Human Soldier Concussive Shot or Frag Grenade
#76
Posté 29 juin 2012 - 07:20
Now that I have piercing mod for my Harrier, I don't even really need frag grenades so much. So I just put 6 points to it.
#77
Posté 30 juin 2012 - 02:36
I would say that concussive shots are underrated by people because most people don't realize the tactical significance of being able to stagger enemies easily. Against shielded or even some armored enemies, the fact that CS can be spammed to stagger them means a soldier wastes less time than other classes wasting shots on running enemies. CS is also much better against phantoms than grenades.
I've heard, though I haven't tested this out myself, that with amplification and an ammo power like disruptor, CS can trigger tech explosions.
I bet it would be interesting to see someone with adrenaline rush and CS, with adrenaline specced to allow 1 bonus power to be used, to run around with a claymore, Go into adrenaline rush, CS someone at close range, and then hit them with the claymore without any fear of missing the target. And CS is so fast to regenerate that weapon weight is completely irrelevant.
Just curious does anyone know if Grenades are affected by AR? I've tried throwing them both with and without AR, but have not noticed any difference.
I need to try this also, but I think part of my difficulty with frag grenades was choosing to give them bonus effectiveness against armor. I'm thinking if I specced them damage/bleed/shields, they would prove vastly more effective. My previous build which had damage/bleed/armor was most effective only against Brutes and ravagers, both of which can be more effectively dealt with via a krogan sentinel or krogan soldier. The armor piercing grenades meant that on silver mode, any cerberus class with shields or marauder would survive one grenade with half health. But I think with shield damage it will be able to reliably 1 hit kill Marauders, Centurions, engineers, Nemesis, on top of the weaker health only classes.
I don't like the idea of getting both frags and CS, I'm worried that If I have both powers I'll be using both of them too often and ignore the fact that the primary weapon of the soldier is his weapon, not his powers. I'll save power spamming for vanguards, adepts, and to a lesser extent, engineers.
#78
Posté 30 juin 2012 - 02:57
Funky_D_Luffy wrote...
I've been running 5/3/6/6/6 recently.
The final evolution of Adernaline isnt that dsirable to me, so I substitute the saved 6 points to pump into Con Shot, for those emergency reflex shots, and husk swatter.
You should reconsider. That shield boost can be a massive life saver. You're probably better offer skipping rank 6 of nades. You could always try it on your other human soldier to see if you like it.
#79
Posté 30 juin 2012 - 03:01
mpompeo27 wrote...
Funky_D_Luffy wrote...
I've been running 5/3/6/6/6 recently.
The final evolution of Adernaline isnt that dsirable to me, so I substitute the saved 6 points to pump into Con Shot, for those emergency reflex shots, and husk swatter.
You should reconsider. That shield boost can be a massive life saver. You're probably better offer skipping rank 6 of nades. You could always try it on your other human soldier to see if you like it.
I agree, Hardening, Shield Boost and Full Fitness will make Soldier quite a reliable tank and a damage dealer.
#80
Posté 30 juin 2012 - 07:30
It can save your ass if you go around a corner and run smack bang into something you don't want to, it is extremely effective in saving your team mates lives especially if they're down and your running to them and someone is about to execute them a quick CS to the face has a damned good chance of a save, filling them with lead may not always be enough to get a stagger before the execute.
#81
Posté 30 juin 2012 - 07:32
#82
Posté 30 juin 2012 - 07:35
brendan916 wrote...
I've found frag grenades to be unreliable, generally speaking. I won't deny that they can't be useful in the right hands, but I haven't yet found them to be good for me.
I would say that concussive shots are underrated by people because most people don't realize the tactical significance of being able to stagger enemies easily. Against shielded or even some armored enemies, the fact that CS can be spammed to stagger them means a soldier wastes less time than other classes wasting shots on running enemies. CS is also much better against phantoms than grenades.
I've heard, though I haven't tested this out myself, that with amplification and an ammo power like disruptor, CS can trigger tech explosions.
I bet it would be interesting to see someone with adrenaline rush and CS, with adrenaline specced to allow 1 bonus power to be used, to run around with a claymore, Go into adrenaline rush, CS someone at close range, and then hit them with the claymore without any fear of missing the target. And CS is so fast to regenerate that weapon weight is completely irrelevant.
