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Soldier (Insanity and below) Guide/Tips/Help


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#1
Average Gatsby

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 Even though it is the most popular class (apparently), there is surprisingly little discussion, guides or help. Maybe because it seems so straightforward, but that doesn't mean their isn't plenty to talk about.

I'm making this thread as a collaborative guide resource. I'm currently putting together my own guide, but I will not be posting the videos in the OP. Rather, I'd like to leave this top section as an area for basics, builds, tips, and advice that comes from everyone playing soldier. My only requirement is that the strategies apply to the Hardcore/Insanity difficulties, since the game translates very well from top down rather than bottom up on difficulty.

The following section is from Average Gatsby's Soldier Blog/Guide:

"Basics:
Let's start with the basics of the Soldier class, before we even talk about the Commando Aspect. It has no direct damage abilities other than concussive shot, which is more for crowd control than direct damage. Everything about the Soldier is gun based, as it begins the game with Snipers, Assault Rifles, and Shotguns, as well as the ability to access three different ammo types: Disruptor, then Incendiary, then Cryo. Finally it has a passive which boosts speed, health, and weapon damage, and a time-distortion, weapon-damage multiplying ability, Adrenaline Rush (AR).

This means you are going to have to be a good shot, and the better shot you are, the better killer you are. While this is true with all classes, the soldier is unique in that it has nothing to save or supplement the player who doesn't have the best shooting ability. What this also means is that a soldier that takes a bonus power that is an ability, or decides to max concussive shot at the expense of the passive, AR, or Ammo Types that would be effective in that situation, is going to miss out on the strength of the soldier class. Direct Damage powers are a liability for the soldier, not an asset, because guns in combination with AR maximizes the soldiers strength.

A gun for every circumstance:
I'm sure you've seen this before, or perhaps played this: Enemies appear at varying distances. You pop the AR and start to unload with your assault rifle at long range. Some of your shots miss, but thats okay. With the AR gone, you begin to burst fire your assault rifle, trying to maximize the number of shots hit. The enemy moves in closer, one within a quick dash. You pop the AR again and mow the final unit down with a full auto of your assault rifle. You then pop out of cover and look for ammo, since your now running a bit low. Hopefully someone dropped some.

Where you successful? No question. Was it Effective? Yes. Could this have gone better? Absolutely.

Here's how I would play. I see the enemies appear. I use my AR in combination with my sniper rifle and one-shot the first enemy. I fire another shot or two as they continue to advance. The enemy has gotten closer now, so I switch to my ar and full-auto on the enemies at medium range. They are close enough that I don't miss much but they are still a bit too far for a charge, and theres 1 too many left. Another enemy goes down. I switch to my shotgun, hit adrenaline rush, and use my super speed to get in close and one shot another enemy. Finally I turn and shotgun the other to death. I don't really need to look for ammo, but I'll look for it anyway.

Totally hypothetical, but my point is that a soldier should maximize the use of all three of his weapons. The Assault Rifle is only a glorified SMG, nothing more, nothing less. Its powerful, but it is not the best weapon in every circumstance. Since the soldier is a weapon based class, and given more tools than any other class to use weapon effectively, it should use them all to maximize its potential. I will supplement this section with a video to show exactly what I am talking about. 

Build Priority:
Passive, Adrenaline rush, Ammo, concussive.

This is not to say that one does not put ANY points into the other powers before maxing the others, it simply means they take a priority. Even though adrenaline rush is the greatest strength of the soldier, the soldier gets the most benefit in terms of extra points added by maxing out the passive first. A single second of less cooldown is less important than a 10% speed boost, 10% health boost, and a 3% Weapon damage boost. 

Both of those abilities are more important than taking an ammo early, because right from level 6, your squadmates can provide the same ammo power with no cost to shepard (Zaeed with Squad Disruptor and Jacob with Squad Incendiary). Finally, concussive shot has limited utility, and while a single point can be helpful, sacrificing another power would be wasting the Soldier's potential for maximum damage."

