The shotgun is great against creatures like Thorian Creeper, the Rachni, and Husks. Carnage is really good as well once you get used to it
Creepers to some extent. The others the pistol is more universally effective against. The pistol has enough stopping power to knock down husks. With the shotgun against Creepers the advantage is stopping power, the pistol will still kill them faster and even has the stopping power to drop them though slightly less reliably so is on net better even against creepers. Even the minor stopping power advantage is negated by CC powers, whether from your bonus talent or squad.
The sniper rifle lets you hit targets that are otherwise out of range so it adds something. Anything in shotgun range is already well within pistol range.
I've also come to the conclusion that carnage is fun but near totally useless. What highlighted it for me was playing a vanguard focused around Carnage (Singularity, Warp, Carnage). While there are a few occasions it works well (killing 8 husks in one shot) for the most part it's pointless and unreliable. When I started timing base raids I found I was getting really bad times on the vanguard. Out of curiosity I switched to using pistols, with a pistol skill of 6, giving just basic Marksman. Every single run with pistols was faster than my best time with shotguns.
Really the only advantage of shotguns is they can be the most fun weapon to use. That's not a an insignificant advantage but it's worth bearing in mind.
Now with my build I literally made Shepard into a tank. That why I went with DR over attack power because in most RPG's, defense wins. I think that still holds true here. The reason for maxing those stats out is because you still get an addition to Damage Resistance. Same with Spectre Training. You get increase in Damage, Health, and one other thing I can't recall at this moment.
ME1, Biotics wins. But defences are moot as soon as you have master immunity and colossus armor. Because of how defences stack other bonuses become diminishing returns. The whole concept of "gold standard" is about optimization. You can't max everything so minimise the cost of what you leave and maximise the benefit of what you take. Spectre training, while giving a variety of bonuses only gives a small bonus for the cost. I mean consider the damage bonus, 5% at 11 and 12. In practice Spectre Training 4 is usually worth while, 11-12 give a bit less than 3% for those extra 7 or 8 points. For every 30 odd bullets you fire you do the damage you would have done with 31 with Spectre Training 4. Most things, even on insanity take less than 30 hits to kill, in which case that 3% probably had zero impact since it took the same number of shots regardless. Against bigger things saving one bullet in 30 isn't great when you may have been able to spend those points else where. Or for the Shock Trooper DR bonus how often have you come so close to death and survived that the DR percentage made that difference? If a soldier dies it's because they've been stun locked so long immunity drops. The commando's bump in damage, while in practice no where near as impressive as it sounds (it's actually more like 15% relative to without on an otherwise identical set up) is enough that it makes a real difference. Neither innate bonus is that great but still Commando is the better of the two.
Going back to that point about stun locking deaths on a soldier, the best way to avoid them is use a CC power to prevent it from happening in the first place. This is part of the reason why Lift and Singularity are the best bonus talents. It gives you more of a chance to defend against attacks which are a real threat than just trying to numerically push up your defence stats. Even master barrier means you survive one or two more sniper or rocket hits when you could already survive 50 odd consecutive hits, an extra CC power can help you survive a room of biotics which would otherwise have stun locked you.
I prefer Inferno because mainly of never having to switch between Shredder and Tungsten
You are under estimating how big a difference they make. Wth the kind of damage bonus you are looking at with Inferno again it's questionable whether you will save a single shot and the accuracy hit to your target is a bit redundant against immunity. If you load one or the other up and never change it the advantage you get when it is in effect is big enough to more than make up the relatively minor bonus that inferno gives when it's the wrong type. Just switching to the ammo appropriate to the predominant type once per major plot world will make a big difference and isn't that much hassle. On your particular character you could load the different Ammo types into the AR and Pistol, the bonus for using the right ammo type is significantly larger than the DPS advantage of the pistol over the AR. I keep a second weapon of any type I loaded with mods which makes switching less hassle.
Modifié par Devos, 04 février 2010 - 08:46 .