So I've been playing so much gold with my N7 soldier lately I decided to try a few old classics.
Turian sentinel with a hurricane is pretty intense. Add disruptor ammo to set up your own tech bursts.
I was also surprised by how good the Salarian engineer was with maxed ed,decoy,fitness. Add in a scorpion with disruptor ammo for your own tech bursts again.
Paladin was also another good one but I found I died a lot with it. Not so sure what weapon to take with the paladin, but i love tanking a geth prime with energy drain whilst swatting him with my shield.
The biggest thing I found with these guys was the N7 soldier just puts out significantly more damage, even with only a harrier 1 and piranha 1. I've also ran with full rockets lately and they don't seem to stagger on gold. Definitely going to switch back to cluster frags.
but i feel the drell adept is highly underestimated
it's still one of my favorite classes, and was the first one i cleared gold with
I dunno. What makes the Drell adept so good are his grenades.
Maybe I'm weird, but when I think Adept in the context in Mass Effect, I don't think of someone taking as many grenades with them as possible and just chug five of them at an Atlas. Grenades are a Soldier's tool. When I think Adept, I think cool biotic powers. Like Reave, Biotic Sphere, Dark CHannel, Annihilation Field, Warp, Throw. Even Singularity with it's buffs and Pull if it were more useful.
Anyways. That aside the Drell Adept is definitely a good class in terms of Performance.
Drell Vanguard on the other hand
I wish they just replaced Drell Vanguards Pull with Reave.
I agree with pretty much all of this. The grenades is why i do not play the class not the lack of shields. It doesn't feel adeptish enough.
I just played a few rounds of silver to level up neglected classes.
I have to say, MQI might be one of my new favorite kits. With the class skill damage bonuses, Tactical Scan, and Piranha with Smart Choke, I don't think I've ever seen big enemies go down faster. That said, I guess I'm also missing most of the N7 classes and some of the really powerful weapons.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Yeah.
Only problem I have with MQ is that Tactical Scan will sometimes "miss" if you're moving while you use it.
Can be very annoying.
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
It's still usefull if it's specced for area. It won't lock onto a target but it will high light everything near where it was fired. Useful for smoke or peaking around covers (it will show you enemies through walls).
Also, Valiant 6 and D4 ammo... Bleeh
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
I know but I use two builds. Area for engy and damage for Inf
Only problem I have with MQ is that Tactical Scan will sometimes "miss" if you're moving while you use it.
Can be very annoying.
oh, so it's while you're moving? I guess that's been my problem, cuz I feel like 50% of the time my tac scan doesn't seem to work. I don't stand still. Like, ever.
Sometimes when I'm feeling lazy and don't want to run my Salariangineer for decoy shenanigans, I'll play my MQI as an AWACS; just spamming that ping and taking a few shots at targets of opportunity.
Depends on the group, but giving the right people geth-vision can improve their effectiveness pretty significantly.
Anyway, up to a million credits saved up. Not sure I'll aim for 3 like some of you guys, but it's nice to have as a start (and while yes we don't have a release date, and it might be months away, they have made a habit of giving us like 5-7 days notice so I wanted to get on it) and to minimize the frustration I just do a few GWGs an evening.
That said, it's not without peril. Had one game last night where the other 3 guys just kept running around the damned map, fucking up the spawns ('you guys do know why GWG is 'a thing', right?? 'Cause you're crazy asses are getting me ambushed.') and generally being not very good. But the really tough part was that they were bad enough that it was a massive headache, but not so bad that we'd just wipe and get it over with. Consumables were burned all over and we stumbled our way to wave 10 before wiping during a 4 part hack.
I know, I know, this is what can happen when you run with pubs, but it was almost prodigal in their retard teamwork. All three of them would start wandering up into the stairwell, fighting off things in there... and leaving our rear unprotected. My 17'ish Slayer can only spam blades through walls so fast, so eventually we'd get overrun from behind. And this happened like 3 waves in a row. Or someone would get on the mic about sticking together and then one or two would run off to do their own thing half way across the map.
