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Vanguard discussion.


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#76
Guaritor

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hmm so whats the consensus on charge evolutions? Heavy charge for the time slow, or area charge to help make sure you dont get destroyed by your targets team after you charge?

Modifié par Guaritor, 29 janvier 2010 - 06:20 .


#77
qaqaqa874

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Engibeer wrote...

Any recommendations on where to get a new Shotty? I'm level 10 and still have the default starting weapon.

There's not many to choose from, i'm lv21 and have my 3rd.
You get a slightly better one somewhere on the way (asari planet i think, not sure though), and then later (after you finish the first wave of dossiers) you can choose to be able to use the krogan heavy shotgun - which i did and it does ridiculous amonuts of damage in close range (very slow though).

Unrelated to the quote, i feel like Vanguard is a bit of an endgame class since i'm basically invulnerable now jumping back and forth, restoring shields each time. Not even using fortification/barrier. Also humanoid bosses tend to go down after a double overload/warp (for the shields/barrier) > charge > heavy shotgun in the face > melee > shotgun. And it's a lot of fun now.
Might be because i'm doing every little sidequest though...

For evolution: I did heavy charge, makes it easier to do that shotgun in the face part. Cooldowns are low enough now to jump away or throw a shockwave to handle the rest of the mobs.

Modifié par qaqaqa874, 29 janvier 2010 - 06:54 .


#78
TheBestClass

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Would Warp ammo work well with the class?

#79
Kwonnern

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Guaritor wrote...

hmm so whats the consensus on charge evolutions? Heavy charge for the time slow, or area charge to help make sure you dont get destroyed by your targets team after you charge?


Heavy by far, due to Time Dilation Slow and the Shield Strength Boost!

You just have to pick your victims more carefully with that! :)

#80
Eradyn

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Guaritor wrote...

hmm so whats the consensus on charge evolutions? Heavy charge for the time slow, or area charge to help make sure you dont get destroyed by your targets team after you charge?


I went for the area charge, but it was a tough call since both have beneficial sideeffects.  I find area charge to be very great for crowd control and I don't need to slow down time to line up a shot (I make sure to have my follow-up attack planned out before charging anyway) and being able to knock down anyone within range would be more useful to me.

Especially if there's an enemy I hadn't seen who is nearby.  If I charge into a group of enemies, I know them all down and have time to pick a few off before diving for cover.  If I get swarmed, I charge them and send all of them to the ground which gives me time to retreat to cover.

I definitely think VG's need more "protection" for when coming out of a charge (temporary increased damage resistance is a good suggestion), though.

Modifié par Eradyn, 29 janvier 2010 - 07:02 .


#81
Kwonnern

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Warp Ammo might work well, but i prefer either Fortification or Reave, depending on your gameplay.

#82
TheBestClass

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Kwonnern wrote...

Warp Ammo might work well, but i prefer either Fortification or Reave, depending on your gameplay.


Is Fortification better than Barrier?

#83
Kwonnern

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Not sure if it counts as Spoiler, but PM me and ill tell you all about it! :D

#84
Uriel* Sunrise Lord

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Warp ammo works well with any class, especially biotics because otherwise you have a real deficiency when it comes to shields.



I am very curious: has anyone had success playing Vanguard on Insane difficulty? I assume they had some play-testers who were able to do it. I wonder if they made any tactical use out of charge or they just gave him reave and played the Vanguard like a gimped Adept.



I finished my first playthrough as an Adept (hardcore) and started an Infiltrator (insane), which is good but boring as hell imo. I'd like to try insanity with a Vanguard but I just don't know how realistic that is. Ever since I saw the Vanguard trailer I've been psyched to play it, but I also want to beat the game on the hardest difficulty.

#85
Kwonnern

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Uriel, i haven't seen / read any post from a Vanguard saying he/she is coping on Insane.



All i've seen are posts/threads saying that it's too difficult for a VG on HC/Insane.



For me, on Veteran, it's EASY though! :D




#86
Kwonnern

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I believe Christina Norman is the only Vanguard that has had great success on Insane. :)



I think i read some of her posts about that.

#87
Uriel* Sunrise Lord

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I wish I could search the forum for those posts. Beating it on insane is not really the problem - you can always play the game as a pure shooter and more or less ignore powers. But honestly who wants to do that? I can't really fathom wanting to play this game without using Spacemagic, that is the whole attraction for me. I'd like to know if anyone has beaten the game on insane actually using the Vanguards powers in some tactical way.

#88
cavallodispade

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once you get slam and barrier your biotics become extremely strong.

#89
TheBestClass

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cavallodispade wrote...

once you get slam and barrier your biotics become extremely strong.


You can't have both for Shepard though, right?

#90
cavallodispade

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TheBestclass wrote...

cavallodispade wrote...

once you get slam and barrier your biotics become extremely strong.


You can't have both for Shepard though, right?


not at one time, but either of them gives you a significant boost.

#91
princecaspn

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Well I have taken lots of the feedback here and put it to good use. I now enjoy my vanguard.



I realized that I should be charging a lot. It gets shields up and clears the battlefield for me. I also realized the awesomeness that is cryo ammo. Freeze a dude then charge him to make it snow.

