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Psion posted:I find it funny how this genuinely locks me out - forever - of the "bad ending." Yeah, that's why I waited on promoting until I got my fuckup Shep done. That said, there's nothing preventing you from getting the new "worst" ending that they added with the Extended Cut. Since all that takes is any sort of defiance to their MASTERPIECE OF AN ENDING. Tell him twice that you don't accept his stupid choices, and welp, cycle continues and you magically fail at even making a dent in the Reapers. You can't even do some therapeutic shooting at the Catalyst anymore without triggering it. Passive-aggressive assholes.
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# ? Mar 17, 2013 21:36 |
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# ? Apr 27, 2024 14:12 |
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I'm pretty sure just disabling your internet connection before you start the game before attending the Cerberus base mission will prevent the game from accessing your N7 War Assets and lock in the lovely EMS if you want that, so you should be able to do Failshep runs just fine regardless of your promotions.
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# ? Mar 17, 2013 21:39 |
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Burning Mustache posted:I'm pretty sure just disabling your internet connection before you start the game before attending the Cerberus base mission will prevent the game from accessing your N7 War Assets and lock in the lovely EMS if you want that, so you should be able to do Failshep runs just fine regardless of your promotions. Not really. You need both lack of war assets and lack of readiness to pull it off, and disconnecting only does the former. When I was doing the Failshep, with the exception of one happy accident I'm still not sure how it happened, every time I disconnected it would punch me up to 100% readiness rating when I was actually down at 50-odd. And the threshhold for the "worst success" is plenty low that you do need both. E: Yeah, you'd think so. But they seem to be far more concerned about everyone being able to get the best ending than anyone being able to get the worst success. Then again, this was back in June or whenever the EC came out (I waited for it to see my Failshep in it so I could stop caring), so who knows what they may or may not have changed since then with patches. \/\/\/\/\/\/ Felinoid fucked around with this message at 21:51 on Mar 17, 2013 |
# ? Mar 17, 2013 21:46 |
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Oh wow, I didn't know that. I would have assumed it would automatically assume a 50% readiness, not 100%. Well that's pretty silly then, yeah.
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# ? Mar 17, 2013 21:48 |
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I wish the war assets crap had played into the reject ending, high assets, you win, low you don't, instead its bad end cause gently caress you for rejecting our masterpiece.
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# ? Mar 17, 2013 21:54 |
Felinoid posted:E: Yeah, you'd think so. But they seem to be far more concerned about everyone being able to get the best ending than anyone being able to get the worst success. Then again, this was back in June or whenever the EC came out (I waited for it to see my Failshep in it so I could stop caring), so who knows what they may or may not have changed since then with patches.
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# ? Mar 17, 2013 22:14 |
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Alteisen posted:I wish the war assets crap had played into the reject ending, high assets, you win, low you don't, instead its bad end cause gently caress you for rejecting our masterpiece. Well, after all the dumb “REAPERS CAN NEVER EVER EVER BE BEATEN CONVENTIONALLY" (that was shoehorned in via various retcons and forgetting plot points), they would have had to change the game overall to have that. That said, they should have had War Assets come in in a lesser way. Low EMS? Sorry, you get crushed. Middling EMS? You kill a good few Reapers before going down. Lots of EMS? You take down a whole bunch of Reapers. Massive EMS? You kill all of the Reapers at Earth, including Harbinger. All end in a loss of course, but with work you can make the Reapers choke on you. Also, have the female Stargazer comment on how much reaper losses contributed to their victory. That would make it seem much less like a middle finger.
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# ? Mar 17, 2013 22:16 |
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I'm pretty sure the spoiler thread is the place to whine like 14 year old BSN posters about how Bioware are just a big bunch of mustache twirling villains who deliberately do things to personally insult you Tyrel Lohr posted:I ran into a strange problem on Giant / Geth / Gold on about Wave 7 or 8 where my Salarian Infiltrator stopped being able to run, and could barely walk. It was like my keyboard had died, but I could tell it was just the movement aspect of the game that had fallen down on itself because the other keys were all still working. After I died once or twice and was revived it got a little better for the rest of the wave, still not great, but then I was back to normal on the next wave. I've had that happen every now and then for months. The fix is pressing shift for a second. Why that effects it, despite it having no function in multiplayer, I have no idea.