Honestly, around wave 6 or 7 I just stopped pushing spacebar whenever I dropped. I wanted us out of that clusterfuck, but they'd rez me, or the last 2 guys would struggle through to the end of the wave. Took like half an hour to finally come to an end, maybe more.
After that (and since I had a buddy coming over shortly anyway) I just loaded up a random/random Bronze on my Devastator and blew cerberus troops away like death incarnate. Didn't even have the right equipment on and still felt like an unstoppable badass.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
I played my MQE that way. Calling out targets and having it specced for increased power damage for the bigger things. Ok, sure the Atlas is kinda annoying and big, but I just hi-lighted the more dangerous Phantom. Take care of it please before she shanks us.
Also, during the event we tried to apply the GWG idea to Cerberus. Didn't work nearly as well due to them being able to chuck grenades at us and flush us from cover. And Phantoms being immune to grabs. I mean, it actually required us to stay awake and pay attention but it was still rather easy.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
I think the last time I played GWG was with my Salarian Infiltrator after the shield gate buffs.
Made me remember how much I love that class.
But yeah, even though GWG is easy, team setup still matters on how smoothly it goes. Why I love whenever we have the Energy Drain+Overload going on.
I played my MQE that way. Calling out targets and having it specced for increased power damage for the bigger things. Ok, sure the Atlas is kinda annoying and big, but I just hi-lighted the more dangerous Phantom. Take care of it please before she shanks us.
Also, during the event we tried to apply the GWG idea to Cerberus. Didn't work nearly as well due to them being able to chuck grenades at us and flush us from cover. And Phantoms being immune to grabs. I mean, it actually required us to stay awake and pay attention but it was still rather easy.
I think Cerberus White is pretty doable in the GWG vein. Assault Troopers don't show up as often in later waves so their homing grenades aren't a big problem anymore, and you can pretty much run around doing what you want for the first 2 rounds as long as you have a semi-competent team. As long as you are capable of taking down the Phantoms before they get too close, I think you're good to go.
I usually prefer Cerberus since they don't seem to have the ability to immediately track down a cloaked Shadow.
Small update to the known part of the next patch's changelog:
- Vanguard bug fixed (again)
- Incinerate Evolution 6 fix
- Concussive Shot Amplification fix
- Asari Justicar power damage fix
- Asari Justicar bug: Can't deploy BB next to big enemies - fixed
- Drell kits to receive some sort of improvement beyond number changes
- SMG Ultralight materials fixed (again)
- Singularity bug: Detonating a biotic combo next to a Singularity ends the Singularity - fixed - N7 Shadow's Fitness talent lvl 6 evolutions don't affect Shadow Strike - fixed
Unrelated to the patch:
- Bug: Snap Freeze Tech Bursts centered on your own character - "We're tracking the issue "
- "Stay tuned for headshots on Bosses"
- "We have some changes planned for some of the gear since some of them are clearly inferior to others."
Also I got my first two-level-four-consumable PSP yesterday, so I guess it's time to start hoarding credits
headshots on bosses, I dunno. On the one hand it would help make sniper rifles useful again, but on the other hand some bosses already go down super fast
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
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AchireIsn't life disappointing? Yes, it is.Registered Userregular
It's weird playing with some of these dudes on Ardol's friends list. It's running Platinum like we usually run Gold.
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Also I got my first two-level-four-consumable PSP yesterday, so I guess it's time to start hoarding credits
headshots on bosses, I dunno. On the one hand it would help make sniper rifles useful again, but on the other hand some bosses already go down super fast
Yes, BUT only with the "good" builds. I could bring up the numbers but I assume everyone knows that pretty much all Sniper Rifles pale in comparison to the other options.
Anyways: Headshot multipliers on Bosses = More reward for skill =/= Just making the game easier
The latter one would be something like "Buffing damage on all Sniper Rifles by 20%"
>_>...but sans banshees...all the bosses have stupid big heads.