#92
Roxlimn

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I've only played Vanguard at Normal, but I had no problems at all in my first playthrough. As with ME1, I found it best to concentrate on particular specialty groups for performance, so at the start, my Vanguard was essentially a close range fighter relying on a machine pistol, shotty, and inferno + cryo ammo. Charge was used exclusively to get out of a tough situation by charging a fringe enemy, or to quickly get into close range with enemies who don't like it (heavy weapons enemies, mostly).



Charging every which way doesn't work out all that well, I've found. You're much too likely to run into some kind of fierce crossfire, and that gets you killed mighty quick. For best results, place team mates in nice flanking positions, then charge the middle guys and start punching people, or shottying them in the face. Of course, these don't work well if you don't have a good shotgun or if you have a weak punch.



Currently playing as Infiltrator on my second playthrough. Long range enemies are much, much easier to deal with as Infiltrator, but Husks and close range engagements are more of a problem, mainly due to to loss of shotty and Inferno ammo.

#93
Graunt

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neubourn wrote...

Here's my Vanguard pointers (im level 15):

1.Upgrade Charge with the slow time option at level 4...it helps out tremendously....gives you a few seconds to shotty blast the enemies after a charge.

2.Cryo Ammo...insanely useful to a vanguard. Not only does it "Freeze" enemies...but if you get a few them together, you can charge in and bust them up.

3.Shockwave...also useful, it knocks multiple enemies off their feet.

Overall..the vanguard pretty much plays as "weaken them from a distance, then charge in and finish them off." If you charge in to start with, then yeah, youre gonna get killed. Just stay in cover, weaken them up some, take care of bosses, use your cryo ammo to freeze, shockwave for multiples, and save charges to finish off the enemies.


Watching all of the gameplay videos gave me the impression that this is a suicide class that WILL get slaughtered over and over in the early levels until you have a hefty point allocation, and that using anything other than rank 4 Charge is useless.  Kind of sad how some classes seem like mid to late bloomers and up until that point you're forced to play a generic third person shooter character that doesn't really specialize in anything.

#94
Roxlimn

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To be fair, the Soldier is a generic third person shooter class all the way through.

#95
limberlumber

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Fo me, Barrier was a must. It saved me whenever I charged somewhere. I'd jump in, get near death, Barrier and retreat. Then heal, re-load, and repeat. But I've yet to try insanity.

#96
Graunt

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Roxlimn wrote...

To be fair, the Soldier is a generic third person shooter class all the way through.


Oh, I agree...which is why I don't even count them as a class and didn't in the first game either.  However, being able to use any weapon type does seem to set them apart from the other classes by comparison I guess, plus they have "bullet time" -_-.

I'm playing my first playthrough as an Adept, and my impressions of the classes so far are that again Infiltrator is going to be the most powerful class, if not tied with another...which would probably be Sentinel.  The really sad thing is that I played all of my new (not NG+) games in the original on Veteran and played Hardcore and Insanity on NG+, but I was getting completely slaughtered on Hardcore and Veteran in this game and have had to play on normal difficulty...and I know for a fact it's a class thing.

Modifié par Graunt, 30 janvier 2010 - 07:43 .


#97
Roxlimn

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Can't comment one way or another since I haven't played all the classes. The gunplay in ME2 is definitely a tighter and more shooter-esque experience. For one thing, the different guns actually behave differently. Assault Rifle isn't just a better SMG. It's better for most things, but not for everything.



Giving all the classes access to basic guns SMG and Pistol really indicates the intent - they want you to engage in gunplay whatever class you pick. I haven't played above Normal, but playing on Normal for the story, I got through the game breezily with a Vanguard - no real problems. Infiltrator's got much better long-range solutions, but up close combat can get really hairy.



I think I'll increase directly up to Hardcore in a few days since I got the gunplay down now, but I don't think my overall opinions about class balance is going to change all that much. In any case, I didn't think the Infiltrator was the strongest class in the ME1, either, but that's because the difficulty in ME1 was so low, setting difficulty at all was something of a joke. Insanity isn't harder in ME1 - it just made the fights longer.

#98
NickolasDS

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The Vanguard is the only one I've used so far. I max out cryo ammo and use either the submachine gun, heavy pistol or assault rifle. I max out charge and shockwave. I also use reave. That's my setup and it works nicely. I'm starting a new round in veteran, we'll see how it does.

I do use charge, but only at times where enemies are in tightly packed groups or if I need to escape. I used it several times now, to escape from death. It works good for a back plan at getting out of tight situations.

Modifié par NickolasDS, 30 janvier 2010 - 04:44 .


#99
princecaspn

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I'm now having a lot of success with the following build/strategy.



Max out charge to AoE, not the one with slow time, it helps keep the baddies off you right after the charge. I also got barrier which keeps me alive and am maxing out cryo ammo. I also use Mordin who's freeze ability I maxed out to freeze dudes that I can then charge into. If I'm up against anything smaller than a mech I am charging constantly as it recharges my shields and put bad guys on their asses. I also chose to get the Claymore shogun specialty which blasts through shields, armor and barriers indifferently. Slow loading sucks though so you can usually only get off one round post charge before you must seek cover and reload. Anyways, my earlier concerns with the class are mostly alleviated. Once you get skill points and the bonus skill it's a much more effective class altough it is always risky.

#100
Kwonnern

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Good to hear it works well for you Prince Caspian! :)



Going the Cryo-path is also an interesting method! :)