play-style. They do reliably deliver enough punch to have ammo-powers take effect, both in damage and rate-of-impacts.

A final build might be:

AR = 10 Points and Hardened AR
CS = No Points (if you are the midst of the battle you much more likely straight-forward shoot them rather than simply toss them around)
DA = 10 Points and Heavy DA
IA = 10 Points and Inferno
CA = 10 Points and Squad
CP = 10 Points and I would go with Commando due to better Storm Speed and Power Damage, though increased Power Duration does go very well with Hardened AR, so that is more a matter of preference (maybe the 30% more paragon/renegade points might look better for you)

Bonus Power is rather unimportant as you'd have only one point left to spend, but Kasumi's Flashbang is always helpful to shut up Harby or deal with some unprotected Husks, so feel free.

How you'd level up is entirely your decision, I favor to max AR as soon as possible to maximise survivability and lethalty early on and then work my way up with ammo powers.


As for Squadmates, if you have the Incisor SR available, I'd always take Zaeed and Thane. First of all, squadmates are deadcenter accurate with the Incisor and the damage penalty is much, much less with that SR than with any other weapon ingame. Combine that with the awesome +50% Weapon Damage passive evolutions, they can reliably dish out tons of damage to the enemy. Plus, this weapon, especially with that damage boni, is a reliable defence stripper and good to initiate weapon power effects, which does wonders with Squad Cryo Ammo. Dudes WILL be freezing left, right, up, down and sideways. Additionally, they come with all those CC abilities you don't have by passing off CS, with Zaeed's CS and Thane's Throw aswell as providing you with a powerful anti-barrier capability with CS and Warp, which might help quite a bit in the fights with Praetorians.
Alternatively, you can always switch either of them with Garrus for more anti-synthetic/shield focus for whatever missions warrants such changes in your opinion.




Note I do have no experience with such a build and just thought something up that sounds plausible enough, so if you try, please relay feedback on how it's working (as I am interested in such a playthrough too now that I thought of it).


edit://
You can always take the Mattock as AR too, but I find that weapon a tad boring as about equal as it's awesome, for very same reason. But that is naturally your choice.

Modifié par Neofelis Nebulosa, 15 décembre 2011 - 01:28 .


#3
CaolIla

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Wow thanks for all the input. I tried to make clear what I'm going for, of course I will stand outside of cover a lot but I try to get really close to enemies and shoot them without using the zoom like a shotgun. And I try to use no other weapon, which is not really possible because of the few bullets I have.

And I wrote CC instead of CS in my first post, I meant Concussive Shot. So I would like to use concussive shot, but I'm not sooo sure about it. It's a nice enough power, but has a long cooldown and I don't know if flashbang wouldn't be enough. CS has the nice effect of hitting more often though... It's my first run where I use a grenade power with Shepard and I miss often enough ; )

At the moment I have Heightened AR (I think, the one with more dilation) and am currently going for the passive as the second power. So the rest is 1 or 0 at. I skilled 1 point in CS last, to try it out.
I'm pretty sure my final build will not look like the one you posted, so sorry for that, I'm not going for an effective build, but want to try things out and have fun, and I'm kind of set on spending ten points on flashbang ; ) If I can't get it to work I will have to re-skill, but that's something I have to face when it comes to that.

Again thanks for all the input, as far as your weapon choice goes:
Vindicator: of course!
Viper: I'll try out the Widow on the Collector Ship and decide then.
Claymore: I love that weapon, but like I said, Widow will be my first choice (So Katana or Scimitar)
Predator: If that's the needler with a 12 bullet clip (and I think it is), the answer is yes ; )

Modifié par CaolIla, 15 décembre 2011 - 05:20 .


#4
Guest_Aotearas_*

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You are free to go, though I would advise for you to maintain a savegame prior to the choice of getting the Widow/Revenant/Claymore so you can try out alternative weapon builds if the Widow doesn't please you to the hoped effect (worded like that because the Widow does always please to at least a considerable effect *cradles ME2 copy*).

As the Collector Vessel mission is a pretty good ground to assess their features towards up close combat styles, you should very well be able to judge the Widow's performance by the end of it, so reloading from the mentioned savegame won't be that large of a game you'd have to backtrack.


As for my power build, it was solely focused on synergy with what I thought you'd want and in my opinion Squad Cryo is many times a more effective CC ability than CS could ever hope to be, but that again is naturally your decision.


... guess I have to find out about that build's gameplay value myself when I play again (currently doing DAO and later DAII runs, then 12 completionist ME1 playthroughs to maintain as my new canon Shepards and THEN only will I be playing ME2 again I fear).

#5
capn233

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Pretty interesting, if crazy, idea to run up to Blood Pack and shoot them with the Mantis. Reminds me of awp whoring in Counter Strike...

The Viper is the greatest gun of all time, and it will be easier to use close than the Mantis. Being semiauto it won't look as funny, but it will work better.

As far as concussive shot goes, I tended to put 1 pt into it as an "oh crap" button to only be used in emergencies. If you are keeping flashbang then not quite as necessary, although flashbang against someone real close doesn't work out all that well (because you get blinded...).

