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Issues with the Vanguard class


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#51
wrexisawesome

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Vanguards just need to rank their charge to lvl 4 asap. Its crazy fun after that.



I think alot of people here thought they would be able to just charge around mindlessly. But its an awesome class that becomes incredibly fun and exciting

#52
tonnactus

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What energy drain does?Take it down shields,so your biotics could works better??

#53
kab

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If you want to play an FPS as Soldier or Infiltrator this is a great game and a huge step forward. For the rest of the world it's a massive step backwards. They turned it into Borderlands in space, if you removed 99% of the weapons and gave it an idiotic ammo system.

#54
VisceralVillain

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Creston918 wrote...

Yup, that's been my experience as well. 15 ammo for a shotgun is beyond ludicrous, and Charge is fun and all, but generally it should just be called the "reload" power, since you'll charge in, do a little bit of damage, then get shredded by your five enemies.

I'm rerolling an Infiltrator tonight. At least Invisibility is useful.


The Vanguard is still great.  the problem is that it's not the same class as the Vanguard from ME1.  After I realized this it was FAR easier to play.  I found myself using my team a lot more often playing as a Vanguard in ME2.  Where as in the first game you could pretty much solo the whole thing as a Vanguard.  15 ammo is fine for the shotty, just make sure you have a full clip before you "Charge".  As to the other issue of being killed by 5 enimeies after charging in....don't charge into a group of enemies.   I had the same problem until I finally realized I'm not playing the same class as in ME1...they just share the same name.

#55
ShuMaKisO

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So many people fail at tactics around here it seems, or think that having to use tactics is stupid/annoying/gamebreaking. Vanguard rapes.

People compare it to ME1 - In ME1 all classes were OP after a bit of playing. any class you could just waltz through a mission being a god. read above lol

Modifié par ShuMaKisO, 27 janvier 2010 - 09:00 .


#56
Yojimboo

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Vanguard is fine, you just need to think before you charge. First you should make sure the charged one has no Armor/Shield/Barrier up, second make sure the target is in a good position maybe a ledge comes in handy. BTW too add more to the fun, let 1 teammate lift the guy and then charge for super fly time ;P. Oh and don't charge in more then 3 people, anything else is plain suicide, best way to confirm the number of enemy's is your minimap.

Modifié par Yojimboo, 27 janvier 2010 - 09:06 .


#57
Solid_Snake12345

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Well, after all these complaints of Vanguards I'm curious how long into the game (no spoilers, just say roughly in hours) until you can add an extra weapon skill to a class (such as a Sentinel with an AR or Pull) or a power to a character (Vanguard with throw for example)? As, if it's not too long I think I'll go with a sentinel with an Assault Rifle as I don't want to spend a few hours on a Vanguard waiting for it to get good only to be disappointed when I reach level 4 charge and feeling as if I've wasted all the time.

#58
Mudkip Lvl 5

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I think the problem may be that we are comparing the classes too much to how they were in the first ME.

I really think that ME2 was taken with a slightly different approach to combat, emphasizing "strategy"

a great deal more than it was in ME.

I've not been playing too long (I'm playing a soldier for my first run through) and after at least 3 firefights with the opening mechs, I could tell my "Run-In-And-****ing-Rape-Everything-That-Moves" strategy, was all but obsolete.

As gamers, it's fine to compare ME2 to ME, in fact I think it makes the things that were changed all the more "exciting" so to say.

But also, as gamers, we need to see that this time around, combat's gonna be different. I've chosen to take that as a positive thing but it's really up to you guys.



(>^.^)> ^(^.^)^ <(^.^<)

#59
AlphaJarmel

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Solid_Snake12345 wrote...

Well, after all these complaints of Vanguards I'm curious how long into the game (no spoilers, just say roughly in hours) until you can add an extra weapon skill to a class (such as a Sentinel with an AR or Pull) or a power to a character (Vanguard with throw for example)? As, if it's not too long I think I'll go with a sentinel with an Assault Rifle as I don't want to spend a few hours on a Vanguard waiting for it to get good only to be disappointed when I reach level 4 charge and feeling as if I've wasted all the time.


