Is it possible to hot key powers in ME1?
#1
Posté 06 décembre 2012 - 01:06
Anyway, can you hot key powers on the console(notably the ps3) version of ME1 or do you have to use the power wheel?
#2
Posté 06 décembre 2012 - 04:10
#3
Posté 06 décembre 2012 - 05:16
Generally I hotkey a defensive power, typically Immunity or Barrier. On Engineer I would probably hotkey Shield Boost unless you take Barrier as a bonus power.
#4
Posté 06 décembre 2012 - 07:05
RedCaesar97 wrote...
Generally I hotkey a defensive power, typically Immunity or Barrier.
I do that for Soldiers, but for everyone else I go with my primary offensive power. Usually that's Sabotage, Lift or Singularity.
#5
Posté 06 décembre 2012 - 08:04
I'm running with the Soldier right now. It seems like this class is all about defense. Is Immunity more important than Shield boost?
#6
Posté 06 décembre 2012 - 09:04
Yes.known_hero wrote...
Thanks for the help!
I'm running with the Soldier right now. It seems like this class is all about defense. Is Immunity more important than Shield boost?
In general in ME1 Damage Protection is superior to shields. That means that armor with better Damage Protection usually beats out armor with more shields, and it also means Immunity trumps Barrier and Shield Boost.
Soldier is a tank and the weapon master in ME1. You can use any weapon while absorbing the most damage.
#7
Posté 06 décembre 2012 - 09:13
Yes, unless you are really trying to get the achievement for taking more shield damage than health damage (I forget what the achievement is called), but that acheievement is probably easier to get with a Vanguard, Adept, or Sentinel.known_hero wrote...
Thanks for the help!
I'm running with the Soldier right now. It seems like this class is all about defense. Is Immunity more important than Shield boost?
Master Immunity grants you +80% damage reduction for about 20s with a 40s cooldown if I recall. The Immunity cooldown in either the Shock Trooper or Commando specialization drops the cooldown to 24 seconds. I think with at least one Medical Exoskeleton VII armor mod or higher means Immunity can cool down while Immunity is still active. That allows you to keep Immunity active for as long as you can keep hitting Immunity.
So basically:
+80% damage reduction + health regeneration in Soldier passive + any health regen from armor mods (First Aid mods, Medical Exoskeleton mods) + (possibly) health regen from bonus granted if you had Wrex in your squad for most of the game in any playthrough + damage protection from armor = Soldier is nigh impossible to kill.
#8
Posté 07 décembre 2012 - 12:10
RedCaesar97 wrote...
Soldier is nigh impossible to kill.
There's a group of Geth and a Krogan Battlemaster on Therum that disagrees with you. It took me nearly 20 attempts to get pass that section.
#9
Posté 07 décembre 2012 - 12:24
If you are a new character Soldier on Insanity and went to Therum first, then that is about the toughest test of any of the games. Congratulations, you passed.known_hero wrote...
There's a group of Geth and a Krogan Battlemaster on Therum that disagrees with you. It took me nearly 20 attempts to get pass that section.
#10
Posté 07 décembre 2012 - 08:46
known_hero wrote...
There's a group of Geth and a Krogan Battlemaster on Therum that disagrees with you. It took me nearly 20 attempts to get pass that section.
Yep, Therum has what can be 2 of the hardest fights in the early game. The krogan battlemaster/geth fight at the end and the armature fight before the mine entrance.
About the only fight I've had a high level, well equipped soldier/infiltrator die in is the Luna one and that was because I got stun locked by rocket drones and couldn't reactivate immunity.
#11
Posté 07 décembre 2012 - 03:32
IIRC in the last bunker you can end up with a bunch of drones bumrushing you at the same time. Hard to kill them quickly. Have to make some Sabotages count.The Grey Ranger wrote...
About the only fight I've had a high level, well equipped soldier/infiltrator die in is the Luna one and that was because I got stun locked by rocket drones and couldn't reactivate immunity.
#12
Posté 07 décembre 2012 - 06:46
#13
Posté 07 décembre 2012 - 07:27
I'm still on my first playthrough so I'm playing on Veteran.
Quick question: what's the difference between damage protection and hardening?
I appeciate the help, fellas. I'm trying hold off on reading guides until I complete the game.
