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Dear Soldiers? Why marksman, AP and Warp Ammo?


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#1
Abraham_uk

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Dear Soldier gamers

What makes soldiers choose Marksman, Armour Piercing Ammo and Warp Ammo?

Soldiers already have adrenaline rush and incendiary ammo.

Also does bringing inferno grenades increase Shepard's stock of grenades? (for adepts, infiltrators, sentinels and soldiers)

Perhaps there is a good reason for this. So please enlighten me.


Sinerely

Abraham_uk

Modifié par Abraham_uk, 21 août 2012 - 11:55 .


#2
Abraham_uk

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Powers and what they do for soldiers:

Combat/grenades/mods:

Marksman:
Improves weapon accuracy, stability and rate of fire but doesn't slow down time. Soldier has adrenaline rush.
Fortification:  Enhanced defence and melee damage.
Carnage: Concussive Shot meets incinerate. (Depending on your evolutions)
Armour Piercing Ammo: Penetrates light cover such as riot shields and also does increased damage to armour and weakens armour.
Inferno Grenades: Do these increase the number of grenades the solder can carry. So instead of carrying 4 grenades the soldier can carry 8. If so, great choice. If not, a bit pointless.





Tech:

Proximity Mine: When enemies get close, it detonates. It can set off tech bursts too.
Energy Drain: Tear away enemy shields/barriers and restore your own.
Defense Drone: A foe gets too close to you and they get zapped. Can also paralyze organic targets.
Decoy: Put out a fale holographic image of yourself to confuse enemies. They will for a short while attack the decoy until they realise it's a fake.
Defense Matrix: This will decrease the damage you take. If you purge this, instead of doing damage, it restores your shields. The ultimate panic button for when things get really tough.




Biotics: Most soldiers stay away from biotics for "lore" reasons.

Warp ammo: Add some biotic kick to your ammo. I'm not sure if this is true, but some claim this has the greatest damage output. Other than that, it like armour piercing ammo fulfills the same role as incendiary ammo. Very effective anti armour mod. Also effective agaisnt foes ragdolled by biotics.
Stasis: Hold enemies without armour in place. It's bubble varient works well against Cerberus Guardians. It is very useful against phantoms.
Reave: A setup and detonator of biotic explosions. Does some damage to armour. Slowly drains health, shields and barriers. Covers a wider area than warp. Oh and it tempoarily reduces the damage you take. Spam power for maximum effectiveness.
Barrier: A biotic defence power that reduces the amout of damage you take. If purged can lift nearby enemies in the air.
Dark Channel: Setup for biotic explosions. Will do gradual damage over time and can also jump from foe to foe.
Slam:  Lift a foe in the air and slam them. Enemy must not have any protections. Can setup and detonate biotic explosions. Very damaging.

Modifié par Abraham_uk, 21 août 2012 - 11:31 .


#3
TevinterMagister

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Marksman vs Adrenaline Rush

#4
Doriath

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Well marksman doesn't even work with adrenaline rush last time I played and the ammo powers don't offer enough benefits over what you are already given to justify wasting your bonus power on that. If you play a certain way, then no matter what, there are no better ammo powers than incendiary and cryo in the game anyway.

I don't know why people would take any of those, but I'd like to hear an answer as well...one that makes sense anyway.

#5
Abraham_uk

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There are a lot of bonus powers the soldier can choose from.

Rule out biotics and tech.

That leaves fortification, carnage and some more grenades.

A little question about grenades.

On the adept, infiltrator, soldier and sentinel. If I have inferno grenades as a bonus power, do I get a larger stock of grenades as a result?

#6
Abraham_uk

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Maze of Torment wrote...

Marksman vs Adrenaline Rush


I watched your video.

Marksman seems to make everything quicker because of the lack of time dilation. Seems to benefit rapid fire weapons.

But I still don't see the point of using it on a soldier. Adrenaline rush seems to have the effect of making the soldier a tank.

Combine the increased damage protection from adrenaline rush with fortification and surely the combination is similiar to having immunity in Mass Effect 1.

Could my tanking suggestion rivial the sentinel's tech armour?

#7
zeypher

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Yup, i use adrenaline rush specced for DR and fortification specced for massive DR. Works very well with the particle rifle i must say.

#8
TevinterMagister

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Abraham_uk wrote...

Maze of Torment wrote...

Marksman vs Adrenaline Rush


I watched your video.


It's not my video, just wanted to point out marksman being redundant on a soldier. For Infiltrator or Sentinel sure, but not Soldier.