If you evolve flashbang you won't have enough points to max all the ammo powers along with adrenaline rush and passive... in that case you can either max to squad cryo and rank either disruptor or incendiary to 3, or the other decent option is squad disruptor, inferno, and rank 1 cryo.

If you don't rank flashbang, then I don't know how you will like it. Rank 1 is difficult to use effectively due to radius, and it won't be nearly as effective on tougher enemies.

#6
CaolIla

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@neofelis: testing it out on the Collector Ship and having a save to go back if needed is the plan : )
And I agree with you, Cryo Ammo is the better choice and way more effective than CS, CS is just a power I have fun with : )

@capn: Ah those were the times, when every shot with the AWM was deadly and you even had a crosshair ; )
And I want to have fun with this soldier, nothing more. I know there are better builds out there and using flashbang / cs is not the smartest thing to do, but if I can get it to work and have fun with it, I'm satisfied ; )
Flashbang Lvl1 is pretty limited and it's sad to see how much damage it does to defenses, but hitting alone is satisfying.

Garrus Recruitment mission is up!
The bridge was the toughest part, I always tried too much and struggled with it. But it worked out in the end.
There are some parts I'm not particular proud of, the fight against Jaroth and me missing the whole time and the part with the shutters, where I try to  close one 4 or 5 times in a row and if enemies don't interfere, I help out to stop the shutter's countdown Oo
Well still: it was a funny experience : ) 

Garrus Recruitment:
www.youtube.com/watch

Modifié par CaolIla, 16 décembre 2011 - 11:00 .


#7
capn233

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Yeah what I was getting at with flashbang is that ranking it to Improved will probably be more fun, and it is actually pretty effective. Rank 1 can be sort of fun, but is a pain to use.

Will watch the Garrus vid soon.

#8
CaolIla

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Expect sporadic updates in the future, I have not the time to spent on this game like I want to, but once in a while I'll find a window and get stuff done :D
So next in line to recruit is Jack, the second YMIR encounter lasted longer than I expected, it was tough and I had to move a lot to avoid the YMIR and enemies flanking me. And I have the feeling it shows that I didn't play in a while, the first encounter is just a chain of stupid mistakes and me getting out of them alive, a higher entity might know how ^^ 
I hope you get a chuckle out of it.

Jack Recruitment:
www.youtube.com/watch

#9
CaolIla

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I'm still alive and plan to finish this run and I took another step with Grunt's recruitment.
The final fight with Jedore was really strange, I managed to hit her not a single time, with 4 or 5 shots. That's just bad, but also kind of funny since I had the feeling it was harder to miss than to hit.
It somehow worked out and the only thing I don't like at the moment is that I was lazy and don't have enough resources to get the headshot dmg upgrade for my sniper before visiting horizon.
Oh and I realized in this run, that the krogans get double dmg if they're still in their pods, I bet someone posted that before, but it was new to me :D

Grunt Recruitment:
www.youtube.com/watch 

Btw.: I chose trooper as the passive skill but I wasn't really sure about that. Being faster and doing more dmg sounds good to me : ) But if there's something I should consider in that matter, please enlighten me.

Modifié par CaolIla, 18 janvier 2012 - 12:31 .


#10
ryoldschool

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^ glad you are back, loads of guys posting videos these days - as usual nobody as crazy as you :) Enjoyed the video - especially the Jadore fight. And I did not know that about the pods - I'll hope to use that next time.


On the passive evolution - I always go commando for the 6% extra weapon damage, but I have to retrain later to get the paragon boost for some of persuasion checks ( like Zaeed's mission, Jack and Miranda, etc ) then back to commando.

#11
CaolIla

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of course commando... trooper Oo I'm bad with names.

and I don't know if that's a compliment with me being crazy... ^^

Modifié par CaolIla, 18 janvier 2012 - 09:23 .


#12
ryoldschool

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Crazy like in kick butt with builds that would get you laughed off the boards a year ago ( cough, no drone engineer, cough )

#13
capn233

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Personally I think the soldier passive should be determined by what you want to do with the build and the bonus weapon. One of the few where one evolution isn't nearly always better than the other (at least compared to other classes)

Shock Trooper meshes very well with Hardened Adrenaline Rush with duration bonus and extra health. The rapid fire weapons, like the Revenant, probably work best with this combination.

Commando has a little more weapon damage, less health, a little more storm speed and a power damage bonus. I think it works the best with the hard hitting, low rate of fire weapons in combination with Heightened Adrenaline Rush.

That said, I stuck with Commando when I did the Revenant Reave soldier, and that was chiefly to get a little more damage out of Reave. Also for the extra speed since I wasn't using Adrenaline Rush.  It might not have been the smartest idea, but it worked ok. The extra health might have been better. On all my standard soldiers I typically go with Shock Trooper. Widow Soldier was Commando.

Modifié par capn233, 18 janvier 2012 - 11:55 .


