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Why are so few people bothered by soldier being so lame in ME3?


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#26
shepisavanguardgetoverit

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does any1 else feel that concussive shot is hopeless?

#27
BLKHammer

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It's only good to keep enemies from swarming you. It does no real damage. Carnage is a lot better.

#28
RedCaesar97

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Concussive Shot can set off tech bursts:
1) Overload > Concussive Shot
2) Energy Drain > Concussive Shot
3) Sabotage > wait for backfire > Concussive Shot
4) Stun with Disruptor Ammo > Concussive Shot

Number (4) is pretty easy to pull off with a Soldier.

#29
KenLyns

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With my soldier playthrough I didn't use powers much. I relied on ammo powers and used Defense Matrix as the bonus power.

#30
BLKHammer

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RedCaesar97 wrote...

Concussive Shot can set off tech bursts:
1) Overload > Concussive Shot
2) Energy Drain > Concussive Shot
3) Sabotage > wait for backfire > Concussive Shot
4) Stun with Disruptor Ammo > Concussive Shot

Number (4) is pretty easy to pull off with a Soldier.


Carnage can set off tech bursts also and deals more damage without setting off tech bursts. But CS does track enemies better. I notice enemies dodging Carnage more than CS.

#31
Temprathe

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I knew Soldier would become almost useless the minute they said you could use all guns from all classes. And I want to make clear that this isn't an "I hate the game" complaint so much as me saying that it really made the game far easier now that my Sentinel is trained with every weapon. Not a big complaint though. That's what Insanity is for.

Although I was livid about what they did with the Sentinel class. Understanding of their reasons, but livid nonetheless. Tech Armor saw a nice nerf.

(Not that I'm saying I ever abused it in ME2 to walk into a group of Husks and have it explode and knock them all back/kill them and then melee them to death in a ridiculously easy fashion or anything.)

*cough*

#32
capn233

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Temprathe wrote...

I knew Soldier would become almost useless the minute they said you could use all guns from all classes. And I want to make clear that this isn't an "I hate the game" complaint so much as me saying that it really made the game far easier now that my Sentinel is trained with every weapon. Not a big complaint though. That's what Insanity is for.

Although I was livid about what they did with the Sentinel class. Understanding of their reasons, but livid nonetheless. Tech Armor saw a nice nerf.

(Not that I'm saying I ever abused it in ME2 to walk into a group of Husks and have it explode and knock them all back/kill them and then melee them to death in a ridiculously easy fashion or anything.)

*cough*

Yes. Soldier got a small nerf relative to itself in ME2, but considering the massive boosts to basically every other class, that means it is relatively worse, and perhaps easily the worst class (as opposed to in ME2 where Infiltrator was the worst ;)).  Difference is that I think in ME2 there was very small disparity between the best and worst class, but in ME3 the difference in effectiveness between the best and worst class is fairly significant.

As for Sentinel, I did Object Rho by essentially standing around and letting the enemies kill themselves by detonating my armor.  Pretty funny stuff.  I think that they went a little too far with the TA change, and I think it should still auto-detonate when the shield-gate is reached.  In any event, the changes to powers, combos, weapons more than make up for it and Sentinel is probably one of the best classes overall.  Still not as good as Superman (Vanguard) but pretty close.

#33
lazuli

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darkrogueninja wrote...

I feel like Vanguards, while still good in ME3, aren't as good as in ME2. In ME2, I could carry a Tempest, a Carnifex, and a Claymore, while still having good power regen. Hell, the Claymore on ME2 Vanguards could carry 21 total shots!


Wat.

Vanguards have Nova now, which can easily be exploited for near-invulnerability and massive AoE damage.  Vanguards are a complete and utter cakewalk to play in ME3, on any difficulty.  They featured a steep learning curve in ME2, but, as you say, were very powerful.  That learning curve is gone now, thanks to ~2 second cooldowns on Charge.

You can have stupidly fast cooldowns with a Phalanx, Wraith, and Barrier up, allowing you to deal with any threat in the game on any difficulty level with minimal hassle.  Vanguards used to require skill and adaptability.  Now?  Even if you shun Nova you're still incredibly powerful.

#34
TrojanGuy

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 Yeah, I thought that the Soldier class was insanely fun in ME2 (after finding it kind of boring in ME1). Although I understand that it's not practical to put a "bullet time" mechanic into multiplayer, I find most or all of the Soldier talents to be pretty meh compared to the other classes. If the Batarian Soldier didn't exist in multiplayer I don't think I'd have EVER gotten a Soldier to 20.

#35
known_hero

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shepisavanguardgetoverit wrote...

does any1 else feel that concussive shot is hopeless?


Amplified Concussive Shot is boss.

IMO, you have to play soldier like a poor man's engineer in order to get the most out of the class. I love setting off tech bursts. I do it even when it isn't needed :)

#36
Hakuthehedgehog

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In ME3, a soldier with a phaeston or a GPR with explosive incendiary rounds kicks ass: it adds, IIRC, around 250 extra damage every two bullets over AOE.

