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#1
DisturbedPsic0

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Build

 

Video

 

Never played this guy a whole lot because he always seemed like a slower version of the Human Soldier CS build. I used to play him without AR and just Carnage->Frag for fire explosions. This time I decided to opt into AR and take the bonus power (something I've never done before) because it's the only kit it really makes sense to take it on. I decided on the Talon mainly because I did use the Claymore and it was glorious, but I put the Claymore on everything so I wanted to change it up. He has a combo that just destroys armor (well anything really).

 

Shoot->AR (free reload)->Shoot->Carnage (hides reload)->Shoot->Frag Grenade(fire explosion and hides reload)->Repeat. You can be a constant stream of damage, and with the Talon's bonuses to shields and barriers, and carnage, AP ammo, and frags specced for armor damage he's really well rounded and can deal with anything.

 

I do take Hardening in AR for some more survivability along with a Cyclonic because he is pretty squishy with no fitness. If you're more confident than me you could put on a Power Amp IV and the damage evo in AR for even more damage.

 

As always let me know what you guys think.


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#2
capn233

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That's one way to do it.

 

If you are trying to max power damage, you don't have to bother with Adrenaline Rush at all though for a couple different reasons.  But partly because you can use Carnage more often, and taking Recharge at 5 actually helps you.

 

I would probably never take Damage in ARush for this guy because I likely am not going to have full passive, and if I thought I didn't need Hardening, I am more likely to go an ARush 2 or 0 build than take Damage at Rank 4.

 

Also there is the question of the PA5 and what sort of combination isn't "too squishy," and that might be subjective. I will say that 0 fitness solo with this guy and no cyclonic was more frustrating than fun, even against Gold Reapers, who relatively speaking don't have a lot of hitscan dps (Marauder is it practically).

 

I also prefer some weapon setup that has IA for more FEs when I play this guy.



#3
PatrickBateman

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Don't put any Points into AR if you want to max out Power damage.

 

I would also recommend that you go with either disruptor or incendiary ammo for setting off tech burst/fire explosions.



#4
DisturbedPsic0

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I'm not trying to max power damage, just trying to find a way to use all of his powers in a nice damaging combo. I did skip AR before and it was just a different version of the human soldier.

#5
Marksmad is waving goodbye

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It's worth pointing out that AR can rank up to 70% damage boost for the full duration, so you can have 8s at 170% if you have a gun that will keep firing for that long. That's comparable total damage to what you can get with Tac Cloak. The Phaeston can become an effective Atlas killer like this.



#6
RealKobeBean

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 The Phaeston can become an effective Atlas killer like this.

 

Reported.


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#7
DisturbedPsic0

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It's worth pointing out that AR can rank up to 70% damage boost for the full duration, so you can have 8s at 170% if you have a gun that will keep firing for that long. That's comparable total damage to what you can get with Tac Cloak. The Phaeston can become an effective Atlas killer like this.


I do take the damage evo for my base human soldiers, but they have max fitness so they don't need hardening. I never take duration for AR because I want to spam it as often as possible, either to get shield boost more often or use carnage more often through bonus power. On my base human soldier I throw the typhoon on and you can shoot from beginning of the round all the way through with that 70% damage boost. It's loads of fun and pretty nasty.
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#8
capn233

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The 20% damage bonus from the Damage evolution is hardly noticeable with almost any weapon if  you have invested in passive and run amps.  The big advantage of ARush comes from getting free reloads, and the longer duration of the damage boost.  Even so, it only has a mild advantage over cloak with enemies that need to take a full ARush duration of sustained fire to die.



#9
Deerber

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That's how you do it, but it works even better with a Claymoar, obviously ;)
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#10
DisturbedPsic0

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That's how you do it, but it works even better with a Claymoar, obviously ;)

Obviously. Talon is a little better against crowds of mooks, but yeah the Claymore is crazy boss damage. There was a gif somewhere on this forum of how one volley of his combo can kill a Gold Praetorian with the Claymore, but I couldn't find it.



#11
Deerber

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Obviously. Talon is a little better against crowds of mooks, but yeah the Claymore is crazy boss damage. There was a gif somewhere on this forum of how one volley of his combo can kill a Gold Praetorian with the Claymore, but I couldn't find it.


