Do Vanguards annoy anyone else? [Edit: What they should and shouldn't do]
#126
Posté 15 mars 2012 - 01:26
Here are some things I will say
Sometimes for whatever reason when I press the button to use one of my powers that makes me invincible nothing happens. I'm sorry believe me I was frantically pressing it.
Don't shoot the enemies I stagger or knock to the ground if other enemies are targeting me, you're making it much more likely that I'm going to die if I pick out a target to recharge my shields on and suddenly they're dead. I have battlefield awareness but I'm not going to try and do a 180 everytime I nova to hopefully find something to charge at, that's how I die so please if at all possible be aware of what's going on around me and leave me something to recharge my shields on not to mention up and shooting enemies are more of a danger than weakened enemies on the ground that I will mop up when I have another nova.
Don't run into turrets and die especially when there's 2 or more covering each other. I really don't want to have to go in there to try and save you but I will if I feel it's nessessary and that's not a battle I like to fight as I often lose it. I have awareness of the battlefield and so should you. Also turrets in good positions on some maps really make it hard for me to do anything without worrying about dying so if you can take those out for me that would be awsome rather than me trying and dying to do it myself.
#127
Posté 15 mars 2012 - 02:46
Sinapus wrote...
(Most embarrassing for me so far: Took a risk charging a combat engineer on the Firebase White landing pad to take him out before he could setup a turret. Nova'd... and then a Phantom jumped up onto the pad and my charge still hadn't finished cooldown.)
I got votekicked out of a lobby last night after a round on firebase glacier against Reapers. I was doing bronze randoms just to stock up on equipment packs due to running low on survival kits. Apparently, telling them the first thing that invariably happens is a banshee will teleport into the EZ and start spamming AE and instant kills, and fifteen seconds later when the banshee teleports into the EZ and starts spamming AE, charging it and taking one for the team to buy time is being a noob. Especially when you have a higher score than the other three players combined.
#128
Posté 15 mars 2012 - 02:52
since ME2 i kinda stick to that class and love it, while back then it was all about charge-> shotgun blast-> charge, it now just flows better with power symbiotics and nova... which also means it's a higher risk, higher reward gameplay since nova strips your own shields (even thou i think that half nova is a must, it's still half of your shields you're paying for this ability). this often leads to miscalculations for new players since they asume that their charge just fills their shields back up, without thinking that they have to charge "something" for this to work.
i'm not saying that i'm the best out there (hell... even i tried to solo a banshee once just to find myself getting instant killed), but calculating risks is a majority of the mindset you have to adapt to when playing this class on silver or higher (bronze is just a breeze imo...). so yeah... some tips for new novaguards;
-always try to go for max CD reduction
-dont bother with shockwave (you are not a real biotic and hence wont trigger explosions by yourself)
-stay in cover while scouting the current situation
and vanguards in general;
-try to stay close to your team at all times
-for the love of god, help with the objectives
-dont try to solo an elite mob at the beginning of the wave
-"if" you have to run off by yourself (whatever the situation) be prepared to use medigel and tell your mates that your are going to (headset only), that way they wont suffer from your misstakes
general loadout tips;
a light shotgun is what your aiming at, so katana x and disiple are your weapon of choice (higher levels of the disiple also let you carry a second very light weapon as backup) ->stay at 200% as close as you can
dont bother with APMs for your gun, since the shotguns mentioned above are for close encounters only
should you try to go for a heavier shotgun, go for an power module that speeds up your CDs
the shield AMP is always a good choice
in terms of ammo type you wanna go either for cryo rounds (multiple pellet spread guarantees the freeze/slow effects, or disruptor rounds to quickly deal with shields
other than that... should you be lvl 20 and should you join a bronze game with a full layout... ask yourself why? because you could aswell solo this game xD
#129
Posté 15 mars 2012 - 02:59
Dashing to cover and recharging barrier with biotic charge can buy your team a ton of time when a couple of pyros or ravagers flank you.
#130
Posté 15 mars 2012 - 03:06
#131
Posté 15 mars 2012 - 03:12
I would just rather play a tough defender than a melee mage who flies around punching the ground over and over.
#132
Posté 15 mars 2012 - 03:14
And the most common and worse of all , the bad kamikaze ones. Typical behaviour :
Run alone away from the rest of the team > Charge into a group of enemies (despite there often being Phantoms / Turrets and etc) without analyzing the battlefield whatsoever > Nova > Die instantly due to having no barrier > Rest of the team is on other side of map and can't ress > Repeat
This tells me that most inexperienced / stupid / kids (whatever) players decide to play Vanguard
Modifié par Slimepezza, 15 mars 2012 - 03:15 .
#133
Posté 15 mars 2012 - 03:18
#134
Posté 15 mars 2012 - 03:31
Way I looked at it, my job was to take out enemies split off from the main enemy force in a timely manner so they wouldn't flank and otherwise annoy the team. Prime targets were Nemesis, Engineers who haven't setup a turret, damaged turrets currently shooting at a friendly, and Phantoms. Haven't figured out good primary targets with geth and Reapers yet, but then again I've also been playing mostly with the Asari Vanguard, so my role in the group is different as well.
