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Are soldiers redundant?


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#26
NSGM

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Soldiers definitely aren't useless at all now, the playstyle/uses are just a bit different. These are some of the best attributes of a soldier IMO.

Weapons, Weapons, MORE  WEAPONS
- Due to the synergy between ammo powers and weapons, you can effectively carry three heavy weapons without worrying about ruining your recharge time, because you really don't need the recharge time if you know how to use those weapons and their ammo powers effectively. With a CC'ing ammo power on squadmates and something to tear through shields/health on your weapon, you'll rip through the endless hordes with ease and then can easily switch to a high powered gun like the paladin, widow or spike thrower with incendiary, warp or ap ammo and tell brutes/ravagers/atlases to sit down and shut up.

Concussive Shot
- If upgraded properly, not only does it pack a decent punch, but it can function as a soldier's version of incinerate, warp, overload, etc. Granted, it's not quite as powerful as these powers but given that you can switch from one to the other in no time and have access to the ammo powers themselves at the same time makes the playstyle start to gel. You can maximize this playstyle even further by carrying a load weight loadout and spamming CS  with an ammo power infused all day long.

Ammo Powers
- On most classes, you either don't care about ammo powers outside of squadmates sharing theirs with eachother, or you use them so infrequently that they're just not that useful. On a soldier, it actually pays to level 2-3 ammo powers up to level 4 or higher. This allows you to give each of your squadmates a high rate of fire weapon and turns them into a cryo blast or incinerate spamming tool. They'll effectively control unprotected enemies while you deal with the major threats on the battelfield with enhanced damage.

Adrenaline Rush
- While its not the game breaking power that it was in ME2, this power is still very useful, especially if you choose a low weight loadout. You can spam the power in order to stay safer, or just do more damage. Combine this with a high rate of fire weapon, and you become very nasty on the battelfield.

Versatility
- You can go pure weapons with a bonus power like Marksman and be able to strip shields in no time and then pop AR and strip armor just as effeciently and all it takes is a switch of weapons and the two powers. Otherwise, you can use a more defensive ammo power like Defense Matrix, Shield Drain or Reave and use AR  in the same manner to take punishment all day long without worrying so much about dying. Granted, you can do these things with other classes, but the soldier's powers make using different tactics in the same battle alot easier and more effective.

More fun?
- Sometimes its nice to actually go around shooting things tactically instead of relentlessly spamming powers such as Stasis, Warp and Throw or Cryo Blast, Incinerate and Overload. The playstyles related to tech and biotic powers are very static once you start using them. Granted, you can have some fun and switch things up from time to time (See throwing Scorpion'ed enemies into eachother, Cryo Explosions, etc); But the bottom line is that you're simply throwing blue spheres or zapping people 90% of the time as a power hungry class. As the soldier, you can choose any weapon type you want and be just as effective as the power hungry classes. Anyone who says you can't just doesn't know how to maximize the effectiveness of the soldier.

Modifié par NSGM, 21 mars 2012 - 09:01 .


#27
Gromnir

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NSGM wrote...

Soldiers definitely aren't useless at all now, the playstyle/uses are just a bit different. These are some of the best attributes of a soldier IMO.

Weapons, Weapons, MORE  WEAPONS
- Due to the synergy between ammo powers and weapons, you can effectively carry three heavy weapons without worrying about ruining your recharge time, because you really don't need the recharge time if you know how to use those weapons and their ammo powers effectively. With a CC'ing ammo power on squadmates and something to tear through shields/health on your weapon, you'll rip through the endless hordes with ease and then can easily switch to a high powered gun like the paladin, widow or spike thrower with incendiary, warp or ap ammo and tell brutes/ravagers/atlases to sit down and shut up.

Concussive Shot
- If upgraded properly, not only does it pack a decent punch, but it can function as a soldier's version of incinerate, warp, overload, etc. Granted, it's not quite as powerful as these powers but given that you can switch from one to the other in no time and have access to the ammo powers themselves at the same time makes the playstyle start to gel. You can maximize this playstyle even further by carrying a load weight loadout and spamming CS  with an ammo power infused all day long.

Ammo Powers
- On most classes, you either don't care about ammo powers outside of squadmates sharing theirs with eachother, or you use them so infrequently that they're just not that useful. On a soldier, it actually pays to level 2-3 ammo powers up to level 4 or higher. This allows you to give each of your squadmates a high rate of fire weapon and turns them into a cryo blast or incinerate spamming tool. They'll effectively control unprotected enemies while you deal with the major threats on the battelfield with enhanced damage.

Adrenaline Rush
- While its not the game breaking power that it was in ME2, this power is still very useful, especially if you choose a low weight loadout. You can spam the power in order to stay safer, or just do more damage. Combine this with a high rate of fire weapon, and you become very nasty on the battelfield.

Versatility
- You can go pure weapons with a bonus power like Marksman and be able to strip shields in no time and then pop AR and strip armor just as effeciently and all it takes is a switch of weapons and the two powers. Otherwise, you can use a more defensive ammo power like Defense Matrix, Shield Drain or Reave and use AR  in the same manner to take punishment all day long without worrying so much about dying. Granted, you can do these things with other classes, but the soldier's powers make using different tactics in the same battle alot easier and more effective.

