What is your most effective class / weapon strategy?
#401
Posté 19 juin 2012 - 07:16
also i love the geth engineer with GPS-phalanx and the turian sentinel with carnifex-hurricane.
all of the rest are fun also, i like the batarian soldier and vorchas lately. And when i started i loved human engineer and krogans as meele tanks.
#402
Guest_N7 Krisixus_*
Posté 19 juin 2012 - 07:26
Guest_N7 Krisixus_*
#403
Posté 19 juin 2012 - 07:30
6/0/6/6/6
Cerberus Harrier I (Magazine Upgrade + Piercing Mod)
This is my favorite and most effective class/weapon strategy ATM (lvl 1-12 bronze, 13-20 silver)
#404
Posté 19 juin 2012 - 07:32
EA and BioWare stop the fraud with your ingame store.
Modifié par Josh.de, 19 juin 2012 - 07:47 .
#405
Posté 19 juin 2012 - 07:38
Then there is the Drell Adept, never much used him before (due to the reave-bug and the limited grenade stock). Now I find myself using him more frequently again with the grenade gear, reave - grenade to the face, so much win!
Several "glass cannon" builds really benefit from the shield gear, which gives them the much needed survivability bonus. What I'll definitely try out next is a Krogan / Vorcha meele build with the meele gear equipped.
And those are just the builds just from the top of my mind I use that are "non-standard". Plus all the possible team-synergies for instance I really like playing the Turian Sentinal - on his own he is quite good, but what makes him a real team player is his ability to set up all the different combos combined with other players. You have warp for your Adept-mates and the Biotic Explosion fun and you have overload for your Salarian and Geth friends to set up Tech combos and the occasional fire explosion
Modifié par Siran, 19 juin 2012 - 07:40 .
#406
Posté 19 juin 2012 - 08:15
#407
Posté 19 juin 2012 - 08:22
#409
Posté 19 juin 2012 - 10:05
Quarian male either class...with harrier. Arc nades + harrier = mayhem
Human soldier... Adren rush with weapon damage + GPS ...own bosses.
Either ex Cerberus...smash and powers maxed...obliterate all.
#410
Posté 19 juin 2012 - 10:15
#411
Posté 19 juin 2012 - 02:52
#412
Posté 19 juin 2012 - 04:07
Do you feel you need to be a primary damage dealer in order to be a viable contributor to your team?
Do you feel there is a discrepancy between your idea of fun in multi-player and what you feel you need to be in order to succeed?
Again, purely subjective questions.
You can answer this in a couple ways:
1. In a random group (PUG).
2. With a set team of friends.
Cheers!
#413
Posté 19 juin 2012 - 04:10
In random groups a quick look at loadouts will tell you if you need damage output or utility to help more. So to me it varies which is more important. In a team of friends we tend to all go 100% crazy and play whatever so no strategy needed.Derek Hollan wrote...
After reading through your posts I would like to expand on this question.
Do you feel you need to be a primary damage dealer in order to be a viable contributor to your team?
Do you feel there is a discrepancy between your idea of fun in multi-player and what you feel you need to be in order to succeed?
Again, purely subjective questions.
You can answer this in a couple ways:
1. In a random group (PUG).
2. With a set team of friends.
Cheers!
#414
Posté 19 juin 2012 - 04:16
Derek Hollan wrote...
After reading through your posts I would like to expand on this question.
Do you feel you need to be a primary damage dealer in order to be a viable contributor to your team?
Do you feel there is a discrepancy between your idea of fun in multi-player and what you feel you need to be in order to succeed?
Again, purely subjective questions.
You can answer this in a couple ways:
1. In a random group (PUG).
2. With a set team of friends.
Cheers!
No I feel the need to make a contribution, and that sometimes isn't reflected in the score. Geth engineers should score points for shield repairs, in fact most engineers should have a way to do this, for example.
#415
Posté 19 juin 2012 - 04:21
Vorcha Soldier with Crusader III
Human BF3 Soldier with Saber IV
Each of these almost guarantees me first place in points on silver and are all gold viable, though maybe not first place.
#416
Posté 19 juin 2012 - 04:26
Modifié par Immortal Strife, 19 juin 2012 - 04:44 .
#417
Posté 19 juin 2012 - 04:29
The Falcon on: Turian sentinel, Krogan soldier, Geth infiltrator, Krogan sentinel, Human soldier and I try to squeeze the scorpion on power based classes and Falcon on weapon based classes. I find these enjoyable and very entertaining.