Abilities:

Some math on Adrenaline Rush:

swk3000 wrote...

I said I'd post an example, and here it is. To keep the math easy, I'm going to use a made-up Assault Rifle. This particular weapon fires 10 shots in 5 seconds without Adrenaline Rush, and does 100 damage per hit. Obscenely powerful, yes, but it will allow me to do the math in my head instead of having to pull out a calculator. This means that over 5 seconds, and without Adrenaline Rush, this weapon puts out 1000 damage.

Now, under Hardened Adrenaline Rush (and the lower levels, as well), because time is slowed by 50%, you only get 5 shots off. However, each shot does double damage, so your damage output remains at 1000 damage over 5 seconds.

With Heightened Adrenaline Rush, time is slowed by 70%. This means that in those 5 seconds, you only get 3 shots off instead of 5. However, each shot does 2.4 times it's normal damage. This gives you 3 shots of 240 damage each, for a grand total of 720 damage. In other words, you've actually lost damage output during those 5 seconds because time has been slowed down too much.

Now, most of you may look at this and say, 'Well, then, the math proves that Hardened is better than Heightened' and call it good. Unfortunately, it's not that simple. The above scenario remains true for fast-firing weapons, which means most of your Assault Rifles, the Predator Heavy Pistol, and the Viper Sniper rifle. However, for slower-firing weapons like the Hand Cannon, the Vindicator, the Mantis, and the Widow, you get a better damage boost out of Heightened. These weapons tend to fire one or two shots (or bursts, in the case of the Vindicator), then have to pause before they can fire again. This slower rate of fire means they get fewer shots off in the same time, so you're less likely to get more than one or two shots off before Adrenaline Rush is gone. Therefore, you might as well boost the damage of the one shot you're guaranteed to get as much as possible.

EDIT: Full post link: http://social.biowar...49502/3#1670143

Builds:

Bonus Power Builds:

Kaorunandrak's Build

Powers
Heightened Adrenaline Rush XXXX (Ive tried both and just seem to like this one better)
Concusive Shot X (even with just one slot it comes in handy on several occasions)
Squad Disrupter Rounds XXXX (See Reasons below)
Squad Incendiary Rounds XXXX (See Reasons below)
Cryo rounds 0
Commando XXXX 
Tungsten Rounds XXXX (See Reasons below)

Weapons
Revanant Light Machine Gun (My main gun)
Viper Sniper Rifle
Eviscerator Shotgun 
Carniflex Handcannon 
Arc Projector 

Reasoning for the build
There will probbally be questions with the ammo choices when some one looks at this build and I'll explain to you why I made the 3 ammo choices. First of all both squad ammo are not for you they are for your squad members usage. At the start of a mission you fire up which ever ammo type will benfit you the most. For example the reqruit Jack mission you should turn on your Squad Disrupter ammo so that way your team will be tearing through shields and the Mechs the blue suns use on this mission. But also they will be Overloading the weapons of the Mercs as soon as those shields do drop adding to your over all survival and allowing you to kill with impunity. The same is true for the Squad Inferno rounds and missions involving Vorcha/Krogan except instead of overloading weapons your destroy their armor/regen and set them on fire keeping them from attacking as well.

Now this is where the Tungsten ammo comes in this allows you to maximize your own personal damage while your team is destroying shields/halting regen with the squad based ammo types. You will be destroying armor and inflicting massive damage to the now helpless enemies.Especially if you happen to be using the Revanant as your main gun, it already does a respectable amount of damage to all forms of deffense the Tungsten rounds just ensure what appears(IMHO) the toughest part of the enemy*ARMOR* bar disappears and so does their health bar.

Find Kaorunandrak's Build blog with full commentary here: http://social.bioware.com/19621/blog/

More will be added as people submit.

