Optimality: Focused class Discussion
#76
Posté 04 février 2010 - 07:11
#77
Posté 04 février 2010 - 07:29
sinosleep wrote...
Yeah, I pause aim biotics/tech cause I don't see why not (have to pause to mouse click anyway, they aren't skill based since it's not location based damage, 9/10 it's squadie biotics/tech so why should I have to screw up my weapon aim just to have them use their powers on someone other than whoever I'm shooting) never pause aim weapons.
What kind of mouse do you use?
I use a Sidewinder, and all my key powers (charge, reave, shockwave) are mapped to the extra buttons so I never have to pause to use my Vanguard's abilities.
I only pause to use squadmate powers.
#78
Posté 04 février 2010 - 07:32
#79
Posté 04 février 2010 - 07:34
sinosleep wrote...
Warp or AP ammo is good choice as well in my experience.
I still think inferno ammo is the best, especially if you're using shotgun. It does almost as much damage as tungsten ammo, but it has secondary advantages like stopping regen, and causing enemies to panic.
Oh, and it can spread to other enemies as well
Modifié par Mordigan, 04 février 2010 - 07:36 .
#80
Posté 04 février 2010 - 07:59
sinosleep wrote...
And when did I ever say I could one shot anyone? I specifically said two shot.
p.s. I could record every mission in the game, they all have plenty of opportunities to charge.
Neat, having plenty of opportinuties to use your class defining ability as opposed to there being very few where you can't use it sounds great. And you initially said you 1-2 shot things with the Claymore, that's not the same as saying 2.
#81
Posté 04 février 2010 - 08:05
Graunt wrote...
sinosleep wrote...
And when did I ever say I could one shot anyone? I specifically said two shot.
p.s. I could record every mission in the game, they all have plenty of opportunities to charge.
Neat, having plenty of opportinuties to use your class defining ability as opposed to there being very few where you can't use it sounds great. And you initially said you 1-2 shot things with the Claymore, that's not the same as saying 2.
Check the first page, I'm the last post created a day ago with no modified stamp. I always said 2 shot or 1 shot and melee.
#82
Posté 04 février 2010 - 04:54
#83
Posté 04 février 2010 - 06:49
Hoffburger wrote...
The only way a Vanguard is going to come close to the optimality of a Soldier or Infiltrator is if they get a damage boost from the time dilation due to the charge effect. People claim (although I have yet to see concrete proof) that Adrenaline Rush boosts your damage because it artificially decreases your RoF since only you are unaffected by the time slow.
AR clearly boosts damage. An easy way to test this is to take the starter sniper rifle and head shot a tough mob like a blue sun mercernary. I can't kill a blue sun merc with 1 head shot if he still has shields.
Then I pop AR and head shot another blue sun merc. I always kill them. This is with Heightened AR. It clearly boosts your damage. The question is by how much.
#84
Posté 04 février 2010 - 06:57
Modifié par newcomplex, 04 février 2010 - 06:59 .
#85
Posté 04 février 2010 - 07:33
WillieStyle wrote...
Hoffburger wrote...
The only way a Vanguard is going to come close to the optimality of a Soldier or Infiltrator is if they get a damage boost from the time dilation due to the charge effect. People claim (although I have yet to see concrete proof) that Adrenaline Rush boosts your damage because it artificially decreases your RoF since only you are unaffected by the time slow.
AR clearly boosts damage. An easy way to test this is to take the starter sniper rifle and head shot a tough mob like a blue sun mercernary. I can't kill a blue sun merc with 1 head shot if he still has shields.
Then I pop AR and head shot another blue sun merc. I always kill them. This is with Heightened AR. It clearly boosts your damage. The question is by how much.
K, I believe you, I just haven't tested it myself nor have I seen video proof, but I'll take your word. If I could figure out how to read .pcc files I could tell you how much. The powers aren't in the .ini file, only the guns.
#86
Posté 05 février 2010 - 01:23
#87
Posté 05 février 2010 - 03:14
#88
Posté 05 février 2010 - 03:22
Max Adrenaline Rush
Max Disruptor Ammo
Max Concussive Shot
Max Base Skill
Pick Special skill:::Max Armor-piercing OR warp ammo
Use Concussive shot to take out barriers
Use Disruptor vs synthetics
use Armor-piercing OR warp ammo on everything else
EDIt: Armor-piercing is beastly vs Health and Armor
Warp ammo is good versus everything, but thats about it.
Its either pick the Jack of all Trades, or the Ace of one
Modifié par Just_mike, 05 février 2010 - 03:25 .
#89
Posté 05 février 2010 - 03:42
Just_mike wrote...
Soldier Guide:
Max Adrenaline Rush
Max Disruptor Ammo
Max Concussive Shot
Max Base Skill
Pick Special skill:::Max Armor-piercing OR warp ammo
Use Concussive shot to take out barriers
Use Disruptor vs synthetics
use Armor-piercing OR warp ammo on everything else
EDIt: Armor-piercing is beastly vs Health and Armor
Warp ammo is good versus everything, but thats about it.
Its either pick the Jack of all Trades, or the Ace of one
Playing as a Soldier now, and I was gonna mess around with Warp Ammo. I was wondering, do you (and the rest of you Soldiers) recommend evolving Disruptor and/or other ammo powers to group or just stronger single? Since I use Miranda and Mordin (possibly Samara as things go on, I can cover the long range damage) they seem like they could really benefit from an ammo power.
I didn't worry about the group ammo thing on my Vanguard, but on the Soldier? Group Disruptor would be neat, as well as group Warp Ammo.
Any suggestions?
#90
Posté 05 février 2010 - 05:08
Much, MUCH less pausing, whole lot more charging.
#91
Posté 05 février 2010 - 05:11
Mr.Skar wrote...