Not saying I'm against headshot modifiers coming back if they choose to(though I would prefer a much lower damage bonus).
Just that...it doesn't require that much skill.
yeah, exactly. With atlases or primes (especially atlases) it's not really difficult to land a large volume of headshots with automatic weapons; the harrier is already kind of dumb without being able to put half or more of it's clip in an atlas' "head"
I am inclined to say that sniper rifles should get a large native armor modifier, or maybe that the shield gate should be negated by head shots or something
Eat it You Nasty Pig. on
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I guess it depends if they're able to define what counts as a "head" or if that's immutable. Like for the Atlas, they could designate a smaller, hard-to-hit section as the head in order to keep it as a skill shot (instead of the entire, massive cockpit). Maybe the weakspots on Primes could be either of their "antennas" on their back.
I don't see how Brutes have stupid big heads, especially since they usually hide them behind their huge metal claw-hands.
I guess it depends if they're able to define what counts as a "head" or if that's immutable. Like for the Atlas, they could designate a smaller, hard-to-hit section as the head in order to keep it as a skill shot (instead of the entire, massive cockpit). Maybe the weakspots on Primes could be either of their "antennas" on their back.
I don't see how Brutes have stupid big heads, especially since they usually hide them behind their huge metal claw-hands.
Yeah, exactly - the head doesn't need to be a weak spot - there just needs to be one in order to reward players who are capable of hitting a specific spot.
The Atlas has the groin weak spot, and that's fine - I just wish more players knew to attack that. It probably shouldn't be the "head," after all - if I were using a slow-moving mech, I'd want the glass protecting me to be made of the toughest material you can find.
For Primes, maybe the flashlight lens things specifically? Maybe you would have to shoot out all three before you can start getting headshot damage.
Banshees, well, the head would be fine, seeing as how it is a living being. Considering how quickly they move around it's a little tough to get headshots anyway.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Hmm...they could do something like they did with arm
I guess it depends if they're able to define what counts as a "head" or if that's immutable. Like for the Atlas, they could designate a smaller, hard-to-hit section as the head in order to keep it as a skill shot (instead of the entire, massive cockpit). Maybe the weakspots on Primes could be either of their "antennas" on their back.
I don't see how Brutes have stupid big heads, especially since they usually hide them behind their huge metal claw-hands.
Brutes aren't bosses, they're "elites" which is why I. Son't count them.
And they are headshotable I believe. Just like phantoms.
Oh, I always thought the classification for enemy types was just shorthand for how tough they were, is there an official classification? What are Phantoms?
Oh, I always thought the classification for enemy types was just shorthand for how tough they were, is there an official classification? What are Phantoms?
Oh no that's my personal classification. I basically go off certain factors.
For me bosses are enemies with very high HP and damage.
Elites would be things that still do really good damage but are only slightly harder to kill than lower ranked enemies from a pure HP stance.
I colloquially define "boss" as something big, slow moving and (previously) without headshot vulnerability.
It varies from faction to faction though; all the units do have "values" calculated as a portion of the overall "spawn budget" for each wave. There's a spreadsheet posted on the official forums somewhere that breaks it all out.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
They got them right for all the characters, some of the ones not pictured there kind of fill themselves (Tali is Merrill, Ashley Lelianna, Jacob is Sandal.....)
Posts
It just isn't fair
Artist notes say its from driving the air car during Shadow Broker
Ah, my bad. I usually read the notes. I just assumed it was the mako in this case.
Turian sentinel with a hurricane is pretty intense. Add disruptor ammo to set up your own tech bursts.
I was also surprised by how good the Salarian engineer was with maxed ed,decoy,fitness. Add in a scorpion with disruptor ammo for your own tech bursts again.
Paladin was also another good one but I found I died a lot with it. Not so sure what weapon to take with the paladin, but i love tanking a geth prime with energy drain whilst swatting him with my shield.
The biggest thing I found with these guys was the N7 soldier just puts out significantly more damage, even with only a harrier 1 and piranha 1. I've also ran with full rockets lately and they don't seem to stagger on gold. Definitely going to switch back to cluster frags.