To add a power you need to beat the loyalty missions which happen on Disc 2 at the earliest.  So it'll be awhile.   Also remember NO biotic powers work(other than warp) until shields are down anyway.

#60
Catlana

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Kwonnern wrote...

Catlana wrote...
Honestly, I am not enjoying Mass Effect 2 all that much. Perhaps I am letting how radically my picked class (Vanguard) changed get to me. The Vanguard in ME2 simply feels like a shell of its former self from Mass Effect. I miss my tankie type of character. Perhaps, I simply had too high of expectations? However, if you are not having fun why bother to play? You can always find other things to do.


Cat

If you really want to play a "Tank"-ish character, Sentinel is the class for you! :)

I am certain you will have MUCH more fun with Sentinel since it fits your playstyle much better! :)


I will take your and AlphaJarmel advice and go with a Sentinel. Hopefully, I will enjoy that class alot more. I hope you have a good day.  

#61
cookj71

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I am not far into the game and it does look like many mor skill sets will open up to you. I say this because I don't know the level cap but a review says you can make lvl 30 by the end of playthrough 1 is you are very thurough with side quests etc.

The base skill tree you have lets you max out everything by lvl 30



I haven't gotten into a hairy fight with my vanguard yet, but I decided to max his charge power ASAP. The decription sounds like once you get past rank 1 of charge, your shields are majorly boosted for a short time after you charge in. As well the lvl 4 power has at least one option to slow down time once you hit.

Early game I have charged in on 3 guys. I selected one slightly behind another. It looked as if I bumped into that one as well. Then using the wheel to pause the game point blank shot with my shotgun the other two guys. Mind you, my shields were down once done and likely i would have died if I encountered an immediate counter attack.


#62
AlphaJarmel

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Catlana wrote...

Kwonnern wrote...

Catlana wrote...
Honestly, I am not enjoying Mass Effect 2 all that much. Perhaps I am letting how radically my picked class (Vanguard) changed get to me. The Vanguard in ME2 simply feels like a shell of its former self from Mass Effect. I miss my tankie type of character. Perhaps, I simply had too high of expectations? However, if you are not having fun why bother to play? You can always find other things to do.


Cat

If you really want to play a "Tank"-ish character, Sentinel is the class for you! :)

I am certain you will have MUCH more fun with Sentinel since it fits your playstyle much better! :)


I will take your and AlphaJarmel advice and go with a Sentinel. Hopefully, I will enjoy that class alot more. I hope you have a good day.  


I think you'll find the Sentinel will benefit you alot more with the tech armor and hope you enjoy it alot.

#63
Kwonnern

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Christina Norman:
There are three potential benefits to charge:

- Boost your barrier strength
- Damage and knock down an enemy
- Move about the battle field

In the scenario you mention (stuck next to an enemy) why not charge him to knock him down and replenish your barrier? That's two of the three benefits right there.


Modifié par Kwonnern, 27 janvier 2010 - 09:18 .


#64
kab

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Vanguard is fine, you just need to think before you charge. First you should make sure the charged one has no Armor/Shield/Barrier up, second make sure the target is in a good position maybe a ledge comes in handy. BTW too add more to the fun, let 1 teammate lift the guy and then charge for super fly time ;P. Oh and don't charge in more then 3 people, anything else is plain suicide, best way to confirm the number of enemy's is your minimap.




Anyone who meets your criteria for using Charge is already dead.



Really, the people playing devil's advocate around here are basically telling people biotics are "balanced" because once you get someone down to 1 health point they can kill them easily.



...



So can a single shot from a pistol. If they're unarmored and unshielded there's no reason they should be alive long enough for you to Charge them or use any biotics, at all.



Maybe on normal there's more people with a lot of health and no shields but I haven't seen it at all. Even with an adept once they have no shields or armor and your biotics are "useful" it only takes a couple of pistol shots to finish them anyway so the biotic is still slower and useless.

#65
AlphaJarmel

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Kwonnern wrote...

There are three potential benefits to charge:
- Boost your barrier strength
- Damage and knock down an enemy
- Move about the battle field

In the scenario you mention (stuck next to an enemy) why not charge him to knock him down and replenish your barrier? That's two of the three benefits right there.


