What am I doing wrong (soldier insanity)
#51
Posté 25 novembre 2012 - 01:29
Weapons- Predator as secondary or the Disciple shotgun, personally my second favorite weapon.
Spam Liara and Javiks powers
Grenades, concussive shot and carnage are all just bonus powers to have fun with. By far easiest play through aside from vanguard, *cough* spamguard *cough.*
#52
Posté 25 novembre 2012 - 03:53
#53
Posté 25 novembre 2012 - 06:01
My experience exactly. I never used more than 2 weapons, maybe 3 weapons at most. If I used all four weapons as a Soldier it was because I had to force myself to use all four weapons. And like you said, If you have the Viper+Revenant you do not use anything else.brad2240 wrote...
Binary_Helix 1 wrote...
A widely held position that I never really grasped. Tactically soldier had a weapon for every situation even if he could make do with just one.
I understand that some people play like that, it was just never my style. In ME1 I used mainly an assault rifle, with a pistol or shotgun situationaly. In ME2, I really wasn't a fan of the shotguns and I found that I had to go out of my way to use them and was never pleased with the results. By far the most fun load out for me was the Rev and a Viper. Those two cover all situations.
When I did use a shotgun, I used only a shotgun and assault rifle before ditching the assault rifle completely and used only the shotgun. So I ended up using only 1 weapon.
And when I took the Widow, it was on my Mattock-Widow Soldier to see what all the fuss was about. Never playing that again. While there is something satisfying about playing the Unholy Terror that is the Mattock-Widow Soldier and wiping out everyone with the Finger of God, it was ultimately kind of bland and boring. But if I had used another assault rifle, I still would have only used two weapons, three if I used the Shotgun occasionally.
#54
Posté 25 novembre 2012 - 08:34
Binary_Helix 1 wrote...
ME3 is a power centric game. Shooting matters less and power spam matters more. This would be balanced if say the other classes weren't given unlimited sprint (extra sprint was a soldier ability) plus access to any weapon they wanted (another lost soldier exclusive). So as weak as soldier is in my view the other classes simply gained too many new advantages.
There is one point I disagree with.
I think it is great that I can put any weapon on any class I choose.
I never really liked the weapons restrictions.
I would welcome the following for the soldier:
- Improved adrenaline rush time dilation (with faster sprinting and shooting)
- Having larger reserve ammunition for guns.
- Being able to carry more grenades (with a choice of grenades)
- Greater heavy melee damage.
- Better weapon damage, so that soldiers have an equal damage per second to power spamming.
#55
Posté 25 novembre 2012 - 10:18
1. Give Adrenaline rush 20% Damage Resistance with one point, Damage Resistance becomes 40% with the tier 4 choices.
2. Adrenaline rush Shield Boost spec increased to 100% (500 extra shields)
3. More weight from combat Passive, r1 20 -> 40, r3 30 -> 40, r6 100 extra weight capacity or 45 weight capacity + weapon damage.
#56
Posté 26 novembre 2012 - 07:06
I totally understand, but I think I've got the
solution. THE EXPLOSION SOLDIER tm. After the recent
patch I decided to reroll a soldier and see if I could make it work. Lucky for
me the soldier indirectly recieved a huge buff with the improved fire explosion
mechanics. Combine this new bonus with bonus power AR evolution and carnage and
I'm bombing mooks and bosses like an adept using warp+throw. Here's my
set-up at 60.
AR: I like hardening as an insurance policy.
Getting the bonus power evolution is the glue that holds this build together. 6
Frag: Full damage and capacity 6
CS: Unneeded, redundant with knockdown carnage. Can
be used as a secondary detonator if you wish. 4 or 6
Incendiary: Explosive. Duh. 6
Disrupter: Full shield strip. I've never found
stun chance to be lacking anyways. 6
Cryo: However you like. I prefer extra damage
across the board. 4 or 6
Offensive Mastery: weapons damage, headshot
damage. 6
Fitness: Full health. This ain't no melee build. 6
Carnage: It's main purpose is as an explosion aid.
Avoid the recharge speed evolution and get knockdown. Without that evolution
it's recharge is the same as AR meaning that you should always pop AR and than
fire carnage. You lose nothing and with knockdown carnage has double the damage
and similar force to a concussive shot. 6
The key is priming your enemies for fire
explosions often and detonating them often. You have two methods of priming,
Incendiary and carnage, and three methods of detonating, Carnage, Frag, and CS.
After a fire explosion or two it's usually easy to mop up whatever survived
with the soldiers inherent dakka or you could simply start another round of
fire explosion.
Here's an example situation. That hallway on Mars after the first weapon bench? Fire a couple bursts into a mook than pop AR, fire off a Carnage to set off a fire explosion, advance while firing to prime
another mook, throw a grenade or have your squad use something to detonate
another enemy and proceed to mop up whatever is left.
