Need advice on Mass Effect 1
#1
Posté 05 février 2012 - 08:53
So a few questions about ME 1 before I start playing again:
1) How many times do I have to play through the game to unlock insanity? I heard there's some way to unlock it right away on PC.
2) How is the difficulty on insanity compared to ME 2? I remember having some trouble even on normal with my soldier but doing quite fine with my vanguard in ME 2.
3) How are the classes in ME 1? I eventually used the sniper rifle a lot on my soldier because of the oomph effect and also abused it a lot when enemies couldn't target me but I had no experience with biotics. How are the more biotic oriented classes on higher difficulties? Do adepts have to strip down defenses in order to use most of their abilities like in ME2?
Thanks in advance,
Amaranthy
#2
Posté 05 février 2012 - 09:21
2: Not insignificant, but considerably less, particularly as you move through the game. A lot of this has to do with the drastically different power mechanics in ME2, a lot has to do with the inventory system (instead of well-defined different weapons, a lot of mostly similar weapons that have somewhat different stats). Especially later in the game, your equipment and powers will be so good that you won't have any trouble anyways.
3: NO! Biotics are GOD in ME1 because protection means nothing to them. You can bounce Armatures in the air with the right setup, without having to do a thing to their shields first. That aside, all of the classes are perfectly playable. Pick whichever one you like best.
#3
Posté 05 février 2012 - 10:06
Or do all the classes receive every weapon, only that they don't get the training?
Modifié par Amaranthy, 05 février 2012 - 10:07 .
#4
Posté 05 février 2012 - 10:10
And there's plenty of stuff you can do to make ME1 a cake walk, it just depends on which class you'd like, which squad you want to roll with and if continually manage you inventory to get the most benefit from weapons, armor and mods. For example a Soldier Shep with a properly setup Liara, Tali and or Kaidan can really lock down and control enemies before they can activate immunity.
But any squad can do, the difference is more how tedious combat could be at times.
Amaranthy wrote...
Thanks for the reply. I just started as a female adept. Only one thing is bugging me, I chose assault rifle as my bonus weapon but I also have a sniper rifle for some reason.
Or do all the classes receive every weapon, only that they don't get the training?
All four weapons are carried regardless, the differences between have the talents or not, is having the weapon ability (like Overkill or Assassination) and being able to zoom or not.
And there are ways to improve accuracy without the need to have points invested in the weapon talents. Spectre Gear can be unlocked with the Rich achievement and the Spectre talent can increase accuracy too, but it's generally not needed for an effective build.
Modifié par Praetor Shepard, 05 février 2012 - 10:14 .
#5
Posté 06 février 2012 - 02:22
But as above biotics are very helpful, and I probably didn't help myself out too much. Get someone with high rank Lift early and it makes it easier.
As for the weapons, in ME1 everyone carries every weapon, but unless you invest in the talent they are pretty inaccurate. The only weapon I used without investment was the shotgun. Snipers (at range) and assault rifles are pretty terrible without points in them.
Regarding the classes, I never played Sentinel or Vanguard in ME1. Adept can easily be the most powerful by the end of the game. You start out with limited health, but by the end with shield upgrades and good armor you are survivable and have a bunch of powers on rapid cooldowns.
I think I took AR training on my Adept as a bonus power. I took AR training on all my characters though
#6
Posté 06 février 2012 - 04:58
Beware taking a bonus power with Adept(iirc) it can push off other powers so you can't see them on the menu making the said power useless unless you have it in a quick-slot previously. There is a point to be made that a Vanguard with Singularity is actually a better Adept than an Adept because of the medium armor and a power that resets all others......but by end game, I really don't know if it really matters because Adepts have everything floating and you have so quick of a cooldown you never have to have them reset, if you have the right amp and armor add-ons.
If you take a character back through the game to play Insanity it isn't hard, just usually time consuming, if you start a new character off on Insanity, then early can be a bit of an issue and PIA.
#7
Posté 06 février 2012 - 12:02
Lvl 47 Bastion Adept
00 Basic Armor
00 Pistols
08 Throw (Advanced)
07 Lift (Advanced)
07 Warp (Advanced)
12 Singularity (Master)
12 Barrier (Master)
12 Stasis (Master)
07 Assault Rifles (Basic, Frictionless Materials can replace the need for Overkill)
12 Bastion
08 Charm (12 at the end because of the 4 free points earned during the one playthrough)
04 Spectre Training (Basic)
or
Lvl 49 Nemesis Adept
05 Basic Armor (unlocks Pistols)
12 Pistols (Master)
08 Throw (Advanced)
12 Lift (Master)
07 Warp (Advanced)
07 Singularity (Advacned)
07 Barrier (Advanced)
00 Stasis
09 Decryption (Master, disables the synthetics biotics can't, i.e. Rocket Drones and Turrets)
12 Nemesis
08 Charm (12 at the end because of the 4 free points earned during the one playthrough)
04 Spectre Training (Basic)
I guess the Nemesis is a better choice since this build focuses on pistols? Seriously, ME 1 feels like a whole other game in terms of combat system.
Modifié par Amaranthy, 06 février 2012 - 12:03 .
#8
Posté 06 février 2012 - 12:10
So you can go with either Bastion or Nemesis. Here's some info you can use to compare them, and overall the cooldown boost can be more helpful so that you can cast you powers more often, but that's more subjective.
masseffect.wikia.com/wiki/Bastion
masseffect.wikia.com/wiki/Nemesis
And here is a bit more info that might be helpful: masseffect.wikia.com/wiki/Adept_Guide
Modifié par Praetor Shepard, 06 février 2012 - 12:12 .