That's what pisses me off about the Infiltrator is no recharge of anything.  I know why they did it though.  Otherwise the class would easily be the best class.

#66
Solid_Snake12345

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AlphaJarmel wrote...

Solid_Snake12345 wrote...

Well, after all these complaints of Vanguards I'm curious how long into the game (no spoilers, just say roughly in hours) until you can add an extra weapon skill to a class (such as a Sentinel with an AR or Pull) or a power to a character (Vanguard with throw for example)? As, if it's not too long I think I'll go with a sentinel with an Assault Rifle as I don't want to spend a few hours on a Vanguard waiting for it to get good only to be disappointed when I reach level 4 charge and feeling as if I've wasted all the time.


To add a power you need to beat the loyalty missions which happen on Disc 2 at the earliest.  So it'll be awhile.   Also remember NO biotic powers work(other than warp) until shields are down anyway.

Hmm. Does that mean you can unlock any one of, for example, Samara's abilities after her mission or just her special one?

Regardless, I think I'll risk the Vanguard then (even though he has to remove shields) as while the Sentinel has Tech. Armor and can destroy shields in seconds his weapons are lacking any real offensive power for me and I was hoping I could get a weapon for him early but if it's not till Disc 2 then I think I'll risk it.

Thanks for the information, really apprieciated :).

#67
AlphaJarmel

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Solid_Snake12345 wrote...

AlphaJarmel wrote...

Solid_Snake12345 wrote...

Well, after all these complaints of Vanguards I'm curious how long into the game (no spoilers, just say roughly in hours) until you can add an extra weapon skill to a class (such as a Sentinel with an AR or Pull) or a power to a character (Vanguard with throw for example)? As, if it's not too long I think I'll go with a sentinel with an Assault Rifle as I don't want to spend a few hours on a Vanguard waiting for it to get good only to be disappointed when I reach level 4 charge and feeling as if I've wasted all the time.


To add a power you need to beat the loyalty missions which happen on Disc 2 at the earliest.  So it'll be awhile.   Also remember NO biotic powers work(other than warp) until shields are down anyway.

Hmm. Does that mean you can unlock any one of, for example, Samara's abilities after her mission or just her special one?

Regardless, I think I'll risk the Vanguard then (even though he has to remove shields) as while the Sentinel has Tech. Armor and can destroy shields in seconds his weapons are lacking any real offensive power for me and I was hoping I could get a weapon for him early but if it's not till Disc 2 then I think I'll risk it.

Thanks for the information, really apprieciated :).


Once the shields are gone then pretty much any weapon can finish off any enemy.  Also only their special abilities.  Again if your playing on the lower difficulties then you'll be fine.

#68
mysticforce42

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Vanguard only seems gimped because in ME1 it was god mode.



Charge might be the unique skill for Vanguard, but it doesn't mean you should use it when there's 5 enemies in the middle of a room with no cover in sight.



You won't survive vs 5 enemies in the open. With any other class you'd stay in cover and pick them off from range, with a pistol if necessary... so what makes you think Vanguards can magically take on those same 5 enemies just because you've got a skill that lets you get close them really fast?



Just because a vanguard specializes in close-range combat does not mean you want to get into close range when there's overwhelming odds. Wait until you get those 5 enemies down to 2 or 3, flank, then Charge >.>

#69
Rylor Tormtor

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Solid_Snake12345 wrote...

AlphaJarmel wrote...

Solid_Snake12345 wrote...

Well, after all these complaints of Vanguards I'm curious how long into the game (no spoilers, just say roughly in hours) until you can add an extra weapon skill to a class (such as a Sentinel with an AR or Pull) or a power to a character (Vanguard with throw for example)? As, if it's not too long I think I'll go with a sentinel with an Assault Rifle as I don't want to spend a few hours on a Vanguard waiting for it to get good only to be disappointed when I reach level 4 charge and feeling as if I've wasted all the time.


To add a power you need to beat the loyalty missions which happen on Disc 2 at the earliest.  So it'll be awhile.   Also remember NO biotic powers work(other than warp) until shields are down anyway.