Just_mike wrote...
Soldier Guide:
Max Adrenaline Rush
Max Disruptor Ammo
Max Concussive Shot
Max Base Skill
Pick Special skill:::Max Armor-piercing OR warp ammo
Use Concussive shot to take out barriers
Use Disruptor vs synthetics
use Armor-piercing OR warp ammo on everything else
EDIt: Armor-piercing is beastly vs Health and Armor
Warp ammo is good versus everything, but thats about it.
Its either pick the Jack of all Trades, or the Ace of one
Playing as a Soldier now, and I was gonna mess around with Warp Ammo. I was wondering, do you (and the rest of you Soldiers) recommend evolving Disruptor and/or other ammo powers to group or just stronger single? Since I use Miranda and Mordin (possibly Samara as things go on, I can cover the long range damage) they seem like they could really benefit from an ammo power.
I didn't worry about the group ammo thing on my Vanguard, but on the Soldier? Group Disruptor would be neat, as well as group Warp Ammo.
Any suggestions?
It really depends on your playing style. Also which characters do you use often? Would it be worth it to have squad ammo specialties if those characters had their own ammo type?
I personally evolve my ammo types to be stronger.
Each squadmember has a specialty. Once you figure out which squadmember to bring to which fight, generalization skills like Squad ammo becomes redundant, and even a difficulty
Modifié par Just_mike, 05 février 2010 - 05:13 .
#92
Posté 05 février 2010 - 05:30
Modifié par sinosleep, 05 février 2010 - 05:32 .
#93
Posté 05 février 2010 - 05:39
Just_mike wrote...
Mr.Skar wrote...
Just_mike wrote...
Soldier Guide:
Max Adrenaline Rush
Max Disruptor Ammo
Max Concussive Shot
Max Base Skill
Pick Special skill:::Max Armor-piercing OR warp ammo
Use Concussive shot to take out barriers
Use Disruptor vs synthetics
use Armor-piercing OR warp ammo on everything else
EDIt: Armor-piercing is beastly vs Health and Armor
Warp ammo is good versus everything, but thats about it.
Its either pick the Jack of all Trades, or the Ace of one
Playing as a Soldier now, and I was gonna mess around with Warp Ammo. I was wondering, do you (and the rest of you Soldiers) recommend evolving Disruptor and/or other ammo powers to group or just stronger single? Since I use Miranda and Mordin (possibly Samara as things go on, I can cover the long range damage) they seem like they could really benefit from an ammo power.
I didn't worry about the group ammo thing on my Vanguard, but on the Soldier? Group Disruptor would be neat, as well as group Warp Ammo.
Any suggestions?
It really depends on your playing style. Also which characters do you use often? Would it be worth it to have squad ammo specialties if those characters had their own ammo type?
I personally evolve my ammo types to be stronger.
Each squadmember has a specialty. Once you figure out which squadmember to bring to which fight, generalization skills like Squad ammo becomes redundant, and even a difficulty
I bring Miranda all the time. Haven't settled on anyone else yet, but Garrus was crazy useful my first time through, so until I get Samara loyal I'll probably bring him. I'm leaning towards just evolving them to be stronger at the moment, at least with Warp Ammo. The squad AI is a bit better than the first game, but they are still pretty stupid.
EDIT: Forgot to ask, but how do the different evolved forms of Adrenaline Rush stack up?
Modifié par Mr.Skar, 05 février 2010 - 05:40 .
#94
Posté 05 février 2010 - 05:46
sinosleep wrote...
Is this better?
Much, MUCH less pausing, whole lot more charging.
Still nowhere near as fast as an Infiltrator or Soldier.
#95
Posté 05 février 2010 - 05:58
p.s. Although honestly at the end of the day I wouldn't care all that much. Charging around and shotgunning stuff is just flat out fun. The point isn't so much as to say, vanguards are better, as to say vanguards and charge in particular aren't USELESS.
Modifié par sinosleep, 05 février 2010 - 06:06 .
#96
Posté 05 février 2010 - 07:07
#97
Posté 05 février 2010 - 07:29
Modifié par sinosleep, 05 février 2010 - 07:30 .
#98
Posté 05 février 2010 - 07:55
Hoffburger wrote...
MGIII wrote...
Maxing passives are obviously a given. The game gives enough points to max five talents.
Is disruptor ammo that important? I've dabbled with it on Zaeed's loyalty mission and it didn't seem too great. Also, Mrianda is probably the best squadmate in the game.
No, Disruptor Ammo is pretty forgettable, which is why you get AP Ammo. Disruptor Ammo is really only useful against the Heavy Mechs. Using a SMG with Disruptor Ammo will take out the shields instantly. But so will a couple Overloads or a single Widow shot.
no ammo is better then each other
disrupter effective against shield and mechs/geths, ineffective against armorand organics
armor piercing- exact opposite
shredder: effective against unprotected allies
inferno great against armor burns and does damage over time
cryo- freezes, incapacites enimes
warp good against barriers.
surs warp/overload are great but you can't always use them and since ammosare passive why not ?
#99
Posté 05 février 2010 - 08:04
sinosleep wrote...
Show me.
p.s. Although honestly at the end of the day I wouldn't care all that much. Charging around and shotgunning stuff is just flat out fun. The point isn't so much as to say, vanguards are better, as to say vanguards and charge in particular aren't USELESS.
Going to upload Freedom's Progress complete level on Insanity + with Infiltrator Build. No upgrades, nothing.
#100
Posté 05 février 2010 - 08:11
AlphaJarmel wrote...
Going to upload Freedom's Progress complete level on Insanity + with Infiltrator Build. No upgrades, nothing.
Would be greatly appreciated. Then I could do it on my vanguard and see by how much I get beat.




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