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What "uncommon" weapon loadout is worth trying...


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#1
capn233

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which ones would you choose for a Soldier run?

I started a game last night, haven't really played SP in a while except taking one character through the Citadel mission, but I started a new game last night.  I just set it up for Soldier with Fortification because I hadn't done one outside of testing, and couldn't decide on any of the other combat powers.

I was trying to figure out some sort of weapon combination that I hadn't run before, and would be fun, but was having a hard time coming up with something.  I ended up just running Indra and Predator on Mars since I didn't really ever use the Indra in the campaign much.

Was considering mixing it up and limiting it to common and uncommon, even though I actually already did something of the sort.  Common only would limit me to the Avenger... although I did consider Avenger / Predator only.  The sound of some of these guns gets me more than the low damage though.

#2
RedCaesar97

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So unless I am mistaken, the following weapons are "uncommon" weapons:
  • Mattock
  • Phaeston
  • Vindicator
  • Incisor
  • Raptor
  • Viper
  • Eviscerator
  • Scimitar
  • Phalanx
  • Locust
  • Tempest
Since you are the Soldier, Incendiary Ammo with explosive burst (IEB) pretty much makes anything good. 
I would go with something like the Incisor and Scimitar for a long-range+short-range loadout and take advantage of the IEB. You could always switch out the Incisor with the Raptor.

Or you could go with a Locust+Phalanx loadout for Pistol-SMG combo. Add the Power Amplifier mods for extra IEB damage. I am not a big fan of the ME3 Tempest.

Viper works best with Cryo Ammo and Disruptor Ammo, so you could go for constant tech bursts with it. You alread did the cryo-thing though if I recall.

#3
capn233

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I should have clarified that better. I just meant loadouts that people don't use very often instead of the uncommon tier. But I imagine the uncommon tier guns aren't too common for people that have the gun DLC or are in NG+. :)

I'm thinking about maybe using no powers though, which might include Incendiary Ammo at the least.

#4
RedCaesar97

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capn233 wrote...
I should have clarified that better. I just meant loadouts that people don't use very often instead of the uncommon tier. But I imagine the uncommon tier guns aren't too common for people that have the gun DLC or are in NG+. :)


Well like you just wrote, that still leaves you with the multiplayer Common and Uncommon tier weapons. I suspect most players are just using the DLC guns anyway at this point, bar the Claymore and some of the Spectre Terminal guns.

I'm thinking about maybe using no powers though, which might include Incendiary Ammo at the least.

Then the Scimitar is out, unless you use Disruptor Ammo maybe. Shuriken would be out. That gun is flat-out terrible even with ammo powers.

I still like the Raptor. The Incisor could still be worth using at least. Without Incendiary Ammo, none of the vanilla SMGs are really worth it.

Falcon maybe? No one has really liked that gun since the rate of fire reduction. 
I think you have already used the Revenant.

#5
cap and gown

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I second that Falcon recommendation. That gun sucks.

#6
themikefest

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I don't know if these are uncommon, but for insanity run to get the trophy I used the Mattlock and Raptor. I was suprised how easy it was using those weapons for insanity.

#7
capn233

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Yeah I have run Mattock sporadically. Way back when I hadn't unlocked much in MP I used it a lot (and broke a mouse) playing it on vanilla Human Soldier.

Incisor is an interesting thought, it has pretty decent DPS ever since it was buffed.

Falcon should actually be pretty decent on Soldier if you plan to just spam CS for combos. The low ROF helps with proc chance. If I was going to go that route, I would need to gibbed it in on this guy though since it was an ME2 import that I set back to Level 1.

Raptor is ok, but the thing I don't like about it is the non-expandable thermal clip size.

#8
Rusted Cage

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Is this the play through from your video Capn? I have just started a Soldier Shep too in the hopes of getting the best out of the Argus, a gun I gave up on after about five minutes after I got it. I don't know what tier it's in on MP though, rare maybe for some reason?

#9
capn233

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Yeah that is the one I am doing now. I think I will leave out CS and ARush altogether and see what happens. That will leave me with Frags, Incendiary, Combat Mastery, Fitness, and Fortification. He will probably be pretty decent until all those are maxed, and then it will feel like he gets weaker as leveled up with no more point investment.

Argus is rare tier maybe? The main problem is the slow rate of fire and lack of stability. If you want to get the most of it, I would probably run it with the stability mod in SP, and use Marksman as the bonus power. I use it in MP fairly commonly on the Turian Soldier.

