Turian Soldier: Complete Garbage?
#76
Posté 13 mars 2012 - 03:22
Do you act as support in these instances and let the Adepts/Sentinels/Infiltrators etc deal the major damage? Or do things turn around with decent AP upgrades? Thus far my only AR upgrade is a stabiliser. Depressing.
#77
Posté 13 mars 2012 - 11:29
SuperADJ wrote...
How does this build deal with bigger threats that are armoured (Atlas, Brutes etc)? At the moment, even with my weak guns, I seem to perform well on Silver against the basic foes, but the bigger enemies more or less shrug off my fire. I have to stay exposed for so long whilst I'm firing that it's not really a viable strategy.
Do you act as support in these instances and let the Adepts/Sentinels/Infiltrators etc deal the major damage? Or do things turn around with decent AP upgrades? Thus far my only AR upgrade is a stabiliser. Depressing.
Most of the Assault Rifle mods come out of Spectre packs I have found. Only the Stabilty one is the basic set. This is unfortunate because Turians (with Turian Veteran) can actually go "negative" stability which will cause them to recoil downwards instead of upwards. Now that I am at that point I use a Barrel for damage increase and Armor Pen mod which helps with both.
Brutes, Rachni and Pyros go down pretty quick on most Bronze/Silver games, not really sure what the problem is except maybe the weaker weapons. As you can see from my video linked earlier with the Revenant even without the Armor Pen mod it does pretty good at laying waste to one.
Banshees, Atlases and Primes are a different story. They're just designed to have a truckload of HP and really anything short of biotic detonations just doesn't do sigificant damage. You can see that in my vid as well when you had 3 of us shooting at a Banshee and 1 person using Incinerate and it just took forever to take down.
I mean really my favorite character to play is the Human Sentinel/Asari Adept because of that final point. They can spam Throw in most cases and mop up anything that goes down fast and can biotic detonate anything that doesn't and still easily take down the big stuff. It's just fun every so often to take a break and go on a kill crazy gun rampage. The problem with balancing the game for Bioware is they let anyone use any weapon, so they can't really make most weapons super powerful for the weapon based classes because they can easily be used by the power based classes.
#78
Posté 13 mars 2012 - 11:49
Knight_Quack wrote...
The problem with the turian soldier, and soldiers in general, is in they rely on weapons a lot more than other classes, therefore if you don't have a nice gun with good attachments, then you are playing a gimped class.
The exception is the krogan soldier, who can rely on fists more than anything.
After extensive fiddling with guns, I honestly find that the falcon is the best across the board. Wit hmy level 8 Falcon on my Turian Soldier, I can top the charts, CC the hell outta any infantry, and destroy phantoms like they're candy. (Gold ofcourse).
Amazing gun; and the turian bonuses help immensely
#79
Posté 14 mars 2012 - 12:07
With a Heat Sink and an Extended Clip, you can spray literally HUNDREDS of bullets before reload. If you are being focused, spam concussive shot on anything that gets close to stunlock them (similar to a falcon or Carnage) while you spray a few bullets in between. With marksman up, you can hit people all the way across the map with a hail of bullets.
With just an SMG, you have 200% recharge rate. Marksman is comes back up in about 3-4 seconds. Concussive shot has the Cooldown of Throw.
With special rounds, you can throw status effects all over the map.
Even without special rounds, you will mop up any trash mobs in bronze/silver immediately. Works against Gold enemies but because you have to spend a few seconds out of cover, you're a bit vulnerable.
Requires an ally to cast Warp to be very effective against alpha enemies, but Marksman + Warp increases your sustained DPS substantially.
Modifié par Tyrf, 14 mars 2012 - 12:28 .
#80
Posté 14 mars 2012 - 12:28
#81
Posté 14 mars 2012 - 12:33
Tyrf wrote...
I tried every damn assault rifle I had (Matlock, Revenant, Falcon, Vindicator, Avenger, Geth Plasma), and I just about gave up on the Turian Soldier...until I tried using an SMG...yeah, an SMG. Specifically the Tempest.
With a Heat Sink and an Extended Clip, you can spray literally HUNDREDS of bullets before reload. If you are being focused, spam concussive shot on anything that gets close to stunlock them (similar to a falcon or Carnage) while you spray a few bullets in between. With marksman up, you can hit people all the way across the map with a hail of bullets.
With just an SMG, you have 200% recharge rate. Marksman is comes back up in about 3-4 seconds. Concussive shot has the Cooldown of Throw.
With special rounds, you can throw status effects all over the map.
Even without special rounds, you will mop up any trash mobs in bronze/silver immediately. Works against Gold enemies but because you have to spend a few seconds out of cover, you're a bit vulnerable.
Requires an ally to cast Warp to be very effective against alpha enemies, but Marksman + Warp increases your sustained DPS substantially.