Written Guides/Blogs:
Thisisme8's Combat Basics Guide
Average Gatsby's Blog

Videos:
Average Gatsby's Video Soldier Guide
RamenC's Revenant VS Collector Ship Platforms

Please discuss below. Let's get another class stickied.

Modifié par Average Gatsby, 26 mars 2010 - 03:11 .


#2
Average Gatsby

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I'll do my best to search around for videos and other guides/threads, but it would be really helpful if, you have your own stuff, to just resubmit it below.

#3
sandman7431

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Thanks for posting this. There are a lot of soldier haters out there but this class is one of the best.

#4
sinosleep

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On my soldier playthrough I left concussive shot basically for last. Did AR, passive, inferno, squad disrupter, leftovers. Will be keeping an eye on this just to see what you do.

#5
sandman7431

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sinosleep wrote...

On my soldier playthrough I left concussive shot basically for last. Did AR, passive, inferno, squad disrupter, leftovers. Will be keeping an eye on this just to see what you do.


Soldier with squad cryo and heavy warp or tungston bonus is beastly.  I go commando and heightened adrenaline.

#6
RamsenC

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I also left concussive shot for last. At first I went AP ammo and used Zaeed for squad disrupter ammo. Once I had enough points I ended up dropping AP ammo and picked up all three soldier ammo types. Used cryo for squad of course. 

Heres a video if you want one. Its on the tired collector platforms though. 

Modifié par RamsenC, 10 mars 2010 - 03:01 .


#7
rumination888

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...what if you didn't take Concussive Shot at all? :innocent:

#8
Average Gatsby

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rumination888 wrote...

...what if you didn't take Concussive Shot at all? :innocent:


Its probably not necessary. So far I've never used it, but maybe on reaper iff? respec for squad cryo and the aoe conconcussive shot? Use the claymore/evi/scimitar for close range stripping? I have to try it.

#9
sandman7431

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IMO the soldier is he sniper that the infiltrator wants to be. If you approach battles with the mentality of a sniper, you will dominate. Pick off enemies from long range and then clean up with the vindicator. Widow soldiers can make it through insanity without ever being killed.

#10
rumination888

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Average Gatsby wrote...

rumination888 wrote...

...what if you didn't take Concussive Shot at all? :innocent:


Its probably not necessary. So far I've never used it, but maybe on reaper iff? respec for squad cryo and the aoe conconcussive shot? Use the claymore/evi/scimitar for close range stripping? I have to try it.


Ahh, yes. Reaper IFF. AoE Concussive.

#11
Guest_a08m08_*

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I think it's important to note that the so called damage bonus from adrenaline rush isn't really a bonus, it's a compensation. If you take hardened adrenaline rush you will have 50% time dilation therefore your rate of fire is halfed so the 100% damage bonus doubles the damage so you don't do less while rushing (1/2*2=1). The same goes for Hardened adrenaline rush 70% dilation is compensated by a 140% damage bonus. It should also be noted reloading takes longer (50% longer with hardened, 70% longer with heightened) when under adrenaline rush as well. That being said, the damage bonus is extremely viable for one shot weapons such as the Claymore, Widow, and Mantis. With these weapons you're probably not going to get off a second shot in five seconds anyway so you do get the full benefit of the damage bonus.

#12
sandman7431

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a08m08 wrote...

I think it's important to note that the so called damage bonus from adrenaline rush isn't really a bonus, it's a compensation. If you take hardened adrenaline rush you will have 50% time dilation therefore your rate of fire is halfed so the 100% damage bonus doubles the damage so you don't do less while rushing (1/2*2=1). The same goes for Hardened adrenaline rush 70% dilation is compensated by a 140% damage bonus. It should also be noted reloading takes longer (50% longer with hardened, 70% longer with heightened) when under adrenaline rush as well. That being said, the damage bonus is extremely viable for one shot weapons such as the Claymore, Widow, and Mantis. With these weapons you're probably not going to get off a second shot in five seconds anyway so you do get the full benefit of the damage bonus.


