The Soldier class is not irrelevant.
#26
Posté 02 avril 2012 - 03:36
#27
Posté 02 avril 2012 - 03:41
Whether it's fun or not is another story entirely, but as far as survivability and ->utility<- go... pretty underwhelming.
#28
Posté 02 avril 2012 - 03:46
The problem, of course, is that you really aren't bringing much to the fight beyond your two guns. So unless you're toting some REALLY awesome guns, it's kind of bad. Besides the obscene krogan durability, anyways (But you can get that with Krogan Sentinel).
Modifié par AbEntropy, 02 avril 2012 - 03:48 .
#29
Posté 02 avril 2012 - 03:54
Cloaking_Thane wrote...
Well it's not efficient.
If you're wanting to get through gold as fast and quickly as possible, which I prefer to do at all times until I unlock everything.
Therefore buff
Soldiers need to do 1.5x damage and krogans, 2x. Multiplicative
#30
Posté 02 avril 2012 - 04:01
Even without those evolves, it's great for rooting things out of cover, or helping stop advancing hordes of reapers/geth.
#31
Posté 02 avril 2012 - 04:30
Elecbender wrote...
I DO have one interesting build with the Turian Soldier which isn't exactly common aka Revenant build. For now its my go-to class on Silver.
I want to try it out on Gold since its so powerful (a little too powerful) on Silver but I'm afraid I'll just be kicked out.
Disclaimer: I was not the first to discover this.
All right here's the build I've used:
class: Turian Soldier
Weapon: Claymore (I suggest level 6 and above for ammo issues but I've been using 5 and it works).
Powers:
Marksman: Accuracy, Headshot Bonus, Accuracy and Fire Rate
Proximity Mine: Damage, Damage Taken, Damage
Turian Veteran: Capacity, Headshot Bonus, Damage and Stability.
Fitness: (standard)
If you used the Claymore you would know its pretty inaccurate, even with the choke mod because that 50% accuracy increase is not flat instead is based on the weapon's accuracy.
And people know that Marksman makes a weapon accurate. In the case of shotguns however this actually tightens the spread of the pellet pattern. By equipping a choke mod, your shotgun under Marksman will rival sniper rifle accuracy.
-Why the Claymore?
Well I've used a few shotguns mainly the Katana, Wraith and Claymore. The Katana under Marksman was pretty accurate and your cooldown are quite short. However it just didn't seem to cause the destruction I was looking for.
Then the Wraith. This weapon was a bit iffy in how it functioned. Still needs more testing.
Then the Claymore came. It was game over for the enemy.
-Using the Claymore effectively.
Mods I equipped were the shotgun choke mod and damage mod. Your second mod can vary depending on how accurate you are but my OHKO capabilities were strengthened by the damage mod.
As everyone knows, the Claymore takes a little over 2.5 seconds to reload which in most instances spell instant-death. However you can perform a reload-cancel technique that cuts a significant portion of the reload animation. Its much easier with the Turians and Krogans because they don't have a roll. When you see the 1 counter in the magazine, press down (left and right works too) and the action button and you will cancel the rest of the reload-animation. If you fire instantly after that, it translates roughly to approx 60 RPM (correct me if I'm wrong), which is the same as a Katana fire rate.
-Combining Marksman + Claymore.
Simple really: activate Marksman and watch the body count pile. You'll be surprised at what you can kill/kill quickly due to the accuracy buff.
-Few things you need to know:
If the enemy doesn't have a head, use Proximity Mine for the damage and damage debuff (against Atlases, Brutes, Ravagers, etc). Or if you need to get out of a sticky situation and need stagger CC(2 Geth Hunters closing in on you but in reality I can easily take them out).
The reticule does not shrink. Thus under Marksman you must estimate the center of that reticule or you will miss (the head at least).
This is least beneficial with the Graal, Geth Plasma Shotgun, and Crusader as they are already accurate at long range.
Talon does reasonably well with this setup.
The build is as good as the user is at aiming.
Phantoms are tricky because without Marksman even nearing close range some of your pellets can miss due to their stance and body stature.
If you're complaining about the cooldowns, you're not using the class properly.
EDIT: Now that I think about it, the Duration evolution to Marksman would be pretty useful considering a Claymore headshot is already fatal before it.
Modifié par Elecbender, 02 avril 2012 - 04:41 .
#32
Posté 02 avril 2012 - 04:50
SeijiTataki wrote...
I think people underestimate the utility of concussive-caster soldier, especially since you can evolve it to do extra damage on frozen/chilled enemies, and then evolve it to apply frozen/chill effects from cryo ammo.
Even without those evolves, it's great for rooting things out of cover, or helping stop advancing hordes of reapers/geth.
Concussive shot was my go-to power in SP for all three games. I think you underestimate what is needed to survive on Gold, and it is generally not Soldier. I've got plenty of X weapons and my main is Krogan Sentinel with 190% cooldown.
Trust me. There are far better choices.
Modifié par Xaijin, 02 avril 2012 - 04:52 .
#33
Posté 02 avril 2012 - 04:55
Edit: they need to fix cshot in mp since the 6th tree evolution doesn't work for the imbue trait.
Modifié par kingtrouble, 02 avril 2012 - 04:55 .