#14
CaolIla

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@ryo: you have to admit, that it's still pretty stupid to play without the drone. You CAN play without it, but it's always easier if you use it : )
Just like playing without incinerate as an engineer... I have to take a look at RedCaesar's videos of the Puppetmaster :D

@capn: thx for the explanations, it seems I did the right choice then (mantis/widow).

I'm looking forward to horizon, that mission will be really challenging I guess, maybe I'll get to it on the weekend.

#15
CaolIla

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Horizon is finished. And as I anticipated it was challenging, but actually not as challenging as expected. Maybe it's just that I expected to spend hours on that one, but I finished every encounter with few tries if not with the first one.
It was really a fun time and fortuna smiled on me as you should see during the first encounter (~0:32).

During this run I realized how few of my powers besides AR I'm using and that's what I want to improve in the next videos. I try to use the powers to their advantage when I'm using them, but I miss those opportunities to often.

I didn't include a special announcement like "bullet sponge", since most of you know how the encounter works, so if you want to spend 2 minutes on the praetorian, do so. If not, just close the video : )

Horizon:
www.youtube.com/watch

#16
capn233

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What powers do you have besides Adrenaline Rush? I didn't know there were any others on a soldier :)

#17
CaolIla

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ammo powers of course ^^
well CS and FB are the two powers I would like to use more.

#18
capn233

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Both are just ok, and somewhat situational. You could commit to them but I wonder how effective it would be. The Mantis gets a nice boost in damage with AR, and you get a poor man's charge as well.

Flashbang is decent if you can strip armor off a group of husks.

#19
CaolIla

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they are situational, you're right about that but like I said before I miss those opportunities too often.
It's not like I want to base the whole run around those two powers - for that it's just too much fun to use the sniper in CQC - but those powers are fun to use too and it's satisfying especially with fb.

#20
CaolIla

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I tested out flashbang a little bit (if you want to see more comparisons watch redcaesar's videos of it www.youtube.com/watch) and I have the theory I chose the worst mission for that. I chose the Minos Wasteland - Aequitas mission (husks  everywhere) but early encountered the problem that fb simply didn't seem to work at some occasions. 

I've played some shooters in my life and there is a problem some games have (tf2 for instance) that I like to call the "duck and cover explosions".
An enemy can stand on a step of a stair and if an explosion hits the step it can happen, that the enemy standing on it doesn't get damage because the step blocked it like this (red star center of explosion, red circle like shape effect of explosion):

Image IPB

Excuse my paint skills and the relations, but it gets the point across : )

So I have the theory, that me 2 has the same problem, since the floor in this mission is very uneven and a lot of stuff lies around on the floor. Often when I threw a grenade and it landed near or on an uneven part/obstruction the fb didn't have any effect.
The other explanation would be: fb bugs a lot, but for that I can't make an awesome paint picture ^^

So take a look at the video and judge for yourself, but one warning: If you can't handle a lot of movement in videos, do your stomach a favor and close the video as soon as you get a bad feeling :D

www.youtube.com/watch

Modifié par CaolIla, 22 janvier 2012 - 01:06 .


#21
capn233

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Yes there appears to be a pile of rubble that is conferring some immunity when the husks are on it and the flashbang lands on the floor. The little ramp also did it once or twice, although most of the time armored husks were coming and you would have only gotten a 1 second stagger if it hit them anyway.

Improved Flashbang seems a lot better once you rank to it than the lower levels. I don't know if it is just the little extra range or something else in how it is implemented. Of course Kasumi's is nearly always better than Shepards because it lands directly on an enemy and is instant. I think it is also detonated at about chest height and probably avoids some of these issues.

I would imagine you are on the right track with your hypothesis. But I think this is something that goes both ways and probably protects Shepard sometimes. I notice some unusual behavior for the Scion attacks on different level platforms on DCC or on the ramps in Reaper IFF that may be somewhat related.

I also agree that most maps wouldn't be as bad a case as that one as they typically have larger flat rooms. I have had decent luck with flashbang on Reaper IFF, for instance, whether it is Kasumi's or Shepard's (although Kasumi's is easier to use).

#22
ryoldschool

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What the major drawback to using it looks like to me is that its fixed time for explosion, you can't throw a short distance and have it go off. I used grenades in Halo 3 and there was no bouncing, they also had a "sticky" grenade that if you hit a target it stuck where you threw it, then went off.

With the flashbang to throw it at somebody close to you - it looks like you have to throw it on a wall behind the target and have it bounce back. It looks like CaolIla starts doing that at 1:05 of his video posted above.

PS: Bonus points on diagram.

Modifié par ryoldschool, 22 janvier 2012 - 03:39 .


#23
capn233

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Yes it is difficult to use up close. You can't just drop it.

#24
xassantex

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i'm using the FG consistently on a Soldier play through right now and i think i got a 5 pages list of " Flashbang Grenades Aggravations" . But i'm still kinda hooked on it.

#25
ryoldschool

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xassantex wrote...

i'm using the FG consistently on a Soldier play through right now and i think i got a 5 pages list of " Flashbang Grenades Aggravations" . But i'm still kinda hooked on it.


Hopefully your practice with the flashbang grenade will pay off in me3.  Are the grenades in ME3 going to bounce like these do?