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Soldier (Insanity and below) Guide/Tips/Help


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#26
Guest_a08m08_*

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rumination888 wrote...

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.


very true. I never really experienced how the recoil reduction helped, however, because I generally was too close to my enemies for it to matter anyway. Once again I'm not insinuating AR is a bad power. I whole heartedly agree its fantastic

#27
kefka004

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Take the Claymore Gatsby! You know you want to. On a more serious note, I can't imagine not taking the Revenant. It's just godly for the style of play you plan on using for your guide.

#28
sandman7431

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Average Gatsby wrote...

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.


It really does.  I think you have to try all 3.  A lot of people ignore the claymore with the soldier but it actually might be a better decision than taking the claymore with the vanguard because the soldier already has a well rounded arsenal to compensate for the weapon's shortcomings.  If you can work your way into close range, the claymore can really do damage under adrenaline rush.  Actually you might want to close in on people while adrenaline rushing (you run unbelievably fast with heightened AR) and then shotty blast them before the effect wears off.

The LMG is self explanitory.  It's a beast that must be experienced.  Again, this is a weapon that brings the soldier in close to enemies and allows for very aggressive play.  You do find that you largely stop using other weapons in your arsenal once you get this one though.  Your eviscerator will collect dust and you might play around with the viper a little but you really don't even have to.

My personal favorite is the widow.  It's an extremely powerful weapon that doesn't force you to step into harms way in order to use it effectively.  Using this weapon with a soldier is the only way I've been able to beat insanity without a single death.  The AR boost makes it easy to line up head shots and each head shot is devistatingly powerful.  You also get to use the vindicator in it's best role (as a support weapon).  When the vindi is your primary weapon, you will definately experience ammo issues.

#29
VirtualAlex

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sandman7431 wrote...
My personal favorite is the widow.  It's an extremely powerful weapon that doesn't force you to step into harms way in order to use it effectively.  Using this weapon with a soldier is the only way I've been able to beat insanity without a single death.  The AR boost makes it easy to line up head shots and each head shot is devistatingly powerful.  You also get to use the vindicator in it's best role (as a support weapon).  When the vindi is your primary weapon, you will definately experience ammo issues.


Wow really? I rack up all (vast majority) of my deaths before the collector ship. I think taking the widow would be rather boring for a video series. It seems a bit too safe for me. The revenent also seems boring even though it's completely godlike. Once you take the rev there isn't really a reason to use any other gun ever again. The claymore would probably be the most entertaining choice. But I am sure Gats will try all three.

#30
Jean de Valette

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rumination888 wrote...

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

Focus on AR and the passive skill for Paragon/Renegade points. The other ammo types are nice (disruptor, warp) but not game winning. AR is. Concussive cancels AR and while it may be worth it in a few choice situations, AR is always handy no matter what situation, weapon or playstyle. Which in turn makes the Soldier useful in all situations.
Concussive is a dump stat in my current run.

On Insanity, I reckon hardend+shock trooper is a must. On anything below, heightened+commando is the way to go.

As for weapons, the Widow is awe inspiring. The Revenant however is a beast. The other party members just hold you company from then on. You can take whomever you like without min-maxing skill sets. With huge firepower and a large ammo clip you're basically a one-man army in the tradition of Rambo. That Geth Prime on Tali's loyalty mission was crying for his electric mommy once I emptied my Revenant clip into him.

The soldier is a must have for people new to ME and great for shooter fans. For those looking to get more out of their squaddies (aka pulling their own weight) I'd recommend other classes. Being a shooter fan the Soldier is my favourite class in the game.

Modifié par Jean de Valette, 10 mars 2010 - 05:58 .


#31
Average Gatsby

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VirtualAlex wrote...

sandman7431 wrote...
My personal favorite is the widow.  It's an extremely powerful weapon that doesn't force you to step into harms way in order to use it effectively.  Using this weapon with a soldier is the only way I've been able to beat insanity without a single death.  The AR boost makes it easy to line up head shots and each head shot is devistatingly powerful.  You also get to use the vindicator in it's best role (as a support weapon).  When the vindi is your primary weapon, you will definately experience ammo issues.


Wow really? I rack up all (vast majority) of my deaths before the collector ship. I think taking the widow would be rather boring for a video series. It seems a bit too safe for me. The revenent also seems boring even though it's completely godlike. Once you take the rev there isn't really a reason to use any other gun ever again. The claymore would probably be the most entertaining choice. But I am sure Gats will try all three.


I am going to do all three.

#32
Average Gatsby

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a08m08 wrote...

rumination888 wrote...

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.


very true. I never really experienced how the recoil reduction helped, however, because I generally was too close to my enemies for it to matter anyway. Once again I'm not insinuating AR is a bad power. I whole heartedly agree its fantastic


How does the recoil lessening actually work? I was watching RamenC's video (I assume he had the max AR at that point) and it looked like the weapon still lost accuracy as he was pulling the trigger. Do you mean that the weapon just doesn't bounce around, because the target box still expands.

#33
RamsenC

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Yea, no recoil means the weapon doesn't move upwards while firing.