#34
Posté 02 avril 2012 - 04:57
#35
Posté 02 avril 2012 - 04:58
kingtrouble wrote...
Play gold more and you will see how bad soldiers are. They don't bring much to the game, especially since you didn't spc into cshot. Sure that extra damage is nice but when you have to duck into cover every other second because your shields are down doesn't make it worth it. If AR had the time dilation like it did in SP it would be nice since it Helps negates some of the damage you would take. Also for the grenade part, yeah, having only 1 grenade from the box every 30 seconds isn't very efficiently along with the fact that if multiple people can use grenades your going to have a very hard time filling them up unless you use an ammo pack.
Edit: they need to fix cshot in mp since the 6th tree evolution doesn't work for the imbue trait.
I do play on gold when I get a chance too, and I do very well. I think people are just so use to power spamming that they beleive other classes suck when you don't have the aid of powers.
And yes I do use my ammo packs. My character has 4 of them. So usuing it key situations to get an autiomatic 3 grenades and to fully reload my shotgun works very well for me.
Modifié par GreeceMonkE, 02 avril 2012 - 05:00 .
#36
Posté 02 avril 2012 - 05:02
Daeion wrote...
for me the soldier just doesn't bring enough to the group to be a team player. The only thing I can do is DPS, and because I'm dependent upon weapon unlocks, if I don't get better weapons I can't do my job correctly.
Even then with level 10 weapons that is still the only thing they bring to the table 90% of the time. Along with the fact that shields and armor take way to long to burn down with just guns is a downside. When you look at the current set up powers are more efficient. Also the definining aspect for soldiers was the ammo powers and the fact I could bring multiple ammo types into any situation is gone. Stuff like incendiary ammo ignite skill or stun from disruptor ammo's stun chance are almost non existantantnin MP.
#37
Posté 02 avril 2012 - 05:07
#38
Posté 02 avril 2012 - 05:08
plus, adrenaline rush is only as good as your gun... and assuming you want to make the most of your shots (HEADSHOTS), the only good guns are black widow and paladin. but they don't hold enough ammo to get you through half of a round in gold.
therefore you have to use carnifex, like every other class in the game. excellent weapon balance.
#39
Posté 02 avril 2012 - 05:10
#40
Posté 02 avril 2012 - 05:42
Elecbender wrote...
...
i've played each of the soldiers, and found the turian to be the least fun, but i never thought to use a shotgun.
i'll give it a try after i promote my krogan.
(i only like to have one of each class)
Modifié par fantazja, 02 avril 2012 - 05:43 .
#41
Posté 02 avril 2012 - 05:47
Babydel wrote...
Only soldier class I play is Krogan.
0/6 Fortification
6/6 Carnage
6/6 Inferno Grenade
6/6 Krogan Beserker (Weight increase, power increase and shotgun weight decrease)
6/6 Rage (Health all the way)
With my VII Geth Shotgun and Carnage artilley barrage and I can do very well, yet to test him properly on Gold though.
It works. And with proper equip you can tank like a boss.
Anyways soldiers in general are not 'irrelevant' just not as good as lots of other classes, most especially humans.
Modifié par aimlessgun, 02 avril 2012 - 05:48 .
#42
Posté 02 avril 2012 - 05:51
#43
Posté 02 avril 2012 - 05:55
ExOriginz wrote...
i've done a gold match today with my soldier ( Claymore ) actually if you use it properly it's beast
Indeed
#44
Posté 02 avril 2012 - 06:02
#45
Posté 02 avril 2012 - 06:08
SeijiTataki wrote...
I think people underestimate the utility of concussive-caster soldier, especially since you can evolve it to do extra damage on frozen/chilled enemies, and then evolve it to apply frozen/chill effects from cryo ammo.
I'm pretty sure that that concussion shot evolution (amplification) is broken. Hopefully they fix it in the next patch, along with:
-Reave sound
-Ultralightweight materials
#46
Posté 02 avril 2012 - 06:20
jaydubs67 wrote...
I'm pretty sure that that concussion shot evolution (amplification) is broken. Hopefully they fix it in the next patch, along with:
-Reave sound
-Ultralightweight materials
while i never use Concussion Shot, and i absolutely agree with you on the sound effects of Reave, what is the problem with the Ultralightweight Materials mod?
they make my SMGs virtually weightless.
that's the sole purpose of the mod. it still doesn't make SMGs viable.
#47
Posté 02 avril 2012 - 06:24
#48
Posté 02 avril 2012 - 06:36
Modifié par Methanoid666, 02 avril 2012 - 06:36 .
#49
Posté 02 avril 2012 - 06:37
Vangarde23 wrote...
Ultralight mod for SMG is glitched. It shows on the weapon screen to lower the cooldown of your abilities but it doesn't seem to apply in-game.
lol.
are you serious?
are you using a stopwatch while using, and without using, a SMG with and without the mod?
which weapon? what level of mod?
it all factors in.
my mod currently is at V.
with a Tempest (the best SMG, imo), when using it with conjunction with a Carnifex or something, it changes my power percentage about 3-4%.
you are not going to notice that at all.
honestly, even without the mod, the rate of recharge is fast enough that i doubt you'd notice it either.
what does half a second faster recharge matter when you can't even react that fast?
#50
Posté 02 avril 2012 - 06:39





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