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Vanguard tips and tricks on Hardcore/Insanity - Revised Edition 1.2


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#51
GCreature

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sinosleep wrote...

The 60 second duration on the Geth Shield isn't really the problem, so much as it getting blasted to 0 before the 60 seconds are up. Barrier would be better from a purely defensive standpoint, but I'm hoping I can get geth shield to work because on top of the defensive boost it also provides +10% damage.


Ohh interesting, does the +10% work for the 60 seconds, or only as long as you're shields are up?

The other thing is, the description for heavy charge says it gives +100% shields, but if I'm in the red it'll recharge it 50%-66%, is that normal?

#52
Northborn

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There doesn't seem to be much mention of Vanguards wielding the Flamethrower (Firestorm):devil: heavy weapon. While I'll admit my first run was on Veteran with my Vanguard, I found the weapon to be extremely useful against more powerful enemies, and while I've yet to try it out on Insanity, I suspect it would be a blessing against armored husks. AoE burn away their armor and fire a shockwave in their midst.

What do some of you more experienced guys think of the weapon?

I'm on vacation next week and intend to challenge myself with beating the game on Insanity with my Vanguard. I'll be shelving my Hardcore Sentinel and focusing on this.

Sinosleep's vids have been inspiring me big time.

Modifié par Jep13, 09 février 2010 - 05:57 .


#53
sinosleep

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Ok, after over an hour of testing I've come to the conclusion that geth shield just isn't viable. I've been on the collector ship trying out all kinds of different combinations. I tried geth shield + grunt's incendiary + claymore, then swapped in the schimitar, then swapped grunt for garrus to get squad ap, tried clymore and schimitar, then I tried max warp ammo on myself, Grunt's squad incendiary, and claymore wasn't working out. In the end I went back to tungsten for myself, Grunt's incendiary for the squad, and to my surprise, found the schimitar with tungsten ammo to be more useful than the claymore with tungsten ammo. I never felt like I had issues with the reload time on the claymore before, especially when it's one shotting drones and such, but I found that the staggering effect of the schimitar saved my ass where I would have been reloading on the claymore.

#54
_Dannok1234

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Finally someone else discovering that the Shuriken is the king of the SMG's! My previous posts about that got ignored for suggesting that!



If I'm not completely mistaken that nifty little smg will outdo even the mighty claymore.

20 damage a shot, 24 shots done in 2.057 seconds. Same time it takes(my pc) to fire 2 shots with the Claymore.(Full auto Shuriken only works on the pc I've been told)



Started with the Scimitar and melee, alternating shot and punch, it really is fantastic (Timing can be tricky to get used to). It's the only way I've found that can reliably keep you alive against 1 Geth hunter and 2 geth troopers, if you charge into the hub without your allies. Also like RamenC said against the Harbringer.



Makes me wonder if there's any other trick I've missed with the Vanguard.



Ps I'd love it if someone could confirm/Deny that Barrier/Geth shield/Fortification has any effect at all, used together with Heavy Charge. Because I really can't see it. I've played around with it for an hour or so, but could not find any noticeable difference in my staying power. ( I used to believe it worked, until I forgot to use it and never noticed the difference.)



PPS Sinosleep, now you see you why I've always favored the Scimitar, all that safety for just slightly slightly slower kill speed to the Claymore. (0.4 seconds at most)

#55
ChaoticBroth

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I've just started a Hardcore Vanguard playthrough. So far, the Shuriken is really impressive when used with Charge. Tungsten Ammo + the Shuriken seems like a nice alternative.



I'm also doubtful about the effects of the defense boosting skills. As you said, Dannok, it really doesn't make a difference. It's also why I'd rather switch to AP Ammo.



Now, I'm wondering if anyone has tested the Eviscerator shotgun. Seems like it'll cover the Vanguard's loss of anti-armor, but I'm not completely sure on that.

#56
_Dannok1234

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Seem like some kind of half way between a Claymore and Katana I think. It seems alright. Not sure if I will give up my Scimitar for it tho'. It can't one shot one kill like the Claymore, and it fires slower then the Scimitar. But on the other hand, it's got 3 shot clip, and a fair amount of ammo.It's got very nice damage against armor etc.. It's going to take some messing around for me to decide. I'm guessing it's nice against Harbringers, going to try that later.