Origin: KafkaAU B-Net: Kafka#1778
I agree with pretty much all of this. The grenades is why i do not play the class not the lack of shields. It doesn't feel adeptish enough.
I have to say, MQI might be one of my new favorite kits. With the class skill damage bonuses, Tactical Scan, and Piranha with Smart Choke, I don't think I've ever seen big enemies go down faster. That said, I guess I'm also missing most of the N7 classes and some of the really powerful weapons.
Only problem I have with MQ is that Tactical Scan will sometimes "miss" if you're moving while you use it.
Can be very annoying.
Also, Valiant 6 and D4 ammo... Bleeh
oh, so it's while you're moving? I guess that's been my problem, cuz I feel like 50% of the time my tac scan doesn't seem to work. I don't stand still. Like, ever.
XBL: MightyManotaur
PA: TheSecretSeventh
wait....
Which makes it a bitch when targeting Banshee since they're always teleporting around.
Depends on the group, but giving the right people geth-vision can improve their effectiveness pretty significantly.
Anyway, up to a million credits saved up. Not sure I'll aim for 3 like some of you guys, but it's nice to have as a start (and while yes we don't have a release date, and it might be months away, they have made a habit of giving us like 5-7 days notice so I wanted to get on it) and to minimize the frustration I just do a few GWGs an evening.
That said, it's not without peril. Had one game last night where the other 3 guys just kept running around the damned map, fucking up the spawns ('you guys do know why GWG is 'a thing', right?? 'Cause you're crazy asses are getting me ambushed.') and generally being not very good. But the really tough part was that they were bad enough that it was a massive headache, but not so bad that we'd just wipe and get it over with. Consumables were burned all over and we stumbled our way to wave 10 before wiping during a 4 part hack.
I know, I know, this is what can happen when you run with pubs, but it was almost prodigal in their retard teamwork. All three of them would start wandering up into the stairwell, fighting off things in there... and leaving our rear unprotected. My 17'ish Slayer can only spam blades through walls so fast, so eventually we'd get overrun from behind. And this happened like 3 waves in a row. Or someone would get on the mic about sticking together and then one or two would run off to do their own thing half way across the map.
Honestly, around wave 6 or 7 I just stopped pushing spacebar whenever I dropped. I wanted us out of that clusterfuck, but they'd rez me, or the last 2 guys would struggle through to the end of the wave. Took like half an hour to finally come to an end, maybe more.
After that (and since I had a buddy coming over shortly anyway) I just loaded up a random/random Bronze on my Devastator and blew cerberus troops away like death incarnate. Didn't even have the right equipment on and still felt like an unstoppable badass.
Also, during the event we tried to apply the GWG idea to Cerberus. Didn't work nearly as well due to them being able to chuck grenades at us and flush us from cover. And Phantoms being immune to grabs. I mean, it actually required us to stay awake and pay attention but it was still rather easy.
Made me remember how much I love that class.
But yeah, even though GWG is easy, team setup still matters on how smoothly it goes. Why I love whenever we have the Energy Drain+Overload going on.
I think Cerberus White is pretty doable in the GWG vein. Assault Troopers don't show up as often in later waves so their homing grenades aren't a big problem anymore, and you can pretty much run around doing what you want for the first 2 rounds as long as you have a semi-competent team. As long as you are capable of taking down the Phantoms before they get too close, I think you're good to go.
I usually prefer Cerberus since they don't seem to have the ability to immediately track down a cloaked Shadow.
- Vanguard bug fixed (again)
- Incinerate Evolution 6 fix
- Concussive Shot Amplification fix
- Asari Justicar power damage fix
- Asari Justicar bug: Can't deploy BB next to big enemies - fixed
- Drell kits to receive some sort of improvement beyond number changes
- SMG Ultralight materials fixed (again)
- Singularity bug: Detonating a biotic combo next to a Singularity ends the Singularity - fixed
- N7 Shadow's Fitness talent lvl 6 evolutions don't affect Shadow Strike - fixed
Unrelated to the patch:
- Bug: Snap Freeze Tech Bursts centered on your own character - "We're tracking the issue "
- "Stay tuned for headshots on Bosses"
- "We have some changes planned for some of the gear since some of them are clearly inferior to others."
