Hard aiming = ADS? I heard you only do 50% damage that way, and my experiance no scoping phantoms seems to support that. Maybe shotguns dont have that effect?GracefulChicken wrote...
You can play CQC without being offensive. Waves 1-6 on silver on Noveria its pretty safe to defend the top room/hallway by cloaking past anyone there and flank an entire spawn. Guardians turn around and your squad lights them up. If you are competent, you can hold most of that hallway including the stairs that way. Thats all cqc defense. It's extremely helpful when you're defending a difficult hack site, too. A shotgun and cloak is really effective, especially when you're good at headshots without hard aiming.
Why Do Non-Infiltrators Use Sniper Rifles?
#26
Posté 01 mars 2012 - 12:33
#27
Posté 01 mars 2012 - 12:42
#28
Posté 01 mars 2012 - 12:55
Kilshrek wrote...
xcrunr1647 wrote...
I have great success with shotguns as well, I think you just have to use them situationally. Widow/Scimitar on my sentinel makes cerberus operatives cry.
Do you even use powers?
Rarely. I think I've used warp maybe five times. Overload I use often, but not often enough to worry about the cooldown time. My build focuses on increasing weapon damage (Turian racial), health & shields (fitness), and damage protection (tech armor). I maxed out overload and went for maximum damage against shields and barriers, too, strictly for taking down Atlases and Phantoms.
Most people get the "Killstreak" medal after using a missile launcher and taking out an Atlas or two, plus whatever foot soldiers are in the vicinity. I get them on Bronze all the time with the scimitar. On Firebase White on one wave Iwent straight ahead from the spawn, up the stairs, took out four assault troopers with 5 shots, reloaded, pulled a 180, nailed another assault trooper with a single headshot as I was coming down the stairs, hung a right then shot a guardian and two more assault troopers in the back. All of this happened in the space of 10-12 seconds. My teammates just saw:
xcrunr1647[M-27 Scimitar]Assault Trooper
xcrunr1647[M-27 Scimitar]Assault Trooper
xcrunr1647[M-27 Scimitar]Assault Trooper
xcrunr1647[M-27 Scimitar]Assault Trooper
xcrunr1647[M-27 Scimitar]Assault Trooper
xcrunr1647[M-27 Scimitar]Guardian
xcrunr1647[M-27 Scimitar]Assault Trooper
xcrunr1647[M-27 Scimitar]Assault Trooper
That was the game I posted a screenshot of earlier.
I just don't feel the need for powers unless I'm fighting engineers, phantoms, or atlases. Even turrets I can just run up and shotgun (on bronze) from full armor and shields to dead before my even give out. The Widow makes enemies at range a joke. On gold it probably wouldn't be too viable, but the guys I play on gold with are few and far in between. We have a system...two Asari adepts, a Human engineer (me), and a Salarian infiltrator. On silver it's fine, and on bronze the decimation is second only to a vanguard.
He's so tankish it feels almost unfair, even on silver. 825 health, 1238 shields...before the ~20% damage reduction from tech armor. He can handle even more damage than my krogan (1013 health, 1310 shields, ~15% damage reduction from fortification).
So yeah, rarely do I ever use powers. Don't need them. If anything, disruptor ammo gives me the edge on enemies with shields and/or barriers.
#29
Posté 01 mars 2012 - 12:58
Zourin wrote...
Adepts and Engineers in particular should focus on ability damage and recharge, keeping light and actually using combinations, etc. A solid sidearm is needed just for pinch defense. Using heavy weapons extensively means you aren't controlling the field (adept) or softening targets (engineer).
You, sir, are a winner. Please tell me you play on PS3.
#30
Posté 01 mars 2012 - 01:00
#31
Posté 01 mars 2012 - 01:05
A Light Pistol, a Heavy Pistol, a Sub machine gun, and my favourite weapon A Sniper Rifle.
#32
Posté 01 mars 2012 - 01:35
GracefulChicken wrote...
