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Solider class: completely useless or mostly unless?


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#51
rumination888

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Abraham_uk wrote...

Can I just make a suggestion?

How about Assault Mage Soldier build. This focuses on combining concussive shot with various powers.

Concussive shot with the amplify evolution

Incendiary Concussive Shot: Fantastic against armour. Causes enemies to panic.
Disruptor Concussive Shot: Fantastic against shields and barriers. Stunning too.
Cryo Concussive Shot: Freeze enemies. Weakens armour too,
Bonus ammo power Concussive Shot: Either is fantastic against armour

The short cooldown on concussive shot will mean frequent spamming of this munition. Run out of ammo, no problem?

I haven't played soldier. So can you tell me if this approach works well?


Amplification is garbage. You won't freeze, burn, or shock any enemies. I'm not sure if it even does anything.

BUT, there is a playstyle that fits the description of an "assault mage soldier".

Basically, you shoot an enemy with disrupter ammo, then you hit 'em with a concussive shot to create a tech burst. With CS's low cooldown, you can create tech bursts pretty fast. You can do this against protected targets, too.

The key is a low weight, slow RoF weapon to ensure 100% shock chance. The faster the weapon, the lower the shock chance. Any weapon with a RoF equal to or less than 70 should be able to pull this off(sadly, Valiant has a RoF of 100, and so does the Carnifex). You can even use heavier weapons if you go for the rank 6 weight capacity upgrade.

You can do this with cryo ammo, but you need to kill an enemy with power damage. A kill from force won't work. Besides, Infiltrators can pull off cryo explosions a helluva lot easier since they have incinerate.

You won't rip through things as fast as AR + incendiary ammo, but CS + disruptor ammo is better if you prefer to use slower weapons.

#52
AlisdairMAgain

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Soldier felt distinctly underpowered to me in ME3, but that could just be a bad build - only played through once.

For reference, with each ME game the first thing I did was run a default Shepherd through the game, to get the flavor. Generally, the default should be fun, but not spectacular, it is the 'vanilla' option, and so soldiers are the vanilla class. For this reason, I opted to not mix in any other class powers, as (RP) it detracted from the flavor of my soldier.

In ME1, Soldier was characterized by ability to use all weapons, and ability to take immense damage - even on insanity it was hard to lose a lvl60 soldier, spamming invulnerability. Never quite took a thresher maw in hand-to-hand, but suspect it may be possible!

In ME2 all the classes are soldiers shooting funky bullets, but the main class still has flexibility from all the weapons and lots of hits. I think the heavy armor advantage was lost at this point too.

In ME3, all I have left is the bullet time. Going into the final mission, my weapons simply did not have the stopping power to put down banshees, even on full auto through several adrenaline bursts. Meanwhile, the Sentinel on the squad has 50% more hit points and shields than me - that is embarrassing!

I saw nothing of merit in the Soldier - although he could be awesome tuned up spamming the right bonus power, using his heavy-lift passive talent - although then he is less strictly a soldier.

For reference, my favorite class in ME1 was the much derided engineer, as I loved spamming the various tech grenades to disable enemies. That is something that did not carry into ME2 either, although looking forward to taking an engineer all the way into ME3 as they seem to get some more toys to play with.

#53
Saedius Asicus

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I think AR received a nice perk with it regenerating shields +inc damage +damage reduction. That being said, the only way it works is to do what the casters do and watch your weight. (I hardly even take cover on most missions unless it's for improved accuracy as the cool down with the Revy is about 4 seconds). Defensive sentinel is really the only class that can carry every weapon in the game as cool down really doesn't matter for them.

#54
RavenWhyte

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Played soldier all through ME1 and 2. Had no problems with it in 3. Stole Carnage from Vega, used frags and Adrenaline Rush. Never used Concussive Shot once. Only ever carried 3 weapons (Sniper, AR and Pistol). Used Incendiary ammo exclusively, and used Garrus and Liara as teammates throughout the entire game (same as ME1, sub Miranda for Liara in 2).

Difference in playstyle I guess. ::shrugs::

#55
McBeath

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Squad Cryo ammo. Period.

Use that with either James or Ashley(maybe even Garrus) with the Falcon on NG+. If it isn't armoured it's frozen solid. Makes the game too easy.

AR is a good skill, as are frags. Access to the right ammo powers makes the soldier more of a compliment to your squadmates. I like to run with a sniper rifle and assault rifle, while my squadmates debuff and freeze enemies.

Cheers. McBeath.