If there's an Atlas or something and the group doesn't want to use missiles, I let them take care of it while I try to guard their flanks. You know, so I can be useful without being in the way (in theory). *shrugs* Just seems to me that there are plenty of ways of being useful with the class without being a liability.
#135
Posté 16 mars 2012 - 02:14
zambingo wrote...
Vherokior, I hear your pain, specially risking your survival and team survival to keep reviving a Leroy. But at the same time why truly care about "kill stealing" in co-op? So ya get an assist instead, no biggy. I usually end with over 50+ assists and many of those were people "stealing kills" from a guy I was shotgunning to oblivion. I can see it being frustrating if the team are idiots, but overall killing things quick, smart and together should trump personal stats. Rite?
Nobody complains about it in L4D. People only complain in ME3's co-op because they don't get to see their name (weapon) enemy name and watch pretty points pop up on their HUD.
I did a Silver run as Vanguard when I was hosting on XBL earlier. Everyone actually seemed to enjoy the fact I could take on three Pyros and two Primes without dying, considering we were all laughing about it.
#136
Posté 16 mars 2012 - 02:20
GodlessPaladin wrote...
There are a few exceptions to this (sometimes it's beneficial to let a certain teammate hit a target, such as a krogan getting his blood rage)
Actually, what's great about that is, as long as you're locked onto a target when you do your charge and they die, it'll count as though you killed them with a melee attack. I've gotten so many rages when someone else killed what I was charging at.
#137
Posté 16 mars 2012 - 02:25
Viscereality wrote...
Is it acceptable to play a human vanguard who doesn't spec into novaspam? I use an Eviscerator, Mattock and stick close to my team and disrupt enemies who get to close with shockwave and charges.
Dashing to cover and recharging barrier with biotic charge can buy your team a ton of time when a couple of pyros or ravagers flank you.
The biggest thing about Nova is that you're invulnerable during the attack animation. Alternating between Charge and Nova, you can actually keep from taking any damage from a group of enemies. But that's partially dependant on you knocking them back with each Charge/Nova.
#138
Posté 16 mars 2012 - 02:34
Edit: 388 Barrier? Seriously? I just noticed that, no wonder I can't take a hit.
Modifié par RaptorZefier, 16 mars 2012 - 02:35 .
#139
Posté 16 mars 2012 - 02:50
RaptorZefier wrote...
I'm trying out the Drell Vanguard now, only level 7. . . Even so I have this horrible feeling that I'm not doing it right. Vanguards are supposed to be 'tanky' right? I feel like I'm held together with paper and glue. A simple bronze cannible takes me down by 1/3rd of my barrier with one volley. A single Banshee shot destroys my barrier and chops into my health. Maybe it's because Drell are squishier? I dunno, I'm not liking it so far. Missing my Sentinel. Much better at being bulky.
Edit: 388 Barrier? Seriously? I just noticed that, no wonder I can't take a hit.
I've been playing around with the Drell Vanguard myself every now and then. Yeah, they are not as godly as the human vangard (though I don't generally play the human vangard). They drell are indeed squishier, but I find the particular class effective for a little backyard crowd control (grenades), using SMGs for some zooming and booming, and of course, taking down stragglers with the biotic charge. They are fun, though have to be constantly reminded that they aern't tanks
#140
Posté 16 mars 2012 - 02:50
Slimepezza wrote...
Good Vanguards are sweet to play with but dear lord most of them are so bad ... 80% of all vanguards i play with (Even high level ones) have the habit of never doing objective at all , Using Shotguns and Assault rifle but still using Charge - Nova tactic.
And the most common and worse of all , the bad kamikaze ones. Typical behaviour :
Run alone away from the rest of the team > Charge into a group of enemies (despite there often being Phantoms / Turrets and etc) without analyzing the battlefield whatsoever > Nova > Die instantly due to having no barrier > Rest of the team is on other side of map and can't ress > Repeat
This tells me that most inexperienced / stupid / kids (whatever) players decide to play Vanguard
You forgot the rage quit when nobody comes to rez them.
#141
Posté 16 mars 2012 - 02:55
MingWolf wrote...
RaptorZefier wrote...
I'm trying out the Drell Vanguard now, only level 7. . . Even so I have this horrible feeling that I'm not doing it right. Vanguards are supposed to be 'tanky' right? I feel like I'm held together with paper and glue. A simple bronze cannible takes me down by 1/3rd of my barrier with one volley. A single Banshee shot destroys my barrier and chops into my health. Maybe it's because Drell are squishier? I dunno, I'm not liking it so far. Missing my Sentinel. Much better at being bulky.
Edit: 388 Barrier? Seriously? I just noticed that, no wonder I can't take a hit.