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# ? Mar 17, 2013 22:17 |
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I think we're drifting into the SP thread territory. this wasn't what I wanted Anyway I tried the all-AP arrows all the time strategy for my Talon since I was re-levelling him and could max that out early. Not bad - basically effective, but I'm still not sure I want to give up conc. Still, the idea of having arrows everywhere and level 6 Cain mines does sound good. We'll see!
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# ? Mar 17, 2013 22:17 |
So I ended up getting a Falcon in a pack recently, are there any classes that it works well on? I have a lot of fun staggering groups with it but it does so little damage that it feels more like a crowd control weapon than anything else. Unfortunately I don't have all that many classes unlocked yet, so here's my manifest: http://social.bioware.com/n7hq/?name=Thearcology&platform=pc
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# ? Mar 17, 2013 22:48 |
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Yeah, the Falcon is basically for crowd control. It works best with disruptor or incendiary ammo on a tech class. Here's an example human engineer build based on what you have. The Hurricane is there for bosses while the Falcon should take care of most non-boss enemies. Stun them with it (works best if you can get them in groups), then unleash powers.
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# ? Mar 17, 2013 22:56 |
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UnknownMercenary posted:Yeah, the Falcon is basically for crowd control. It works best with disruptor or incendiary ammo on a tech class. Here's an example human engineer build based on what you have. The Hurricane is there for bosses while the Falcon should take care of most non-boss enemies. Stun them with it (works best if you can get them in groups), then unleash powers. It also works great with cryo ammo. I dunno if it's true but it seemed to me that more enemies were getting frozen, and faster too. Hit em with a concussive shot or incinerate specced for frozen damage and you've got a lot of shattered infantry! An extended clip and learning how to reload cancel work well with the Falcon, too. It's also comparatively light compared to some of the other ARs.
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# ? Mar 17, 2013 23:03 |
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Seemlar posted:I'm pretty sure the spoiler thread is the place to whine like 14 year old BSN posters about how Bioware are just a big bunch of mustache twirling villains who deliberately do things to personally insult you Just explaining why having a reject victory wouldn't work. And I said 'seem like a middle finger' - I for one am not sure if the reject ending is one, just that it can be read that way.
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# ? Mar 17, 2013 23:07 |
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Well I tried the talon merc going 5/3/6/5/6(?) and going bow-happy and he's a fun glass cannon on silver if you have a juggernaut shield and a crusader shotgun. I topped the scoreboard on silver/reapers/london and as long as you have a team to back you up the squishiness isn't a problem. I definitely wouldn't solo with it but it can be a great team player.
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# ? Mar 17, 2013 23:50 |
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Seemlar posted:I'm pretty sure the spoiler thread is the place to whine like 14 year old BSN posters about how Bioware are just a big bunch of mustache twirling villains who deliberately do things to personally insult you Wow that is some leap over a few minor comments.
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# ? Mar 18, 2013 00:25 |
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My Talon Merc bugged out and now has all 6s. I have been running around gold matches with a melee consumable, juggernaut shield and executioner pistol modded with power and melee boost. Good clean fun. Might respec because I hardly ever use concussive arrows and don't think I will miss them.
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# ? Mar 18, 2013 00:43 |
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No one cares. This is the thread for pretending to be a giant-robot-Darth-Vader who teams up with Kirby-who-just-ate-Captain-Falcon. Anyway, I finally decided to try the Adas. It's actually a pretty good souped-up Falcon. It staggers enemies, has a big clip and a decent RoF, and does pretty good damage to shields and barriers. edit - sorry, I meant about the SP stuff. Hawkeye's awesome. LeastActionHero fucked around with this message at 01:01 on Mar 18, 2013 |
# ? Mar 18, 2013 00:44 |
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Dilb posted:No one cares. This is the thread for pretending to be a giant-robot-Darth-Vader who teams up with Kirby-who-just-ate-Captain-Falcon. If you hate Hawkeye you hate fun.