For extra weapons the Claymore seems like an interesting choice, but the Revenant + Viper + Evi combo is insane. Evi's extra accuracy will work a little better with soldier since you won't be in melee range with enemies even with the commando play style.



I do like how you mention Collector armor in the video, doesn't get much love. It may be ugly, but it's great on soldier. Not sure why I had Dragon's Plate in my video, must've been goofing off.

#34
Canned Bullets

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Try and go for Assault Rifle and Sniper Rifle upgrades when you can, also, always use adrenaline rush anytime you shoot. Inferno ammo is also a necessity, other powers like Concussive blast probably won't be used as much. Always have a biotic that can get rid of shields and armor like Miranda, also Grunt, he's one of the few squad members that you can actually rely on to get kills with his gun. If you feel you need to have more weapons damage to kill quicker, go with Commando, if you feel that you keep losing health, go with Shock Trooper.

#35
Alamar2078

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I guess my NG+ soldier is like everyone else's [almost] ... A shield booster if I do something stupid and need a boost to bail myself out ... Squad Disruptor && Incendiary ... Max AR ... 1 pt in concussive because it's a husk killer ... No cryo because I normally wouldn't need it.



Assault Rifle and Sniper Rifle upgrades are paramount.



I like using [mostly] the Revanant while saving Viper rounds for guys outside of the effective range of Revvy ...

#36
VirtualAlex

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I wouldn't mind seeing a showcase of concussive shot. It's really not bad and has a really cool animation. It's just a shame no class has Pull and C-Shot. Although you can make the combo work with allies pulls.



It does good damage vs barrier too and I think it always staggers. Probably always worse then just using Adrenaline and shooting though.

#37
Athenau

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Why are you guys talking about real time dps in adrenaline rush? That's not the point. Adrenaline rush gives you a relative damage advantage. Everyone else is moving and shooting x% slower. You're shooting x% slower and doing y% more damage. In game terms it absolutely is a damage boosting ability. Relative to the game world you are doing more damage than without it.

This isn't about wall clock dps.  It's about game time dps.  And, of course, the gigantic benefits to aiming and moving that it gives you.

Modifié par Athenau, 11 mars 2010 - 01:39 .


#38
rumination888

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Athenau wrote...

Why are you guys talking about real time dps in adrenaline rush? That's not the point. Adrenaline rush gives you a relative damage advantage. Everyone else is moving and shooting x% slower. You're shooting x% slower and doing y% more damage. In game terms it absolutely is a damage boosting ability. Relative to the game world you are doing more damage than without it.

This isn't about wall clock dps.  It's about game time dps.  And, of course, the gigantic benefits to aiming and moving that it gives you.


Timers and whatnot aren't affected by time dilation. If it takes 30 seconds for the next wave of enemies to spawn, itll take 30 seconds regardless of time dilation. It has no effect on game time. This is why it is more apt to view the time dilation as a damage intake reducer, rather than a damage done increaser.

#39
Average Gatsby

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rumination888 wrote...

Athenau wrote...

Why are you guys talking about real time dps in adrenaline rush? That's not the point. Adrenaline rush gives you a relative damage advantage. Everyone else is moving and shooting x% slower. You're shooting x% slower and doing y% more damage. In game terms it absolutely is a damage boosting ability. Relative to the game world you are doing more damage than without it.

This isn't about wall clock dps.  It's about game time dps.  And, of course, the gigantic benefits to aiming and moving that it gives you.


Timers and whatnot aren't affected by time dilation. If it takes 30 seconds for the next wave of enemies to spawn, itll take 30 seconds regardless of time dilation. It has no effect on game time. This is why it is more apt to view the time dilation as a damage intake reducer, rather than a damage done increaser.


With that in mind, do you prefer Hardened or Heightened AR? Right now I'm leaning more towards Hardened but I haven't gotten a chance to really test out both.

#40
Athenau

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Timers and whatnot aren't affected by time dilation. If it takes 30 seconds for the next wave of enemies to spawn, itll take 30 seconds regardless of time dilation. It has no effect on game time. This is why it is more apt to view the time dilation as a damage intake reducer, rather than a damage done increaser.

Even if that's true, all other game events (enemies, projectiles, etc) are slowed down. So it pretty much is slowing down game time. If in x seconds of game events you do more damage with adrenaline rush than without then it is boosting your damage.

Put it another way, in the most basic situation where you and an enemy just stood up and blazed at each other, in the time it takes for the other guy to fire x shots, you've done y damage. With adrenaline rush that goes up to 2y (simplification, since damage bonuses are additive, but you get the picture).

You aren't taking less damage over time, you're doing _more_ damage. You _ultimately_ take less damage because you're killing faster (relatively speaking),

With that in mind, do you prefer Hardened or Heightened AR? Right now I'm leaning more towards Hardened but I haven't gotten a chance to really test out both.

I prefer heightened.  Heightened allows truly unparalleled mobility and is more versatile IMO.  Hardened is nice, but adrenaline rush is so good that you're mostly in danger  of dying when it wears off, not when it's up, so the health damage reduction matters less.

Modifié par Athenau, 11 mars 2010 - 02:23 .