In a game I love to be the pillar of support the guy who stays alive and can keep the trash mobs at bay I may not be the best damage dealer but I top scoreboards a lot because I make do with the gear and consumables and focus on the small stuff and let others handle the big machines and armored baddies. Also Ice is the most fun mechanic in the game for me the sound is just a joy to hear. I don't have a group of friends I play with so I have found that beinga pillar of strenght in PUG games is necessary for the survivability of the team. I enjoy my role of big brother :3
#418
Posté 19 juin 2012 - 04:30
Derek Hollan wrote...
After reading through your posts I would like to expand on this question.
Do you feel you need to be a primary damage dealer in order to be a viable contributor to your team?
Do you feel there is a discrepancy between your idea of fun in multi-player and what you feel you need to be in order to succeed?
Again, purely subjective questions.
You can answer this in a couple ways:
1. In a random group (PUG).
2. With a set team of friends.
Cheers!
I mainly play vanguards, sentinels and adepts. Rarely infiltrators or soldiers (except kroldier and toldier).
I'm quite happy as a Krogan sentinel + Falcon, staggering or freezing mobs for my team. This is more relevant for friend games - mostly because they'll react intelligently to my Falcon use. Random silver/gold games I end up switching to my shotgun because I need to kill more mobs outright.
Similarly, even though by adepts and hu-sentinels may be a primary damage dealer with biotic explosions I value them more for their crowd control than as a killing tool. And I guess that's also the case with vanguards: killing is secondary to charging-all-things.
I think the scoring system foster the mentality that damage dealing is more important than other aspect of the game. More XP for assists, objectives, surviving and reviving.
--------------
As long as I like my build, I'm happy in any role in pub or friend games even if I'm rolling with three Geth Infiltrators. The biggest impediment to my fun is when I have to change my tactics to accomodate 'flaws' in the game. Or when -- despite good tactics -- I fail because of flaws in the game. Examples: krogan stunlocking, banshee 30foot magnet hands, trickshot rocket troopers, random decloaking, no charge vanguard, etc., etc. In those moments the limitations of the game profoundly diminish the awesomeness of the MP experience. (And then I go right back to crushing the Reaper invasion.)
Modifié par Shampoohorn, 19 juin 2012 - 04:35 .
#419
Posté 19 juin 2012 - 04:33
PS - tho greatest recent fun was an all Asari Adept silver boomfest.
Modifié par someone else, 19 juin 2012 - 04:34 .
#420
Posté 19 juin 2012 - 04:35
The funnest build, lately, is the Drellguard with my Talon VI with Charge to 6 (area & barriers), grenades to 6, fitness to 6 (all health/speed), lift to 5 (area lift, damage per second), and Drell Assassin to 3. I rush around like a monkey on crack, especially if I throw on an adrenaline mod. Do miss stasis bubble so much when I come across phantoms, though. If I can take out their barriers, lift is funny, though, because it makes them even more helpless.
#421
Posté 19 juin 2012 - 04:36
Derek Hollan wrote...
Do you feel you need to be a primary damage dealer in order to be a viable contributor to your team?
Yeah, but a lot of that has to do with the structure of the powers/weapons. Most of the best support abilities are enemy debuff abilities (increased damage, stagger/stun, freeze). There's usually a relatively brief window of time to take advantage of these abilities, or they are already on classes that are massive damage dealers. So if those debuffs are going to get used, it's often me that's going to be the one using them.
The one exception to the brief duration is TacScan, but it ends up being on a class who is a massive damage dealer (regardless of whether it is the Infi/Engi variety).
The 2 abilities that let you directly buff your team are both essentially passives that you activate when they drop (Justicar Bubble and Geth Turret). The rest of the time I might as well be dealing out damage, as I can't consistently do something to help my team.
Now, if there were abilities or "weapons" that let me focus on supporting my team rather than shooting at the enemy, I would really enjoy that at times and not feel like I ought to be shooting at the enemy. A "pistol" or power that lets me regenerate health. Now this might have a CD or delay or something so it's not game breaking, but would let you over the course of say 10 seconds raise someone from 1 bar of health back to full bars. Or an "Engineer" power that lets me refill my teammates ammo or provide them a unique ammo bonus for 30 seconds. That exists in the SP. You can take the Ammo evolution that gives your teammates your ammo power at a reduced level. Or an Infiltrator that could sacrifice the damage bonuses of cloak for an AoE cloak, or an extended revive range, something like that.
As it is now, I feel like virtually every class is capable of, and virtually intended to be, a primary damaging class. Without a greater variety of support abilities, I just don't know how I can see it any other way.