That, coupled with AR damage bonus, time dilatation, instant reload and second shield gate, that makes soldiers extremely powerful, not to mention AR reload is quick enough for you to bring an upgraded sniper rifle along with you.

Truth to be told, I feel they killed the Sentinel more than the soldier.

#37
Drayce333

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Hakuthehedgehog wrote...

Truth to be told, I feel they killed the Sentinel more than the soldier.


Sentinel has warp + throw and you can just get defense matrix and stack that with tech armor to be invincible again.

Soldier got a lot of nice guns to play with but so did everyone else.

#38
KevTheGamer

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wait Biotics became a crappy class in ME 2? Adepts have been my favorite class throughout the series. I agree solider got really crappy come ME 3 though but they were never a really diverse class to begin with. Just point and shoot.

#39
Land Raider

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Because soldier was ALWAYS lame?

#40
incinerator950

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I was always bored of the Soldier, since ME1. Mainly its just that as Lame as the Soldier is in SP, its fun in MP. It's also evident that SP on Insanity is a ****ing joke.

#41
Nightmare137

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Sure the soldier got a little nerfed in some ways but I personally dont think it was all that bad. Yes the weight system was really only a buff for every other class and that sucks but they all dont use weapon as well as the soldier can still. I'll explain below.

Quite honestly the nerf to the over all damage boost of AR was warranted considering the large bonus to ammo power damage they could gain from Combat Masterys rank 6 Weapon Master perk. On top of the 10% damage boost to weapons this perk buffed ammo power damage by 40%. Some of you may not realize how this worked so I'll display a few examples of what kinds of effects it had on ammo powers.

These following set ups are just an example but all varients of choices for these ammo powers do get buffed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Incendiary Ammo
- (Damage, Headshots, Explosive Burst)

Normal Bonus: 20.5% more damage to health, 20.5% more damage to armor, Ignites enemies with an intermittent explosion that covers 2.50 meters for 105.00 damage


Buffed w/ Weapon Master Perk: 60.5% more damage to health, 60.5% more damage to armor, Ignites enemies with an intermittent explosion that covers 2.50 meters for 147.00 damage


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Disruptor Ammo - (Squad Bonus, Headshots, Damage)

Normal Bonus: 12% more damage to health, 48% more damage to shields, Chance to stun
Squad Bonus: 6% more damage to health, 24% more damage to shields, Chance to stun

Buffed w/ Weapon master Perk: 52% more damage to health, 88% more damage to shields, chance to stun
Squad Bonus: 26% more damage to health, 44% more damage to shields, chance to stun
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These are just two examples but they all recieved major damage buffs through this perk alone which means rather than occasionally having AR give you something like 140% from ME2, you now get large bonuses like these all the time then the 70% on top of them occasionally from the current AR.

On the topic of AR it is not completely underpowered as has been suggested. On top of this ammo power buff AR has even more survivability options by now not just being capable of reducing damage taken but by also restoring part of your shields. Another thing which did not previously happen with AR is the fact that every time it's used it restores your ammo clip to full which allows for a longer sustained rate of fire.

Frag grenades was a nice addition to get back as well since you can use them to obliterate many targets at once or flush them out of cover.

All in all I'm still very satisfied with this class.

Modifié par Nightmare137, 22 juin 2012 - 12:38 .


#42
Rudy Lis

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Speaking of Adrenaline Rush, since I haven't tested it in combat before 1.03 patch, I don't know much of it efficiency, but I ran a couple of my tests after patching. 12 VS 15 shots from Valiant, 8 VS 10 from BW and 75 with Indra regardless of Adrenaline Rush? That's the difference?

#43
Arctican

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Nightmare137 wrote...

Sure the soldier got a little nerfed in some ways but I personally dont think it was all that bad. Yes the weight system was really only a buff for every other class and that sucks but they all dont use weapon as well as the soldier can still. I'll explain below.

Quite honestly the nerf to the over all damage boost of AR was warranted considering the large bonus to ammo power damage they could gain from Combat Masterys rank 6 Weapon Master perk. On top of the 10% damage boost to weapons this perk buffed ammo power damage by 40%. Some of you may not realize how this worked so I'll display a few examples of what kinds of effects it had on ammo powers.

