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


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#151
Kronner

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RamsenC wrote...

I made a short video on how to use the Evi against tougher enemies. I went up against a Geth Prime with minor support from Tali, while keeping aggro the entire time. Pretty much went shoot-meleex2-shoot which kept the Geth Prime from doing much of anything.



edit: I like how Tali says "nice" at the end.


Great vid, Geth Prime is your b1tch :lol:

#152
RamsenC

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Although I didn't try this, I'm not sure I could do that with any other shotgun due to the armor damage bonus. With that tactic the Evi is probably better overall than my modded shotguns.

Modifié par RamsenC, 10 février 2010 - 04:51 .


#153
thisisme8

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sinosleep wrote...

I'm thinking about just completely
neglecting the bonus power. I was fooling around with cryo ammo on the
collector ship and it's actually a lot better than I was expecting
considering it's only supposed to damage health. Fact is, it's not very
hard to get guys down to health in this game, and with cryo ammo
freezing everyone and their mother it's actually a far better defense
than any of the barriers are. And since mass reave doesn't one shot
armor like I did in hardcore, cryo ammo will also come in handy with
husks. Just bring along Samara, mass reave, cryo ammo freezes em,
shockwave will kill grouped husks quicker than the shotgun will.


Isn't it great?  I'm one of these guys that when someone else totally discounts something without any investment, I feel like I have to prove that it has worth.  Cryo is a good example.  Look around the forums and most people will say it's the biggest waste of an ammo power.  So I lvl'ed it to Squad Cryo and gave it a try and was amazed at how often enemies were freezing that I wasn't even focused on.  It definitely is very underrated...  not that it's the cat's meow, but it's underrated.

RamsenC wrote...

I made a short video on how to use the Evi against tougher enemies. I went up against a Geth Prime with minor support from Tali, while keeping aggro the entire time. Pretty much went shoot-meleex2-shoot which kept the Geth Prime from doing much of anything.



edit: I like how Tali says "nice" at the end.


Evi just tore through that armor, and you know Tali was commenting on your new shotty.  "Nice."  She's a shotty girl herself.

So last night I was playing around and decided that 1 point into Pull is pretty handy, if not situational the way I was using it.  Pretty much anytime there were 2 or more guys hanging about (tested vs. Geth) I could Overload one of their shields quickly (via Squaddie) and actually Pull him to another spot with decent cover.  Charge the guy that is left, kill, and I've already set up my next Charge via a well placed and angled Pull.  It also worked in getting me out of tight spots...  kind of like setting up an escape route.  It was actually pretty fun trying to aim the Pull to get the guy to the proper position that I wanted him in....  didn't work every time, sometimes they recover and wander off, and it does cost 3 points into Shockwave, but that 1 point in Pull was still pretty fun...  The important part, I think, is that your Squadmates can't aim it like you can, which is why you have to train it yourself.

I said it in the OP for Veteran and below, but I'm really starting to think that the Vanguard really is set great without any bonus powers.

#154
Northborn

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I'd still be interested to hear what you guys think of the Flamethrower as a backup close quarters weapon. I found it particularly effective against subbosses such as Scions, Harbingers, Krogans and Specialists.


edit : Ah sucks, my signature is bugged.

Modifié par Jep13, 10 février 2010 - 05:49 .


#155
RamsenC

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I actually tried the flamethrow in the Zaeed mission and found my shotgun killed faster anyways. Would be beneficial when fighting multiple opponents at once possibly. I usually keep my heavy weapon around for mechs and such so the flamethrower doesn't have a place for me.

I am loving the squad cryo ammo though. Its essentially a no cooldown crowd control ability, but now I can't get shockwave.

Modifié par RamsenC, 10 février 2010 - 06:04 .


#156
Graunt

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RamsenC wrote...

I actually tried the flamethrow in the Zaeed mission and found my shotgun killed faster anyways. Would be beneficial when fighting multiple opponents at once possibly.

I am loving the squad cryo ammo though. Its essentially a no cooldown crowd control ability, but now I can't get shockwave.


How many times did you have to reload the final area of this stage due to "can't target, can't get a lock"?  I died 23 times because of that, on top of having to constantly waste medigel on squadmates that ate a rocket sandwhich for lunch.  To clarify, this was at level 7.

Modifié par Graunt, 10 février 2010 - 06:09 .


#157
RamsenC

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I actually didn't die at all, but I'm familiar with when the game will allow me to charge. If there is too much of a z-axis change or you try to go over too much cover at an angle you won't be able to target.



