Loving the Human Engineer, but can't stay alive!
#26
Posté 03 septembre 2013 - 12:59
#27
Posté 03 septembre 2013 - 01:03
guigui_daddy_92 wrote...
lightswitch wrote...
Why is everyone giving the OP build advice? He didn't even ask for build advice.
Because the first way to stay alive is by increasing health and shield, no?
Can't tell if serious...
#28
Posté 03 septembre 2013 - 01:04
krauser and flyingkebab - it's true, i'm too impatient to get in on the hot and heavy action and end up getting surrounded when the bruisers bail. something to learn.
Tantum Dic Verbo - i actually want to try this, hopefully that doesn't mean running into a freshly spawned brute.
rtk - tried a falcon 1 which i got out of a premium spectre pack. cooldown 100%
guigui daddy - chain > shield dmg? does it affect my explosion dmg?
computron - i've got 2 resets, I'll try your suggestions out.
lightswitch - thanks for the tips. build suggestions are always handy though.
thanks for the suggestions all.
#29
Posté 03 septembre 2013 - 01:12
Schlave wrote...
Iguigui daddy - chain > shield dmg? does it affect my explosion dmg?
I tried a short and a long chain --> I prefer long chain due to more staggering enemies (also helpfull to clean swarn spawn!)
No a rank 6 power is a rank 6 power --> combine with incinerate rank 6, result will be the same.
#30
Posté 03 septembre 2013 - 01:29
Try to have a combat drone in play nearby to draw away some additional aggro (take the explosive evo for more staggers).
Human Engineers cannot tank so make sure the enemy cannot stab you in the back. Basically you want to be in a good defensive position > take out a couple enemies > and reposition.
Squadmates with Snap Freeze are your best friends. Let them spam that power so your Engi can trigger a crapload of Cryo Explosions all over the place with Overload.
#31
Posté 03 septembre 2013 - 02:22
guigui_daddy_92 wrote...
lightswitch wrote...
Why is everyone giving the OP build advice? He didn't even ask for build advice.
Because the first way to stay alive is by increasing health and shield, no?
No the first way to stay alive is with the proper use of soft cover, RHA, and CC powers. If the player doesn't know how to use these things effective he'll die just as fast with a full fitness human as a zero fitness one.
#32
Posté 03 septembre 2013 - 02:33
Deerber wrote...
guigui_daddy_92 wrote...
lightswitch wrote...
Why is everyone giving the OP build advice? He didn't even ask for build advice.
Because the first way to stay alive is by increasing health and shield, no?
Can't tell if serious...
There's no learning like learning the hard way amiright? That's how I did it anyway.
#33
Posté 03 septembre 2013 - 02:36
http://social.biowar...ave&platform=pc
- Remember that you have both the male and female human engineers so you can try two separate builds there. No need to use your reset cards as your human female has not been used yet.
- Also you have the Arc Pistol which, although it takes a bit of getting used to, is a really good weapon. Charged shots do a lot of damage, non-charged shots will be as good as your predator.
- The reason you need 3 secs or better cooldown for incinerate is that this is the window during which you can combo-explode it. As long as your cooldown is 3secs or lower you are good. This corresponds to approx 170% cooldown.
- Most of the enemies in the game can kill you very quickly if you are exposed. As soon as you see your shield draining duck back behind a wall, dodge/roll or run away. Don't wait out in the open hoping to land that killing blow!
#34
Posté 03 septembre 2013 - 02:51
I believe specing Overload as above with 'neural shock' will help you more than your current recharge speed option (with a light enought weapon loadout). Being able to stagger most smaller units with the above should allow you more control, in smaller engagements.
I wonder if others would also recommend shield damage in final evo.
#35
Posté 03 septembre 2013 - 02:54
lightswitch wrote...
No the first way to stay alive is with the proper use of soft cover, RHA, and CC powers. If the player doesn't know how to use these things effective he'll die just as fast with a full fitness human as a zero fitness one.
It's not how I feel it on silver!
the ennemies are less agressive and you have more time to take cover. It also allow you to train at your own rythm and stay more on fire before falling down.
I think it depends of your feeling. I prefer be secure first and remove fitness after I test a character.
As reviving said OP can test it with female engineer and choose.
#36
Posté 03 septembre 2013 - 02:55
#37
Posté 03 septembre 2013 - 02:59
#38
Posté 03 septembre 2013 - 03:25
if you have 100 or more positive all further bonuses provide less than half their value,
200% recharge or more provide less than a quarter benefit
The exceptions to the rule are when the other evolution is entirely useless/ harmful to your power,
Power combo damage is base on level of powers used and combo multiplier evos, nothing else
Dodge and melee provide some damage reduction when used, dodging when an enemy starts firing can save your life,
Stagger is a savior,
BEWARE THE ENEMY WITH A GUN, pot shotters are the most lethal threat to any character with low durability, always kill them first,
Brutes are deadly to tanks, they hit hard enough to strip most characters shields in one hit and are durable, but move slowly, are predictable and cannot one hit ko as long as you have shield gate, marauders can shoot at any time and can bypass the shield gate that normally prevents you from dying instantly, especially on higher difficulties
Shield gate is a period of complete damage immunity when you lose your last point of shields, it takes a fixed 4 seconds to recharge and stops single powerful attacks from damaging both your shields and health, there is a similar health gate when you get to your last few hit points with a 3 second recharge,
Certain characters are vulnerable to certain enemies
small enemies who's machine guns keep firing long enough to go through both gates and kill in one burst of fire destroy weak high mobility classes
big slow enemies that can deal huge damage in on hit can kill big slow moving characters in the same number of hits as small fast ones, but big slow characters cannot easily escape them,
#39
Posté 03 septembre 2013 - 03:35
i use cryo rounds a lot on the HE, the only class i like it on. Overload and shoot cannibals and troopers of any kinds . They won't be dead but they'll stop shooting so you can finish them off with Incinerate or more shooting. ( unless they cheat of course, which they love doing - seeing a rocket trooper lying on its side shooting missiles at you never gets old ) Guns don't matter that much in this instance. A pea shooter will work with some headshots .
