Final Frontier
#1
Posté 16 juillet 2013 - 03:29
Are there any characters or builds you still want to try?
#2
Posté 16 juillet 2013 - 04:34
1) Chargeless NovaGuard using Reave, Shockwave, and Nova. I tested it out briefly a few times, found it fun, but have not got around to importing the correct Shepard yet for a full playthrough.
Could possibly substitute Reave for Dark Channel. Or Pull for Reave to make it harder.
2) Sentinel (any). I started one, ended up switching to different careers, then deleted my Sentinel. I have two to import. One will be a power-focused build (Overload, Warp, and Throw), and the other will be more like Kronner's biotic bomber.
3) A Shepard version of the Female Quarian Engineer: Turret, Cryo Blast, Incinerate, and AP Ammo as bonus. Round it out with the Claymore most likely.
4) Adrenaline Rush-less Soldier. Just Ammo powers, grenades, and whatever weapons I want. Maybe work in Concussive Shot. Depends on what weapons I feel like using. Shame the Soldier cannot one-shot fully-shielded enemies with the Javelin.
5) Claymore Adept.
I was thinking the usual Singularity/Pull, Warp, and Throw, plus Warp Ammo. I could substitute Shockwave for Throw. I had a Shockwave Adept in ME2. Will likely import it for this build, but I am not sure if I will use Shockwave or not. Maybe I will use it for the Chargless NovaGuard instead.
I was also thinking of a Shepard version of the Drell Adept: Pull, Reave, and Cluster Grenades.
6) ME1-style Vanguard: Pull (Lift substitute), Shockwave (Throw substitute), Carnage. Use shotguns and pistols only. Could substitute Carnage for another ME1 Vanguard-style power, like Marksman or Barrier.
For added "fun":
a) For Shepard and squad, use only weapons modeled in ME1:
- Pistols: Predator and Carnifex. You could cheat a bit and use the Paladin (re-skinned Carnifex). Suppressor is a Carnifex but it has a muzzle attachment that was not present in ME1 so that would put it out of the ME1 territory in my opinion.
- Shotguns: Katana and Scimitar.
- Assault Rifle: Avenger, Vindicator, Geth Pulse Rifle, Lancer.
- Sniper Rifles: Mantis and Viper.
- Ashley: Concussive Shot (Carnage equivalent), Marksman (bugged in-game).
- Kaidan: Barrier, Overload.
- Garrus: Overload, AP Ammo
- Tali: Energy Drain (Overload equivalent), Sabotage
- Liara: Warp, Singularity, Stasis
- Wrex: (kind of tough since the auto-assigns points to his powers) Carnage, Barrier
c) Only use N7 armor pieces (Onyx armor!)
You could do a variation of (6) for all classes, but some classes are better suited for it than others.
#3
Posté 16 juillet 2013 - 05:04
I was thinking about Soldier after doing the Javelin tests and the thing is that for something like the Centurion, shields go [1125-1687.5]... so probably there is a portion of the game where you can actually one-shot them... you just need to invest in Disruptor, Passive and Fortification before anything else. Basically a race to level up before they do. That is the main problem with one-shotting them and testing at Level 60... Shepard is long past max useful power (way too many skill points), and finally enemies are at their strongest. Basically most of these functions for level scaling are linear, so at Level 30 a Centurion should have ~1400 (1411?) and some change for shields. The issue may turn out that base Javelin damage for a Level V is not doing you favors, so if it requires NG+, it is a lot easier to be low level on PC since you can easily reset Shepard to 1 at the start and or set game state to NG+ off the bat.
Shockwave-Shotgun Adept is sort of fun, but because of the passives and IEB probably a chargeless Vanguard would be slightly better at it. If you start it at Level 1 you have to be careful how you level it because early game might be a PITA (last part of Menae sucked for me when I did it because Shockwave wasn't leveled enough to not suck).
As for ME1 style characters, that seems interesting especially with the restrictions on squad mates. Regarding pistols... Carnifex is HMWP VII and Paladin is X.
For the other classes, it might be tricky to go ME1 style. Thinking of Sentinel, since I just finished one, there is no Lift, and that was a bread 'n butter power for him, IMO. I guess Slam for bonus and pretend Tech Armor is really Barrier, dunno.
Soldier... you can't really get anything like Immunity. Fortification sort of, but then you lack all the Soldier weapon skills. So you could stick with ARush for "immunity" and "assassination" and then Marksman for "overkill" and "marksman"... Ammos are a lot better... probably Incendiary w/o IEB would be sort of like Inferno. Cryo would be sort of like them, but more useful. Disruptor is too different from any in ME1, IMO.
