Some mechanical questions for the folks that have played through, who will have a better idea than me... As for once, my usual brute force stratagy of "make enemy much hurt, maximise damage" doesn't have some obvious paths.
I'm playing inflitrator. I've maxed out my tactical cloak (aiming for the "shot people in the head" style) and sunk a bit in cryo (I( had a couple of ranks in cryo and disrupter from ME2), and nearly maxed-out incinerate.
I've made inroads to Operational Mastery, but my next decision is whether to take that +35 weight capacity, or the squad bonus - and for once I'm honestly not sure which is the better option. Now, I have already noticed a tendancy to run out of ammo (I've stuck with rifle and pistol, keeping incinerate's recharge up), so I'm leaning towards the former (if just to have some more back-up guns). Does increasing my capacity effectively reduce the load proportionally (i.e. I'm at +85% power recharge at the moment, down to +36% if I take an SMG. Would those percentages increase a lot if I took extra capacity or what?) This is probably my biggest area of lack of knowledge, between these two abilities.
What do you reckon is the best top Incinerate rank 6, freeze damage increase (as I'm probably going to be using cryo ammo quite a bit) or is the armour bonus better?
Are sticky grenades any good? (I.e. situtionally good or a must-have or something? Unless they're the latter, I'm probably going to leave them, as I'll likely never remember to use them most of the time...)
(I'm still in the very early game - only got as far as the Citidel - so I haven't looked at what upgrades are available, though I've been told about the ultralight, which I will be looking for.)
Infiltrator (campaign mode) Build Advice
Débuté par
AotrsCommander
, mars 11 2012 01:29
#1
Posté 11 mars 2012 - 01:29
#2
Posté 11 mars 2012 - 02:23
-you cant really snipe effectively until you complete the Pavealon mission (where you get a sniper with ~50 rounds). For incinerate I chose the armour bonus bc im playing on insanity and getting rid of opponents armour quickly is mad helpful.
-Yes, choosing a higher weight capacity will allow you to carry more at less cost. I would recommend choosing the higher weight capacity and then rank up your squad and get the squad bonuses through them. Then for your loadout go with an SMG (with ultra-light materials upgrade) the sniper you find on pavealon, and a light assualt rifle. Should put you at a decent power recharge.
-Other than that just rank up the weapons you choose to get them as light as possible
-Yes, choosing a higher weight capacity will allow you to carry more at less cost. I would recommend choosing the higher weight capacity and then rank up your squad and get the squad bonuses through them. Then for your loadout go with an SMG (with ultra-light materials upgrade) the sniper you find on pavealon, and a light assualt rifle. Should put you at a decent power recharge.
-Other than that just rank up the weapons you choose to get them as light as possible
#3
Posté 11 mars 2012 - 03:22
Aha. Thanks. That answers my major question.
I'm only playing on normal*, so is it worth it for the armour? (For that matter, I've been using cryo; it is better than disrupter, or worth getting the squad boost, or does it cosmically speaking, not matter at all in normal?)
*Because I'm an old-school RPG gamer - and fairly crappy at the old reflexes (even with mouse), and ME2/3 are right on the limit of what I can cope with!
I'm only playing on normal*, so is it worth it for the armour? (For that matter, I've been using cryo; it is better than disrupter, or worth getting the squad boost, or does it cosmically speaking, not matter at all in normal?)
*Because I'm an old-school RPG gamer - and fairly crappy at the old reflexes (even with mouse), and ME2/3 are right on the limit of what I can cope with!
Modifié par AotrsCommander, 11 mars 2012 - 03:22 .
#4
Posté 11 mars 2012 - 05:30
In the end its all about your play style. Sounds like you like the cyro ammo so go for the upgrade. Whatever's the most fun! In the end it doesn't drastically alter the gameplay either way
#5
Posté 11 mars 2012 - 08:00
I just run with the Valiant and an assault rifle, I kinda like the Phaeston but on insanity it is much less effective than it was on normal. So that slot is up in the air. I really hate how they have changed SMGs so I have not messed around with them at all. Cryo Ammo is my favorite thus far, especially given how on Insanity shields cannot be punctured to deal health damage in one shot. (IE Two headshots if a target has shields)
#6
Posté 12 mars 2012 - 06:31
My Build for Insanity(imported from ME2 so i started at lvl 30 and ended at 57)
Priorities: Tactical Cloak, Disruptor Ammo, Operational Mastery, Sticky Grenade/Fitness, Whatever
Tactical Cloak Rank 6: Damage, Recharge Speed, Sniper Damage.
Disruptor Ammo Rank 6: Damage, Headshot, Damage
Op. Mastery Rank 6: Weapon Damage, Weight, Sniper Damage
Sticky Grenade Rank 6: Damage, Max Grenades, Proximity Trap
Fitness Rank 6: Melee Damage, Shield Recharge, Fitness Expert
A couple notes:
My playstyle seems to be unique compared to everyone else's I've seen. Literally just spam Cloak>Sniper shot+Incinerate/Sabotage>Cloak>Sniper shot+Incinerate/Sabotage.
Just after a cloaked sniper shot you can use an ability without the power usage upgrade. I found it better to bring up the power wheel so i could properly aim my power at another target(because my sniper shots normally kill them in 1 hit).
After Sticky Grenade/Fitness, the build is more or less completed. At lvl 57 I was able to fill out several other powers, but they didn't change my playstyle much(the incinerate/sabotage trick helped i guess but there were times where i would forgo it and i did fine).
I tried several bonus powers and found incendiary grenade to be best, if anything just so i could use 9 stickies instead of 6.