After playing an Infiltrator with a Katana X (the range on this thing is really really good. I mean, from the middle block on the Mars LZ, you can 3-shot unshielded Centaurians coming through the doorway on the right. So the range is actually alot higher than it seems it should be) I have no problem getting the 25 headshot medal, and I can say CQC isn't nerfed. After getting 5 cloaked grabs, I can say it's more satisfying than a headshot and I love headshots.
Which is the problem IMHO. Range is mostly irrelevant. There is no difference between shoving the barrel of your shotgun through someones throat and blast their brains out or shooting your Katana 10 yards away. Both will kill most enemies with a single headshot anyway.
ME2 grants double damage at point blank range which makes it worthwhile to move in very close. It's risky (enemies also receive the multiplier) but deadly. ME3 lacks the incentive to get really close. Grabs are nice, but it's basically a gimmick. Have you done one with a class that doesn't have Cloak? Same thing with heavy melee - it's more or less pointless because a heavy pistol and/or shotgun headshot will do equal or better damage and they're a lot faster.
#33
Posté 01 mars 2012 - 01:46
#34
Posté 01 mars 2012 - 01:54
#35
Posté 01 mars 2012 - 01:58
I agree with OP it's pretty annoying with 4 SR's going
#36
Posté 01 mars 2012 - 02:05
On the plus side though, by looking at someone's class and their weapon selection before a match, you can tell who is going to be causing problems.
#37
Posté 01 mars 2012 - 02:06
Annoying, but not wholly ineffective. Just demoralizing when your shots are constantly whizzing through where someone's head used to be.Cloaking_Thane wrote...
I ran into a team of 4 snipers as well. I didn't check load out beforehand.
I agree with OP it's pretty annoying with 4 SR's going
#38
Posté 01 mars 2012 - 02:08
Berkilak wrote...
Annoying, but not wholly ineffective. Just demoralizing when your shots are constantly whizzing through where someone's head used to be.Cloaking_Thane wrote...
I ran into a team of 4 snipers as well. I didn't check load out beforehand.
I agree with OP it's pretty annoying with 4 SR's going
It's pretty ineffective/inefficient on silver/gold.
I have to play rez pony alot more than I'd care to
#39
Posté 01 mars 2012 - 02:10
#40
Posté 01 mars 2012 - 02:19
Well, I'm used to having 1-2 Vanguards on the team who can deal with things at close-range. Gold, you're pushing it. But it's completely legitimate on Silver.Cloaking_Thane wrote...
Berkilak wrote...
Annoying, but not wholly ineffective. Just demoralizing when your shots are constantly whizzing through where someone's head used to be.Cloaking_Thane wrote...
I ran into a team of 4 snipers as well. I didn't check load out beforehand.
I agree with OP it's pretty annoying with 4 SR's going
It's pretty ineffective/inefficient on silver/gold.
I have to play rez pony alot more than I'd care to
#41
Posté 01 mars 2012 - 02:22
#42
Posté 01 mars 2012 - 02:28
Berkilak wrote...
Well, I'm used to having 1-2 Vanguards on the team who can deal with things at close-range. Gold, you're pushing it. But it's completely legitimate on Silver.Cloaking_Thane wrote...
Berkilak wrote...
Annoying, but not wholly ineffective. Just demoralizing when your shots are constantly whizzing through where someone's head used to be.Cloaking_Thane wrote...
I ran into a team of 4 snipers as well. I didn't check load out beforehand.
I agree with OP it's pretty annoying with 4 SR's going
It's pretty ineffective/inefficient on silver/gold.
I have to play rez pony alot more than I'd care to
Look I tire of argueing with you about semantics. It's inefficient unless you have very very very good communication and team work, and even then a diversified arsenal will be better if you have the same teamwork.
Several things happen when you have 4 snipers.
2-4 shots in the same target, no CQC weapons (unless you spec for it most people have figured out 1 weapon>2 in most situations), No one is watching each others back because there are 4 scopes, etc.