Modifié par known_hero, 07 décembre 2012 - 07:29 .
#14
Posté 07 décembre 2012 - 08:18
An example of how damage reduction works.
Let's say you have three sources of damage protection.
Say your character is wearing heavy titan vii armor, has master immunity and an engergized plate viii armor mod
The armor gives you 62% damage reduction, master immunity gives you 80% damage reduction and the armor mod gives you +15% damage reduction.
Lets say your shields are down and an incoming attack does 300 points of damage.
Master immunity will absorb 80% of the damage reducing it to 60 points of damage. Then your armor will absorb 62% of that reducing it to 23 points. Finally the armor mod would absorb 15% of that reducing the damage taken to 19.
Hardening will reduce the physics effects of enemy biotics and attacks that can cause knock back/down like rockets. I'm not quite as clear on how much effect it actually has, but imo the most important things to look for in armor are in order of importance
1. Damage protection
2. Shield Rating
3. Hardening
Note that certain types of armor also have special effects. Namely phoenix lets you regenerate 1 hp/second and the explorer/freedom/survivor line reduces environmental effects 1 level (note this is only needed by 1 character in the party) So if you were on a planet with level 1 cold effects and someone were wearing that type of armor, there would be no cold effect build up. If you were on a level 2 heat hazard planet the heat build up would be 1 level lower.
Also note that all armor of level vii or higher has 2 mod slots. All weapons level i-vi have one mod and one ammo slot and all weapons of level vii+ have 2 mod slots and 1 ammo slot. I'd also strongly recommend hanging on to your level vii ammo types specifically tungsten and shredder. I prefer some of the level iv-vii ammo types over those of the viii-x ammo types, they generally have fewer drawbacks.
Hope that helps.
Modifié par The Grey Ranger, 07 décembre 2012 - 08:43 .
#15
Posté 07 décembre 2012 - 08:59
#16
Posté 08 décembre 2012 - 12:23
Modifié par known_hero, 08 décembre 2012 - 12:25 .
#17
Posté 08 décembre 2012 - 06:19
RedCaesar97 wrote...
Grey Ranger, thank you for the explanation of how Damage Reduction works. I have about 2 dozen playthroughs of ME1 and I never knew how that worked. Thank you for the explanation.
Just in case your interested here are the weapon damage calculations
Rate of fire by weapon type
Pistol 4 rounds per second
Assault rifle 10 rounds per second.
Shotgun 1.25 seconds per round
Sniper rifle 1.75 seconds per round
Here is the base formula for calculating damage per second
(Ablated Crayon) weaponDamage = (baseWeaponDamage) *(1+s_global) * [1+(s_weapon)(kTwoMods)] * (1+s_carnage) * [1+(kCarnageShot)(s_global) * [1+s_target-kCarnageShot*s_target]
Here is what the differnt variables mean:
s_global = Sum of global damage effects.
Ex: spectre & renegade dmg boni
s_weapon = Sum of those said to increase weapon dmg
Ex: Long Service medal, Pistols,
Assassination, Assault Rifle, Scram Rail X
kTwoMods = constant value. Equal to 1 if weapon has one enhancement slot, equal to 0.625 if weapon has two slots.
s_carnage = Damage bonus from carnage ability. This is obviously zero if you aren't dealing with carnage, else use the value carnage gives if you are.
kCarnageShot = constant value. Equal to 1 if the shot is going to be a carnage shot, equal to 0 if it's not.
s_target = sum of target-specific dmg mods
Ex: Tungsten & Shredder
base carnage dmg = base weapon dmg * 1.25
base assassinate dmg = base weapon dmg * 1.75
If you're using marksman for your pistol multiply your number from this calculation by the following
Basic Markman 1.25
Advanced Marksman 1.375
Master Marksman 1.5
Here is an example of the math.