#56
IceTrey1987

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At first I was upset about the cooldowns in 3 and how it nerfed the soldier. But really, the soldier isn't nerfed, if anything it's overpowered in this one. Frag grenades can do tons of damage and it has no cooldown, so if you skip concussive, max out fortification for damage resistance, max out your ammo powers, max out your weapons, spec for pure weapon damage, and carry every single weapon into combat, while using adrenaline rush only when you get surrounded, you can mow everything down in the game easily. Insane damage output and high shields. Plus now fortification is always active so you don't have to keep popping it or geth shield boost like you did in 2. The only cooldown you ever have to worry about is AR which I find myself hardly ever needing to use anyway.

AR and geth shield boost were really the only powers aside from ammo that I used in 2. The soldier's active powers in 1 were all basically just temporary gun accuracy increases and damage buffs, which became useless once your weapons were upgraded.

So, I was bummed at first, yes, but upon reflection the spirit of the soldier has never really changed, and frag grenade makes up for the soldier now having slow recharge times. It's just disappointing that I can't spam adrenaline rush anymore.

I'll agree that power-based soldier builds in single player are dumb though, I started to spec for weight capacity then realized I was being stupid and did a respec for a weapons based build.

#57
IceTrey1987

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Saedius Asicus wrote...

I think AR received a nice perk with it regenerating shields +inc damage +damage reduction. That being said, the only way it works is to do what the casters do and watch your weight. (I hardly even take cover on most missions unless it's for improved accuracy as the cool down with the Revy is about 4 seconds). Defensive sentinel is really the only class that can carry every weapon in the game as cool down really doesn't matter for them.


Defensive sentinel doesn't have ammo powers though.  Seems like a waste, considering Soldier can take fortification as a bonus power anyway, use any ammo types, and throw frag grenades with zero cooldown.  You might have slightly more shields as the sentinel but your weapon damage won't be nearly as good and you don't get the side bonus of a highly damaging heavy melee.

#58
hellcat420

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i played soldier in all 3 games. never used(or liked) adrenaline rush. wish they would go back to the me1 setup for soldier class instead of the stupid ass ammo powers.

#59
Abraham_uk

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hellcat420 wrote...

i played soldier in all 3 games. never used(or liked) adrenaline rush. wish they would go back to the me1 setup for soldier class instead of the stupid ass ammo powers.



If grenade powers become grenade mods.
If ammo powers become ammo mods.
Well here is what would happen to all 6 classes.

Soldier:

Adrenaline Rush
Concussive Shot
Immunity Armour: A layer of hit points that doesn't regenerate and can only be repaired inbetween missions.
Dare Devil (when shields are down and health is low, the comando does more damage. Disable Immunity armour or otherwise this power is redundant.)
Assassinate: A laser is attached to all weapons. This does additional weapon damage and increases accuracy. Also enables all sniper rifles to perform a charged shot.
Adrenaline Burst: For a brief period of time, soldiers can sprint twice as fast as usual. Melee damage is increased too.


Infiltrator:

Tactical Cloak
Sabotage
Incinerate
Overload
Tactical Scan
Assassinate: (see soldier)


Vanguard:

Dare Devil (see soldier)
Adrenaline Burst (see soldier)
Charge
Nova
Shockwave
Pull


Adept:

Singularity
Pull
Throw
Shockwave
Warp
Biotic Sphere


Engineer
(all six powers remain the same since only grenades and ammo mods are being replaced. Sentry turret doesn't count as a grenade, despite being deployed as one)


Sentinel:

Tech Armour
Overload
Cryo Blast
Warp
Throw
Dominate (turn unprotected organic foes into allies. Also reduces the accuracy of synthetic foes)

#60
capn233

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rumination888 wrote...

Amplification is garbage. You won't freeze, burn, or shock any enemies. I'm not sure if it even does anything.

Amplification does work in SP.  I messed around with it recently.  Put cryo on and it will freeze unprotected enemies when you hit them with it.

I need to test Warp to see if it really detonated biotic explosions, but other people reported that it did.

#61
Kronner

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Soldier is really cool class. You just gotta remove that super crappy time dilatation ARush gives.

#62
Arctican

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The warp detonation through CR was inconsistent for me. Sometimes, I get the explosions, other times, nothing. Furthermore, the detonations were weak in comparison to the real deal.

But Cyro CR is pretty awesome. In some ways, it's better than Cyro Blast imho. I can freeze enemies a lot faster and the duration is pretty long as well. Plus you also get to damage the opponents directly.

The other Amplified CR works ok. Disruptor CR actually does noticeable damage to shields as do Armor-Piercing and Incendiary CR to armor. CR is spammable so you can actually do good damage in a short time.

