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Member
(02-21-2012, 05:28 PM)
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#1251
In my experience, the Asari Adept in capable hands is able to comfortably outpace the Vanguard in terms of sheer production. |
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Banned
(02-21-2012, 05:38 PM)
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#1252
Do you actually get extra credits/exp if the completion time is low? |
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Junior Member
(02-21-2012, 05:45 PM)
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#1253
I don't feel the same way. Right now the Sentinel for me is the second weakest class in multiplayer and the most disappointing (even though I still enjoy playing it) just ahead of the Infiltrator (side note here: I realize the Infiltrator is actually a very powerful class and can do ridiculous damage, but I simply don't like or enjoy the mechanics). Tech Armor, in particular, has been unbelievably nerfed. It gets essentially a free "cast" when you first charge the shield, but the overall damage reduction is vastly inferior. The pulse, even fully upgraded, from "Activating" the armor, is laughable and almost useless against armored/shield/barrier enemies on silver and gold-and I have yet to even get a single kill on an unarmored opponent on bronze with it. Activating it then triggers a 7 second plus cooldown! The language of the 80% penalty is a little obtuse to me; it's not clear if it slows your powers down from a base of 100% to 80% (this is what I think it does) or actually slows them down a full 80% (which would be even more absurd). Looking at the human sentinel for example, I get Cryo Blast (useful, but only situationally), warp (very powerful upgraded, longish cooldown, not much damage against shields) and a basically useless primary ability in Tech Armor (The turian sentinel has overload instead of Cryo Blast, which is a huge upgrade for silver/gold, but still). Just compare the primary power full upgraded of the other classes (I can't find an article that breaks them all down, unfortunately) but it is substantially worse than fully upgraded singularity, adrenaline rush, carnage, combat drone, tactical cloak, or charge. The only one I can think of that is worse is the engineer turret that the Quarian gets. After leveling nearly every class in the game to the teens, I just cannot see any role the Sentinel does better than any other class, while in ME2 (of course from a SP perspective) the Sentinel did nearly everything the non-hybrid classes did, better. I would rather play an adept to have full biotics, an engineer for pure tech, a soldier for damage mitigation. I truly don't see where the Sentinel fits in besides having the most badass heavy melee in the game with dual omni blades. I went from knowing my level 30 sentinel import would be my first SP playthrough to seriously doubting it. |
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Junior Member
(02-21-2012, 05:47 PM)
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#1254
also, the weakness of the atlas is from behind, near the thruster. a Vanguard or an engineer with drone can make the Atlas turn around so everybody can damage it faster. I dont think you get any bonuses for completeing the entire session early. Every XP gain breakdown is there at the result screen. |
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Member
(02-21-2012, 05:53 PM)
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#1255
Ugh hopefully races won't be DLC, but nowadays you never know with that stuff. |
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Member
(02-21-2012, 06:06 PM)
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#1257
You'll need to spend more time constantly refilling at ammo crates though. And keep in mind that they refill at a slower rate at higher difficulties. |
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Member
(02-21-2012, 06:17 PM)
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#1258
Max Pull and Grenades first (with those 2 levels in Charge mixed in), then go from there depending on your playstyle. Instead of a shotgun, go with an assault rifle or AR/sniper combo. At max pull your cooldown is insanely fast even with 2 weapons and maxing grenades (I went with extra shrapnel and an extra grenade) means you can clear out groups quickly at range. The main reason I don't make Charge a priority is because it puts you at a very close range. Both Pull and Grenades are better at a distance, the drell's mobility is minimized up close and your shields are a joke compared to the human version. Everything about the drell screams range, so I think it's best to build towards that. |
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Member
(02-21-2012, 06:19 PM)
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#1259
Had a really good group when I was playing this morning. We cleared silver several times, as well as getting to wave 10 and dying a few times as well with some particularly hard waves, usually with objectives involved.
My infiltrator is level 19, and the cloak is one of the more broken things; it's so good. Also finally unlocked the Krogan warrior, but I didn't get a chance to play with him since we all needed decently leveled characters to take on silver. The team was most often two engineers and two infiltrators. More diversity might be better, but what we had worked surprisingly well. At least 3 of us were always carrying a sniper rifle. |
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Member
(02-21-2012, 06:23 PM)
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#1260
Yup, agree with walbertsmith. I rock only the Viper III with my Drell Van. I would also not waste points on melee upgrades. Put it to shields/health instead.