Weapons: Mantis 5+ Spare Thermal Clip+ Extended Barrel. (Replace with Widow when acquired)
I used a tempest with ultralight materials+Extended Barrel most of the game but realized i never pulled it out so i just got rid of it towards the end even though it only deducted 8% recharge speed.
Armor: Im not sure on names, but went with everything that added 10% weapon damage. Found it better than the weapon/headshot dmg because the biggest threats(Banshees, Phantoms, Atlas, Kai Leng, Brutes, etc.) are hard to headshot, and anything else can be killed with a torso shot pretty much.
Companions:
Garrus- Equipped with Mantis/Widow and Vindicator. (Kept Sniper out entire game) Accuracy+Dmg mods on both
Upgraded AP Ammo and Passive to do MAX weapon/Sniper Damage
Overload Rank 6:Damage, Recharge Speed, Shield Damage.
Concussive Shot Rank 6: Force/Damage, Recharge Speed, Shredder
Ashley- Equipped with Mantis/Widow and Vindicator. (kept Sniper out entire game) Accuracy+Dmg mods on both
Upgraded Disruptor Ammo same as Shepard
Upgraded passive to do MAX Sniper/weapon dmg. Rank 6 do Squad Wpn Dmg.
Incendiary Grenade Rank 6: Dmg, Capacity, Radius+Shrapnel
Concussive Shot Rank 6: Force/Dmg, Recharge Speed, Amplification
Gave Garrus+Ashley free reign for small fights. Fights with Banshees, Brutes, Phantoms, etc. i told them to focus fire on biggest threat, while my job was to make sure we didnt get flanked/overwhelmed by other guys and if that wasnt a problem i laid into big threat.
With: Disruptor Ammo on a Sniper Rifle+Garrus' Overload/Concussive shot+ Ash's Disruptor Concussive shot/Incendiary Grenade+Incinerate/Incendiary grenades Shepard. Shouldn't have trouble with any particular enemies in terms of taking defenses down quickly. If you do have trouble, try sticking multiple grenades to the Banshee/Brute/Atlas/etc. that usually solved any issues i had.
Sorry for the wall of text. Post any questions/comments if you have them, didnt realize i was going to be so long-winded.
Priorities: Tactical Cloak, Disruptor Ammo, Operational Mastery, Sticky Grenade/Fitness, Whatever
Tactical Cloak Rank 6: Damage, Recharge Speed, Sniper Damage.
Disruptor Ammo Rank 6: Damage, Headshot, Damage
Op. Mastery Rank 6: Weapon Damage, Weight, Sniper Damage
Sticky Grenade Rank 6: Damage, Max Grenades, Proximity Trap
Fitness Rank 6: Melee Damage, Shield Recharge, Fitness Expert
A couple notes:
My playstyle seems to be unique compared to everyone else's I've seen. Literally just spam Cloak>Sniper shot+Incinerate/Sabotage>Cloak>Sniper shot+Incinerate/Sabotage.
Just after a cloaked sniper shot you can use an ability without the power usage upgrade. I found it better to bring up the power wheel so i could properly aim my power at another target(because my sniper shots normally kill them in 1 hit).
After Sticky Grenade/Fitness, the build is more or less completed. At lvl 57 I was able to fill out several other powers, but they didn't change my playstyle much(the incinerate/sabotage trick helped i guess but there were times where i would forgo it and i did fine).
I tried several bonus powers and found incendiary grenade to be best, if anything just so i could use 9 stickies instead of 6.
Weapons: Mantis 5+ Spare Thermal Clip+ Extended Barrel. (Replace with Widow when acquired)
I used a tempest with ultralight materials+Extended Barrel most of the game but realized i never pulled it out so i just got rid of it towards the end even though it only deducted 8% recharge speed.
Armor: Im not sure on names, but went with everything that added 10% weapon damage. Found it better than the weapon/headshot dmg because the biggest threats(Banshees, Phantoms, Atlas, Kai Leng, Brutes, etc.) are hard to headshot, and anything else can be killed with a torso shot pretty much.
Companions:
Garrus- Equipped with Mantis/Widow and Vindicator. (Kept Sniper out entire game) Accuracy+Dmg mods on both
Upgraded AP Ammo and Passive to do MAX weapon/Sniper Damage
Overload Rank 6:Damage, Recharge Speed, Shield Damage.
Concussive Shot Rank 6: Force/Damage, Recharge Speed, Shredder
Ashley- Equipped with Mantis/Widow and Vindicator. (kept Sniper out entire game) Accuracy+Dmg mods on both
Upgraded Disruptor Ammo same as Shepard
Upgraded passive to do MAX Sniper/weapon dmg. Rank 6 do Squad Wpn Dmg.
Incendiary Grenade Rank 6: Dmg, Capacity, Radius+Shrapnel
Concussive Shot Rank 6: Force/Dmg, Recharge Speed, Amplification
Gave Garrus+Ashley free reign for small fights. Fights with Banshees, Brutes, Phantoms, etc. i told them to focus fire on biggest threat, while my job was to make sure we didnt get flanked/overwhelmed by other guys and if that wasnt a problem i laid into big threat.
With: Disruptor Ammo on a Sniper Rifle+Garrus' Overload/Concussive shot+ Ash's Disruptor Concussive shot/Incendiary Grenade+Incinerate/Incendiary grenades Shepard. Shouldn't have trouble with any particular enemies in terms of taking defenses down quickly. If you do have trouble, try sticking multiple grenades to the Banshee/Brute/Atlas/etc. that usually solved any issues i had.
Sorry for the wall of text. Post any questions/comments if you have them, didnt realize i was going to be so long-winded.





Retour en haut