#9
TevinterMagister

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Abraham_uk wrote...

On the adept, infiltrator, soldier and sentinel. If I have inferno grenades as a bonus power, do I get a larger stock of grenades as a result?


No, grenades are shared, the grenade power with the most extra grenades specced will determine you total.

#10
zeypher

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If you try to Rp a soldier and only choosing combat powers, we have very limited choice. Fortification, carnage and ap ammo and inferno nade.
AP ammo and grenades are redundant as i got those covered. So the only choice you has is between fortification and carnage.

#11
iSousek

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Marksman is not intended for slow firing weapons. Pair it with revenant and it will do wonders for you

#12
BlessedSoldier

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Maze of Torment wrote...

Marksman vs Adrenaline Rush



Except he is using the wrong type of weapon. Had it been a Revevnant the results would be different.

Also Warp Ammo plus Concussive shot lets you detonate Biotic Explosions apparently.

Doesnt work when using Liara's squad ammo though.

#13
Doriath

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Forget the video, its not needed to show that marksman on a soldier is a poor choice. You already have adrenaline rush which overlaps as a status power. Beyond that, the best thing about adrenaline rush, which is the power use evolution, does not work with marksman anyway.

If you want to use the Revenant, you can still quite effectively do it under adrenaline rush using the stability mod and manual burst fire while firing from cover. Why would you take a power that prevents you from using the best one the class already has? If you could use adrenaline rush and marksman together, it would be a completely different story (literally, cause it would be by far the best choice).

Modifié par chrisnabal, 22 août 2012 - 06:41 .


#14
RedCaesar97

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BlessedSoldier wrote...
Also Warp Ammo plus Concussive shot lets you detonate Biotic Explosions apparently.

Doesnt work when using Liara's squad ammo though.

Warp Ammo with Amplified Concussive Shot does not detonate biotic explosions. Proof.

#15
BlessedSoldier

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RedCaesar97 wrote...

BlessedSoldier wrote...
Also Warp Ammo plus Concussive shot lets you detonate Biotic Explosions apparently.

Doesnt work when using Liara's squad ammo though.

Warp Ammo with Amplified Concussive Shot does not detonate biotic explosions. Proof.


Ah I was suspicious of this. Thanks.

#16
BlessedSoldier

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chrisnabal wrote...

Forget the video, its not needed to show that marksman on a soldier is a poor choice. You already have adrenaline rush which overlaps as a status power. Beyond that, the best thing about adrenaline rush, which is the power use evolution, does not work with marksman anyway.

If you want to use the Revenant, you can still quite effectively do it under adrenaline rush using the stability mod and manual burst fire while firing from cover. Why would you take a power that prevents you from using the best one the class already has? If you could use adrenaline rush and marksman together, it would be a completely different story (literally, cause it would be by far the best choice).


Except that the main drawback of Adrenaline rush is actually time dilation itself which overtime makes you a crappy shot. Its a cruch. Also the main downside of the Revenant is not recoil its base accuracy which is horrible.

#17
known_hero

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What build(any class) works best with Marksman?

I like this power on my Turian soldier but I can't create a proper build for it in SP.

Modifié par known_hero, 22 août 2012 - 08:34 .


#18
Abraham_uk

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known_hero wrote...

What build(any class) works best with Marksman?

I like this power on my Turian soldier but I can't create a proper build for it in SP.



Marksman is best for Vanguards and infiltrators. They already have ammo powers.
Works well on adepts, engineers and sentinels if you're borrowing an ammo power.

So in a nutshell, use marksman for any class other than the Soldier.
But that's my personal opinion.

If you disagree, please give an argument for soldier with marksman on this thread.

#19
known_hero

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Abraham_uk wrote...

So in a nutshell, use marksman for any class other than the Soldier.


Thanks for narrowing it down for me :P

#20
Abraham_uk

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known_hero wrote...

Abraham_uk wrote...

So in a nutshell, use marksman for any class other than the Soldier.


Thanks for narrowing it down for me :P


Well your best bet is Infiltrator or vanguard.

Want marksman + incendiary ammo pick vanguard.
Want marksman + disruptor ammo pick infiltrator.
Want marksman + cryo ammo pick either vanguard or infiltrator.

So the only remaining question are. 
Invisibility or charge?
tech or biotics?

Modifié par Abraham_uk, 22 août 2012 - 09:08 .


#21
Doriath

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BlessedSoldier wrote...