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# ? Mar 18, 2013 00:46 |
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Oh, and you should probably respec, because hypothetically you can be banned for 'exploiting' the extra skill points bug. I'm not sure they've actually gotten around to banning anyone for it, but I've never understood their ban system in the first place.
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# ? Mar 18, 2013 01:12 |
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I wonder how much banning they'll do now that they're presumably done making content for it.
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# ? Mar 18, 2013 01:16 |
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eonblue174 posted:Cabal is finicky enough I imagine I'll think it's garbage until Elotana posts a video of him destroying with it https://www.youtube.com/watch?v=iRF76dt8Kuo
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# ? Mar 18, 2013 01:27 |
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Alteisen posted:Wow that is some leap over a few minor comments. It was a bit hyperbolic but I think nipping any ending discussion in the bud is a good idea. This isnt really the place for it.
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# ? Mar 18, 2013 01:31 |
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All I can think when the Biotic Focus overlay is up is "BLUE RAGE, BLUE RAGE". EDIT: UnknownMercenary posted:Yeah, the Falcon is basically for crowd control. It works best with disruptor or incendiary ammo on a tech class. Here's an example human engineer build based on what you have. The Hurricane is there for bosses while the Falcon should take care of most non-boss enemies. Stun them with it (works best if you can get them in groups), then unleash powers. EDIT2: If Drill Rounds worked on the Striker or Falcon... Aqua_D fucked around with this message at 02:25 on Mar 18, 2013 |
# ? Mar 18, 2013 02:21 |
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You're not taking disruptor for stagger, projectiles apply ammo powers 100% so you get a free tech burst on every hit.
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# ? Mar 18, 2013 02:24 |
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What build're you using there?
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# ? Mar 18, 2013 02:42 |
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Zoran’s Sentinel Compendium I finally got around to reworking this! Hooray! The prototypical sentinel has a defensive power of some kind that confers damage reduction bonuses, so I’ll go over the mechanics of that first. They’re not as simple as you would expect. Important information: damage reduction You would expect that the damage reduction listed for your powers would work in the following way: if the sum of your damage reduction bonuses is D then all damage is multiplied by (1-D). Unfortunately, the numbers lie to you—all damage is actually multiplied by (1-3D/4). That means damage reduction is only 75% as good as you think it is. On the flip side, it is possible under certain circumstances to become completely invincible by stacking enough damage reduction. Fitness and Tech Armor overlap in that they both work to increase your survivability. Some classes have a better Fitness tree than others—most notably the batarians and turians—but for various reasons the builds in this guide still tend to favor armor powers over fitness. Shields can be replaced with cyclonic modulators but there’s no substitute for massive DR. About this guide I’ve tried to arrange this guide in approximate order of usefulness, listing classes from weakest to strongest. It is written with random Gold and Platinum matches in mind. On occasion, the builds I’ve put here reflect the fact that newer classes have obsoleted certain builds of older classes. For instance, there’s no reason to have a Turian Sentinel without Warp, because then the Turian Ghost does everything the sentinel does but better. I also recognize that there are viable alternative builds for many of these classes, but I’m aiming for simplicity here so I’m only including ones that have worked best for me and take advantage of a class’s unique features when possible. The best tip in the world Abuse right-hand advantage. Instead of actually using the cover mechanic, peek out from the right side of cover so that you can shoot enemies but they can’t hit you. Getting into this habit will make the game much