Oh and for those that aren't doing it. New mantra for me is: charge, shoot, melee and shoot :P

#57
lockerlocke

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I played around with the new shotgun, and it feels like a great weapon (I wish I hadn't finished my Vanguard run, lol), but it doesn't feel any different from the Katana or the claymore--I don't really notice the 'longer range' (you still need to be in melee range to rip shields and two piece people), and it doesn't seem to be anything special against armor. Still a great weapon though.

#58
thisisme8

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I've tested the Eviscerator quickly and found that while it does do great at the earlier levels vs. armor, it has completely lost the shotgun's strength vs. shields. Looks like it would be handy early on vs. Krogan and Vorcha, but you may want to switch back to another shotgun when fighting shielded enemies. Will play around with it more to see about its range.



Again, it was a short little run, so don't take anything as set in stone, it has only been out for 2 hours.

#59
Northborn

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I'd still love to hear people's opinions on the Flamethrower! It was a key addition to my Vanguard.

#60
Kronner

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thisisme8 wrote...

I've tested the Eviscerator quickly and found that while it does do great at the earlier levels vs. armor, it has completely lost the shotgun's strength vs. shields. Looks like it would be handy early on vs. Krogan and Vorcha, but you may want to switch back to another shotgun when fighting shielded enemies. Will play around with it more to see about its range.

Again, it was a short little run, so don't take anything as set in stone, it has only been out for 2 hours.


Well, I just tested that Shotgun on Garrus recruit mission. It is NG+, Insanity. I have Shotgun damage 2/5 and +50% against barrier/armor/shield (I think) and I was one-shotting Eclipse mercs and Vorcha. So far, I really like this shotgun.
edit: (also, I have Tungsten rounds - gonna switch to Reave when I get Samara so we have 2x Area Reave, I am pretty sure Inferno Ammo would work just as well)

Modifié par Kronner, 09 février 2010 - 07:12 .


#61
_Dannok1234

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Must be the AP ammo I guess. Which is nice, because I've not seen it work quite that well, I've got 4/5 shotgun damage, and the eclips merc's on Illium won't go down in one shot with inferno. They always have a sliver of health left.

#62
thisisme8

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Kronner wrote...

thisisme8 wrote...

I've tested the Eviscerator quickly and found that while it does do great at the earlier levels vs. armor, it has completely lost the shotgun's strength vs. shields. Looks like it would be handy early on vs. Krogan and Vorcha, but you may want to switch back to another shotgun when fighting shielded enemies. Will play around with it more to see about its range.

Again, it was a short little run, so don't take anything as set in stone, it has only been out for 2 hours.


Well, I just tested that Shotgun on Garrus recruit mission. It is NG+, Insanity. I have Shotgun damage 2/5 and +50% against barrier/armor/shield (I think) and I was one-shotting Eclipse mercs and Vorcha. So far, I really like this shotgun.
edit: (also, I have Tungsten rounds - gonna switch to Reave when I get Samara so we have 2x Area Reave, I am pretty sure Inferno Ammo would work just as well)


I don't know, I can't say much right now because I just finished the game last night with my Vanguard (again), and now I'm starting from scratch.  Feels good, looks good, but it's 2 shots with the Eviscerator or 2 shots with the Katana on mercs, so I can't say much about it yet.  Hell, I'm only 1/5 for shotgun damage, so it'll all start to change.  I think Grunt's recruitment will be a good test since there are a slew of Vorcha, Krogan, and Mercs giving me a variety of different defenses to tackle on that mission.  At level 4, I can't complain about the +10% health and +10% shields from the Master Chief....  I mean Cerberus armor.
:whistle:

Edit:  There's no Vorcha on Grunts recruitment mission...  I was mixing up my missions.  Happens.

Modifié par thisisme8, 09 février 2010 - 10:37 .