Here's a second scenario. If I have a Claymore on Earth when those 2 Brutes burst out of the wall? Fire a incendiary claymore shot and pop AR, fire carnage to detonate, put second claymore shot into second brute and detonate with a frag. That's two dead brutes in about 4 seconds. AR ammo refill and your flexibility in generating fire explosions is your main advantage in killing bosses.
For the squad I like to bring Vega because he adds an instant detonater in frag grenade and yet another primer in carnage. He's like a mini-you. Hell, this build is pretty much a super-Vega. I would also recommend bringing someone with Overload to help with defenses, I mean disrupter ammo is good but not Overload good. Besides the one enemy you'll have difficulty with is Banshees, due to their explosion blocking properties and
slender profile and Overload helps immeasurably here. With this in mind I usually roll with Garrus/Vega/EDI, although it could work with any squad because this build is pretty self-sufficient. This build really is nuts. You know that encounter on Sur'kesh just after you meet Kirrahe? With this build I literally finished burning every enemy in a firestorm the second after Kirrahe finished telling me he would cover me ON Insanity. You'll really feel like a god of fire rolling this. Good luck.
A quick note about rolling a Cryo soldier. Don't, they suck. Or at least I can't make one really work. I've tried and tried, simply because I liked the idea of it, but it simply doesn't flow very well. Cryo ammo is often hit or miss for priming and the extra freeze chance evolution is better skipped for the armor reduction and damage boost. Amplified Cryo concussive shot is passable as a method of freezing but is a poor detonator due to lack of damage even with the shatter evolution and the fact that it can't detonate itself. Prox is really the best cryo detonator the soldier can get but even that is lackluster due to it's damage being less than ideal and it's skill intensive aiming. Obviously a soldier could beat the game using only cryo ammo, that's just ME3, but it wouldn't work with nearly the same reliability and power as a fire explosion soldier. The sentinel is the only class I've been able to consistently use cryo explosions with. Cryo blast and a Warp boosted by the
damage bonuses from Barrier, Tech Armor, and Serrice armor is what I use. Works
like a charm. I imagine it would also work on an Engineer though I've never
tried.
Modifié par Ceilalouette, 26 novembre 2012 - 07:09 .
#57
Posté 26 novembre 2012 - 04:35
This was a pretty good setup before the change, since Carnage does decent damage. Now I imagine it is even easier to pull off. However, since Fire Explosions just need a direct damage power, you can go Concussive Shot for rapid Fire Explosions (better cooldown than Carnage) and run Proximity Mine as a bonus power so you can debuff large targets.Ceilalouette wrote...
*Carnage FIre Explosion Build*
You can also run Amplification on Concussive Shot so that you can use it as a fire and forget CC power. What I mean is that you can fire CS at an unprotected organic to open an engagement, and it should track and then light the target on fire while you fire at other targets. Then go back to the original when the others are dead.
You are right in a sense. You cannot rely on Cryo Explosions to deal as much damage as Fire Explosions since they are more difficult to set off. However, Cryo Soldier can work fairly well, and I did it with a full load of basic weapons. Amplification on CS is a key, but it is best as above to freeze an unprotected organic and briefly take them out of a fight. I didn't even bother trying to get Cryo Explosions as they are unnecessary. Your ammo is for CC in this case, and it works decently. It also makes using something like the Viper (or Valiant) easier as the first shot freezes a target if you don't kill them. Cryo also has a decent armor debuff.A quick note about rolling a Cryo soldier. Don't, they suck. Or at least I can't make one really work. I've tried and tried, simply because I liked the idea of it, but it simply doesn't flow very well. Cryo ammo is often hit or miss for priming and the extra freeze chance evolution is better skipped for the armor reduction and damage boost. Amplified Cryo concussive shot is passable as a method of freezing but is a poor detonator due to lack of damage even with the shatter evolution and the fact that it can't detonate itself. Prox is really the best cryo detonator the soldier can get but even that is lackluster due to it's damage being less than ideal and it's skill intensive aiming. Obviously a soldier could beat the game using only cryo ammo, that's just ME3, but it wouldn't work with nearly the same reliability and power as a fire explosion soldier.
#58
Posté 08 décembre 2012 - 02:43
Th build I am running successfully now is: Incendiary Ammo + Conc. Shot for fire explosions, the Revenant for damage and spread of incineration ammo. For bonus power I took defense matrix. Squadmates is usually Liara + Garrus, Liara for CC with Singularity and Garrus for his Overload.
Veeerry smoothly now, thanks again.
#59
Posté 08 décembre 2012 - 07:44
If you can quickly perform these in singleplayer (the new changes can be implemented), you can easily outshine the other 5 classes.