#63
RedCaesar97

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The Soldier only really needs a slow rate of fire weapon (such as the Carnifex, Paladin, Saber, or Viper), Disruptor Ammo, and Concussive Shot. Tech bursts every 2 seconds.

#64
IceTrey1987

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hellcat420 wrote...

i played soldier in all 3 games. never used(or liked) adrenaline rush. wish they would go back to the me1 setup for soldier class instead of the stupid ass ammo powers.


In my opinion, the "stupid ass ammo powers" are way more helpful than what you got in the first Mass Effect.  The best thing about being a soldier in the first game was heavy armor and weapon proficiencies.  The first game was very KOTOR in it's class differences, later on it became solely about abilities.  Ammo powers seem to fit well with the soldier being about weapons and defense instead of powers.

Then again, in the first game ammo powers were mods on the weapons, so anyone could use them.  I miss you polonium rounds.....

#65
Binary_Helix 1

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In ME1 soldiers had immunity one of the best abilities in the game. Soldiers also had the fastest health regeneration.

In ME2 soldier was also a great class. In ME3 soldier lost nearly everything that made him unqiue. Now he's crap.

Modifié par Binary_Helix 1, 05 juillet 2012 - 04:05 .


#66
kw0lf

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Useless.

#67
Guest_lightsnow13_*

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Yeah, in ME2 he was damn fun. Now.. not so much.

I think it was b/c of this new system of "more guns longer cd" It's a great system but it severely debilitates the soldier. I think if the soldier had a massive weight reduction passive then it's worth it. I remember tweets (before the game came out) of devs saying "Oh it's ok, the soldier has a higher capacity so he can carry more guns."

Bullsh*t. He has slightly more capacity but that's it. It only allows him to carry 3 guns instead of 2 w/o reducing his cd's and even still the 3rd gun better be an SMG w/ weight reduction. It's pathetic.

#68
Reptilian Rob

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wilhelm Screamer wrote...

I just think the soldier needs a hugely reduced cooldown penalty for bringing lots of firepower to the table.

QFT.

He's useless now that that stupid weight system is in place. 

#69
RedCaesar97

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Reptilian Rob wrote...

wilhelm Screamer wrote...

I just think the soldier needs a hugely reduced cooldown penalty for bringing lots of firepower to the table.

QFT.

He's useless now that that stupid weight system is in place. 

Unless you want to use the Claymore, Black Widow, and Revenant all at once, then yes, the Soldier is useless if you want to also spam Adrenaline Rush. 

The Soldier is fine. No class really needs more than one gun. The Soldier can carry a single heavy gun with little cooldown penalty. I ran with just a Claymore V which gave me +145% cooldown. The difference between +200% and +150% is about 0.5 seconds for most powers, which is not noticeable.

#70
numark

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Just finished an Insanity playthrough with a Soldier. It's only my 2nd playthrough so I can't speak for every class but compared to my Engineer:

- "Boss"-type enemies with armor were cake. Especially the waves of Brutes at the missile truck in Priority:Earth. Inside an Adrenaline Rush specced for Damage/Duration/Power Use and with Carnage as my bonus power, and Explosive Burst Incendiary Ammo I could shred Brute armor like paper.
- This was with a M-99 Saber w/ Locust as a backup weapon, no other weapons carried (Mattock used before acquiring the Saber). Honestly I could have rolled without the Locust if I wanted and just gone with the Saber solo. Nothing lived long enough to get that close to me lol.
- Banshees were still dangerous but having maxed out Disruptor Ammo helped.
- Carnage is a fantastic bonus power for a light, offensively built Soldier. Spec it for the Knockdown effect and it's basically Incinerate + Concussive Shot all in one.

#71
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Now that the thread is going again after that little necromancy I might just aswell throw my weight into it.


I have now extensively played the Soldier class (to be honest, it is the only class I have yet played in SP, because I was on a looong hiatus waiting for the EC and now started a completely new playthrough with that class too to get the right mood (two-thirds done, so I'll be enjoying the other classes soon too) but I dare say I have enough perspective from playing every class in MP extensively to pass a viable judgement.


First, what I don't like:

The weight penalty system is way too harsh on the soldier in my opinion. Generally, I think fighting classes should have potentionally 100 weight capacity (70 when choosing the other last evolution) and the Soldier should have 150 at maximum (100 when taking the last evolution). Don't know exactly how it looks on the casting classes, but seeing how they do most of their damage via powers, they aren't really in need for much weaponry eitherway so they might be just fine (Carnifex+ULM modded Hurricane=good to go).
As of now the soldier isn't much flexible at all with the weight system as opposed to the ME1/2 soldier. You can still run with two moderately heavy guns and have good cooldowns, but it simply doesn't match the versatility of the other games' instances.