easier. Weaponry and Gear I’m not going to attempt to produce a full-blown weapon tier list right here, but I will point out some of the best guns to use for sentinels. None of the sentinel classes can really make good use of sniper rifles, so I’ll neglect those. If you have one of these guns at a high enough level to carry it without wrecking your cooldowns, you would do well to use it. Assault Rifles Cerberus Harrier (use Extended Mags!) Heavy Pistols Paladin Talon Shotguns Reegar Piranha Crusader Wraith Raider SMG Hurricane (this gun is a good bet for any class) Gear choices are mostly common sense: pick something that matches your powers, your guns, or your need for grenades or melee damage; failing that, take the Stronghold Package. If you have the ability to carry one while maintaining a cooldown bonus of about 100% or more, you’ll almost always want to have an assault rifle or shotgun. The exception is when you really want to use the power amp attachment on a pistol or shotgun. However, most of these builds rely on weapon damage or combo damage, so they don’t benefit too much from that attachment. Volus (link to Class Builder)
The volus is a pure support character that’s good for controlling enemy aggro, but he’s pretty much bereft of killing power. Take the explosive/area damage options on his powers so that he can help quickly take down lower-level enemies. Use your cloak (light melee) liberally to get out of sticky situations and to help you stay with the team. Apply Shield Boost every once in a while, particularly when you see your teammates get his with damage-over time attacks or when they ask you to do it. Weaponry: Pistol or SMG with power amp. At least you’ll do some damage. Equipment: Omni-Capacitors Team Composition: Any. Hope they can dish out the DPS, because you won’t. Batarian
The batarian’s power selection is, unfortunately, pretty bad. Shockwave is an underwhelming power despite its strong combo-detonation bonus; Submission Net is useful but finicky; and he’s outdone as a melee attacker by his vanguard cousin. What we can do is take advantage of his good defenses: he has more leeway to invest in them than the other batarians do and he has some very nice shield recharge bonuses. The shield recharge bonus is extremely undervalued, because less downtime before recharging means more time firing your gun and using powers. Stacking all of the available ones reduces the shield recharge delay on Platinum from 4.5 seconds to 1.26, second only to the Geth Trooper for fastest possible in the game. Employ Submission Net liberally; if you hit an unarmored target with it, the electric field will persist for a while even after the target dies, dealing good damage in a large area. Use Shockwave to detonate or on really weak mooks. Keep in mind that it works through walls. Weaponry: ARs or shotguns. Equipment: Stronghold package, shield power cells Team Composition: Any, but Shockwave only shines in the company of other biotics with good priming powers. Human
Feed your enemies a steady diet of Warp followed up by Throw. That’s pretty much it! Weaponry: Good guns with ~130% or higher recharge bonus Equipment: Incendiary/warp ammo Team Composition: Biotics Krogan Warlord
To use this class well, you have to be familiar with sync-kill tells. Phantoms, Praetorians, Scions, and Atlases have to use one melee attack (but not necessarily hit anyone with it) right beforehand. Brutes will only sync kill after doing their close-range attacks, not their long charges. Banshees won’t sync kill if they’re in Warp-casting mode, which they are forced into if you do enough damage to them fast enough. Against Collectors on Gold or higher, you’re pretty much hosed. Accept it and have fun. Weaponry: Shotgun with omni-blade (this attachment is essential!) Equipment: Melee amps, shield amps Team Composition: You need team support so that you can detonate biotic and tech combos and kill the enemies before they can sync-kill you. Make friends with someone playing a fury, justicar, or the like. Snap Freezers also work well, and a Javelin user can save your rear end sometimes.Thanks Lynx Vorcha
Don’t take your regenerating health for granted. You can still be killed, so do the prudent thing and abuse right-hand advantage whenever possible. Also, try to prioritize weak enemies so that you can get your Bloodlust stacks going. Weaponry: SMG or pistol with power mod Equipment: Power amp, grenade capacity Team Composition: Any, hopefully without more than 1 other grenadier. Biotic primers help. Krogan