More fun?
- Sometimes its nice to actually go around shooting things tactically instead of relentlessly spamming powers such as Stasis, Warp and Throw or Cryo Blast, Incinerate and Overload. The playstyles related to tech and biotic powers are very static once you start using them. Granted, you can have some fun and switch things up from time to time (See throwing Scorpion'ed enemies into eachother, Cryo Explosions, etc); But the bottom line is that you're simply throwing blue spheres or zapping people 90% of the time as a power hungry class. As the soldier, you can choose any weapon type you want and be just as effective as the power hungry classes. Anyone who says you can't just doesn't know how to maximize the effectiveness of the soldier.


Weapons, Weapons, MORE  WEAPONS
I don't really see the value in carrying more than 2 weapons.  I think most people have their favorites and just stick with them.  Either long range and short range, main and backup, heavy and rapid fire, etc.  Still, soldiers do have a higher inherent weight capacity and won't suffer as much from carrying 2 heavy weapons

Concussive Shot
Unfortunately, the amplification evolution doesn't seem to work properly with ammo powers.  This would have been a great synergy with the multiple ammo powers that soldiers get, but it didn't pan out.  Maybe it will get patched.  Additionally, concussive shot doesn't take good advantage of rank 6 Adrenaline Rush (power use evolution)...a hard hitting power with a longer recharge, such as carnage, is a much better use.

Ammo Powers
Ammo powers seem to be beefed up from ME2.  Inferno gets explosive burst.  Disruptor now works on barriers and shields with a very high %.  Cryo slows protected enemies and weakens armor.  AP ammo gets to penetrate through cover.

Versatility
Adrenaline rush can still be very potent in ME3.  Using your bonus power to take a hard hitting offensive power means you can pop AR, get the time dilation and weapon damage bonuses, and still fire off a power.  Carnage and energy drain are excellent choices for this.

Overall, I like the ME3 soldier better than the ME2 soldier.  The AR spam is still there, but other powers can be thrown into the mix.  It would be nice to see what a fixed CS amplification would do for the class.

#28
Niflkkojaer

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I personally think weights of weapons need to be adjusted, or soldier needs a higher max weight class, because right now. it seems like they can't function like they used to. Weigh system has been working great for other classes, but Soldier needs to get a higher weigh capacity.

#29
genzu44

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@Gromnir After playing the soldier for a while, I actually like playing the heavy tank with higher health and 3 heavy weapons (Black Widow, Revenant, Eviscerator)

#30
Fortack

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JaegerBane wrote...

I don't think the *execution* of the weight system was terrible - I think its more there doesn't seem to be any correlation between the performance of a weapon and its weight. If they'd balanced out the weight properly I'm willing to bet it would work reasonably well.

As you say, that leads to a situation where having more than one weapon gimps yourself and having four basically renders all classes as little more than shooters.

To be honest I've never been totally satisfied by the way the ME series has handled weapons - the first game forced you to carry ones you couldn't use, the second game tried its hardest to force the player to use what it preferred you use over what the player wanted and the third game offers the option for the player to choose what they like, but defeats the object of that choice by whacking massive penalties on the player if they choose to exercise it. Its a shame about the third game, really, as had they just eased off a bit on the relative weights (particularly the shotguns), they would have nailed it. Maybe if they'd dumped the idea of positive weight modifiers then it would have been less unbalanced.


The main problem of the weight system is its relation with recharge timers. BW threw game balance out of the window for the sake of "customization". The concept itself is good, and when properly implemented it could have been a great mechanic for players to find their own balance between gunplay and power usage - which is what I always liked about ME gameplay. Allow me to explain my point with a simple example:

The single reason why ME2's version of Charge was such a great power is its cooldown. It wasn't too quick which would have made Shep indestructible, and it wasn't too slow to become suicidal. The 5-6 sec cooldown was perfect. It was good enough to go crazy, but a single mistake usually resulted in a critical mission failure. For unknown reasons, BW abandoned this simple yet very effective principle and put game balance into the player's hands - to call that an unwise decision would be an understatement.

Power cooldowns have a huge impact on combat effectiveness. There have to be restrictions to avoid godlike character builds which most people are going to use when having the option -> that's happening with ME3. A far better way (IMHO) to implement a weight system would be a "power damage / -duration vs weapon damage" system. Cooldowns need fixed timers, somewhere between 2 and 6 seconds so they can be used frequently but with enough room to use weapon. Players can experiment with the balance between inflicting most damage & CC through powers (using few and/or light weapons); or inflicting high (weapon)damage with powerful guns but at the cost of reduced power effectiveness; or something in between.

The Soldier class, for example, could travel lightly and have very strong CS, Grenades, Carnage, ARush, and Ammo Powers (i.e. most damage would come from powers, not weapons, although weapons are still required to get the most out of ARush and trigger Ammo Power effects - who give a high damage bonus and better CC abilities).
Or the Soldier could go to town with many powerful and heavy weaponry but their powers would become less effective: ARush's damage bonus would be lower, CS, Grenades and Carnage have lower damage, and ammo powers' bonuses are reduced (less extra damage, shorter CC effects etc).

Just my two cents ;)

#31
VarrenSoldier

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Due to the fabulous weight capacity system, I no longer play soldier. There's no other reason to play that class now, I used to love soldiers, now, I can't use a full loadout without having a long cooldown.
Not only that, some of the good guns are now so heavy.

#32
Kronner

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VarrenSoldier wrote...

Due to the fabulous weight capacity system, I no longer play soldier. There's no other reason to play that class now, I used to love soldiers, now, I can't use a full loadout without having a long cooldown.
Not only that, some of the good guns are now so heavy.


Mod Coalesced.bin to your liking then. You can easily set weapon weight to whatever number you want. Make a backup and when you play MP, just copy the original file back.