That's assuming that the overall goal is to clock the fastest time through each level.  It kind of baffles me that so many people have adopted this way of thinking.  Adrenaline rush allows you to deal immense amounts of damage and it absolutely works like a charm.

#13
Guest_a08m08_*

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sandman7431 wrote...

a08m08 wrote...

I think it's important to note that the so called damage bonus from adrenaline rush isn't really a bonus, it's a compensation. If you take hardened adrenaline rush you will have 50% time dilation therefore your rate of fire is halfed so the 100% damage bonus doubles the damage so you don't do less while rushing (1/2*2=1). The same goes for Hardened adrenaline rush 70% dilation is compensated by a 140% damage bonus. It should also be noted reloading takes longer (50% longer with hardened, 70% longer with heightened) when under adrenaline rush as well. That being said, the damage bonus is extremely viable for one shot weapons such as the Claymore, Widow, and Mantis. With these weapons you're probably not going to get off a second shot in five seconds anyway so you do get the full benefit of the damage bonus.


That's assuming that the overall goal is to clock the fastest time through each level.  It kind of baffles me that so many people have adopted this way of thinking.  Adrenaline rush allows you to deal immense amounts of damage and it absolutely works like a charm.


not really sure what you're trying to say here...my experience is that everyone thinks you get a damage bonus i'm just saying that that is a mathematical fallisy. Don't get me wrong I still think its a great power because it allows you to manuever around the battle field at will with little risk of getting killed. For the record I used adrenaline rush with a single shot weapon maybe five times in my whole playthrough, I would normally just use it to get in close and walk circles around someone so they couldn't inflict damage on me.

#14
Tlazolteotl

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I tried playing a soldier, and maybe I wasn't trying hard enough but I missed the F1-F5 keys (from ME1) for switching weapons.

Messed with my rhythm somewhat .. I'll have to try setting up weapon hotkeys later.

#15
sandman7431

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a08m08 wrote...

sandman7431 wrote...

a08m08 wrote...

I think it's important to note that the so called damage bonus from adrenaline rush isn't really a bonus, it's a compensation. If you take hardened adrenaline rush you will have 50% time dilation therefore your rate of fire is halfed so the 100% damage bonus doubles the damage so you don't do less while rushing (1/2*2=1). The same goes for Hardened adrenaline rush 70% dilation is compensated by a 140% damage bonus. It should also be noted reloading takes longer (50% longer with hardened, 70% longer with heightened) when under adrenaline rush as well. That being said, the damage bonus is extremely viable for one shot weapons such as the Claymore, Widow, and Mantis. With these weapons you're probably not going to get off a second shot in five seconds anyway so you do get the full benefit of the damage bonus.


That's assuming that the overall goal is to clock the fastest time through each level.  It kind of baffles me that so many people have adopted this way of thinking.  Adrenaline rush allows you to deal immense amounts of damage and it absolutely works like a charm.


not really sure what you're trying to say here...my experience is that everyone thinks you get a damage bonus i'm just saying that that is a mathematical fallisy. Don't get me wrong I still think its a great power because it allows you to manuever around the battle field at will with little risk of getting killed. For the record I used adrenaline rush with a single shot weapon maybe five times in my whole playthrough, I would normally just use it to get in close and walk circles around someone so they couldn't inflict damage on me.


The time dilation works on your enemies as well as your character so the damage bonus is real.

#16
Guest_a08m08_*

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sandman7431 wrote...

a08m08 wrote...

sandman7431 wrote...

a08m08 wrote...

I think it's important to note that the so called damage bonus from adrenaline rush isn't really a bonus, it's a compensation. If you take hardened adrenaline rush you will have 50% time dilation therefore your rate of fire is halfed so the 100% damage bonus doubles the damage so you don't do less while rushing (1/2*2=1). The same goes for Hardened adrenaline rush 70% dilation is compensated by a 140% damage bonus. It should also be noted reloading takes longer (50% longer with hardened, 70% longer with heightened) when under adrenaline rush as well. That being said, the damage bonus is extremely viable for one shot weapons such as the Claymore, Widow, and Mantis. With these weapons you're probably not going to get off a second shot in five seconds anyway so you do get the full benefit of the damage bonus.