I've been playing around with the Drell Vanguard myself every now and then. Yeah, they are not as godly as the human vangard (though I don't generally play the human vangard). They drell are indeed squishier, but I find the particular class effective for a little backyard crowd control (grenades), using SMGs for some zooming and booming, and of course, taking down stragglers with the biotic charge. They are fun, though have to be constantly reminded that they aern't tanks
So I've quickly learned, I feel like I'mheld together with hopes and dreams. I'm pretty much sitting here with a big shotty controlling hallways for the team now. No more trying to tank for me, no sir. ^^;
#142
Posté 16 mars 2012 - 03:15
RaptorZefier wrote...
I'm trying out the Drell Vanguard now, only level 7. . . Even so I have this horrible feeling that I'm not doing it right. Vanguards are supposed to be 'tanky' right? I feel like I'm held together with paper and glue. A simple bronze cannible takes me down by 1/3rd of my barrier with one volley. A single Banshee shot destroys my barrier and chops into my health. Maybe it's because Drell are squishier? I dunno, I'm not liking it so far. Missing my Sentinel. Much better at being bulky.
Edit: 388 Barrier? Seriously? I just noticed that, no wonder I can't take a hit.
Drell actually have a significantly higher base speed than any other species, and they have very fast dodges.
The classes have their health/shields balanced based on a combination of things, it seems. Krogan have the most of both, but can't dodge or do cover rolls. Turians have the second most and can't dodge, but can do cover rolls. Salarians and Quarians have increased shields, but sidestep instead of rolling (slightly easier to hit targets). Humans and Asari are on par, if I recall correctly, and Drell are fragile but agile.
The class doesn't effect your shields/health.
#143
Posté 16 mars 2012 - 03:19
#144
Posté 16 mars 2012 - 03:22
#145
Posté 16 mars 2012 - 03:30
kingtrouble wrote...
Phantoms are easy to take down as a vanguard given you immediately roll away of her barriers are will up
Depends on whether or not your charge staggers her.
#146
Posté 16 mars 2012 - 03:38
RaptorZefier wrote...
I'm trying out the Drell Vanguard now, only level 7. . . Even so I have this horrible feeling that I'm not doing it right. Vanguards are supposed to be 'tanky' right? I feel like I'm held together with paper and glue. A simple bronze cannible takes me down by 1/3rd of my barrier with one volley. A single Banshee shot destroys my barrier and chops into my health. Maybe it's because Drell are squishier? I dunno, I'm not liking it so far. Missing my Sentinel. Much better at being bulky.
Edit: 388 Barrier? Seriously? I just noticed that, no wonder I can't take a hit.
Drells are fast. Their advantages are dodging attacks and avoid becoming overwhelmed, while at the same time assisting in cutting down the health of larger enemies in my opinion. Not so much of the cover and shoot method like the soldier class. I'm always attacking from different vantage points when I use my drell adept, so you have to be able to think fast while using them, that's how they make up for low health as I see it. Also, if you slap an adrenaline mod on them they'll run like hell.
#147
Posté 16 mars 2012 - 03:41
Kittstalkur wrote...
kingtrouble wrote...
Phantoms are easy to take down as a vanguard given you immediately roll away of her barriers are will up
Depends on whether or not your charge staggers her.
Reason I said roll away immediately.
#148
Posté 16 mars 2012 - 04:03
#149
Posté 16 mars 2012 - 04:04
jimmyw404 wrote...
I love my vanguard but yeah, 80% of the vanguards I see are pretty much lost causes. They DOMINATE the first 5 waves and then are useless for the real work.
The majority of them don't make it past the first 3 waves on gold
#150
Posté 16 mars 2012 - 04:05
The more I play the more I'm getting used to it. They seem spectacular at downing big guys. I'm doing most of the brunt work taking down brutes and Banshees and giving them a hell of a time catching me. The more I play Drell the more I like it. The big damage output is really letting me put on the hurt on these guys. Thanks.cheezeee wrote...
RaptorZefier wrote...
I'm trying out the Drell Vanguard now, only level 7. . . Even so I have this horrible feeling that I'm not doing it right. Vanguards are supposed to be 'tanky' right? I feel like I'm held together with paper and glue. A simple bronze cannible takes me down by 1/3rd of my barrier with one volley. A single Banshee shot destroys my barrier and chops into my health. Maybe it's because Drell are squishier? I dunno, I'm not liking it so far. Missing my Sentinel. Much better at being bulky.
Edit: 388 Barrier? Seriously? I just noticed that, no wonder I can't take a hit.
Drells are fast. Their advantages are dodging attacks and avoid becoming overwhelmed, while at the same time assisting in cutting down the health of larger enemies in my opinion. Not so much of the cover and shoot method like the soldier class. I'm always attacking from different vantage points when I use my drell adept, so you have to be able to think fast while using them, that's how they make up for low health as I see it. Also, if you slap an adrenaline mod on them they'll run like hell.





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