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Consistently succeeding on platinum: a guide.


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#51
RedJohn

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PKTracer wrote...

RedJohn wrote...

Feneckus wrote...

Ehrgeix wrote...

Gameplay tips:

Cover: Cover gives you 40% listed damage reduction (though the DR formula is quite strange - 100% listed DR = 75% in game DR, and a further 33% listed DR = 100% in game DR). It also gives you an accuracy bonus. This means you should try to use cover as much as possible - you don't have to stay in one place all the time, but if you're moving around try to move from cover to cover.


Stopped reading right there. IMO you should never be in cover, unless it's to dodge a banshee's warp or something. Cover makes you slow.



I am agree with this actually.

Cover is overrated, makes you slow, what people really need to lear is how to kill fast, learn how to hold and kill big amounts of enemies at the same time, or at least, know how to deal massive damage very fast without die.


I'm interested in this concept.  So if I'm soloing, which I do for fun and to learn this game (I'm new to it), and like 10 troopers are rushing me, the AI has them rush me in a very predictable way, and I just blast them as they approach.  A lot of times I'm using a wall, stuck on it so I think that's hard cover, and take them out as fast as they come.  When phantoms come at me, I usually will be more aggressive.  Please feel free to PM me with suggestions and advice.  I'll practice this solo and in teams too.  Thanks!


I don't know if you are joking or not but everything depends on playstyles, in my case I don't use cover because when I do I deal less damage and enemy lives more time.

#52
Vulture N7

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I see so many people who are happy to get shot until they have 1 red bar left .. then they wonder why they are constantly dying and needing to be revived. As soon as your shields are gone, you should not allow yourself to get shot again. Just stay in cover or move behind something.

It's such a simple thing to fix too. When people ask about the jump from Silver/Gold to Platinum, this is the first thing everyone should learn. As soon as your health has gone you're not getting it back for a while, so maintaining shields or barriers is your best chance of surviving. Having a sweet gun or a cool power is useless if you're dead.

#53
TheRubz

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I disagree with OPs opinions.

Also, shadow strike isnt there cuz theres nothing else, if you only know how to use it as a taxi, it means you are gimp, does not mean the power is gimp.

#54
Ehrgeix

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Xaijin wrote...

Ehrgeix wrote...
re: GE - why would you use the GE as a standalone char when there's a character that loses overload + turret for cloak + prox mine? GE is great for supporting a party/setting up tech bursts, but there're a bunch of characters that just kill stuff alone faster.



Absolutely incorrect, and you don't even need overload. I've run a two weapon GE without overload GE since DLC and never score below 110K, even with GIs/SI and Destroyers on the team. The GE is literally one of the most balanced (not overpowered) chars in the game.


I feel like we're mostly on the same page here? GI is better (closer to overpowered than the GE) as a solo class. You can run the GE as a solo class for fun, of course, but you're giving up cloak for turret.

Rubios wrote...

In the shotguns section you should mention that GPS/Graal should only be used when hosting.

PS: The HA tier3 combo having the strongest detonator in the game? It's a great guide and I appreciate the effort but...

LOL


The best detonator in the game is electric slash and it's t1.

BjornDaDwarf wrote...
First, I do want to congratulate you on trying to help people think intelligently about playing Platinum, that is to be lauded.

However,
I think your experience with some classes and weapons may be too
limited to have given some of the opinions you have.  And you're
defending them even in the face of players who clearly have experience
with these things.  I would strongly suggest listening to some of the
people in this thread, and basically take your own advice.  Think
intelligently about how to play Plat.  I'm going to pick out a few of
the claims I have issue with.

On the QMI:

I would point
out that the Plat Speedruns have included the QMI.  On a grenade rich
map, or a player willing to burn Thermal Packs, there may not be a
higher DPS character when he can hit a spawn or a group.  Sure other
characters get greater single target DPS.  But the QMI can stack 1600+
points of damage onto 4-8 targets at a time when hitting the right spawn
point.  That's something like 2400+ versus Shields or Armor depending
on your spec.  He's one of the few characters that can consistently
output 10,000 points of damage bursts against groups.  I admit to being
mystified how it is you don't view that as a Top-Tier Character.  That
doesn't even factor in using TacScan to help the rest of the team.

On the GE:

It's
a fabulous weapons platform that adds a fifth gun and target the
battlefield, while providing the incredibly unique ability to recharge
allies' shields.  Sure, while it does not put out the massive DPS of
it's Infiltrator counterpart, it brings other advantages to a team,
while still outputting very high weapons damage for an Engineer.   Even a
partial spec into Overload will give him shield stripping abilities as
well.  Compensate for the loss of shields to HM with Fitness, Gear
and/or Equipment, and he's not that squishy anymore either.


This is possible - I definitely don't play as much as some people here. I think you are right and I am wrong about QMI - arc grenades are really good, as is cloak. I'll update the OP on this. What kind of build would you run on QMI? 4/6/6/6/4? + grenade capacity/piranha?