For a bare spectre pistol x with a rail extension VII+a Kinetic coil X+no ammo=360.15
Here is the math
kinetic coil is 0.07
rail extension is 0.29
total is 0.36
multiply 0.36 by 0.625 for the two weapon mod is 0.225
add 1 is 1.225
multiply by the base weapon damage of 294*1.225=360.15
if we include tungsten or shredder ammo in the calculation it becomes
kinetic coil is 0.07
rail extension is 0.29
total is 0.36
multiply 0.36 by 0.625 for the two weapon mod is 0.225
add 1 is 1.225
shredder ammo is .40
add 1 is 1.4
so 1.225 times 1.4 is 1.715
multiply the base weapon damage of 294*1.715 is 504.21
#18
Posté 08 décembre 2012 - 12:35
#19
Posté 08 décembre 2012 - 01:35
In my experience, most of the time the +X% damage to organics/synthetics is the better ammo. The only exception would be versus Krogan since most other ammo types will kill the Krogan outright, whereas with anti-synthetic/anti-organic ammo will only cause Krogan to fall down and regenerate their health. Even then, I would use anit-organic ammo until they are close to 0 health, then switch ammo types.known_hero wrote...
Is status effect ammo like radioactive worth using? I normally just roll with the ammo that does +30 damage to a specific enemy(organic/synthetic).
For example, If you knock a Krogan's health down to 0 with Anti-Personnel Rounds II, the Krogan will fall down and regenerate his health. Whereas if you knock the Krogan's health down to 0 with Inferno Rounds IX, the Krogan will die into a flaming pile of ash.
Phasic/Proton rounds will dissolve enemies into blue smoke, Incendiary/Inferno Rounds will burn enemies to death, Chemical/Polonium Rounds will melt enemies into green goo, and Cryo/Snowblind Rounds will freeze enemies solid and then they shatter. These effects only happen when the enemys's health drops to 0.
Note that Krogan can regenerate their health completely after "dying" only once.
I have seen people mention that they like to run with anti-organic/synthetic ammo on Shepard and then some sort of chemical and fire ammo on their squadmates so they can see who is shooting them in the back. And I think Krogan who are lifted by Lift or Singularity will not regenerate their health either.
As for radiation rounds or any rounds that increase enemy cooldown: I find that these are not very useful. They only serve to increase the cooldown on an enemy's ability, but only after they cast it, which means you can shoot them, then they hit you. And the cooldown percentage is rather small and not really noticeable.
Modifié par RedCaesar97, 08 décembre 2012 - 01:38 .
#20
Posté 09 décembre 2012 - 06:58
#21
Posté 10 décembre 2012 - 05:44
#22
Posté 11 décembre 2012 - 02:19
capn233 wrote...
IIRC Hardening reduces damage from biotic and tech attacks, but reducing knockback from attacks and weapons comes from Physics Threshold.
What do you mean by "reducing knockback"? I wore a physics threshold mod and was still knocked down by biotic enemies.
What kind of tech attacks do enemies have? I just completed this game and I don't remember seeing any.
#23
Posté 11 décembre 2012 - 03:27
As far as tech attacks go, mostly it's in the Bring Down the Sky DLC. The batarians there use things like sabotage, overload and damping. I don't recall any real instances of such in the main game, but it's been a couple of years since I did a playthrough.
Modifié par The Grey Ranger, 11 décembre 2012 - 03:28 .
#24
Posté 11 décembre 2012 - 05:02
I think the The Grey Ranger explained the physics threshold adequately above. I have no idea how that works myself.known_hero wrote...
What do you mean by "reducing knockback"? I wore a physics threshold mod and was still knocked down by biotic enemies.
What kind of tech attacks do enemies have? I just completed this game and I don't remember seeing any.
As for tech attacks, few enemies will attack you with tech attacks. As The Grey Ranger points out, you will see this most often in Bring Down the Sky, but some enemies in the main game will use tech attacks, mostly Damping and Sabotage. I cannot recall any enemy using Overload off the top of my head.
Modifié par RedCaesar97, 11 décembre 2012 - 05:03 .
#25
Posté 11 décembre 2012 - 08:21
As for the tech attacks, there are various examples in the main line game. Most of them come from higher tier Geth units, elite organic enemies, and then possessed Saren. Sabotage and Damping are the two that they will use on you (to overheat your weapon, and kill your cooldowns respectively). Hardening will reduce the burning damage those attacks do, but they will not eliminate the effect of the attack. Honestly I find Hardening and Physics Threshold nearly useless to worry about on Insanity. If you have high Damage Protection you are set because it protects against all damage. It can even protect you against Snipers if you have enough of it.





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