Hmm. Does that mean you can unlock any one of, for example, Samara's abilities after her mission or just her special one?

Regardless, I think I'll risk the Vanguard then (even though he has to remove shields) as while the Sentinel has Tech. Armor and can destroy shields in seconds his weapons are lacking any real offensive power for me and I was hoping I could get a weapon for him early but if it's not till Disc 2 then I think I'll risk it.

Thanks for the information, really apprieciated :).


Ok, I am confused. There is nothing in the manual I can tell and nothing on the site that describes how and what you get on YOUR character for loyalty or the fact that you get any ohter skills besides the ones listed.

#70
RusZap

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Didn't the Devs say multiple times that this was a high risk class and that you WOULD die A LOT playing this class?

I agree with the others that have said since the re-work of all the classes there really isn't a TANK that can just take damage and also DOSE it out.

Charge was designed to only be used in instances with one or two people around.  If you watch almost all the vids with vangaurds in it, even the CES gameplay they really only used it when there was that last guy and your shields started to drop.

#71
Creston918

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Yojimboo wrote...

Vanguard is fine, you just need to think before you charge. First you should make sure the charged one has no Armor/Shield/Barrier up, second make sure the target is in a good position maybe a ledge comes in handy. BTW too add more to the fun, let 1 teammate lift the guy and then charge for super fly time ;P. Oh and don't charge in more then 3 people, anything else is plain suicide, best way to confirm the number of enemy's is your minimap.


So, Charge doesn't even WORK against an enemy with armor/shield/barrier? Then why bother? Once they're down to just their health bar, they'll die from 2 shots anyways? :huh:

Admittedly, I didn't know it didn't work against shielded enemies, so that explains why it hardly ever does anything.

#72
masterkajo

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Quick question and don't want to open a new topic.



It was mentioned in this thread that the Shotgun only carries 15 rounds max. Is that true? And if so how much rounds does a Sniper Rifle hold at maximum? I am planning to play as an Infiltrator first and Vanguard second (like I did in the first game).

#73
AlphaJarmel

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masterkajo wrote...

Quick question and don't want to open a new topic.

It was mentioned in this thread that the Shotgun only carries 15 rounds max. Is that true? And if so how much rounds does a Sniper Rifle hold at maximum? I am planning to play as an Infiltrator first and Vanguard second (like I did in the first game).


10.

Also you only get one bonus power and that is one of squadmate's loyalty power.

Modifié par AlphaJarmel, 27 janvier 2010 - 09:47 .


#74
Kahmun

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RusZap wrote...

Didn't the Devs say multiple times that this was a high risk class and that you WOULD die A LOT playing this class?

I
agree with the others that have said since the re-work of all the classes there really isn't a TANK that can just take damage and also DOSE it out.

Charge was designed to only be used in instances with one or two people around.  If you watch almost all the vids with vangaurds in it, even the CES gameplay they really only used it when
there was that last guy and your shields started to drop.


I didn't read or watch much about the game before it came out, I didn't want to run into any spoilers.  I assumed that Charge was designed to help the close range class close the distance gap, allowing Vanguards to compete with classes like the Soldier or Infiltrator, whose effective combat range is much higher.

Usually when the term "High Risk" is used, it's followed by "High Reward".  I'm having a hard time finding the big payoff in this case.  Same armor, same damage, smaller range, and powers that only work when the enemy is
about to die anyway.

If Vanguards had Warp instead of Pull I'd call them balanced.  That change would truly make them the high-damage class, and worth the short-range restriction.  As it stands now, watching my roommate play as a Soldier seems much more fulfilling and well-rounded than my Vanguard.  Don't misunderstand; I'm still going to stick with it and work on getting Charge up ASAP, hopefully the shield boost and time dilation will assuage the shortcomings.

Modifié par Kahmun, 27 janvier 2010 - 10:06 .


#75
funjeeper

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I just picked up my 2nd shotgun and it carries more shots in it, so my ammo problems are pretty much gone, also there was an armor piece that let me carry more ammo as well, I have 8 more shotgun shots total in my gun now, so shotguns do get better, not only damage wise but ammo wise as well.