Part of this is due to the mods being much easier to get. Like for example I have all level V SMG mods but still waiting on a level V Assault Rifle Barrel (only at 3).
Also Armor Piercing is pretty damn funny with the Revenant. Last game I was against Cerebus and basically gunned down the Guardians through their shields with no effort
#82
Posté 14 mars 2012 - 01:01
Really, I just can't get the Revenant to hit anything and I hate the fact that you move slower when firing it out of cover...
#83
Posté 14 mars 2012 - 01:14
Don't think I'd recommend trying to run gold with it, but it can be hilariously fun on bronze. Marksman turns Tempest from a lousy gun that can't hit anything to a 'cross the map death ray'
#84
Posté 14 mars 2012 - 01:15
#85
Posté 14 mars 2012 - 01:21
Phatose wrote...
Anybody tried the SMGs with Turian Soldier after today's buff?
Don't think I'd recommend trying to run gold with it, but it can be hilariously fun on bronze. Marksman turns Tempest from a lousy gun that can't hit anything to a 'cross the map death ray'
Worked fine before the buff in Bronze. Works in Silver now, too. Gold needs high levels of the gun or special ammo but I was pleasantly surprised.
Locust still sucks, though.
Modifié par Tyrf, 14 mars 2012 - 01:22 .
#86
Posté 14 mars 2012 - 01:22
It seems kind of pointless to have increased fire rate when you spend over half the duration of Marksman reloading. This includes the Geth Plasma Rifle and Revanant.
Modifié par Kopikatsu, 14 mars 2012 - 01:22 .
#87
Posté 14 mars 2012 - 01:25
Stormblind wrote...
After extensive fiddling with guns, I honestly find that the falcon is the best across the board. Wit hmy level 8 Falcon on my Turian Soldier, I can top the charts, CC the hell outta any infantry, and destroy phantoms like they're candy. (Gold ofcourse).
Amazing gun; and the turian bonuses help immensely
I can excel with the Falcon against anything small, but I don't seem to have enough stopping power to deal with bigger foes alone. It's only IV, but I don't see a huge improvement coming from a few more levels. Maybe I should try some different mods on it, have been using barrel and magazine.
#88
Posté 14 mars 2012 - 01:58
#89
Posté 14 mars 2012 - 02:00
800 health and 1203 shields or so.
Also the Marksman skill makes all the powerful guns, like the Black Widow, into MEGA death machines. All 3 shots in like 2 seconds.
#90
Posté 14 mars 2012 - 02:33
-Marksman continous firing bug + high capcity smg for shields/barriers/health
-Shotgun + concussion shot for close range/armour
-Shotgun + marksman for sniping/armour
-Concussion shot can be used to detonate tech combos (but a team mate will have to overload/etc. it first)
-Concussion shot *can* be used to deplete barriers, but marksman+smg is quicker (if you can control it....)
-Concussion shot + ammo power for some extra tactical options
-I dislike mines as they do not match my play style. I found that I only ever used them before the round started; meaning it only ever hit the first 1/2 basic troopers to cross over it.
I've noticed in multiplayer that as long as you keep the triiger down, it will maintain the firerate/
The Tempst has 50 rounds, * 1.8 from the extended mag * 1.45 from the heat sinks = 130.5 (mean) rounds and a huge grin on my face. By the time the rounds are expended, the cooldown should've reset and I can repeat the spam.
Needless to say, SMG's are horrible versus armour but you can rip through shields/health/barriers. It also leaves exposed whilst you are firing.
I balance all of this with a shotgun, (shotgun + marksman = sniperrifle?!) as effectively reduces the spread to 0. (I pull off headshots through Guardian's mailbox slots across the map (i.e. beyond skill target locking range). This also allows me to counter for the SMG's lack of armour penetration. However, you still have the shotgun targeting reticle (the giagantic circle) so aiming for that letter box is hard. However, at close range the lack of spread can also be a slight disadvantage.
Conclussion:
Not the most tactically interesting class, but none other can put out as many slugs as quickly or accurately; and there is just something down right satisfying about spraying 130 rounds at your foes
*edit*
Investigated the marksman bug a bit more, fire rate persists once the duration has expired. Accuracy/recoil bennefits do NOT. i.e. the only bennefit that lasts after the duration is the fire rate.
Modifié par S9ilent, 16 mars 2012 - 02:32 .
#91
Posté 14 mars 2012 - 02:56
I tried the Tempest III (Barrel, Heat Sink) today on Silver against Reapers and it owned pretty hard. Might give a Gold a try later, kinda burned on Golds tho currently as a buncha noobs are still doing Golds thinking that they can breeze through Geth missions and they're getting demolished left and right.
One of these days I'll get a Saber...