Even though you’re a krogan, you shouldn’t go out of your way to get melee kills for rage. Rely on your powers and you won’t go wrong. With the right mods, even Incinerate can do 2356 damage to armor by itself. (About a third of that is over a span of three or eight seconds, but still!) Weaponry: SMG or pistol with power mod. Take the Blood Pack weapons for flavor, or ARs/shotguns if you’re offended by the idea of your krogan using a hand cannon. Equipment: Power amp, grenade capacity Team Composition: Avoid having too many grenadiers. Turian
Basically, the Expose evolution of Warp causes the damage-over-time ticks of Incendiary Ammo to grow astronomically. The Prothean Particle Rifle is the best gun to do this with because of its good damage and great fire rate (applying more incendiary DOT), and the turian sentinel is the best user of the gun because of his great defenses, access to Warp, and ability to still take care of shields and weak mooks with Overload. When you're facing bosses, all you have to do is this: apply Warp, fire particle rifle continuously until nearly dead, walk away while boss melts. As precision has pointed out, I would be remiss if I didn't point out that when you're surrounded, you can detonate your Tech Armor. Weaponry: Prothean Particle Rifle, otherwise your best AR or Hurricane Equipment: Incendiary Ammo, AR amps, cyclonic modulator Team Composition: If employing particle rifle, you want teammates who will deal with mooks while you clean up bosses. N7 Paladin
Meet the best Engineer in the game! Once Bioware freed cryo and fire explosions, the Paladin became absurdly good. His powers don’t do a whole lot of damage by themselves, but they all combo into each other on every enemy in the game (except Energy Drain, which won’t give you combos on unshielded, barrierless organics). Use Snap Freeze (through walls!), cast Incinerate, and repeat, throwing in an Energy Drain whenever your shields get low. I should mention that I don't take Shield Mastery to 6 because Cryo Shield doesn't do anything (except for the cool perk of being able to freeze Phantoms) and Fire Shield is both boring and not too powerful. With this build I can take heavier weapons, which are more useful in general. Weaponry: Your highest-DPS guns with better than ~150% cooldown bonus Equipment: Geth Scanner Team Composition: Tech. Tech tech tech. Asari Valkyrie
Her powers alone would make the Valkyrie reasonably good, but she is also the best abuser of Warp Ammo in the game thanks to her dual biotic debuff powers. Warp ammo has its own damage boosted when the target is biotically primed. At level IV, this bonus doubles the ammo damage, so that instead of doing 60% extra to health, armor, and barriers, the ammo deals +120% damage. Alas, there’s still no extra damage against shields, but that’s not a huge problem because Annihilation Field lets you benefit from enemy shields anyway. Weaponry: Piranha, or your best lightweight shotgun. Reegar is discouraged because it limits mobility. Equipment: Warp ammo, cyclonic modulator, shotgun amps Team Composition: Anyone, but biotics or DPS classes work well with you. Hosting makes Annihilation Field’s Drain more reliable. Zoran fucked around with this message at 21:42 on Mar 24, 2013 |
# ? Mar 18, 2013 02:44 |
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DerLeo posted:What build're you using there?
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# ? Mar 18, 2013 02:49 |
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Thanks Elotana!
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# ? Mar 18, 2013 02:55 |
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You forgot to say that TurSent should Always Be Detonating Tech Armor when surrounded by mooks. (Actually I respecced mine for explosion damage and it actually is pretty good on Gold). And what about Suicide Bomber Asari? That's what I always do. Detonate, detonate, detonate. It helps that turning on Tech Armor doesn't cause a cooldown.
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# ? Mar 18, 2013 03:00 |
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Suicide bomber is fun, but I'd consider that a gimmick build.
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# ? Mar 18, 2013 03:14 |
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I loathe Rio plat games, every other map is like 20ish minutes a game. Rio is always 30 and tedious. I wish there was a skip rio filter when searching for games.