#63
stjasonl1

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I'm at the collector ship still stuck I've been there for like 3 days (real time) died like 200 times now (no joke) I don't have any saves to go back to and I think it's just impossible with the build I have to get past those platforms, I only have the basic shotgun, the tempest, flame thrower, 2 points in fortify, heavy charge, maxed out heavy inferno ammo and no points in anything else. My biggest problem is that those scions seem to hit me 80% of the time with shock wave. If they hit me with the first throw, game over, or right after I kill the first 3 guys, game over, if I don't kill the first one before the second platform come, no chance.

Any tips for what I'm working with (I can't really switch my build with out starting over) Also can you cast fortify while you have full shields, does it stack? or do you have to wait till they've been depleted?

On hardcore I beat this part every time waiting for each platform fight over in like 30 seconds

Modifié par stjasonl1, 09 février 2010 - 08:17 .


#64
_Dannok1234

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Alright for ease of testing I loaded up a save I had for Heretics station. Got myself max AP ammo and Inferno, using the Eviscerator. Geth Trooper 1 headshot kills them regardless of your ammo choice. Should you however hit the body, you will have about 2-3mm of health more left on the Trooper using Inferno Ammo, then you do with the AP ammo.



Now someone please confirm or deny this(preferably having tested it). Because quite frankly, if thats all the difference between the two ammo types, I'll stick to Inferno and reave, even if the difference is larger on armored foes. It just won't be worth it.

#65
Zoe Dedweth

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@ Stjasonl1 - where the 2 scions appear there is like a little "hill" the level slopes up, then evens up then slopes down. When the scions come fall back to the rise, pump some bullets into them then when they fire fall back down the ramp. Their guns bullets will climb all the way to the top of the platform then stop. As soon as they do you move forward and pump some more metal into them. Rinse repeat to kill the two of them quickly.



I just finished this bit half a hour ago.

#66
_Dannok1234

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stjasonl1 wrote...

I'm at the collector ship still stuck I've been there for like 3 days (real time) died like 200 times now (no joke) I don't have any saves to go back to and I think it's just impossible with the build I have to get past those platforms, I only have the basic shotgun, the tempest, flame thrower, 2 points in fortify, heavy charge, maxed out heavy inferno ammo and no points in anything else. My biggest problem is that those scions seem to hit me 80% of the time with shock wave. If they hit me with the first throw, game over, or right after I kill the first 3 guys, game over, if I don't kill the first one before the second platform come, no chance.

Any tips for what I'm working with (I can't really switch my build with out starting over) Also can you cast fortify while you have full shields, does it stack? or do you have to wait till they've been depleted?


It might stack while you have full shields as long as you do not expect it to stack with Charge bonus.
If you are having trouble even with trying to stay behind cover and kill them, there is a trick you can do. If they are more or less in sync with their shock wave. Charge as soon as one is cast towards you. (use hand cannon or other pistol). When charge ends, start running backwards while shooting, when it sends it shock wave again your charge should be good to go again, assuming you have the biotic cool down reduction and Champion anyway.(might work without it too)

Probably a good idea to clear off the husks first tho'.

Ps: poster above me seems to have a far safer way ;)

Modifié par Dannok1234, 09 février 2010 - 08:23 .


#67
stjasonl1

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I think we are talking about different parts. I'm talking about the first collector ship you go on the one were you pick a new weapon (claymore, sniper, assult rifle) to use, where the 1st scion is on a moving platform and the collectors come in on flying platforms. There are no husks

Modifié par stjasonl1, 09 février 2010 - 08:29 .


#68
Northborn

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Yea they are thinking of the Reaper ship.

#69
_Dannok1234

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I was indeed, but it could be taken as general advice, you can use that tactic anywhere. But on the platform things. I kill the first one after the first wave of collectors when possible. If they next platform comes, I basically just ignore it and carry on as best I can. Trying to keep my back covered from the first Scion to appear. The other one is so far away you can generally avoid its shock waves until you've mopped up the rest.



Usually position my squad on the first platform behind cover. Then I go to the edge of the platform and hunker down there as best I can.



Could perhaps adjust the difficulty?

