First of all, Adrenaline Rush doesn't speed up how quickly you can actually fire a weapon.
Secondly, Adrenaline Rush doesn't speed up how quickly you can reload either.
My tests involved Grunt specced with AoE Concussion Shot, and Krogran Pureblood (for the hitpoint regen) and Garrus specced for Turian Rengade (for the damage) with Lv2 Concussive Shot.
For myself, I opted for Squad Incendiary Ammo and Commando (the power bonus applies to ammo types.)
The only AR mod I have at this point is: AR Damage 1/5
My first test involved going through the level with Avenger ARs equipped on everyone. At lower difficulty levels, your squad does a pretty good job of laying down sustained suppressing fire. When armed with Vindicators, the AI seems to get a little confused at times and simply fires off their special and goes back behind cover if they're taking heavy fire. I fiddled around with this for quite awhile, just letting them all do their own thing while watching.
Anyway my team didn't do as well as I'd hoped. The intensity of the damage the Blue Sun mercs were shelling out was just a tad much for my squad. This applied both at the landing zone as well as inside the facility (there are 3 main stages.)
I did discover something very very interesting, but we'll get to that in a moment.
Quicksave reload, same parameters and everyone armed with Vindicator BRs. This time around the squad did quite a bit better. The only alteration I did was squad placement orders at the landing zone. Inside, I used the same cover spots I'd used in the previous test for continuity.
The transitions throughout the complex stages whent quite a bit easier, though we did get bogged down in a few places. Overall, it went as expected since this is my default loadout anyway.
Quicksave load #3. Same parameters as before, except I swapped out my Vindicator for an Avenger. I started off the LZ pretty much identically as I did the previous run, using the same cover spots since they seemed to work better.
The special thing I'd noticed on the first run is that the Avenger allowed my to cycle through targets, catching them on fire and basically disabling them briefly with incendiary rounds. While they were panicing, they weren't moving nor were they firing. I used my pistol with Heavy Disruptor ammo to drop shields quickly, then swapped to my Avenger and provided covering fire for the squad. Rather than go specifically for headshots, I simply fired a 3-5 round burst at each target without shields. Effectively, the enemy Blue Sun squad was put out of commission
while Grunt and Garrus ripped them to shreds.
Inside the complex I repeated the same procedure. Grunt's AoE concussive shot simply made it easier for me to nail a whole group without suffering return fire.
This run ran the smoothest of all. In fact, none of us ever even lost shields.
Quicksave load #4. Identicle setup as #3. This run I decided to forego using Adreneline Rush extensively and solely for firing off bursts at enemies. Instead, I tossed in Concussive Shot on my own as well as used quick bursts from behind cover on unshielded enemies. Didn't even bother using the barrel sight. Just left click, hold for a second and release.
This last run went even smoother than the third, required less ammo overall and never really had me waiting on cooldowns. While I did use Adrenaline Rush, I didn't rely on it exclusively to hit targets aside from Blue Suns Commander (I used a Carnifex with Heavy Disruptor ammo to drop his shielding in all of the above tests) and to take out the Blue Suns on the platform leading to the last area.
Now I'd noticed something similar to this with the Revenant, but didn't really consider the Avenger being able to accomplish the same thing. In fact, when you get the Vindicator, there's really no point in using the Avenger. These tests changed my mind.
Disruptor Ammo Lv3 and above can accomplish the same thing for Synthetics. In effect, this gives you some consistantly reliable crowd control without cooldowns. As for damage, the Avenger seemed to take opponents down almost as quickly as the Vindictor. The main difference was the clip size. I could afford to use 5 round bursts and not even reload between Adrenaline Rush cooldowns. It generally took 3-4 headshot bursts with a Vindicator + Adrenaline Rush to take down the lowliest of the Blue Sun grunt without shields. That's more than half a clip.
While that might not seem that big of a deal, on this particular mission you get flanked from multiple sides. It actually came in handy preventing my squad from getting flanked.
My main gripe here is that it's not reliable with your squadmates on Insanity. You simply can't keep a large group of enemies (especially spaced out) locked down long enough for them to barrage them with sustained fire. They worked much better with Vindicators. For the player though, this enables you to proactively control the battlefield without a swarm of biotic powers.
Another gripe I have is ammo for the Vindicator. I don't care what people say, you can go through a whole area, fire only with Adrenaline Rush going and never miss. You'll still run into ammo issues in a lot of areas. This is especially true if you have no way to dropping shielding outside of using a weapon (pistol, sniper, whatever.) Sure, you can rush ahead to snag a clip or two but that's exposing you and your squad to more fire while breaking a solid defensive position. No wonder so many people have such a hard time on Insanity.
With the Avenger, I never really had the same problem with ammo. In fact, I was so bloated with ammo that Insanity felt more like Normal mode. And no, it wasn't because I became more familiar with the level. I'd already run it through with Miranda, Jacob and Jack with various biotic permutations, as well as myself with Reave, Nerve, Slam, etc to try out biotic combos. Some of those runs were quite funny too, but not applicable to these results hehe. I knew it so well already, that's what gave me the inspiration to actually fiddle around with all this.
I may try all this again on Tali's loyalty (or even recruiting) mission and see how it pans out with Disruptor ammo. Geth Hunters should make things interesting.
Another combo that might be interesting is using Squad Cryo ammo in place of Squad Incendiary, and then using Inferno ammo for myself. I'd have to drop Heavy Disruptor ammo to squeeze it in.
I haven't really been interested in playing for the sake of the "optimal" group or build combination. Rather, I've been playing this run solely on preference and for fun. Come on, Grunt shouting "I... AM... KROGAAAN!" and then smashing faces is always fun to watch.
Jacob was a bit of inspiration for this since it's so hard to find a reason to take him... especially as a Solider (though Pull + Slam do seem to synergize.)
Modifié par ShadowWolf_Kell, 11 février 2010 - 10:44 .




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