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How did the Soldier class get compensated for being totally gimped?


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#51
Nashiktal

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zambingo wrote...

ashwind wrote...

umm... I suppose they get the coolest looking heavy melee as compensation... the omni-blade soldiers get are just wicked awesome. The other heavy melees just arent as cool...


I love the Engineer's saw blade thing the best.


Engineers don't have a saw blade, its a flaming pimp slap.

#52
Jog0907

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Abraham_uk wrote...

Disciple888 wrote...

Agree with everything you wrote, except regarding ME1.  Immunity was clearly game-breaking.  The only thing that could kill you was Husk shock attacks (btw, where did those go?)  A Soldier built around Immunity could melee Thresher Maws on Insanity (forgot who did all the tests, but they were hilarious).  Infiltrators also had access to Immunity, and greater flexibility, but a Shock Trooper Soldier was by far and away the better tank.  They could also take Singularity as a bonus power and abuse Adrenaline Rush to reset cool-downs.

Speaking of which, the Vanguard was also a better biotic than the Adept in the first game, because of Adrenaline Rush resetting cool-downs.


That sounds pretty cool. Did soldiers have adrenaline rush in ME 1? I know they had adrenaline burst. I never unlocked adrenaline rush as soldier in ME 1.


there was something called adrenaline burst which worked as a lame cooldown reset, in general me1 soldier was an embarrasment, not because of being weak but because of how dull it was.

ME2 was similar with it being a AR spam with the only redemption being having more guns than others which is still dull as hell (and a lame way of forcing differentiation), in ME3 theres more than just one power to spam if you know what you're doing and no I disagree the new weight system doesnt gimp them, they still work damn fine if you know what powers to use (when and with whom) and how to make a proper weapon selection.

Its just that now theres more to it than grabbing the biggest sticks around and spamming one power.

#53
Rudy Lis

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Just some random thoughts based on SP:
- Faster reload rate/times for all weapons (passive). Bonus by default (say 25%). Should have some further passive unlock via sub-branches of Adrenaline Rush (even faster reload under AR effect), and Combat Mastery/Fitness. He is soldier, fast reload is one of "bread and butter" for him.
- Increased accuracy for every weapon (passive). Basically same here - he is Soldier, that's his craft, that's what he do.
- Respec weight/load system - not because I want to have +200% recharge rate, I played 5 times with -200% and I'm fine with it, weapons' weights just makes no sense.
- Add carnage by default. Far better than concussive shot, IMHO.
- Flashbangs. Yeah, I miss them. But I guess I could do without them.
- Fork to Adrenaline Rush - shorter periods of activity (not necessary greater dilation, but could be done, IMHO), but shorter reload time. IIRC Infiltrator's cloak work similar way.
- Since I like AP rounds, I have no issues choosing them as bonus power, but IMHO proximity mine could be handy too. Two bonus powers for soldier, maybe? Non-casting related. of course.
- Ability to move some pseudo-sniper rifles into assault rifles slot. Indra/Raptor, for example. Yes, that's overkill.

#54
Jog0907

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Rudy Lis wrote...

Just some random thoughts based on SP:
- Faster reload rate/times for all weapons (passive). Bonus by default (say 25%). Should have some further passive unlock via sub-branches of Adrenaline Rush (even faster reload under AR effect), and Combat Mastery/Fitness. He is soldier, fast reload is one of "bread and butter" for him.
- Increased accuracy for every weapon (passive). Basically same here - he is Soldier, that's his craft, that's what he do.


I like these points, good ways to make it feel like a weapons specialist full of implants for better handling guns, others feel kinda silly especially the last point about these sniper rifles, no offense intended but way to kill the whole point of these weapons.

Conc is fine, carnage is awesome but I prefer to leave conc as the default since it fills a much better role in the general arsenal of the soldier, better for knockdowns and more ammo power synergy or weapon dmg bonus, instead of a slightly different incinerate.

#55
jasonxxsatanna

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Its all about play style . . .i play soldier on SP and MP . . .for those of you who dont use CS are short changing your soldier if upgraded the cooldown is so short you knock enemies down the follow uo with ARush and kill or run up and heavy melee them. . . . I was pissed to at 1st because soldiet couldnt carry all weapons and have a low cooldown till I played MP and figured . . . Why do I need to I only really used 2 weapons in ME2 anyway and in ME1 only really used a pistol 90% of the time or a shotgun and a SR to take out large enemies from afar . . . With ME3 alot of weapons double as other weapons , some pistols can be used as SR. . . Some SR are ARs and the N7 Eagle is really an AR so you have to think more about picking the right combo to have a low cool down . . . If I take a heavy shot gun and want an AR to go with I may take the N7 Eagle instead because its lite and gives me a lower cool down than a AR , but shoots just like a full auto AR

#56
Mr Arg

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in SP, Adrenaline rush is sooooo useful for Insanity. It + Black widow allows you to kill half the enemies right at the start of a fight.