The GE is definitely good and I don't think I've ever said otherwise? I would just rather run a GI as a standalone class, and I'd only really want to use a GE in a team that benefitted more from overload/was able to exploit tech bursts. Sure, the GE can function without that (as can most combo-based classes), but it's not using it to it's fullest potential. I also added a line to the OP re: combobased classes working as standalone (basically - they can, but it's less good than working with other classes to set up tech bursts/biotic combos).

edit: Thanks for that whole post, actually - I also quoted your stuff on two weapons in the OP. I haven't really experimented with that yet - when earth came out I just swapped my casters to using a piranha with 160% cdr and didn't really think about the two weapon alternative (I think piranha is currently the best option, but after the patch today who knows...).

Modifié par Ehrgeix, 07 août 2012 - 11:56 .


#55
Oggy666

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Good thread OP.

I cannot give up my Valiant on QMI (60666) - did well on Plat.

Now I am considering this.  Piranha if not host.

TS + arcspam + GPS (can be charged before cloak) +TC may belong to excellent setups.

Edit: GPS shot charged before TC does not break it and the phantom stagger is also good.

Modifié par Oggy666, 07 août 2012 - 12:17 .


#56
Guest_Rubios_*

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Ehrgeix wrote...

The best detonator in the game is electric slash and it's t1.


Electric Slash can't detonate the best AOE primer (Reave), Dark Channel, AF or Smash (bio).

Modifié par Rubios, 07 août 2012 - 01:55 .


#57
RaXelliX

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I disagree that there are no good Uncommon/Rare AR-s. For example before the Krysae/Piranha came i used a Striker X AR. I thought it was exellent. I mostly play gold as platinum requires friends or a really good pug team. Revenant X is also good (especially on Destroyer) and Phaeston X is feasible if the player is any good.

#58
Guest_PKTracer_*

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RedJohn wrote...

PKTracer wrote...

RedJohn wrote...

Feneckus wrote...

Ehrgeix wrote...

Gameplay tips:

Cover: Cover gives you 40% listed damage reduction (though the DR formula is quite strange - 100% listed DR = 75% in game DR, and a further 33% listed DR = 100% in game DR). It also gives you an accuracy bonus. This means you should try to use cover as much as possible - you don't have to stay in one place all the time, but if you're moving around try to move from cover to cover.



Stopped reading right there. IMO you should never be in cover, unless it's to dodge a banshee's warp or something. Cover makes you slow.



I am agree with this actually.

Cover is overrated, makes you slow, what people really need to lear is how to kill fast, learn how to hold and kill big amounts of enemies at the same time, or at least, know how to deal massive damage very fast without die.


I'm interested in this concept.  So if I'm soloing, which I do for fun and to learn this game (I'm new to it), and like 10 troopers are rushing me, the AI has them rush me in a very predictable way, and I just blast them as they approach.  A lot of times I'm using a wall, stuck on it so I think that's hard cover, and take them out as fast as they come.  When phantoms come at me, I usually will be more aggressive.  Please feel free to PM me with suggestions and advice.  I'll practice this solo and in teams too.  Thanks!


I don't know if you are joking or not but everything depends on playstyles, in my case I don't use cover because when I do I deal less damage and enemy lives more time.


No. I'm not joking. I do use hard cover and push forward from tactical point to tactical point (I like corners a lot). I use soft cover but now realize I use it less than hard cover. That's why I asked what I did. Thank you for your input :)

#59
Veramocor

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On your Krogaurd build: Can you choose shield recharge on the barrier instead of power synergy? Do you need the power synergy to stagger phantoms? Also is the radius effect (over increased force) on Charge helpful in platinum?

#60
Nicksta92

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Interesting read

#61
Ehrgeix

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Veramocor wrote...

On your Krogaurd build: Can you choose shield recharge on the barrier instead of power synergy? Do you need the power synergy to stagger phantoms? Also is the radius effect (over increased force) on Charge helpful in platinum?


I think you need power synergy or no radius on charge to consistently stagger phantoms (and shield recharge is less useful because you regen shields with charge). Yes, radius is helpful - you can charge two close phantoms, stagger both, then crush them with reegar carbine.

#62
scrappydoo

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Thanks for an informative, well-written guide. Nice to see.

I think the Scorpion deserves a mention in the pistol section. On Platinum, with Disruptor or Incendiary ammo, it makes tech bursts a breeze. Not only is it light enough (especially with ULM) for casters to keep their cooldown times reasonably short, it also staggers enemies, giving you more time to use other offensive powers.

Also, the Human Engineer is seriously beast on Platinum. With the right ammo type (as above), it's tech bursts everywhere. They are also one of the most versatile classes in the game. Max out Overload, Combat Drone and Incinerate then watch things melt.

Modifié par scrappydoo, 08 août 2012 - 02:37 .


#63
KnoxZone1

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Fairly solid guide. Now I know what classes you like and don't like, which I will now take advantage of the next time we play a game. It is fun getting a reaction out of you when I pop in with my level 9 DrellGuard.

#64
Ehrgeix

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Played a few more games, updated the main thread with a QMI build and a note on the piranha (it's still very good).

#65
Ehrgeix

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edit: doublepost, my bad.

Modifié par Ehrgeix, 09 août 2012 - 10:54 .