BTW, what exactly does extra shrapnel do? I assume more damage, but it did not give a good description. |
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Member
(02-21-2012, 06:25 PM)
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#1261
I am really disappointed with what they did to the Sentinel as well. All the other classes got slight boosts or tweaks but the Sentinel's bread and butter Tech Armor was changed entirely! Why? What was the reason for that? I don't get why they changed how the Tech Armor operated.
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Banned
(02-21-2012, 06:29 PM)
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#1262
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Junior Member
(02-21-2012, 06:31 PM)
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#1263
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(02-21-2012, 06:34 PM)
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#1264
In single player setting up throw bombs will be much easier for the sentinel.
In multi player the Turian Sentinel gets an AR and extremely fast overloads. It's pretty slick. Tech Armor could probably use a buff. Are any Krogans bothering with fortification purges?
Last edited by Mindlog; 02-21-2012 at 07:07 PM.
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Member
(02-21-2012, 06:35 PM)
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#1265
I haven't been able to test it extensively but it appears to give a bigger blast radius. I've been curious as to the exact benefits myself actually.
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incest on the subway
(02-21-2012, 06:37 PM)
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#1266
1. Shotgun, melee, stealth assassin. I run around invisible headshotting everything at close range. I throw in a melee kill here and there just to mix it up. 2. Semi-auto sniper rifle + stealth damage boost. I just sit back and kill everything from range. Don't even need headshots. Once I max out the character going to see how bad invis cooldown is carrying both shottie and sniper. If it isn't too bad I can mix both playstyles. What I like best about the infiltrator is that it is easy to finish a round all by yourself if everybody else dies. Being able to revive from stealth makes that less likely to happen, but still nice. |
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Member
(02-21-2012, 06:42 PM)
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#1267
When I go on a melee frenzy and I'm not in imminent danger I will purge my armor for the melee damage bonuses and then re-activate it a little bit after the power cool down stops. You can just do it rinse and repeat and alternate completely between increased melee and increased damage reduction too. I do that when taking on Atlas's.
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No bald cap? Lies!
(02-21-2012, 06:54 PM)
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#1268
Turian Sentinel is a beast. Increased accuracy, overload and warp make it far better than the Engineer for one shoting enemies. Warp is faster than incinerate so theres less chance of missing and the accuracy bonus is great for using hand guns. I just run around with a modded Carnifex and zap people with overload and pop them in the head. Im constantly in the top spot of the squad, with easily 50+ kills, 25+ assists, 25+ headshots and 10+ tech kills.
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Junior Member
(02-21-2012, 06:54 PM)
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#1269
So far (and keep in mind I have gotten colossally unlucky with veteran package unlocks and never get a Salarian infiltrator, etc) my rankings would be: 1. Krogan Warrior 2. Any Vanguard 3a. Any fully upgraded engineer. 3b. Any fully upgraded infiltrator. 3c. Adept (primarily with only pistol) 5. Sentinel |
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Member
(02-21-2012, 06:57 PM)
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#1270
OMFG, Infiltrator cloak is so OP with ability to use powers without breaking it. There is info that You can use one power, but in reality You can use as many You can till the cloak expires :)
Spamming shield drain and proximity mines with Salarian is so great, its also awesome for killing phantoms and nemesis, because You can drain their shields/barrier and then end with sniper headshot in cloak :) |
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Junior Member
(02-21-2012, 06:57 PM)
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#1271
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Member
(02-21-2012, 07:02 PM)
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#1272
Ok, just tried the Vanguard now and reached level 6 with it. Got a couple of questions tho that I hope Gaf can help me with.