#70
Kurupt87

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@stjasonl1, first thing i'd say is that as soon as you get outta there respec, heavy charge and champion are must haves for vanguard, and drop fortification like last weeks pizza. barrier is better for protection as it is affected by biotic upgrades, and geth shields are affected by tech upgrades and add 10% dmg. but better than either of those is aoe reave or tungsten ammo. shockwave/pull realtively useless, inferno ammo very useful for its aoe flinch, but wasted if you pick up ap ammo.



tactics wise, this fight is a puta because you cant charge from one platform to another, so to charge you have to run the risk of scion fire. now, if you have the claymore shotty then its worth it, drone down very fast from this attack. if you picked up AR or sniper then this fight is relegated to more of a sentinel play, stay behind cover at the very starting bit, using party member abilities to take down enemy barriers. kill order wise, it goes harbinger if hes right in front of you and you cant charge to someone else, assassins, drones, far away harbinger and leave the scion. 2nd wave, again, same thing, and keep using medigel on scion'd party members. now, it gets easier. you should have 2 scions bopping around, one on a static platform and one on a moving one. its likely that both party members are dead again at this point, do not waste medigel on them as they get pwned fast by the scions, partymembers are only needed to get rid of the drones etc. take down a scion to low health but do not kill it, then take down the 2nd to low health. the 3rd wave only spawns when a scion dies, so taking them both down low, then killing them, then reviving squaddies makes the last wave a cake walk. and with the scions, its easy to avoid their fire, just duck as soon as you hear them firing.

hope thats some help, and its how i do this fight, AR VG that loves his scimitar.

#71
Kronner

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Dannok1234 wrote...

Alright for ease of testing I loaded up a save I had for Heretics station. Got myself max AP ammo and Inferno, using the Eviscerator. Geth Trooper 1 headshot kills them regardless of your ammo choice. Should you however hit the body, you will have about 2-3mm of health more left on the Trooper using Inferno Ammo, then you do with the AP ammo.

Now someone please confirm or deny this(preferably having tested it). Because quite frankly, if thats all the difference between the two ammo types, I'll stick to Inferno and reave, even if the difference is larger on armored foes. It just won't be worth it.


I just tried it with my level 28 Vanguard:
Inferno ammo + the new shotty



part2 (9 secs only):


(no sound, sorry - it was completly out of sync, dunno why)

works fine, despite the fact that I screwed up few times and did not hit them, I still survived. I'd probably die if I was using Claymore in those situations, but the fact is if I actually thought longer before charging and not just rush into them asap like an idiot, I would most certainly survive it too :)

#72
matt654321

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OP, what's your opinion of the new shotgun? According to the stats, its damage is ~150, which is pretty close to the Claymore. It also picks up more ammo per heatsink and is better at range. Should Vanguards start getting Assault Rifle training and stick to the Eviscerator?

#73
_Dannok1234

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Thats great Kronner, I couldn't see the first one yet tho, still being processed it says. But Did you try it with AP ammo to see any difference? (I'm in the camp that there is next to none and inferno works great, still prefer the scimitar shotgun tho')

Edit :
Just watched part one, very cool. Always fun to watch the Vanguard vid's because you never know if they person is going to die or not, so close to the edge :) You should try crossing the green field as you charge right into the Geth hunter sometime. It's quite the challange to stay alive while all three are trying to kill you. Found that to be easiest with the Scimitar, but the new one sure does pack a punch. Must be fairly close to the Claymore I'm thinking.

Modifié par Dannok1234, 09 février 2010 - 09:15 .


#74
Kronner

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Dannok1234 wrote...

Thats great Kronner, I couldn't see the first one yet tho, still being processed it says. But Did you try it with AP ammo to see any difference? (I'm in the camp that there is next to none and inferno works great, still prefer the scimitar shotgun tho')


should be done now, but poor quality so far, it will get better laters, did not try AP rounds on geth yet..

Modifié par Kronner, 09 février 2010 - 09:11 .


#75
_Dannok1234

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If you get bored sometime and have a save right before you do the heretic station, try it with AP ammo and see if you notice any significant difference. I only noticed a tiny one. Suppose the difference is larger the more damage your weapon does.