I find I actually get killed more by phantoms when I'm sitting back and sniping or stasis-ing. Little bastards sneak up behind you and assassinate you. When you're moving around and charging, you usually see them before they can take you out.
Why Are Short Ranged classes Punished With Instant Death?
Débuté par
Sabresandiego
, févr. 24 2012 04:51
#51
Posté 24 février 2012 - 03:38
#52
Posté 24 février 2012 - 03:50
I play a shotgun Engineer. CQC can be risky, but you generally just have to make sure you don't over extend yourself. As long as you don't charge into mobs, or groups of enemies where you only see half of them, CQC is one of the most viable and effective ways to play. You just have to make sure you play smart.
#53
Posté 24 février 2012 - 04:29
Haven't played as vanguard in MP yet but it's fun to set up the vanguards on my team with Stasis
#54
Posté 24 février 2012 - 06:29
Infiltrator's make the best CQC option. You can add 50% more melee damage from cloak for a reason. Add this to the extra melee damage you get from the other perks instead of picking shield options and you can easily rival a krogan in terms of melee - only you get shield drain to wipe out shields and restore your own too. You can walk up and headshot enemies at point blank range, with increased damage from cloak - one energy drain and a headshot, or melee and a phantom bites the dust. You can even use a power whilst cloaked without disrupting it, which means your weapon or melee still gets the cloaked bonus on top. Shotguns can also equip a bayonet which further increases melee damage to a ridiculous amount combined with the above.





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