Soloing gold is of course possible but a diversified team and arsenal is almost always better in all situations
Modifié par Cloaking_Thane, 01 mars 2012 - 02:32 .
#43
Posté 01 mars 2012 - 02:31
Siven80 wrote...
Only classes i use sniper for are Infiltrators and Soldiers as they are a perfect for for them.
I think it works quite well with the Turian Sentinel also, thanks to the weapon damage modifiers available.
#44
Posté 01 mars 2012 - 02:34
GroverA 125 wrote...
Because a sniper has long range capabilities, and also because it is not an infiltrator-exclusive weapon. I used it with my soldier because my assault rifle is for CQB, as is every other weapon in the game, the sniper rifle is built for easy LRE, therefore that is the best complimentary weapon for my assault rifle, pistol, shotgun or SMG.
Heavy pistols also have long range capabilities when you add a scope. With my engineer I can headshot guardians through their shield visor at distances where they don't even get a target reticle--and packing only the pistol means my powers aren't nerfed.
Modifié par marshalleck, 01 mars 2012 - 02:35 .
#45
Posté 01 mars 2012 - 02:35
Siven80 wrote...
Only classes i use sniper for are Infiltrators and Soldiers as they are a perfect for for them.
i agree it should only be used with classes that can use it with out the weight penalty that exceeds 150% recharge my krogan soldier doesn't even use it he uses the claymore and it does fine for him
#46
Posté 01 mars 2012 - 02:37
marshalleck wrote...
GroverA 125 wrote...
Because a sniper has long range capabilities, and also because it is not an infiltrator-exclusive weapon. I used it with my soldier because my assault rifle is for CQB, as is every other weapon in the game, the sniper rifle is built for easy LRE, therefore that is the best complimentary weapon for my assault rifle, pistol, shotgun or SMG.
Heavy pistols also have long range capabilities when you add a scope. With my engineer I can headshot guardians through their shield visor at distances where they don't even get a target reticle--and packing only the pistol means my powers aren't nerfed.
while this is true the pistole scope does have its range limits, while sniper scopes can see futher away, but i think some clases shouldnt be able to use the sniper rifle period{ in any type of sniper rifle
Modifié par Ravenmyste, 01 mars 2012 - 02:39 .
#47
Posté 01 mars 2012 - 02:39
So yeah, that is pretty annoying.
#48
Posté 01 mars 2012 - 02:42
X2-Elijah wrote...
If I am in a match with an Asari with only a widow/mantis, then I pretty much resign myself on having to deal with phantoms on my own (infiltrator with a carni & AR). Because the sniper rifle is pretty much like horse blinkers on asaris, they completely ignore EVERYTHING except a single mook at the other end of the map.
So yeah, that is pretty annoying.
yeah i agree i been guilty of this as well on my asari stasis the one that does damage to them and increases damage to the target by 50%[not the bubble}
#49
Posté 01 mars 2012 - 02:45
Klokos wrote...
Ah, I once met an asari adept with revenant and widow...
Well she probably wasn't casting biotics very often, those two weapons would create excessive cooldown time for an Adept.
Generally most people are carrying too much weaponry anyway. If you can cast you only need ONE GUN, if you're a soldier then you can customize your class to deal with the weight, so no problems.
#50
Posté 01 mars 2012 - 02:52
Zourin wrote...
Depending on play style, a sniper rifle for a 'standoffish' play style, particularly low levels, isn't a bad thing. When you have a widow-asari, just remember that she's just an infiltrator that can't cloak. Don't expect that phantom to be stasis'ed any time soon unless she's setting up her own kill. Don't expect her to put up bubbles to whisk away Guardian shields, or expect to see very many biotic detonations or Warp damage bonuses.
These are reasons why I don't like widow asaris. less cool downs equal less stasising. I think asaris should be setting up stasis as much as possible for the team's benefit, not to line up their own shots. This is especially true on Gold. I don't want a widow asari on my team.





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