Once you know the combos, you can excel with any class.
Have carnage as your additional power
Shoot enemy with incendiary ammo then fire carnage for fire explosion.
Shoot enemy with cryo ammo then fire with carnage for cryo explosion.
Shoot enemy with disruptor ammo then fire with carnage for tech burst.
Also
Check out this thread.
Modifié par Abraham_uk, 08 décembre 2012 - 07:48 .
#60
Posté 09 décembre 2012 - 02:42
On another note, when it comes to squadmates, the advantages of biotic or tech squadmates is obvious but don't write off Ashley and James as useless. Concussive shot from Ashley or Garrus is actually very useful squad ability. I used to hate it but in Insanity, Conc. Shot is useful by simply taking an enemy out of the fight briefly, giving you more room to breathe and less grenades being tossed at you at the moment. Not to mention that with the Amplification upgrade or James' Carnage, Soldier has the ability to set off explosions whenever you please.
Modifié par KangDo, 09 décembre 2012 - 02:49 .
#61
Posté 09 décembre 2012 - 07:30
Definitely don't write off Ash. Especially since she had various cosmetic enhancements since ME2.KangDo wrote...
On another note, when it comes to squadmates, the advantages of biotic or tech squadmates is obvious but don't write off Ashley and James as useless.
But seriously, Disruptor Ammo for Stun and CS to set off combos is nice. And Inferno Grenades are very nice.
#62
Posté 09 décembre 2012 - 12:13
capn233 wrote...
Definitely don't write off Ash. Especially since she had various cosmetic enhancements since ME2.KangDo wrote...
On another note, when it comes to squadmates, the advantages of biotic or tech squadmates is obvious but don't write off Ashley and James as useless.
But seriously, Disruptor Ammo for Stun and CS to set off combos is nice. And Inferno Grenades are very nice.
And seeing how squadmates own with the typhoon without even needing any bonuses; She just destroys with all her massive AR damage bonus.
#63
Posté 09 décembre 2012 - 10:06
I overall like how ME3's Insanity holds up compared to ME2's outside of the pinpoint grenade spam from Troopers and Cannibals. However, it's actually fairly easy to make builds that make the game too easy (especially if you bought DLC weapons) so I'm finding myself having to come up a setup that is competent and strong enough but not too overly powerful so that the combat is still challenging and enjoyable.
Modifié par KangDo, 09 décembre 2012 - 10:17 .
#64
Posté 11 décembre 2012 - 02:44
I used Defence Matrix until i got Flare. You also need bonus power on Adrenaline Rush. Defence will be sacrificed, but you gain so much more offence that enemies have no chance.KangDo wrote...
The only thing I think needs some serious consideration as a Soldier on Insanity is Defense Matrix. You need something that keeps you alive while you're gunning down bad guys. Insanity is all about staying alive. Don't take foolish risks. Even then, the only time I really purged my shields with DM was against Kai Leng who I feel is the main part of Insanity where you have to put some legit thought in your loadout and powers. Other than that, I got away with using whatever weapons and armor I thought were cool instead of focusing solely on what's "good." Just so long as you use them properly and you have a small amount of experience with the combat system.
On another note, when it comes to squadmates, the advantages of biotic or tech squadmates is obvious but don't write off Ashley and James as useless. Concussive shot from Ashley or Garrus is actually very useful squad ability. I used to hate it but in Insanity, Conc. Shot is useful by simply taking an enemy out of the fight briefly, giving you more room to breathe and less grenades being tossed at you at the moment. Not to mention that with the Amplification upgrade or James' Carnage, Soldier has the ability to set off explosions whenever you please.
Squad Cryo debuff + AR + Inciendary ammo + Garrus Proximity Mine debuff and Fire Exlposion + Liara's Warp debuff + Flare explosion all at once and enemies like Brutes look like husks. Only Banshees with their barriers show some resistance, but you have distruptor ammo for that. Having such weapons as Harrier, Bloodpack SMG and Acolyte also is a big plus.
Modifié par vlight, 11 décembre 2012 - 02:55 .
#65
Posté 12 décembre 2012 - 06:01
I didn't pick the bonus power feat for Adrenaline Rush so I will say it's possible to still do well without it but I can definitely see the benefit since I had to commit to one power or the other in various fights. For example, I used Adrenaline Rush in most firefights but that meant I'd have to hide when my shields went down because I couldn't purge them. In the Kai Leng fight, I needed that purge ability so badly that I never used Adrenaline Rush against him.
Modifié par KangDo, 12 décembre 2012 - 06:02 .
#66
Posté 12 décembre 2012 - 01:27
Modifié par vlight, 12 décembre 2012 - 02:58 .
#67
Posté 12 décembre 2012 - 02:44





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