Is Shockwave even needed? I put one point in it but have yet to use it. I use charge and Nova. Speaking of which, after charging, I pump the enemy full of shotgun rounds, is there a way to spice it up a bit? Coming from the Infiltrator, I find that using the Vanguard is more in your face but that puts me at a disadvantage if the fight is from a distance. What's the best weapon/power combo from anyone here using the class? Is it better to bring an Assault Rifle? Go just shotgun or pistol so powers recharge? I think I know why some people say the class can go one on one with an Atlas. Charge, wait for cooldown, charge again, rinse and repeat, yes? Enemy that's giving me the most trouble is the Guardian. Stupid shield motherfuckers! One thing I did notice was Nemesis and Phantoms are a bit easier to kill with the Vanguard. Go in close, Nova, melee or shotgun. Thoughts? What can I do to make it so I don't get creamed when my powers are cooling down? Also, put in points for shockwave? |
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(02-21-2012, 07:11 PM)
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#1273
Yes, as well as bonus depending on time after each wave finishes. |
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Member
(02-21-2012, 07:14 PM)
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#1274
http://www.neogaf.com/forum/showpost...postcount=1164 For Atlas, the class can definitely go one on one, but, as expected, it can be tricky. The key is to use dual novas in between charges but staying far enough away to not get hit by its auto-kill attack. Mix in shotgun blasts to the face when waiting for cooldowns and you're set. As far as the Guardian, Charge to stagger them then immediately hold LT (for 360) to bring up your sights to target the head. Boom! Headshot. If you miss, you have an extremely small window to get a second shot to try and finish him off. If not, roll backwards then side to side till your cooldown is back. You can also use Nova to stagger him, but the benefit of getting used to Charging him is that when you come out of Charge you're always at a consistent distance. As long as there is no elevation involved, it will become second nature how far to move your sticks/mouse to aim at his head for the headshot. If you shockwave or nova then you will be at varying distances so it'll be easier to miss. |
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Member
(02-21-2012, 07:15 PM)
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#1275
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Member
(02-21-2012, 07:19 PM)
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#1276
Sorry for the spam, but someone on reddit posted a pretty solid multiplayer guide:
http://www.reddit.com/r/masseffect/c...iplayer_guide/ |
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(02-21-2012, 07:20 PM)
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#1277
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Member
(02-21-2012, 07:24 PM)
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#1278
The sniper rifle is a much better choice for the drell vanguard, where the combination of pull, grenades, speed and weak shields all benefit ranged combat. |
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incest on the subway
(02-21-2012, 07:24 PM)
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#1279
What are you talking about? Headshots are *easier* with a shotgun because you don't even have to aim that well, even at a distance. Basically draw a box whose base is around mid-chest and whose sides are the outside of the shoulders and extend it up to a few inches above the target's head, aim anywhere in there and if you kill him it'll be a headshot with shotgun. It seems like as long as one pellet/slug/flechette(whatever they are in me3) hits on the head it doesn't matter where the rest go, it counts as a headshot for shotgun.
Last edited by Woo-Fu; 02-21-2012 at 07:29 PM.
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Buttocks unclenched.
Now fill me in. (02-21-2012, 07:25 PM)
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#1280
The really should have made the revive/activate terminal set you in one place while you're doing it.
A story that I've seen all too often: Squad member gets downed, team mate goes to revive him. Starts the revive. Accidentally bumps the stick. Cancels the revive. Squad member dies. I've lost many a soldier to those damn stick drifts. But if they made it A to cancel then there wouldn't be a problem. |
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Banned
(02-21-2012, 07:26 PM)
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#1281
Once I had charge and nova maxed and decent points in fitness and training, I decided to try a shotgun and I've settled on the Scimitar with a level 5 smart choke, it actually helps the accuracy when shooting at far away targets and it has enough power to take enemies out with headshots. Katana does more damage but I'm not amazing with my aim so the scimitar fits my playstyle better, and the claymore seems like a bad idea now that it doesn't have the reload glitch. As far as shooting in the distance for the extraction phase, you'll have to chill out on charging around unless you want to risk pissing off your teammates when they lose the full extraction bonus. The smart choke mod helps a LOT though. Charge into guardians and shoot them in the head while they're vulnerable directly afterwards. You're also invulnerable during the nova animation and the charging animation, so if you get the nova upgrade that only depletes 50% of your barrier, that will take up a significant amount of time during your charge cooldown. Otherwise, get comfortable running and rolling if you really need to, but as long as you have an enemy you can target in a sticky situation, it's hard to die. Unless you're next to a turret :P |
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(02-21-2012, 07:33 PM)
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#1282
When I say distance I don't mean 5 feet. I mean like 50. For example, in Firebase, from the ammo crate near the stairs to the start point where lots of enemies spawn. There's like 4 different spawns there. Then aim towards the stairs and there's more spawns there.