#41
Atmosfear3

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Personally I preferred Hardened AR on my soldier. Sometimes I use it as a clutch to escape and get behind cover if I ever find myself flanked by some ninjas.

#42
rumination888

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Average Gatsby wrote...

With that in mind, do you prefer Hardened or Heightened AR? Right now I'm leaning more towards Hardened but I haven't gotten a chance to really test out both.


I take Hardened if i pick up the Revenant, Heightened if I pick up the Widow. I haven't toyed with the Claymore on a Soldier, so I wouldn't know which is more beneficial(it comes down to how many tricked shots you can pull off during the 'rush).

I recall doing a quick test with Hardened vs. Heightened Adrenaline rush and the latter actually reduces your damage if you aren't using 1 ammo weapons.

Athenau wrote...

Even if that's true, all other game
events (enemies, projectiles, etc) are slowed down. So it pretty much
is slowing down game time. If in x seconds of game events you do more
damage with adrenaline rush than without then it is boosting your
damage.
Put it another way, in the most basic situation where you
and an enemy just stood up and blazed at each other, in the time it
takes for the other guy to fire x shots, you've done y damage. With
adrenaline rush that goes up to 2y (simplification, since damage
bonuses are additive, but you get the picture).
You aren't taking
less damage over time, you're doing _more_ damage. You _ultimately_
take less damage because you're killing faster (relatively
speaking),


You take less damage because their RoF is halved.
You do the same damage because your RoF is halved, but your damage is doubled(minus recoil).

#43
sinosleep

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I prefer hardened.

#44
Athenau

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You take less damage because their RoF is halved.
You do the same damage because your RoF is halved, but your damage is doubled(minus recoil).

No. You don't take any less damage. If you didn't get a damage bonus from adrenaline rush, in that situation your survivability would be exactly the same. When you die, you would die having done exactly the same amount of damage to your foe whether rush was active or not. That would not be the case if rush actually reduced incoming damage.

In simplest terms, in the time it takes for a certain amount of "stuff"  (spawn timers excluded) to happen in the game (enemies moving, shots fired, powers triggered) adrenaline rush will increase your damage.  

Modifié par Athenau, 11 mars 2010 - 02:50 .


#45
rumination888

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Athenau wrote...

No. You don't take any less damage. If you didn't get a damage bonus from adrenaline rush, in that situation your survivability would be exactly the same. When you die, you would die having done exactly the same amount of damage to your foe whether rush was active or not. That would not be the case if rush actually reduced incoming damage.

In simplest terms, in the time it takes for a certain amount of "stuff"  (spawn timers excluded) to happen in the game (enemies moving, shots fired, powers triggered) adrenaline rush will increase your damage.  


I would agree with you IF time dilation affected everything.
Because Adrenaline Rush has no effect on game timers and Shepard's movement speed, I look at it from a real-time PoV.
Your real-time DPS remains the same, but your damage intake during that same timeframe is reduced.

Modifié par rumination888, 11 mars 2010 - 03:01 .


#46
Athenau

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IMO, that only makes sense if you're doing a speedrun or something.

If you pop rush and kill a dude before he manages to get a shot off or duck into cover, that's because you're doing more damage. It's not because he's doing less damage to you. That's what I mean by "stuff" happening.

And the reason rush doesn't affect Shepherd's movement speed is to give you a relative speed boost, just like how the damage bonus gives you a relative dps boost. In both cases your realtime movement speed/damage output hasn't changed at all.

Modifié par Athenau, 11 mars 2010 - 03:13 .


#47
tonnactus

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Concussive blast is good in various circumstances,not only on the reaper ship.

#48
rumination888

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Athenau wrote...

IMO, that only makes sense if you're doing a speedrun or something.

If you pop rush and kill a dude before he manages to get a shot off or duck into cover, that's because you're doing more damage. It's not because he's doing less damage to you. That's what I mean by "stuff" happening.


Playing well will naturally make your runs fast, so I don't understand that line of logic. The better your offensive play, the better your defensive play, and the better your actions, the faster your run will be.

If you pop a rush and don't kill them before they manage to shoot back or duck into cover, then how exactly did the damage bonus help?

#49
sandman7431

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Heightened with claymore allows you to sprint right up to the enemy and blast him. Heightened with widow allows you to kill almost all enemies with one shot. Hardened kind of goes well with the LMG but I actually prefer heightened. I don't play soldier as a tank class and I don't plan to take damage.

#50
bevey2176

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The Revenant for me seems like the only choice for a soldier I know other people could choose different things but this weapon is exclusive to soldiers only in the whole game and it does not disappoint it has an insane amount of damage and that combined with AR is really where the soldier shines imo. I have been able to clear rooms where harbringer is suppose to spawn and does not with the Revenant and if you are playing a soldier for the first time I think you would miss out if you did not choose the Revenant I know the widow is a close 2nd however the viper does a nice job of filling its spot and I believe the Evi is superior to the claymore hands down. Just my 2 cents on soldiers weapon choice. Viper+Evi+Revenant is imo the strongest combo of weapons for the soldier for any instance.