#4
Posté 16 juillet 2013 - 06:00
#5
Posté 17 juillet 2013 - 02:18
In MP I had some fun with a Stasis sniper and I really enjoy the Batarian Adept, so I was thinking a Shep Adept built around Stasis, Warp and Cluster Grenades and using a Mantis.
Or would a Sentinel be a better platform for a Stasis sniper? I've considered that too.
Also thought about a CC tank Sentinel built around Overload, Cryo and Lift Grenades, with Fortification as a bonus power. I've never made good use of Cryo or Lift Grenades in the past. Would probably use something like a Wraith as my only weapon, to keep cooldowns low.
#6
Posté 17 juillet 2013 - 03:43
But really it just depends on if you want a little better cooldowns or DR. And if you just have a preference for some of the other powers or not.
#7
Posté 17 juillet 2013 - 04:16
I suppose a melee-focused playstyle is viable, but only really on a Sentinel (for 100% damage reduction after a heavy melee kill when stacked with Tech Armor and Barrier/Fortification/Defense Matrix) or Infiltrator (insane damage bonuses) in my opinion. Maybe a Vanguard. Maybe.
#8
Posté 17 juillet 2013 - 06:07
Pretty much everything that doesn't have to do with soldier/infiltrator, I'm afraid...capn233 wrote...
For everyone out there that still might play SP...
Are there any characters or builds you still want to try?
#9
Posté 18 juillet 2013 - 03:35
I do have a question about the Inflitrator with Fortification/Barrier/Defense Matrix.
If you pop any of the three Barriers on, do they still stay active even after you've cloaked? I know it's slim pickin's when it comes to Tech Bonus Power. I've always given my Inflitrator, Decoy.
#10
Posté 18 juillet 2013 - 04:15
EKozski wrote...
I do have a question about the Inflitrator with Fortification/Barrier/Defense Matrix.
If you pop any of the three Barriers on, do they still stay active even after you've cloaked? I know it's slim pickin's when it comes to Tech Bonus Power. I've always given my Inflitrator, Decoy.
If you activate Fortification, Barrier, or Defense Matrix on an Infiltrator, they will stay active when you cloak.
As for tech bonus powers on an infiltrator:
- As you mention Decoy should be good. I have not used it yet myself, but I hear it is good on an Infiltrator.
- Fortification, Defense Matrix, and Barrier will give your Incinerate and Sabotage more damage if you take Power Damage at rank 5. Fortification's power damage bonus will also increase your Disruptor Ammo damage and Sticky Grenade Damage.
- Defense Drone could be decent if you like to stay back and snipe.
- Energy Drain would give you a much-needed anti-shield power for Atlases, Banshees, and synthetics; Sabotage works just fine against everything else.
Proximity Mine is a combat power, but can work good an an Infiltrator as well, especially with rank 5 Damage Taken bonus, combined with cloak damage.
#11
Posté 18 juillet 2013 - 05:09
When you lay it all out like that, it's so much easier to understand.
I'm one of those class specific guys, so Barrier wouldn't work on an Inflitrator. Fortification would. Along with, Defense Matrix.
When I think of the Inflitrator, I see POWER and DAMAGE. Fortification would just add to that. So, Final SP game Inflitrator with Fortification.
Thank you!
#12
Posté 18 juillet 2013 - 05:32
Hmmm... so does TacCloak increase damage of Decoy? It probably does.RedCaesar97 wrote...
- As you mention Decoy should be good. I have not used it yet myself, but I hear it is good on an Infiltrator.
Adept and Engineer are the two classes I have only played once in SP. I don't know if I can think of an interesting original build that I would want to do with them.
Maybe I should focus on trying to mod SP.
#13
Posté 18 juillet 2013 - 12:18
Anyway, I'm still trying to find a creative build for Decoy. I tried it out on my Shotgun Inflitrator but I didn't like it.
I came up with a "unique" Sentinel build a while back. If anyone cares, here it is....
Right now I'm running a Proxy Mine Sentinel..... or as I like to call it: The Blaster Sentinel!
Tech armor
-Damage and Radius
-Power Damage
-Power Recharge
Tech Armor definitely needs a radius buff but it's still a fun weapon. With the passive buffs and Inferno Armor, Tech Armor can really do some damage.
Proxy mine
-Damage
-Damage Taken
-Damage
I use proxy mines to close off choke points and to detonate fire explosions against boss enemies(excluding banshees). A couple things to note about proxy mines: you can place up to five of them at one time. Proxy mines will actually detonate after a certain amount of time. This timer appears to be from 10-20 seconds. The detonation time is not constant.