Second, what I do like:

The skillset of the soldier is pretty good. As opposed to the ME1/2 versions, the ME3 soldier is not limited to point&shoot, but can actively prime and detonate most combination detonations, does still have the most useful Adrenaline Rush and the fragmentation grenades are a great way to deal some spike-damage when you need it. Bonus powers not counted in.



My own soldier:

The soldier that I currently run is my CQC build (Wraith/Valkyrie/Defence Matrix).
Adrenaline Rush is specc'ed for resilience and bonus power usage, Concussive Shot for damage/amplification with explosive Inferno ammo, stunning Disruptor ammo, squad Cryo ammo, full weight capacity, shields/health and with Defense Matrix as bonus power (damage reduction/shield recharge/less recharge penalty).

Along with the Kassa armor parts (Capacitor Helmet) for shields and shield recharge and Javik with the squad shield recharge and James with the squad health/shield, that build is a veritable fortress. Extremely tough shields even on insanity (I'd reckon nigh invincible on lesser difficulties) and even if they go down they are up again in the blink of an eye due to +60% shield recharge rate when in missions with Javik and even if they don't I can always deactivate Defence Matrix and get my 70% shields for free and three/four seconds later I activate it again.
From a purely defensive point of view, this soldier build (and/or deviations) is probably the most durable class/build in the whole game, especially when the resilience Adrenaline Rush is active.

Offensively speaking, my Wraith and Valkyrie grant me top-edge lethalty on short distance and very good damage dealing capacities for medium range, aswell as being still somewhat useful on longer ranges, though when aggressively advancing onto the enemies (which can be done due to the defensive capabilities), everyone will find himself staring down the hurt'y end of my Wraith's barrel sooner or later.
Ammo powers are augmenting my lethalty and CC due to panic/stun/freezing and prime targets for combination explosions that I can reliably detonate with Concussive shot. So in the end I'd wager that my offensive capabilities are more than enough to breeze through insanity.


So, no, the soldier is far from being a subpar class. Could and probably should be better, but already quite potent on its own.

#72
Quething

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Arctican wrote...

The warp detonation through CR was inconsistent for me. Sometimes, I get the explosions, other times, nothing. Furthermore, the detonations were weak in comparison to the real deal.

But Cyro CR is pretty awesome. In some ways, it's better than Cyro Blast imho. I can freeze enemies a lot faster and the duration is pretty long as well. Plus you also get to damage the opponents directly.

The other Amplified CR works ok. Disruptor CR actually does noticeable damage to shields as do Armor-Piercing and Incendiary CR to armor. CR is spammable so you can actually do good damage in a short time.


I haven't played soldier, but I haven't noticed amplification Conc working for crap on Ash or Garrus. One Overload from him can strip a marauder's shields on Insanity; one Disruptor Conc from her doesn't even dent it. Cart Liara around to give him Warp and have him Warp-Conc a banshee and her barrier will take a quarter of the damage his Overload will do.

Squadmates do 1/3 of Shep's damage with weapons, so for any given bullet I'd expect AP/Disruptor to do less for a squadmate than for Shepard, but that shouldn't affect a power with damage that's not weapon-dependent to begin with...

#73
Arctican

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Amplified CR is terrible on squad mates mainly because you can't spam it every second like Shepard can. Amplification gives CR enough firepower so that it won't take forever to kill an enemy like a normal CR would do. For example, by purely spamming Disrupter CR, I can kill a Marauder in 8 seconds. Or freeze 5 husks in 5 seconds. Or detonate tech bursts every 2 seconds if you go with squad Disruptor with rapid-firing weapons as a setter.

#74
Locutus_of_BORG

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The easiest way to play soldier is Explosive Ammo (lvl6 Incendiary) + some really fast shooting gun, like the GPR, Indra or Hurricane or even PR. Stroll up to ppl, burst --> they go up in flames --> their buddies go up in flames. Rinse & repeat. Anything remotely big gets a random power combo curtesy of squadmates... Then they go up in smoke too. Everybody goes up in smoke.

^You can casually dominate the missile sequence during Priority: Earth with this. The only thing that might kill you is the odd grenade, space magic or reaper gun you neglected to notice.

Modifié par Locutus_of_BORG, 08 juillet 2012 - 07:24 .


#75
xBornPredatrorx

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Imo, the Solider class was the best one in ME2 but I think in ME3 its more for skilled players as all you have is guns, no tech or biotics. You have to rely on your accuracy to kill the enemy. My viewpoint anyway.