#9
Posté 06 février 2012 - 01:21
1) I see Lift and Singularity being the crowd control abilities. Why level up both? If I go Nemesis then Singularity will eventually become obsolete because Lift' area effect will have the largest radius eventually. I can understand that singularity offers you to blast all the stacked enemies with a single power like warp but I am guessing both Lift and Singularity have a respectable cooldown.
2) I see that Nemesis gets more damage and power duration while Bastion gets cooldown reduction and extra boost for barrier. Which spec is more useful on higher difficulties? Is barrier useful?
Modifié par Amaranthy, 06 février 2012 - 01:22 .
#10
Posté 06 février 2012 - 02:01
party composition can probably help with this, especially earlier on when powers can only be used ~once per fight.
2. The main advantage with bastion (imo) is how it can damage enemies in stasis. This means harder enemies can be locked down with stasis and killed without ever been able to deal damage. Of course simply sending them floating around also works. But if you're not using stasis I suppose it'll be more a question of personal choice (extra duration vs faster cool-downs).
Anyhow, barrier is pretty useful. It provides a decent amount of protection and with the right abilities has a longer duration and faster cooldown. it's pretty much the main source of protection available as adepts can only increase shields by armour/mods.
#11
Posté 06 février 2012 - 06:26
Amaranthy wrote...
Ok, I checked the wiki guide. A few questions:
1) I see Lift and Singularity being the crowd control abilities. Why level up both? If I go Nemesis then Singularity will eventually become obsolete because Lift' area effect will have the largest radius eventually. I can understand that singularity offers you to blast all the stacked enemies with a single power like warp but I am guessing both Lift and Singularity have a respectable cooldown.
2) I see that Nemesis gets more damage and power duration while Bastion gets cooldown reduction and extra boost for barrier. Which spec is more useful on higher difficulties? Is barrier useful?
Yes, both lift and singularity are crowd control. Having both is very useful, since it lets you lock down multiple groups at the same time. IIRC with the right gear and a bastion build you can get the recharge down to around ~11 or 12 seconds.
The damage you do with biotics will not be all that high even with a nemesis spec. That's not really the purpose. The purpose is crowd control. If they are locked down in a lift/singularity, they are not shooting or using any powers on you.
As for barrier, yes it's about the second best purely damage absorbing talent. The best of course, being the brokeness that is immunity.
#12
Posté 06 février 2012 - 07:16
Warp gets to be pretty helpful when the guys are spamming that all the time as it helps break through it with your weapons fire. Sabotage and Polonium rounds are also helpful against biotic extremists. I don't know if this was others experience but I found the organic enemies on sidequests more difficult than practically any storyline mission. But I liked to start off with a healthy amount of sidequests after picking up Liara.
I liked snipers on my soldier, and they became even more ridiculous on Infiltrator. You can make great use to them and probably overall a better talent than AR's. But I figured it made sense for Shepard to be able to use an AR and that probably influenced my pick.mcsupersport
Personally I like Sniper Rifles for the added range in fighting, but that may be more a personal quirk than a great idea.
#13
Posté 07 février 2012 - 02:41
Sabotage and Polonium rounds are also helpful against biotic extremists. I don't know if this was others experience but I found the organic enemies on sidequests more difficult than practically any storyline mission.
Sabotage? Surely you mean damping (the tech power that prevents biotic power use)? Sabotage is useful against any enemy
#14
Posté 07 février 2012 - 04:11
#15
Posté 07 février 2012 - 08:37
Yeah I probably did mean damping. Sabotage also works ok though. I spammed all sorts of powers on enemies though so it was hard to keep track.somebody99000 wrote...
Sabotage and Polonium rounds are also helpful against biotic extremists. I don't know if this was others experience but I found the organic enemies on sidequests more difficult than practically any storyline mission.
Sabotage? Surely you mean damping (the tech power that prevents biotic power use)?
#16
Posté 07 février 2012 - 11:02
SpockLives wrote...
Could anyone tell me how they manage to make sniper rifles good in ME1? I mean, I like maxing out sniper rifles on Garrus, but I maxed it on my Infiltrator Shep on Insanity and found that a Commando spamming Marksman and Immunity was way easier and faster than using sniper rifles. Maybe I also don't get when to use them. I found very few opportunities for sniping.
Well, it really depends on your style of play. If you play more defensively, then sniper rifles are better; as you may or may not have noticed, you can use them effectively at surprisingly short ranges in ME1, so you can (for example) charge into a bunker, hole up at one end, and snipe out everyone inside. They will often charge right into your sights.
Also, any UNC where you fight people outside (that is, most of them), you can, instead of charging in with the Mako and punching everyone in the face, simply park behind a mountain and snipe everything to death. EVERYTHING, note, including Collossi and such.
The only general thing I could advise would be trying to go out of your way to try to use snipers whenever, that way you'll get a better feel for when they work well and when they don't. Also, try dual Rail Extension VIIs with HER X; I guarantee you'll enjoy!
#17
Posté 10 février 2012 - 03:00
EDIT: Started an infiltrator. It's nice that the infiltrator gets both decryption and electronics, this will help me unlock and bypass things.
Modifié par Amaranthy, 10 février 2012 - 04:37 .





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