It's a video by lightswitch, not a gif. And to be entirely fair, it wasn't just one volley, as he fired the claymore at least 3 times, probably more.

Still, I was impressed when I saw it too, and that was when I first started using this guy, too ;)

#12
DisturbedPsic0

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It's a video by lightswitch, not a gif. And to be entirely fair, it wasn't just one volley, as he fired the claymore at least 3 times, probably more.

Still, I was impressed when I saw it too, and that was when I first started using this guy, too ;)

Sorry, when I say volley I meant the Shoot->AR->Shoot->Carnage->Shoot->Frag Grenade combo, which is just nasty. 



#13
HeroicMass

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I love the power spam build on this guy.  I have run him multiple ways and the bonus power build was always my favorite style.  

 

The one thing I would change is rank 6 of carnage.  The additional armor damage gain is much higher than the minor bump in damage to other protections given that carnage's damage is reduced by 50% on shields and barriers.



#14
DisturbedPsic0

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The one thing I would change is rank 6 of carnage.  The additional armor damage gain is much higher than the minor bump in damage to other protections given that carnage's damage is reduced by 50% on shields and barriers.

I did toy with that idea, but I personally like the balance of 50% more damage against everything as opposed to just that extra 15% against just armor. Also, didn't know Carnage gets a penalty against shields and barriers. Doesn't say it anywhere, can someone confirm?



#15
J. Peterman

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I did toy with that idea, but I personally like the balance of 50% more damage against everything as opposed to just that extra 15% against just armor. Also, didn't know Carnage gets a penalty against shields and barriers. Doesn't say it anywhere, can someone confirm?

 

I'll have to agree with Heroic. There's way more armor than shields/barriers, and you're using a Talon anyway. Health is lol.

 

I actually prefer disruptor ammo on this build. Shoot > Carnage for the TB, then frag for the FE.



#16
Black_Mage

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I did toy with that idea, but I personally like the balance of 50% more damage against everything as opposed to just that extra 15% against just armor. Also, didn't know Carnage gets a penalty against shields and barriers. Doesn't say it anywhere, can someone confirm?

 

6a (Armor Damage) is multiplicative so is much better than 6b which is additive.



#17
HeroicMass

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I did toy with that idea, but I personally like the balance of 50% more damage against everything as opposed to just that extra 15% against just armor. Also, didn't know Carnage gets a penalty against shields and barriers. Doesn't say it anywhere, can someone confirm?

It's in the kalence builder.  Also, as black mage said, the armor evo is multiplicative vs. the additive of the 50%.  Carnage has a base armor bonus of 150% and adding the additional 65% on top of that makes it hit armor really hard.



#18
DisturbedPsic0

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6a (Armor Damage) is multiplicative so is much better than 6b which is additive.

 

 

It's in the kalence builder.  Also, as black mage said, the armor evo is multiplicative vs. the additive of the 50%.  Carnage has a base armor bonus of 150% and adding the additional 65% on top of that makes it hit armor really hard.

Excellent. I'll have to adjust that in my future build. Appreciate the info.



#19
capn233

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With a typical build you give up about 200 damage against health for an extra 400 against armor.

 

It's all relative, since the armored targets are going to have higher HP generally anyway it isn't like you miraculously one-hit them with Carnage.  But most people say more damage is always better.

 

There might be some sort of weapon setup where the straight damage evo might come ahead against a faction like Cerberus just because a shot + Carnage kills some humanoid when it doesn't with armor, but it wouldn't really be with Talon or Claymore.



#20
Deerber

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Sorry, when I say volley I meant the Shoot->AR->Shoot->Carnage->Shoot->Frag Grenade combo, which is just nasty.

Yeah, sorry, what I meant to say is that he didn't just do that whole volley, he fired the claymore some more times if I recall correctly. Still, definitely impressive.

And yeah, armor damage is how I roll too. The fact that it's multiplicative, alone, is enough to tip the balance, as I use a power amp as well.

#21
Miniditka77

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I use the exact same build as the OP, and the exact same play style.  The only difference is that I usually use the Wraith, and I sometimes use Phasic or Disruptor Ammo.  Can't argue with the Talon though, it's awesome.


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#22
PatrickBateman

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Talon is awsome indeed and works perfectly both for a carnage spam build on the BF3 and CS spam build on Hsol. Lancer is also good for these, but it just can't beat the Talon!