One thing everyone should try is Morinth and Tali on your squad. With dominate/AI hacking, combat drone, and squad cryo ammo theres so many distractions the enemy won't know whats what. Combat drone is especially nice since you don't need to think about enemy defenses, just have her deploy it and go to town.

#158
Graunt

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RamsenC wrote...

I actually didn't die at all, but I'm familiar with when the game will allow me to charge. If there is too much of a z-axis change or you try to go over too much cover at an angle you won't be able to target.


No, you have a good idea when you wouldn't be able to charge, but not when it will bug out, and it does bug out.  There are plenty of times where the game acts completely random.  Enemies can be in a direct straight line in front of you on a flat surface and you still get this message, other times it will charge without any issue under the exact same circumstance.  There are plenty of times where you can't charge someone practically kissing you and plenty of times you can.

Besides that, someone pointed out something I didn't notice about this mission.  You don't even have to kill anything in the room because the exit door isn't locked.

Modifié par Graunt, 10 février 2010 - 07:18 .


#159
rumination888

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You're not a real Vanguard unless you turn off squad active power usage :)

#160
Kronner

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rumination888 wrote...

You're not a real Vanguard unless you turn off squad active power usage :)


heh, I usually have it on and just let them do anything they want .. if they die, I don't care, will revive them when I kill the last guy. Auto power usage off just slows you down / or maybe if you want extra difficulty you could leave it off :devil:


The idea with Morinth and Tali does sound great, too bad I'll probably never let Morinth live. Miranda+Samara/Grunt works well too, for me.

Modifié par Kronner, 10 février 2010 - 07:25 .


#161
RamsenC

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Tali and Miranda should be just as good. I never thought I would let Morinth live either since shes essentially a serial killer, but I'm playing renegade and I don't care for Samara :o



I recently turned off squad power usage now that I care when my squad uses powers. Can't have powers down when I need a quick combat drone. I was actually about to die with a mech in my face, but the drone immediately took the mechs attention so I could kill it.

#162
mundus66

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Just a side note, Legion also has AI hacking and has a sniper, i find him better than Tali.

#163
Ackillez

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mundus66 wrote...

Just a side note, Legion also has AI hacking and has a sniper, i find him better than Tali.


Shame you only have him for his loyalty mission and the end run, unless you're willing to sacrifice the crew.

#164
mundus66

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Ackillez wrote...

mundus66 wrote...

Just a side note, Legion also has AI hacking and has a sniper, i find him better than Tali.


Shame you only have him for his loyalty mission and the end run, unless you're willing to sacrifice the crew.

Afaik Edi wont have the IFF installed until you are done with every loyalty mission and recuited every party member if you pick the right option.

Edit. or actually that is if you don't accept his loyalty mission until you are done with everyone elses. But still possible to do other missions, he even have special dialog on both Talis recuit mission and her loyalty mission.

Modifié par mundus66, 10 février 2010 - 09:51 .


#165
Seblun

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So how is this for a build. (In order)

Charge 4 -> Heavy Charge
Assault Mastery 4 -> Champion
Incendiary Ammo 2
Cryo Ammo 4 -> Squad Cryo Ammo

Now the only thing I am debating is if I should get Incendiary Ammo 4 -> Inferno Ammo.
Or go with the Armor-Piercing Ammo 4 ->Tungsten Ammo.

#166
ChaoticBroth

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I find Tungsten Ammo more useful. That's just me.



Man, I just want to make this post just to thank all the contributors. I've gotten a whole lot better at playing the Vanguard role (now that I decided to use Charge more often). The tips and vids here are damn helpful, and give me a whole new perspective on Charging.

#167
thisisme8

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The Tungsten vs. Inferno might still be slightly under debate. I think by now the debate is on whether or not using your bonus skill on an Ammo power that does only 10% more damage is worth it. Especially now that we know that defense makes Incendiary's DoT immediate. Oh, and there is another thread that talks about power bonus research affecting Ammo powers here:
http://social.biowar...8/index/1123228
Edit: There's a dev post in there where he confirms it.
So the decision is up to you on whether or not you want to use your bonus skill on an almost redundant power.

You may want to bring along team mates specc'ed for Squad Ammo like Grunt, Jacob, or Zaeed for the first few missions until you get your own ammo power fully operational. If you do, you can max out Cryo before your own. If not, max Cryo last.

On a side note, I just learned this:

Christina Norman wrote...