#422
Posté 19 juin 2012 - 04:40
My most effective build would be any of the non-human infiltrators with a sniper or shotgun, or even with one of the more powerful pistols. It is not the most entertaining for me, as I like using classes that suffer from some kind of drawback, be it decreased mobility or low shields/ health, while at the same time having fun powers at their disposal. I like playing the Drell classes, the Krogan soldier is actually one of my favorites, and I really like the engineer class in general. But I will play anything and find them all to be gold viable, I don't think everything has to be "optimal", I'd rather experiment and find out how I best can contribute with an underappreciated class.
Do you feel there is a discrepancy between your idea of fun in multi-player and what you feel you need to be in order to succeed?
Not sure if I understand the question correctly, but I can have fun with any class in gold and succeed. I do think that certain classes/ builds have been found by the community to be the most effective on gold, and since everyone wants their credits, gold is suffering from an influx of these classes/ builds. I say suffering because matches tend to become less teamwork oriented and more about everyone running about trying to score as many kills as fast as possible and because I love seeing different characters and play styles.
#423
Posté 19 juin 2012 - 04:44
I'm at the point where I believe that a good game is a fast game. Not necesarily "everyone using optimal builds, speedrun" fast, just fast enough to not dilly-dally on any given enemies and to have good sense on when to use consumables or come to a teammate's aid or not. Thus I guess my idea of "fun" coincides with "success."Derek Hollan wrote...
After reading through your posts I would like to expand on this question.
Do you feel you need to be a primary damage dealer in order to be a viable contributor to your team?
Do you feel there is a discrepancy between your idea of fun in multi-player and what you feel you need to be in order to succeed?
Again, purely subjective questions.
You can answer this in a couple ways:
1. In a random group (PUG).
2. With a set team of friends.
Cheers!
Since a large part of quicker clears is about dealing damage, yeah, I do have a focus on being a primary damage dealer. Previously I stated that my 3 favorites were Salarian Infiltrator, Drell Adept, and Quarian Male Engineer; 3 classes that are quite good at dealing damage.
In a PUG, I don't know off the bat who has my idea of efficiency in mind. There are many definitions of fun, and some are not very flexible. Thus I like to come with a good damage dealer as extra insurance. The 3 classes I mainly choose fit with most teams: Drell for biotic-heavy, Quarian Male for tech-heavy, and Salarian for when the team needs an Infiltrator.
With friends (especially those I know in real life), I tend to be more open with class and weapon choices. They're mostly Bronze/Silver where I'm Silver/Gold, so I don't want to be so competitive as to make their experience unenjoyable. At the same time I need to be able to help out if bad situations crop up.
Modifié par Edalborez, 19 juin 2012 - 04:45 .
#424
Posté 19 juin 2012 - 04:49
Derek Hollan wrote...
After reading through your posts I would like to expand on this question.
Do you feel you need to be a primary damage dealer in order to be a viable contributor to your team?
Do you feel there is a discrepancy between your idea of fun in multi-player and what you feel you need to be in order to succeed?
Again, purely subjective questions.
You can answer this in a couple ways:
1. In a random group (PUG).
2. With a set team of friends.
Cheers!
I don't have to be a primary damage dealer to help the team out, or feel like I am helping the team. Just the other day I was using my geth turret and following a soldier around. He loved that I kept deploying my turret next to him to help pop his shields back up. He was mowing them down! I just sat back did a tech burst here and there and deployed my turret like a mad man. It was actually quite fun.
#425
Posté 19 juin 2012 - 05:06
Derek Hollan wrote...
After reading through your posts I would like to expand on this question.
Do you feel you need to be a primary damage dealer in order to be a viable contributor to your team?
Do you feel there is a discrepancy between your idea of fun in multi-player and what you feel you need to be in order to succeed?
Again, purely subjective questions.
You can answer this in a couple ways:
1. In a random group (PUG).
2. With a set team of friends.
Cheers!
In a random group? I always assume my team mates are incompetent piles of monkey poo unless they prove otherwise through the course of the match. Especially when I decide to use equipment and consumables.
In a team with friends? I'm a little more lax with expectations but I still assume something is going to go wrong at some point or another then I fully expect to be the last one alive while everyone else either rages or looks behind me in spectator to make sure nothing is sneaking up on me.
As for the first question: Depends on the class I'm playing and the team setup and the difficulty. Using the builds I posted earlier:
QFI: crowd control, long range threat elimination, limited boss damage
AV: Aggro magnet, crowd control, grenade class
GE: Support, enemy positioning, shield/barrier debuff, tech/flame burst specialist
KS: Meat shield, boss killer, aggro magnet, Grenade class
BS: Meat shield, less capable boss killer, single target specialist





Retour en haut