Speaking of which, I was toying with the idea of trying to throw together a custom character that used Turian Veteran as the class passive. Not sure what else I would throw on there. Alternatively, since there is a way to get nearly all MP powers in SP, I could load up on Grenades by adding Inferno and Arc Grenades.

#10
cap and gown

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Talk about an OP build: Grenade Soldier - Inferno + Arc = Insta-Death. Primary weapon - Predator with power amp V, because you have to carry at least one weapon. :)

Modifié par cap and gown, 03 février 2014 - 07:36 .


#11
Guest_StreetMagic_*

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I have no clue what other people are playing with or uncommon. The mattock and eviscerator are still great weapons though. Are they unpopular? No clue.

Actually, I bet the Avenger is unpopular. It's so basic that people might ignore it.. but on a Solider, you're good to go with just an Avenger and a Carnifex.

One weapon I don't hear people talk about much is the AT-12 Raider. I love that thing. Another is the Geth Javelin (actually just going with a whole Geth loadout would be neat).

Modifié par StreetMagic, 03 février 2014 - 07:49 .


#12
Rusted Cage

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A Geth loadout would be fun, definitely on an Infiltrator to emulate the Geth Hunter!

One of these days I'll do a full Cerberus arsenal using the Raptor, Hornet, Talon, Eviscerator and Harrier - just weapons, no actives Capn 233 style! The Cerby armour or Ajax would be a must too.

As for the Argus, yeah that's what I've done Capn. I also put a scope on it and when using Marksman it is capable of ranged accuracy. The stability mod and scope are only level one so it has a fair way to go before being pinpoint though. I thought Marksman would reload weapons like AR does but alas! I also miss the tankiness AR provides too.

The Turian Soldier is my new favourite class in MP. I'm not the greatest player but I had a really good run with him using the Eagle the other day. The next ME game better let me play as either a Turian or Salarian in it's SP story!

#13
capn233

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StreetMagic wrote...

One weapon I don't hear people talk about much is the AT-12 Raider. I love that thing. Another is the Geth Javelin (actually just going with a whole Geth loadout would be neat).

Raider is good, especially if you can stay in close range.  Before they patched in the MP balance changes, and before some DLC guns, it was probably the best all around shotgun in the game, especially on Vanguard.

#14
RedCaesar97

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capn233 wrote...
Alternatively, since there is a way to get nearly all MP powers in SP, I could load up on Grenades by adding Inferno and Arc Grenades.


I should just point out that the maximum number of grenades you can carry is 9. I tried seeing if you could take both Grenade Count evolutions with Inferno Grenades and Lift/Frag/Cluster/Sticky Grenades to get 12, but the number is capped at 9.

#15
cap and gown

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RedCaesar97 wrote...

capn233 wrote...
Alternatively, since there is a way to get nearly all MP powers in SP, I could load up on Grenades by adding Inferno and Arc Grenades.


I should just point out that the maximum number of grenades you can carry is 9. I tried seeing if you could take both Grenade Count evolutions with Inferno Grenades and Lift/Frag/Cluster/Sticky Grenades to get 12, but the number is capped at 9.


Grenade Capacity Gear V FTW! :D

#16
RedCaesar97

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cap and gown wrote...
Grenade Capacity Gear V FTW!


But does that actually give you 10+ grenades in multiplayer (MP)? (I so rarely use grenades in MP and I do not think I have a good grenade capacity gear).

In single player (SP), all grenade skill give you 2 grenades to start, another 2 at rank 2, and another 2 at rank 5a for a total of 6.

If I recall In MP, grenade skills give you 2 to start, another 1 at rank 2, and other 1 at rank 5a for a total of 4. Grenade Capacity V will give you 5 more for a total of 9.

Of course, in MP you have the Thermal Clip consumable (2-6 total depending on upgrades) that will instantly replenish your grenades + gear that can increase the total number by 3 (for a total of 5-9 depending on upgrades).

#17
capn233

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You can have more than 10 grenades in MP, but that is basically only on the Demolisher who gets extra capacity from passive.

Supposedly it is possible to add MP passives now, which would include the Demolisher's. I wasn't too keen on getting out a hex editor and having to use two different versions of ME3Explorer to mod the MP DLC, which is why I haven't really tried to go into a real custom character.

#18
cap and gown

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RedCaesar97 wrote...

cap and gown wrote...
Grenade Capacity Gear V FTW!


But does that actually give you 10+ grenades in multiplayer (MP)? (I so rarely use grenades in MP and I do not think I have a good grenade capacity gear).


Last time I ran my Talon Merc I had 11 grenades with Grenade Cap Gear III. Most of the extra grenades were from speccing armor piercing arrows for extra grenades. The Cain Mine was specced for damage and radius.