Just curious does anyone know if Grenades are affected by AR? I've tried throwing them both with and without AR, but have not noticed any difference.
I need to try this also, but I think part of my difficulty with frag grenades was choosing to give them bonus effectiveness against armor. I'm thinking if I specced them damage/bleed/shields, they would prove vastly more effective. My previous build which had damage/bleed/armor was most effective only against Brutes and ravagers, both of which can be more effectively dealt with via a krogan sentinel or krogan soldier. The armor piercing grenades meant that on silver mode, any cerberus class with shields or marauder would survive one grenade with half health. But I think with shield damage it will be able to reliably 1 hit kill Marauders, Centurions, engineers, Nemesis, on top of the weaker health only classes.
I don't like the idea of getting both frags and CS, I'm worried that If I have both powers I'll be using both of them too often and ignore the fact that the primary weapon of the soldier is his weapon, not his powers. I'll save power spamming for vanguards, adepts, and to a lesser extent, engineers.
you don't need amplification to trigger tech bursts or fire explosions, they just happen by default. (also amplification doesn't work anyway)
#83
Posté 30 juin 2012 - 07:35
#84
Posté 30 juin 2012 - 07:44
#85
Posté 30 juin 2012 - 07:59
#86
Posté 30 juin 2012 - 08:04
#87
Posté 30 juin 2012 - 08:06
#88
Posté 30 juin 2012 - 08:09
#89
Posté 30 juin 2012 - 08:16
if you're up for it.. go for an adrenaline rush shotgun soldier. Freg grenades specced oout for organic DOT and armor dam. works well with the claymore, reegar, and possibly the wraith. With adrenaline rush constantly going you won't be able to use concussive shot but you can still throw grenades.soultaker65 wrote...
I'm making Human Soldier with a Harrier bulid which is better Concussive Shot or Frag Grenade.
It going to be either 6/6/0/6/6 or 6/0/6/6/6 but if you have a better bulid I'd use them.
Note: I hate all of the Soldiers in the game I'm just trying something new.
#90
Posté 30 juin 2012 - 08:32
Spam CS, spec for max nades, get a Harrier and waste them enemies.
#91
Posté 30 juin 2012 - 08:35
#92
Posté 01 juillet 2012 - 12:15
granades - damage/+2/armor
Harier
Play reapers, kill everything, leave the banshee for the team.
#93
Posté 01 juillet 2012 - 12:37
#94
Posté 01 juillet 2012 - 12:49
The last shield upgrade isn't really all that useful since I'm assuming you've taken the shield hardening evolution, and you generally want to avoid getting hit in the first place, especially on higher difficulties.
at CS 4, choose the AOE evolution
Nade shield stripping evolution - whenever you get those big targets that are heavily armored. It's good practice to take out everything else that's squishier first. Also makes it harder to get overrun on higher difficulties since you can strip/stun everybody that's trying to rush you.
#95
Posté 01 juillet 2012 - 01:08
#96
Posté 01 juillet 2012 - 01:25
brendan916 wrote...
Just curious does anyone know if Grenades are affected by AR? I've tried throwing them both with and without AR, but have not noticed any difference.
I think AR only affects weapon damage bonus. Its in the in-game tooltip somewhere.
#97
Posté 01 juillet 2012 - 01:30
#98
Posté 01 juillet 2012 - 01:43
Aryck1095 V2 wrote...
Frag Grenade. Concussion Shot is useless. You may have a limited supply of Frags, but at least they do some real damage.
Damage from grenades isn't everything, the ability to have an oh-**** button to deal with the unexpected when your out of the the explosive candy counts for way more but thats my personal opinion.
#99
Posté 01 juillet 2012 - 03:06
#100
Posté 01 juillet 2012 - 06:17
JohnConrad wrote...
Aryck1095 V2 wrote...
Frag Grenade. Concussion Shot is useless. You may have a limited supply of Frags, but at least they do some real damage.
Damage from grenades isn't everything, the ability to have an oh-**** button to deal with the unexpected when your out of the the explosive candy counts for way more but thats my personal opinion.
With max shields, from fitness and AR 4,6 evolution, you can take a decent amount of damage, while dealing a lot more damage. With the warfighter gear lv 5, you can use granades as the ''oh s***'' button. If you carry the Harrier, then you need to run from ammo box to ammo box every 2-3 reloads, and that'll make sure you always have a granade at hand.





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