I strafe and roll a lot playing that character. Cover is good but so often cover means a lil red grenade blowing you up, so mobility is key.
And i focus on all small targets because it's more fun.
#40
Guest_Element 0_*
Posté 03 septembre 2013 - 03:49
Guest_Element 0_*
#41
Posté 03 septembre 2013 - 03:56
#42
Posté 03 septembre 2013 - 04:23
Schlave wrote...
rtk - tried a falcon 1 which i got out of a premium spectre pack. cooldown 100%too slow to chain anything, i can't hit small targets far away. utter disaster. am I doing it wrong?
Yeah, I did not take into account that your falcon is a bit heavy at level II. At level 10 you get a 160% cooldown with it. Even at level 6 it is 126% which is fine. If you don't like it (at this level), use the tempest, it is a perfect SMG for bronze/silver and you have a level 5 SMG mag upgrade.
As for not hitting targets, it is strange, as with the falcon you don't have to. It has a proximity fuse, you can hit out targets from cover if you aim above them.
ps. try your tempest on the TSol with marksman!!! (also with your mag upgrade)
#43
Posté 03 septembre 2013 - 04:24
#44
Posté 03 septembre 2013 - 04:30
Schlave wrote...
rtk - tried a falcon 1 which i got out of a premium spectre pack. cooldown 100%too slow to chain anything, i can't hit small targets far away. utter disaster. am I doing it wrong?
It works best to bounce the shot off the floor a few feet in front of the enemy,
this triggers a sort of proximity mode that causes the shot to explode as soon as it is close to the enemy, rather than requiring a direct hit,
also, if using incendiary, disrupter, or cryo* rounds the falcon sets all enemies in it's explosion radius for detonation, disrupter is best because it sets up all defenses, with chain overload you can detonate up to three bursts at a time**, and you can set them up again with the next shot, (shoot, overload, tech burst X3, repeat if they somehow survive)
*cryo explosions only work on enemies who are frozen solid, except when using snap freeze
**ammo detonations are level 1 primers, meaning you can't get a detonation more powerful than level 7 (12 is max, and if you get three at a time who cares)
edit
this also works because the shot falls due to gravity,RTK2Lional wrote...
As for not hitting targets, it is strange, as with the falcon you don't have to. It has a proximity fuse, you can hit out targets from cover if you aim above them.
also you can bounce the grenades off walls and ceilings if you feel adventurous.
beware the not quite flat surfaces in this game, sometimes corners and slightly exposed panels can throw grenades in weird directions for no apparent reason
Modifié par MGW7, 03 septembre 2013 - 04:36 .
#45
Posté 03 septembre 2013 - 04:42
Also, you can level up your characters with the XP cards you get from recruit packs.
#46
Posté 03 septembre 2013 - 04:46
stealth_202 wrote...
Why use stagger weapons if you have two stagger powers?
Mainly because weapons have no cooldowns and you will always only have 1 stagger power available due to shared CD. Also the stagger projectile weapons like the falcon can prime targets
#47
Posté 03 septembre 2013 - 05:07
Agreed. It's unfair.Captain Bonecold wrote...
Funny. I post a post like this and got trolled by everyone on here almost.
#48
Posté 03 septembre 2013 - 05:14
Captain Bonecold wrote...
Funny. I post a post like this and got trolled by everyone on here almost.
If you're talking about your "what to do with all the basic human classes", the difference is massive. In your thread, you're positing as FACT that the basic human classes are useless when they are far from useless. In this thread, the OP is asking for help in 1 facet of his playstyle.
When you try to posit something as FACT when a lot of people have contrary experiences, you're going to have to back up your claims. You failed.
#49
Posté 03 septembre 2013 - 05:14
d_nought wrote...
Try combat drone, it's an ok enough distraction when you aren't spamming overload and the cooldown is very short even at 100-150%. If you can see a targetting cursor through a wall or around a corner, take the opportunity to cast drone. Won't work on everything, but it's ok for enemies with guns, who are the main issue for squishy classes. Naturally, once the drone is out, spam overload.
I like this. I've had the drone shock and stunlock a group of three clustered mauraders for a few seconds, and phantoms + geth will be distracted by it. 66653 is pretty gud.
#50
Posté 03 septembre 2013 - 05:15
My build: http://kalence.drupa...!34251314!EE963
Modifié par tetsutsuru, 03 septembre 2013 - 05:16 .





Retour en haut






