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Something that kept pestering me about sniper gameplay


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#1
PunMaster

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I just completed insanity as a sniper class and something kept bothering me the whole game with the gameplay.

 

The way sniper damage works.

 

Let's say, for all intents and purposes, I have a sniper with Disrupter Ammo enabled. Let's also pretend that this damage would be about 4 blocks of health and 4 blocks of shields.

 

Now let's say we have an enemy with 8 blocks of health and 2 blocks of shields.

 

If I got a headshot on that enemy, I'd expect all blocks of shields to be destroyed as well as 4 blocks of health.

 

The way it currently works is that regardless of how much damage you do, a shot can only affect one and deplete at most layer of an enemies health bar at a time. So in the above scenario my shot would take out the two blocks of shields and that's it. I'd then have to fire another shot to start taking out the health.

 

This just didn't feel right. Even with a really powerful sniper with ammo powers on, a simple enemy such as a Marauder would take two hits. One to remove the shields, one to remove the health. If it regenerated one bar of shields, it would take another two shots to kill it. One to remove the shields completely and one to remove the health.

 

This really irked me as it was often faster to just use the geth pulse rifle against them. It didn't feel like using a sniper was that satisfying or realistic since no matter what, it always took at least 1 shot per layer of health, armor, shields and barriers to take an enemy down. It should have been able to damage multiple layers at the same time.

 

Anyone else feel this way?



#2
capn233

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Yes, on Insanity in SP there is 100% shieldgate, so the gate will stop 100% of any damage left over on a single shot when the target has at least one shield point left (shield damage applied is always rounded up to the nearest integer).  In MP, Gold had 100% shieldgate at launch as well, but it was dropped to 90 and then eventually 75% with balance changes a few months after the game came out.

 

However, Disruptor Ammo damage is applied to the target before the damage of the actual bullet.  Which means that on an Infiltrator it is actually possible to get around shieldgate with a couple of specific setups.  This was actually due to the improvement of Fortification via a patch, as well as an increase in damage to the Javelin.  There is a good thread on that here:

 

http://forum.bioware...hielded-enemies

 

Before this was possible, many people took Energy Drain as a bonus power on Infiltrator, which could be cast right before the shot to drain the target's shields.



#3
Farangbaa

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Works as intended I suppose, because Shep's shields work the same way.

Just equip yourself with a Mattock and put a scope on it. Rapid fire assault sniper rifle. Whopwhop.

#4
PunMaster

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Oh wow, I never realised it was party of the Insanity difficulty, I guess it was one of those little quirks that was never clear to me.

 

Thanks for the replies and links, this post is now irrelevant :D



#5
peoplescan

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just try it and doesnt seem to work maybe my set up is wrong 



#6
capn233

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Make sure you are playing a fully patched version of the game to get the "balance changed" versions of Fortification and the Javelin.  And if you are, post your build.



#7
peoplescan

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javelin X with SR concentration mod V and SR High-Velocity barrel 3

 

the build is 

 

Disruptor ammo 4 damage 5 headshots 6 damage

tactical cloak 4 damage 5 recharge speed 6 sniper damage

operational mastery 4 weapon damage 5 weight capacity 6 sniper damage

fortification 4 durability 5 power synergy 6 power recharge

 

that pretty much it when i try it also took garrus with the squad power upgrade



#8
Quarian Master Race

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If you are playing infiltrator as a sniper class in SP, it is always good to have your bonus power set to energy drain and two squadmates with either overload or energy drain. Hotkey these powers and use them when you scope in on a target, then headshot when the shield is down. Tali is especially useful because her Energy drain recharges every 6 seconds or so, compared to most others at 10-12 seconds. You will practially never all be on cooldown at the same time.



#9
Farangbaa

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If you are playing infiltrator as a sniper class in SP, it is always good to have your bonus power set to energy drain and two squadmates with either overload or energy drain. Hotkey these powers and use them when you scope in on a target, then headshot when the shield is down. Tali is especially useful because her Energy drain recharges every 6 seconds or so, compared to most others at 10-12 seconds. You will practially never all be on cooldown at the same time.

 

But first, you detonate the overload/energy drain.

 

You detonate everything! That's how we play this game, damnit! :P

 

fun fact, I think: I use James' grenades to detonate my overloads  B)



#10
Quarian Master Race

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But first, you detonate the overload/energy drain.

 

You detonate everything! That's how we play this game, damnit! :P

 

fun fact, I think: I use James' grenades to detonate my overloads  B)

depends on how close the enemies are grouped together and whether the TB will take care of all their shields at the same time.

If they are grouped up, I will energy drain or order Tali to do so, and then order the overload squaddie (usually Garrus) to do the same which will cause a TB removing everyone's shields and a fair amount of health. If they aren't grouped up, I will use each power individually as I aim and prepare to shoot, that way someone is always ready to strip shields while the other two are on cooldown and I don't have to waste 2 shots on any target.

FE's are simpler, launch incinerate> tell Garrus to overload> everything without shields dies.



#11
peoplescan

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yeah most of the time i enjoy detonate stuff more than like pure weapon damage 

 

that why i enjoy playing adept for biotic explosion though or soldier with carnage 



#12
capn233

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javelin X with SR concentration mod V and SR High-Velocity barrel 3

 

the build is 

 

Disruptor ammo 4 damage 5 headshots 6 damage

tactical cloak 4 damage 5 recharge speed 6 sniper damage

operational mastery 4 weapon damage 5 weight capacity 6 sniper damage

fortification 4 durability 5 power synergy 6 power recharge

 

that pretty much it when i try it also took garrus with the squad power upgrade

 

Squad power doesn't affect ammo damage (despite what the power screen may show once and a while).

 

That build should do enough Disruptor Ammo damage as of the most recent version, at least with a cloaked shot and Fortification enabled.  The other thread shows the calculations.