#92
Posté 14 mars 2012 - 04:00
I'm thinking I might try respeccing for Headshot damage. With the improved accuracy, the extra misses may be compensated by the increased headshot damage in Marksman and the Racial Passive.
#93
Posté 14 mars 2012 - 06:07
KodiakAsh wrote...
I don't get how people are using the Falcon with Marksman. Last time I tried it I was able to fire out 10 shots in 2 seconds (awesome) but only 5 of those hits registered and only 5 projectiles came out of the gun. Even then you're wasting the stagger effect which is what makes the Falcon so ridiculously powerful (you can chain stagger any opponent to death even Phantoms). Much, MUCH better gun on the Human who can boost it's damage output per hit with ARush.
I tried the Tempest III (Barrel, Heat Sink) today on Silver against Reapers and it owned pretty hard. Might give a Gold a try later, kinda burned on Golds tho currently as a buncha noobs are still doing Golds thinking that they can breeze through Geth missions and they're getting demolished left and right.
One of these days I'll get a Saber...
If you dont have someone casting warp on Armored enemies or run special ammo, you won't do much against them =(
#94
Posté 14 mars 2012 - 06:10
S9ilent wrote...
-I dislike mines as they do not match my play style. I found that I only ever used them before the round started; meaning it only ever hit the first 1/2 basic troopers to cross over it.
You can use mines LIKE a CS, just shoot them at enemies, they will explode at once. Only difference is they don't follow enemies like CS, so it's a little harder to hie, but do a LOT more damage, and if you miss, enemies can still walk onto them.
#95
Posté 14 mars 2012 - 06:18
It seems the crosshairs don't expand when using the power (at least with maxed out accuracy). However the weapon still has "gunkick". You can reduce this "gunkick" by using the stability mod.
Using the Tempest as an example, when in cover it has very tiny crosshairs but without Marksman they quickly expand. If you were to use Marksman, the crosshairs wouldn't expand and if you can fight the upward recoil you could actually do good damage from medium to long range.
#96
Posté 14 mars 2012 - 12:43
Elecbender wrote...
Just found something out while testing Marksman.
It seems the crosshairs don't expand when using the power (at least with maxed out accuracy). However the weapon still has "gunkick". You can reduce this "gunkick" by using the stability mod.
Using the Tempest as an example, when in cover it has very tiny crosshairs but without Marksman they quickly expand. If you were to use Marksman, the crosshairs wouldn't expand and if you can fight the upward recoil you could actually do good damage from medium to long range.
The stability mod is only for Assault Rifles (Barrel, Stability, Ammo Clip, Armor Pierce, Scope). Part of the problem is the "negative stability" issue Turians get. Once you reach over 100% stability, the gun will climb downward. Stability V is 70% and Turian Racial is 55% so it's pretty easy to do. This works out well for us because even at 55% you can bring the Revenant under control and still benefit from taking the Armor Piercing mod. The Armor Piercing mod is pretty big if you want to do any kind of serious damage with the fast guns (Avenger, Phaeston, Revenant, Geth Pulse, etc) to any of the heavily armored targets (Brutes, Rachni, Geth Pyro, etc) on Gold setting.
SMG's (Barrel, Ammo Clip, Weight Reduction, Heat Sink, Scope) you can't really do much about. The Heat Sink is nice (45% chance not to use ammo) especially considering how fast we're firing. That said with Marksman on the climb is a direct line up (activate Marksman, aim at base of wall, and watch SMG fire in a direct line up...pretty neat and probably why people get so many headshots with it since they aim for chest and get head from the climb).
#97
Posté 14 mars 2012 - 01:08
#98
Posté 14 mars 2012 - 01:13
KainD wrote...
S9ilent wrote...
-I dislike mines as they do not match my play style. I found that I only ever used them before the round started; meaning it only ever hit the first 1/2 basic troopers to cross over it.
You can use mines LIKE a CS, just shoot them at enemies, they will explode at once. Only difference is they don't follow enemies like CS, so it's a little harder to hie, but do a LOT more damage, and if you miss, enemies can still walk onto them.
It's indeed extremely powerful, and with just one gun, has a short cooldown, which makes the Turian soldier very capable against armor.
#99
Posté 14 mars 2012 - 01:15
#100
Posté 16 mars 2012 - 02:40
Marksman's fire rate bonus will continue after the cooldown, as long as you've held down the trigger. It's accuracy and recoil bonuses do not.
I did this with my tempest (extended mags + heat sinks). Turned on marskman, waited for a bit, then held down the trigger. Once marksman runs out (colours return to normal), there is a sudden and noticeable increase in spread and recoil.
Also, marksman tempest + cryo rounds = funny
Modifié par S9ilent, 16 mars 2012 - 02:40 .





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