#19
Soja57

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capn233 wrote...

You can have more than 10 grenades in MP, but that is basically only on the Demolisher who gets extra capacity from passive.

Supposedly it is possible to add MP passives now, which would include the Demolisher's. I wasn't too keen on getting out a hex editor and having to use two different versions of ME3Explorer to mod the MP DLC, which is why I haven't really tried to go into a real custom character.


The process isn't too bad when the end result is access to many cool MP-exclusive powers. Still have to laugh at my Annihilator Vanguard.

Also, I've played around with adding the Talon Mercenary's passive that grants Grenade Regeneration; pretty cool when the SP is stubborn in dropping pickup grenades.

#20
capn233

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Soja57 wrote...

The process isn't too bad when the end result is access to many cool MP-exclusive powers. Still have to laugh at my Annihilator Vanguard.

Also, I've played around with adding the Talon Mercenary's passive that grants Grenade Regeneration; pretty cool when the SP is stubborn in dropping pickup grenades.

Yeah maybe I will go ahead and unlock that stuff.

Do you still need two versions of ME3Explorer, or did they fix that issue with the more current builds?

Also, I can't remember if it was in the thread here or one on the explorer forums, but I thought someone said they had a way to get guns that you manually add to the stores to disappear correctly when you buy them, but they didn't post the way to do it.  I think I would rather add most of the MP content to the Spectre store.

edit: also, this doesn't mess up MP does it?  As long as MP load order is not screwy I wouldn't anticipate that it did.

Modifié par capn233, 04 février 2014 - 03:40 .


#21
Soja57

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I haven't tested if the method works purely with the newer ME3Explorer builds. But I am pretty sure that MP runs just fine, as all the process does is allow SP to access the powers.

For MP content in the Spectre Store, I managed to make it work by replacing a few items. For example, in the Coalesced.bin, I replaced the Paladin Pistol with the Collector Assault Rifle.

Each item in the store has an ID, and when you purchase the item, the ID is checked that it has been purchased, thus is removed from the store. So the Collector Assault Rifle will have the ID of the Paladin in the Spectre Store, kind of like identity theft. When you purchase the Collector AR, the ID will be checked, and the weapon should be removed from the store, just like the traditional Spectre Weapons.

1. Open up Coalesced.bin file

2. Look for the bioui.ini -> sfxgamecontent -> sfxguidata -> store -> spectre -> storeitemarray

3.  You should see a list of items; these are the items that are in the Spectre store. There are the Spectre Weapons, and weapon mods and other mission pickups that appear in the store if the player misses it during the mission.

4. Simply replace the ItemClassName to something else, i.e. "SFXGameContent.SFXWeapon_Pistol_Ivory" with "SFXGameContent.SFXWeapon_Assaultrifle_Collector"

So far, this is the only way that I know of, replacing current items in the store, but I haven't researched much into it.

Someone may have found a better way, I'm not sure.

Modifié par Soja57, 04 février 2014 - 08:27 .


#22
capn233

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Ah that's interesting.

A while back I added a bunch of the later game weapons to the Spectre store (Javelin, Claymore, Falcon), but it didn't remove them when purchased since the id's weren't getting flagged right (for one thing you had to drop the unlock plot id so it would be available early). I knew that was the same issue people were reporting when adding the MP guns and mods to the store in their own new lines.

#23
capn233

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Soja57 wrote...

I haven't tested if the method works purely with the newer ME3Explorer builds. But I am pretty sure that MP runs just fine, as all the process does is allow SP to access the powers.

I was going back to that custom character thread, and the section with switching powers to unique ID's has a blurb about powers not loading right in MP.  Is that only if you go the unique ID route and repack those specific sfar's with the powers' ID's changed?

Also, did anyone already try simply adding the "IsBonusPower" variable in coalesced and modifying it to true?

edit: nm I tried it with Warp and it didn't actually work.  Must not be a coalesced modifiable variable.

Modifié par capn233, 05 février 2014 - 08:13 .


#24
known_hero

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The Kishock is one of my favorite weapons. I wonder if combined with Cryo Ammo, will it freeze enemies with one shot?

Modifié par known_hero, 06 février 2014 - 04:04 .

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#25
capn233

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Proc chance is basically dependent on stat rate of fire in this game. Kishock has ROF of 70, which is fairly close to 60.

Proc chance = AmmoRating / (ROF / 60)

Cryo Ammo 1 has a rating of 1.0, IIRC

Modifié par capn233, 06 février 2014 - 06:07 .