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# ? Mar 18, 2013 03:53 |
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Gotta disagree with that Paladin build, specifically the ED part. A level 6 ED detonating a level 6 Snap Freeze will flat-out kill Nemeses and Combat Engineers on Gold, so taking it to 6 is a lot more helpful than the mediocre gains in power and cooldown from levels 5&6 of the passive, plus you can get a lot more survivability from them. I've also found the radius evolution to be really underwhelming, because you don't get much additional distance out of it and the power can only hit up to two targets anyway.
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# ? Mar 18, 2013 03:55 |
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quote:Even though you’re a krogan, you shouldn’t go out of your way to get melee kills for rage. Rely on your powers and you won’t go wrong. With the right mods, even Incinerate can do 2356 damage to armor by itself. (About a third of that is over a span of three or eight seconds, but still!) Counterpoint 2:
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# ? Mar 18, 2013 04:35 |
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Power usage with the Krogan Sentinel has always felt pretty underwhelming to me. Incinerate isn't a bad power, but lift grenades only detonating on health makes the combination bad. It feels like pre-unlocked explosions QME, but worse. Not to say that it doesn't work, but I have way more fun with the "give no fucks about weight backhand everything" build.
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# ? Mar 18, 2013 04:43 |
Paracelsus posted:Gotta disagree with that Paladin build, specifically the ED part. A level 6 ED detonating a level 6 Snap Freeze will flat-out kill Nemeses and Combat Engineers on Gold, so taking it to 6 is a lot more helpful than the mediocre gains in power and cooldown from levels 5&6 of the passive, plus you can get a lot more survivability from them. I've also found the radius evolution to be really underwhelming, because you don't get much additional distance out of it and the power can only hit up to two targets anyway. This is all correct. If you're going to skimp on ED then you're not worried about maximizing effectiveness and you should put into a fire shield for fun point blank explosions. Melee, snap freeze, melee, incinerate, etc. You owe it to yourself to do this in the Rio/Platinum box of shame at least once. UnknownMercenary posted:Power usage with the Krogan Sentinel has always felt pretty underwhelming to me. Incinerate isn't a bad power, but lift grenades only detonating on health makes the combination bad. It feels like pre-unlocked explosions QME, but worse. This is also correct, except the point of lift grenades is their very high damage, not the lift effect. But they're 40% better on the Asari vanguard, so yeah.
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# ? Mar 18, 2013 04:44 |
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Taibhse posted:I loathe Rio plat games, every other map is like 20ish minutes a game. Rio is always 30 and tedious. I wish there was a skip rio filter when searching for games. Rio Plat can take upwards of 40 if you get across-the-map delivery missions. Meanwhile I can do Plat/Giant with semi-competent pubbies in 30 minutes max. God I hate Rio so much.
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# ? Mar 18, 2013 05:02 |
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The only thing wrong with that krogan is that he wouldn't be screaming and laughing the whole time. Also I had a really strange sound glitch while using the Raptor for challenge points (it was actually a pretty decent gun). I'd have a weird static-y sound for the entire match which would go away once I swapped it for another weapon.
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# ? Mar 18, 2013 05:05 |
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The Slithery D posted:This is also correct, except the point of lift grenades is their very high damage, not the lift effect. But they're 40% better on the Asari vanguard, so yeah. Well, I meant they also can't detonate fire explosions with Incinerate unless the target is health only, since we're talking about the Krogan Sentinel.
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# ? Mar 18, 2013 05:12 |
Zoran posted:
Any reason to go recharge speed on Warp instead of Pierce?
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# ? Mar 18, 2013 05:17 |
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# ? Apr 27, 2024 14:12 |
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With max power damage the Asari Vanguard does 8.6% more damage with Lift Grenades, not 40%. The goal isn't really to get fire explosions with Incinerate+Lift Grenades, just to do fucktons of damage and prime or detonate combos for your teammates. Pierce on Warp is a pretty weak evolution and I need the recharge speed to make up for not taking it on Tech Armor.
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# ? Mar 18, 2013 05:17 |