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Some of the bonuses are just completely meh compared to others.
As for headshots on bosses. If they bring them back they'll probably have reduced modifiers which I think is a fair compromise.
awww sheeeit
might be time to drop electric slash
that's why we call it the struggle, you're supposed to sweat
headshots on bosses, I dunno. On the one hand it would help make sniper rifles useful again, but on the other hand some bosses already go down super fast
that's why we call it the struggle, you're supposed to sweat
Yeah, I find it weird that I've got a couple of 2 weapon bonus gears that give a +3% boost. Then I have the all weapons gear that does +4%.
Yes, BUT only with the "good" builds. I could bring up the numbers but I assume everyone knows that pretty much all Sniper Rifles pale in comparison to the other options.
Anyways: Headshot multipliers on Bosses = More reward for skill =/= Just making the game easier
The latter one would be something like "Buffing damage on all Sniper Rifles by 20%"
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
This might make the VI equipment a lot more useful depending how it stacks with the damage on boss headshots.
Not saying I'm against headshot modifiers coming back if they choose to(though I would prefer a much lower damage bonus).
Just that...it doesn't require that much skill.
More skill than running an Infiltrator with a Reegar with it's ridiculous AoE and DPS any day.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
yeah, exactly. With atlases or primes (especially atlases) it's not really difficult to land a large volume of headshots with automatic weapons; the harrier is already kind of dumb without being able to put half or more of it's clip in an atlas' "head"
I am inclined to say that sniper rifles should get a large native armor modifier, or maybe that the shield gate should be negated by head shots or something
that's why we call it the struggle, you're supposed to sweat
I don't see how Brutes have stupid big heads, especially since they usually hide them behind their huge metal claw-hands.
Yeah, exactly - the head doesn't need to be a weak spot - there just needs to be one in order to reward players who are capable of hitting a specific spot.
The Atlas has the groin weak spot, and that's fine - I just wish more players knew to attack that. It probably shouldn't be the "head," after all - if I were using a slow-moving mech, I'd want the glass protecting me to be made of the toughest material you can find.
For Primes, maybe the flashlight lens things specifically? Maybe you would have to shoot out all three before you can start getting headshot damage.
Banshees, well, the head would be fine, seeing as how it is a living being. Considering how quickly they move around it's a little tough to get headshots anyway.
Brutes aren't bosses, they're "elites" which is why I. Son't count them.
And they are headshotable I believe. Just like phantoms.
Patch details maybe on monday. And even if we get them on monday, who knows how much longer it'll take for the actual Patch to arrive.
Edit: Asked Chris Priestly if this means we're gonna get the patch soon, he said "Could be a while yet, more details on monday"
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Hopefully if they're willing to announce the details the patch would come soon after - that seems to be their behavior if the DLC is any indication.
Oh no that's my personal classification. I basically go off certain factors.
For me bosses are enemies with very high HP and damage.
Elites would be things that still do really good damage but are only slightly harder to kill than lower ranked enemies from a pure HP stance.
It varies from faction to faction though; all the units do have "values" calculated as a portion of the overall "spawn budget" for each wave. There's a spreadsheet posted on the official forums somewhere that breaks it all out.
that's why we call it the struggle, you're supposed to sweat
http://fc00.deviantart.net/fs70/i/2012/271/5/d/dragon_effect___progress_shot_by_andrewryanart-d5g5zt4.jpg
Pretty cool picture but Shepard looks hilariously LARPy with his short-sword-with-a-greatsword-hilt.
XBL: MightyManotaur
PA: TheSecretSeventh
wait....
They got them right for all the characters, some of the ones not pictured there kind of fill themselves (Tali is Merrill, Ashley Lelianna, Jacob is Sandal.....)