Except that the main drawback of Adrenaline rush is actually time dilation itself which overtime makes you a crappy shot. Its a cruch. Also the main downside of the Revenant is not recoil its base accuracy which is horrible.


So time dilation somehow makes you less accurate? I'm not following you on that one. I'm pretty sure the revenant does have high recoil and the stability mod helps it a lot. Regardless of its in game accuracy rating, I can hit enemies pretty well at long range with burst fire from cover. I'm not sure if you're implying this but not by any means is marksman required to keep the revenant on target.

Modifié par chrisnabal, 22 août 2012 - 10:09 .


#22
LordMollecht

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AR is great for sniping as a soldier but at medium to short range using marksman with your assault rifle is great for mowing down the enemies. My soldier always takes either the widow or the black widow and AR is great for the long range sniping but I find the revenant is better with marksman when enemies like phantoms are getting close.

#23
daftPirate

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RedCaesar97 wrote...

BlessedSoldier wrote...
Also Warp Ammo plus Concussive shot lets you detonate Biotic Explosions apparently.

Doesnt work when using Liara's squad ammo though.

Warp Ammo with Amplified Concussive Shot does not detonate biotic explosions. Proof.


Woah, isn't it supposed to do though? I seem to remember seeing something to that effect in a description somewhere...

#24
swk3000

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Inferno Grenade- The main interest of this power is it's AoE. Incendiary Ammo may do much the same thing, but you actually have to be shooting the enemy for it's effect to work. Not a problem for a Soldier, I know, but since a bullet can only hit a single enemy, Incendiary Ammo is effectively a single-target control. Inferno Grenade, however, hits a huge area. From the base 5 meter radius at level 1 to the max 8.5 meter radius, you're going to cover a lot of area. To put it in perspective, at Level 1, Inferno Grenade hits 78 square meters. Pick the Radius evolutions at 4 and 6, and you'll hit a whopping 226 square meters. That's a sizable chunk of the battlefield, and Incendiary Ammo can't even get close, even with its level 6 explosion evolution (it hits a measly 19 square meters). Want to set a person on fire? Use Incendiary Ammo. Want to set everyone on fire? Use Inferno Grenade. Also, grenades stack. I tested this on an Infiltrator: took Inferno Grenades, then maxed out both Sticky Grenades and Inferno Grenades while taking the rank 5 capacity upgrades. I had 9 grenades total. So taking Inferno Grenades is an effective way to increase your supply of Grenades.

Marksman - Marksman is designed to be used with full-auto weapons, such as the Avenger, Revenant, Tempest, etc. It directly increases their DPS, and the accuracy boost means that their shots are more likely to hit. Since full-auto weapons tend to have lower accuracy, this fights their biggest weakness. None of the weapons actually *need* Marksman to work, but it certainly makes them better.

As for the whole 'Adrenaline Rush is a crutch' thing, I'll simply say that it allows you to be more lax in your aiming. It slows down time, so you have more time to line up your shot. Pre-scoping isn't required; all you have to do is pop Adrenaline Rush and line up your shot at your leisure. Personally, I don't think it's a pure crutch, but it does make it easier to get by without learning to aim properly.

Armor Piercing Ammo - This is a 'Set it and Forget it' power. Both Incendiary Ammo and Armor Piercing Ammo offer roughly the same damage to health and armor; however, where Incendiary Ammo does it's damage over time, Armor Piercing Ammo frontloads it's damage. After all, some people believe that the best form of Crowd Control is a room full of dead enemies. In addition, Armor Piercing Ammo reduces the effectiveness of armor, which is the weak point of rapid-fire and full-auto weapons. This allows you to use one of these weapons as your main weapon; the Ammo covers you against armor, and the weapon itself takes care of Shields and Armor. Finally, the cover piercing allows you to deal with Guardians without having to flank, or pull out another weapon, or waste a mod slot on a Piercing mod. While it isn't amazing, it's a very solid choice for an ammo power.

Warp Ammo - Like Armor Piercing Ammo, Warp Ammo is a 'Set it and Forget it' power. It gives bonus damage to Health, Armor, and Barriers, stripping them more quickly. In addition, if an enemy has been lifted into the air via a biotic power (Pull or Singularity mostly, though you can also use Slam if you're a good and quick shot), they take an extra 50% damage (base; it can go all the way up to an extra 125% damage with the Enhanced Warp evolution at rank 6). This allows a Soldier to run around with Liara and Javik and get increased damage just from them having enemies in the air all the time.

#25
Abraham_uk

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Well if grenades stack, then inferno grenades it is.