That's assuming that the overall goal is to clock the fastest time through each level.  It kind of baffles me that so many people have adopted this way of thinking.  Adrenaline rush allows you to deal immense amounts of damage and it absolutely works like a charm.


not really sure what you're trying to say here...my experience is that everyone thinks you get a damage bonus i'm just saying that that is a mathematical fallisy. Don't get me wrong I still think its a great power because it allows you to manuever around the battle field at will with little risk of getting killed. For the record I used adrenaline rush with a single shot weapon maybe five times in my whole playthrough, I would normally just use it to get in close and walk circles around someone so they couldn't inflict damage on me.


The time dilation works on your enemies as well as your character so the damage bonus is real.

i'm aware of this, but the speed at which your enemies move and fire does not relate to how much damage you can inflict on them. Relativistically, yes, the bonus is really you deal the same amount of damage with half the bullets. What i'm saying is five seconds of constant fire with rush on deals the same amount of damage as five seconds with it off, you just use more ammo to do it. So ammo usage will be less with rush on but overall damage dealt will remain equivalent.

#17
VirtualAlex

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Yeah the whole world is 50% speed. So each single bullet does do more. Full speed or half speed you hit with 50 bullets. The Adrenal bullets did more damage.

#18
_Dannok1234

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VirtualAlex wrote...

Yeah the whole world is 50% speed. So each single bullet does do more. Full speed or half speed you hit with 50 bullets. The Adrenal bullets did more damage.


Thats a very confusing way to say it. If you're doing 50 shots with AR active, you'd be doing 100 without, the total damage would be the same. However it would save you ammo as the damage is doubled under AR, which goes to show you it's about compensating for the fact that it cuts your ROF in half. The real time spent killing the enemy would be 5 seconds either way in this hypothetical 50 bullets under AR scenario. 

#19
VirtualAlex

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no, if you fire 50 bullets under the influence of AR they would do say 200 damage. If you shoot 50 bullets in real time with no bonus, they do 100 damage.



Each single bullet, regardless of ROF does more damage under AR.

#20
Simz1986

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he is just saying that the dps is the same. but you get more bang for buck with ar on

#21
sinosleep

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Who cares about the dps, AR is still a monster ability.

#22
_Dannok1234

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VirtualAlex wrote...

no, if you fire 50 bullets under the influence of AR they would do say 200 damage. If you shoot 50 bullets in real time with no bonus, they do 100 damage.

Each single bullet, regardless of ROF does more damage under AR.


My point was that you would not shoot 50 bullets in real time if you shot 50 bullets under AR, you fire 2 bullets in real time for each one in AR, because AR halves your ROF. Which means total damage done is the same during those 5 seconds. 

You do see that I have not claimed that bullets don't do double damage under AR, I'm just saying AR does not increase your DPS. Doing 200 damage with 50 bullets over 5 seconds or doing 200 damage with 100 bullets over 5 seconds is no different apart from the amount of ammo used.

#23
_Dannok1234

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sinosleep wrote...

Who cares about the dps, AR is still a monster ability.


Now thats true

#24
rumination888

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The damage bonus to compensate for reduced RoF and increased reload times is superflous to its actual benefits:

1.) reduced damage intake
Don't need Hardened for this, as enemies shooting half as fast means you're taking half as much damage... plus moving with it on makes you take even less damage

2.) reduced recoil
You can turn a weapon on full-auto without penalty. THAT is the real DPS increaser.

#25
Average Gatsby

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I'm starting to think, as I'm looking at where to go with my Commando Build, that really the most important decision the Soldier makes is what weapon she/he takes on the collector ship, because whatever the choice is going to hugely change the weapon preferences and playstyle. Matters much more than other classes, I'd say.