Last edited by Metalmurphy; 02-21-2012 at 07:36 PM.
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Member
(02-21-2012, 07:42 PM)
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#1283
Right, neither do I. Like I said, those mobs are still manageable in silver/gold but you need to take more care and keep a closer eye on your barriers. Still doesn't change the fact that your entire build does not have synergy with your weapon choice. Using a drell with a sniper rifle means you can deal with that mob of enemies with all your skills AND your weapon, not just your weapon.
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(02-21-2012, 07:44 PM)
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#1284
I'm actually using a Human Vanguard not a Drell.
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Member
(02-21-2012, 07:50 PM)
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#1285
Yes, I know this. The reason I bring up the drell is because of your insistence on equipping your Vanguard with a sniper rifle.
My point is instead of being marginally effective at close and long ranges with a human Vanguard/sniper rifle, it's better to be extremely effective at *either* close (human) or long (drell) range. Yes, this is your preferred playstyle and all that, I understand that. However, if you want to be at maximum effectiveness at all times it behooves you to reconcile your weapon choice with your build. |
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No bald cap? Lies!
(02-21-2012, 07:57 PM)
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#1288
Nothing carries over and no mention has been made of bonuses of any kind. But I wouldnt worry about getting burnt out. Theres likely to be 10+ maps and at least 2 other enemy types to fight. So there will be a lot more variety to the MP in the full game.
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Member
(02-21-2012, 08:03 PM)
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#1289
My problem isn't that I'll get burnt out on it, it's that I can't carry anything over, so my time is somewhat wasted playing the demo. Wish they would have simply allowed for some stuff to transfer, seems like an odd omission.
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Member
(02-21-2012, 08:06 PM)
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#1291
I really lucked out getting the Widow Sniper early this time around, so it would be awesome if they let you import just one item.
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No bald cap? Lies!
(02-21-2012, 08:18 PM)
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#1292
Its easier on the whole to just start fresh, especially if theyve tweaked the stats on things, reduced or increased some items damage and speed or made some alterations to the rarity of certain items based on demo feedback. They may have found certain items or class tactics are easily exploitable and theyve altered some numbers and made them a little rarer, but that doesnt help if a shit ton of demo players still have it all unlocked at the start of the game and can dominate the multiplayer scene. |
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member
(02-21-2012, 08:24 PM)
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#1293
So I have no clue with all of the ME3 threads on where to put this so I'll just throw this here, but I was browsing the Xbox marketplace on my PC and it looks like they have DLC already up for the game, kinda spoilerish for a character though:
Edit: SPOILER WARNING IN CAPITAL LETTERS FOR THOSE WHO CAN'T READ WHAT I JUST POSTED: http://marketplace.xbox.com/en-US/Pr...don&noSplash=1
Last edited by CrazedArabMan; 02-21-2012 at 08:29 PM.
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Banned
(02-21-2012, 08:28 PM)
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#1294
I really wonder why this is DLC though. Sounds like something important in the storyline -_- yes it is
Last edited by rozay; 02-21-2012 at 08:31 PM.
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Member
(02-21-2012, 08:29 PM)
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#1295
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Member
(02-21-2012, 08:32 PM)
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#1297
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Member
(02-21-2012, 09:00 PM)
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#1298
why is everyone hating on the sentinel? The Turian one is stacked. I just did a silver with random and much, much higher overall levels and decimated them in points by 15k for tops. You can basically spam overload all game which is super helpful. After that all you need is the Carnifex and the points will roll in. definitely my favorite class by far.
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(02-21-2012, 09:51 PM)
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#1299
Before I start on that character one question. Do throw explosions expand stasis bubbles? I really like throw's instant reset. |
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Member
(02-21-2012, 10:09 PM)
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#1300
To piggy back on your question: Can someone explain how warp/throw detonations work? I assume you warp an enemy and then immediately cast throw?
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