Lift grenades
-Radius
-Max
-Damage Radius
Used against enemies mobs and Banshees.
Weapon: Venom Shotgun
Staying true to the Blaster philosophy, I went with the Venom. This gun lacks accuracy but makes up for it in raw damage. If you don't have the Venom, go with the Scorpion, Falcon or Charkam Launcher.
Modifié par known_hero, 18 juillet 2013 - 12:23 .
#14
Posté 18 juillet 2013 - 02:23
I don't remember it working like this. Doesn't it work the same as in MP where it is only one Proxi active at once, and if it hasn't detonated, then it will when you fire a new one?known_hero wrote...
A couple things to note about proxy mines: you can place up to five of them at one time. Proxy mines will actually detonate after a certain amount of time. This timer appears to be from 10-20 seconds. The detonation time is not constant.
#15
Posté 18 juillet 2013 - 03:07
capn233 wrote...
I don't remember it working like this. Doesn't it work the same as in MP where it is only one Proxi active at once, and if it hasn't detonated, then it will when you fire a new one?known_hero wrote...
A couple things to note about proxy mines: you can place up to five of them at one time. Proxy mines will actually detonate after a certain amount of time. This timer appears to be from 10-20 seconds. The detonation time is not constant.
Intitally, I thought that until I tested it. I was able to activate up to seven proxy mines. First, the game allows you to have three activated, if you try to fire a fourth one, the first will explode. After that, it allows you to activated a fourth one, if you fire a fifth one, the earliest activated one will explode. This patterns continues until you reach seven.
#16
Posté 18 juillet 2013 - 03:22
#17
Posté 18 juillet 2013 - 04:49
capn233 wrote...
And it isn't just the graphic glitch where they lay around even though they aren't there?
No, if an enemy doesn't detonate one, it will explode on it's own after 10-20 seconds.
#18
Posté 18 juillet 2013 - 06:05
This is pretty interesting. I should feel bad about promoting PM for SP and not knowing this. I just assumed it worked like MP and when I used it I would fire it at a big target for debuff, not really as a trap, so I never saw more than 1 at a time.known_hero wrote...
capn233 wrote...
And it isn't just the graphic glitch where they lay around even though they aren't there?
No, if an enemy doesn't detonate one, it will explode on it's own after 10-20 seconds.
#19
Posté 21 juillet 2013 - 02:15
I have the urge to run with Slam, just because it is funny though. Or some sort of Engineer that I can't come up with yet.
#20
Posté 22 juillet 2013 - 04:46
Part of the reason I started it was to see if I added some guns to the Spectre store correctly. Not sure how much the Javelin, Widow, Claymore, Falcon, and Revenant should be worth when they are available right away.
#21
Posté 23 juillet 2013 - 12:06
Modifié par Athenau, 23 juillet 2013 - 12:07 .
#22
Posté 23 juillet 2013 - 01:30
Yeah. It is unfortunate there isn't a good way to do that.Athenau wrote...
I wanted to try a modded playthrough where all basic enemies had (weaker) protections. Unfortunately it didn't work.
I have been kicking around the idea of trying to update Spectre to work with 1.05 along with redoing the DLC guns I have, but people would have to run warranty voider's memory patcher to run it most likely.
#23
Posté 23 juillet 2013 - 06:59
A shame about the SP mod not working.
#24
Posté 23 juillet 2013 - 07:06
The way the coalesced works is it pulls the various bins from the main coalesced and the analogues in the bin files for the DLC and patch. Patch 1.05 put a bunch of the MP changes in its bin file, which has highest priority. If you modify the patch bin file, it fails the "DLC" authorization and reverts to basically an unpatched game...
There are a couple work arounds... if you patched the game to 1.04 you could more easily mod the base game, and Kronner's Spectre will more or less work as intended, although DLC guns will have whonky balance.
If you wanted to be comprehensive, probably Warranty Voider's little program will be required, but that is run by a lot of people that run modded MP games anyway (for Husk mode, MP "Insanity," etc).
Modifié par capn233, 23 juillet 2013 - 07:09 .
#25
Posté 23 juillet 2013 - 08:05
That is probably the best summary I have read about ME3 single player.Locutus_of_BORG wrote...
ME3 SP just isn't as engaging as ME2's was, unfortunately. Every combination of skills/weapons/tactics is so deadly in ME3 that I just don't feel as much motivation to try out novel builds.





Retour en haut