But I tried playing it in MP once and did not see the attraction. Batarian soldier is good only because he's a practically a caster.

edit: also in SP, CS with lowest cooldown possible is great crowd control.

Modifié par Mr Arg, 19 avril 2012 - 09:13 .


#57
Rudy Lis

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Jog0907 wrote...

I like these points, good ways to make it feel like a weapons specialist full of implants for better handling guns, others feel kinda silly especially the last point about these sniper rifles, no offense intended but way to kill the whole point of these weapons.


None taken.
I just making funny crazy idea in hopes someone will improve them. Brain storm and all that. Or just smile. Image IPB

Indra and Raptor just don't feel like SR. IMHO they both could be ommitted via old Mattock. Or Mattock rechambered for smaller cartridge, if we will use modern terminology. 
But I have no problems with current layout, just hate how they've done weapons' accuracy. Or lack thereof, actually.  


Jog0907 wrote...

Conc is fine, carnage is awesome but I prefer to leave conc as the default since it fills a much better role in the general arsenal of the soldier, better for knockdowns and more ammo power synergy or weapon dmg bonus, instead of a slightly different incinerate.


Well, my basic suggestion is to have access to something unlimited (unlike grenades), but more powerful for crowd-control/staggering than CS. Sort mix of Falcon grenade, hand grenade, only weaker and in form of ability rather than projectile. CS is not bad, but sometimes you (well, I, with -200% of overload and 5 gunsImage IPB) need to stagger bigger enemy or greater packs of weaker enemies. Maybe it's just me but ME2 CS felt a bit more "fitting" my style of gameplay. Not sure for synergy, though - I have... "mixed impression".

#58
SwiftRevenant

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M-37 Falcon X with ammo powers (your choice) and insanity is cake walk. Way easier than any other class imo.

#59
Athenau

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- Fork to Adrenaline Rush - shorter periods of activity (not necessary greater dilation, but could be done, IMHO), but shorter reload time. IIRC Infiltrator's cloak work similar way.

I've been thinking about this too. I really like the idea of an adrenaline rush branch with a really short duration (1-1.5 seconds) but a really short cooldown (say 3-4 seconds base if we keep the current weight cooldown caps) and a really high time dilation and weapon damage boost (70% dilation, 100% weap damage). It would be really fun to pull off clutch things like hit rush and dodge rockets at the last second.

#60
Rudy Lis

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SwiftRevenant wrote...

M-37 Falcon X with ammo powers (your choice) and insanity is cake walk. Way easier than any other class imo.


Any high RoF with IA>explosive works just fine. If it's Javik's soldering gun you can just ditch all other guns and forget about ammo at all.


Athenau wrote...

I've been thinking about this too. I really like the idea of an adrenaline rush branch with a really short duration (1-1.5 seconds) but a really short cooldown (say 3-4 seconds base if we keep the current weight cooldown caps) and a really high time dilation and weapon damage boost (70% dilation, 100% weap damage). It would be really fun to pull off clutch things like hit rush and dodge rockets at the last second.


I'd say even existing dilation/damage will do - in most cases I just have no use for that long adrenaline rush run.
But better dilation will be welcomed, that for sure.

#61
spacehamsterZH

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Kronner wrote...

Soldier should have had a much larger carrying capacity(200-250, at least). That's the biggest issue imho.


Pretty much what I was thinking, yeah. That would've made up slightly for the lack of useful powers (although Adrenaline Rush + Revenant is still excellent, though only in SP for obvious reasons) and retained the main characteristic of the class from the previous games. As it is, the class has been gimped to the point that it's useless. Meanwhile, Vanguard is hilariously OP.

I dunno, I kind of like the fact that Adept and Engineer aren't the pushover classes anymore, but I wish they'd found a better way to address this than basically castrating the Soldier class. Either way, though, I did my Insanity run with a soldier because that's what my badass Insanity Shep was in ME2, and screw changing classes.

#62
JeffKaos

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With my soldier in SP I just used a maxed Valkerie with a scope and extra ammo and that's it. I carried the lightest sniper rifle for special occasions but almost never used it. Soldier weight limit should be gone too.

#63
jasonxxsatanna

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Mr Arg wrote...

in SP, Adrenaline rush is sooooo useful for Insanity. It + Black widow allows you to kill half the enemies right at the start of a fight.

But I tried playing it in MP once and did not see the attraction. Batarian soldier is good only because he's a practically a caster.

edit: also in SP, CS with lowest cooldown possible is great crowd control.


In MP A.rush works different , there is no slow down effect , but you get increased weapon damage , if your low or lost shields it boost your shields back up and auto reload for your weapons , my 1st time playing the demo I thought it was broken , until I read how it works in a forum