These following set ups are just an example but all varients of choices for these ammo powers do get buffed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Incendiary Ammo
- (Damage, Headshots, Explosive Burst)

Normal Bonus: 20.5% more damage to health, 20.5% more damage to armor, Ignites enemies with an intermittent explosion that covers 2.50 meters for 105.00 damage


Buffed w/ Weapon Master Perk: 60.5% more damage to health, 60.5% more damage to armor, Ignites enemies with an intermittent explosion that covers 2.50 meters for 147.00 damage


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Disruptor Ammo - (Squad Bonus, Headshots, Damage)

Normal Bonus: 12% more damage to health, 48% more damage to shields, Chance to stun
Squad Bonus: 6% more damage to health, 24% more damage to shields, Chance to stun

Buffed w/ Weapon master Perk: 52% more damage to health, 88% more damage to shields, chance to stun
Squad Bonus: 26% more damage to health, 44% more damage to shields, chance to stun
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These are just two examples but they all recieved major damage buffs through this perk alone which means rather than occasionally having AR give you something like 140% from ME2, you now get large bonuses like these all the time then the 70% on top of them occasionally from the current AR.

On the topic of AR it is not completely underpowered as has been suggested. On top of this ammo power buff AR has even more survivability options by now not just being capable of reducing damage taken but by also restoring part of your shields. Another thing which did not previously happen with AR is the fact that every time it's used it restores your ammo clip to full which allows for a longer sustained rate of fire.

Frag grenades was a nice addition to get back as well since you can use them to obliterate many targets at once or flush them out of cover.

All in all I'm still very satisfied with this class.


I was always under the impression that the buffed ammo power damage from Combat Mastery Rank 6 added 40% of whatever the ammo power gave rather than straight up adding 40% in damage. So using your example, instead of 20%+40%=60% bonus in armor and health damage for Incendiary Ammo, it was 20% + 40%*(20%) =  28% of bonus in armor and health damage. Please tell me I'm wrong, so I can immediately respec my soldier.

#44
RedCaesar97

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Arctican wrote...
I was always under the impression that the buffed ammo power damage from Combat Mastery Rank 6 added 40% of whatever the ammo power gave rather than straight up adding 40% in damage. So using your example, instead of 20%+40%=60% bonus in armor and health damage for Incendiary Ammo, it was 20% + 40%*(20%) =  28% of bonus in armor and health damage. Please tell me I'm wrong, so I can immediately respec my soldier.

I am pretty sure that you are correct, but I cannot find a post that confirms or disproves it. Incendiary and Disruptor ammo are more useful for their crowd-control abilities--and combo potential--than the extra damage anyway. And since they are % of base weapon damage, the damage bonus they give can be questionable at times.

#45
Nightmare137

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RedCaesar97 wrote...

Arctican wrote...
I was always under the impression that the buffed ammo power damage from Combat Mastery Rank 6 added 40% of whatever the ammo power gave rather than straight up adding 40% in damage. So using your example, instead of 20%+40%=60% bonus in armor and health damage for Incendiary Ammo, it was 20% + 40%*(20%) =  28% of bonus in armor and health damage. Please tell me I'm wrong, so I can immediately respec my soldier.

I am pretty sure that you are correct, but I cannot find a post that confirms or disproves it. Incendiary and Disruptor ammo are more useful for their crowd-control abilities--and combo potential--than the extra damage anyway. And since they are % of base weapon damage, the damage bonus they give can be questionable at times.


I guess you were right and I feel like an idiot. :whistle:

Edit: Oddly enough this is how it was displaying for me in game. Odd though because I reinstalled and it went back to your values.

Modifié par Nightmare137, 22 juin 2012 - 05:46 .


#46
capn233

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RedCaesar97 wrote...

Arctican wrote...
I was always under the impression that the buffed ammo power damage from Combat Mastery Rank 6 added 40% of whatever the ammo power gave rather than straight up adding 40% in damage. So using your example, instead of 20%+40%=60% bonus in armor and health damage for Incendiary Ammo, it was 20% + 40%*(20%) =  28% of bonus in armor and health damage. Please tell me I'm wrong, so I can immediately respec my soldier.

I am pretty sure that you are correct, but I cannot find a post that confirms or disproves it. Incendiary and Disruptor ammo are more useful for their crowd-control abilities--and combo potential--than the extra damage anyway. And since they are % of base weapon damage, the damage bonus they give can be questionable at times.

Yes that is how it works.

Actually you can verify it in the Power screen.  Look at the numbers for the bonus on an ammo power, then take that last evolution of Combat Mastery and check again.  20's will indeed change to 28's.  If you don't want it, you can hit the undo button.

Modifié par capn233, 23 juin 2012 - 06:59 .


#47
jasonxxsatanna

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I felt the same as most when I first played the demo I was like what the Hell happen to soldier class,but once I learned that it depends on the way you build your soldier and what you have him geared up in… my 1st play thur I keep the N7 armor for health benefits, my next play thur I took all up grades with to tank him out and choose the armor with the most damage out put and I had my soldier from ME 2 , as far as the soldier being able to carry 4 weapons with a good cool down it is possible,I took avenger, disciple, heavy pistol,smg had a cool down of +100 , it can be done ,I tried other combo s that gave me 70~80% cool down.
But as for who got Nerfed it was the Sentinel that was hit most imho.