RamsenC wrote...

note: The shotgun damage is actually per pellet and each shotgun shoots 4 pellets. I will list the damage as if all 4 pellets hit to avoid confusion.


The danger of parsing INI files....
Shotguns actually fire 8 pellets. We only render 4 impacts for performance reasons, but it's 8, not 4!


That's interesting. It also means the gap in damage between Incendiary and AP is larger since the numbers are larger.
Edit:  If you ask me, it also proves shotties aren't broken.  That's a lot of damage.

Modifié par thisisme8, 11 février 2010 - 01:33 .


#168
RamsenC

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Yea that dev owned me nicely. I must be missing pellets with the original shotguns since they didn't feel that strong at all. The Evi definitely feels strong though, probably due to the tighter accuracy.

#169
thisisme8

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RamsenC wrote...

Yea that dev owned me nicely. I must be missing pellets with the original shotguns since they didn't feel that strong at all. The Evi definitely feels strong though, probably due to the tighter accuracy.


Well, how are you supposed to know about 4 invisible pellets?  :)
I said it on another post, but you have to give kudos to them for giving us all this "under the hood" info.

#170
rumination888

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The fact that so many people pimp the Eviscerator seems to tell me they're not using the Claymore correctly.

If you Charge an enemy then shoot, you're not getting the point-blank damage bonus. You practically have to hug the enemy to get the 2x damage multiplier. So with the Claymore, I use the time dilation and stagger effect of Charge to move forward a bit, THEN shoot. Don't even need to aim at their heads. A body shot will completely destroy them. It also prevents any bullets from missing the mark(even if you're just a few feet away from the enemy, the spread on the Claymore WILL cause some bullets to miss).

#171
RamsenC

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My problem with the Claymore lies in the fact that I can't shoot-melee-shoot-melee. If I could do with the Claymore I would use it.

#172
matt654321

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thisisme8 wrote...
Edit:  If you ask me, it also proves shotties aren't broken.  That's a lot of damage.


It means they do twice as much damage as wel thought originally. Considering the patch offered slightly less than that at most, I'd say they're hella strong.

The only unknown factor affecting their balance is that we don't know where those invisible pellets are. Maybe they fly off at weird angles and rarely hit. We don't know. However, since there are twice as many pellets as we thought, we DO know that we're likely missing with more than we thought.

Seems like in light of this info, the new preferred tactic for shotty abuse would be to aim for center mass instead of the head to get as many of the pellets to hit as possible. Seems more fun to me anyway - plant the shotty in their gut and pull the trigger for maximum carnage.


Edit: Also means the difference between the Claymore and Eviscerator is higher. Originally we thought there was a about 50 point difference, now we know it's over 100. Claymore is WAY in the lead now I think.

Modifié par matt654321, 11 février 2010 - 02:59 .


#173
rumination888

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RamsenC wrote...

My problem with the Claymore lies in the fact that I can't shoot-melee-shoot-melee. If I could do with the Claymore I would use it.


I don't follow. The only weapon that you can shoot/melee/shoot/melee with is the Scimitar. Not even the 2nd fastest shotgun, the Katana, will stunlock an enemy doing that.

If you're shoot/melee/shoot/meleeing and don't care about the stunlock then the Claymore can do that as well:
shoot/reload+melee/shoot/reload+melee. You can cut the reload time by almost half if you transition into a melee. Based on my own tests, there was almost no difference in speed between the Eviscerator and Claymore when doing that. Infact, I'd wager the dev that balanced the Eviscerator set it up so they're dead even in that regard.

#174
mozez101

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In sinosleeps vanguard videos it seems that the scimtar assault shotgun he uses in the collector ship level stun locks the enemies. For instance after he charged the harbringer, the harbringer didn't even attack while he kept shooting at it. If that is the case wouldn't the scimtar be the best shotgun to use?

#175
sinosleep

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mozez101 wrote...

In sinosleeps vanguard videos it seems that the scimtar assault shotgun he uses in the collector ship level stun locks the enemies. For instance after he charged the harbringer, the harbringer didn't even attack while he kept shooting at it. If that is the case wouldn't the scimtar be the best shotgun to use?


I got lucky on that one, Harbingers don't usually get stunned like that, though the scimitar can and does stun lesser foes. I rarely melee when I have the scimitar equipped unless I know the combo of one shot and one melee will kill something outright. Otherwise it shoots so fast I just unload until it's reload time and then melee. I haven't found big bads like harbingers to be suceptable to melee stuns any way.

Modifié par sinosleep, 11 février 2010 - 04:34 .