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Post by RedCaesar97 on Aug 17, 2020 23:38:46 GMT
Congratulations on getting the achievements. So I searched some videos on YouTube, and I think I know why Marauder Shields was the most frustrating moment for me on Insanity. When I beat the game on Insanity, I beat it on my second playthrough. I believe this was before any patches to the game. Pre-patch, Marauder Shields spawned in with 100% shields. It took four shots to take out his shields. Now he spawns in with less than 50% shields. Video here showing the original re-nerf version of Marauder Shields.
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Post by RedCaesar97 on Aug 15, 2020 19:13:27 GMT
Marauder Shields on Insanity: - 2-3 shots to take down his shields - minimum 3-4 shots to take down his health
Damage for health is location based. Headshots do more damage obviously. Occasionally it seems like I wing his arm and it takes down 1 pip of health? The weapon you are using seems to have a chance to stagger, or maybe it is location-based. (Kind of like how some chest shots on the final three husks in that sequence will blow a hole in their chest and stagger them.)
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Post by RedCaesar97 on Aug 14, 2020 22:56:13 GMT
... By the way, what is your chosen class and accompanying ordinance? ... So, what weapons do you like to use (specially you jarheads like me)? Any suggestions of changes I should try? All classes work just fine. Other than my first playthrough (Normal difficulty so I could experience the story), I play on Insanity. For the most part, the game was not too challenging on Insanity, apart from some specific sequences, especially if I was playing with a sub-optimal build (like a Chargeless Vanguard variation). If you focus on using powers, weapons pretty much do not matter. If you focus on using weapons, then you generally want weapons that deal good burst damage, or have good damage per second (DPS), especially when combined with various ammo powers. (Incendiary Ammo with Explosive Burst evolution is good for Soldiers and Vanguards, or you can get it from Jacob at reduced damage.) Almost all DLC weapons are good. A few of the vanilla game weapons are okay. On the old BSN forums, a user named Athenau ranked all the weapons. I copied his forum post here. I usually stick to a handful of weapons, usually weapons I can pick up early in the game, or DLC weapons since I can get them right away. My most-used weapon is probably the Claymore. I have used it on all classes at some point. My choice of weapon depends on the build or playstyle.
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Post by RedCaesar97 on Aug 13, 2020 17:22:28 GMT
For me, the hardest sequence in the game on Insanity is "Marauder Shields" after the beam run. I play on console (with a controller), so the forced aim hindrance in that sequence made it extremely difficult to get the two required headshots to kill him. Do you actually need head shots? I was pretty sure I just hit him over and over again with body shots. If I remember the main thing was to not miss a single shot. I believe you can move far enough to the right, you can get behind cover so he cannot kill you (he will shoot you once). Using "right-hand advantage" you can shoot him and he cannot shoot you. If you are standing in the open, you have only two shots to take him out on Insanity: the first must take down his shields to stagger him, and the second shot must kill him. The second shot needs to be headshot to kill him. I believe you need to score a headshot to take down his shields in one shot. It has been a while since I beat Marauder Shields on Insanity. I just know it took several tries. I only play that last sequence on Casual since I got the Insanity achievement. If I have time, I will see if I have an available save point and try it on Insanity to see. But boy do I hate that sequence. Not sure how easy/hard it is wih keyboard and mouse, but it is frustrating with controller because the game purposely fights your aim in that sequence.
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Post by RedCaesar97 on Aug 10, 2020 22:01:52 GMT
Ps.: another curiosity: does enemy level scale in this game? If I do omega very early, will it be easier? In insanity, it could be overwhelming with lower levels if there is no scaling... Yes, enemies scale with the player level. The Omega DLC may be a little easier early game, depending on your preferred build. For the final fight, generally you want to ignore all enemies until you free Aria. Enemies will keep respawning anyway until you do. Basically, just run immediately to your back left or right, activate the terminal, then go shoot the shackle. Go around in circle to get all four. Then mop up all enemies. I don't know exactly what causes the enemies to spawning in. I think you have to kill a specific number of Adjutants (2 or 3?) to stop enemies from spawning? I mention this because I once had one of the room doors close in front of an add-in Adjutant before it could join the fight, then Petrovsky said to stand down to end the fight. So I am not sure what the game uses to determine when the fight should stop spawning in enemies. For me, the hardest sequence in the game on Insanity is "Marauder Shields" after the beam run. I play on console (with a controller), so the forced aim hindrance in that sequence made it extremely difficult to get the two required headshots to kill him. Also, Clone Shepard in the Citadel DLC can be a bit of pain with specific class builds. (Some no-charge Vanguards make the clone fight more difficult, for example). Also the Ambush sequence on Insanity in the Citadel DLC can sometimes be a real pain as well.
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Post by RedCaesar97 on Jul 18, 2020 15:22:38 GMT
Another one for Mass Effect 2: add a weapons locker at the beginning of Freedom's Progress, or add a weapon select screen before Freedom's Progress. If you have DLC or are playing NG+, it would be nice to select which weapons you can use if you do not want the defaults.
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Post by RedCaesar97 on Jul 15, 2020 23:10:43 GMT
Get that stupid security checkpoint off the ship Interesting what is the explanation to put it there. See no point at all. Listen to pro-human guard dialogues? It may be hiding a loading screen. On consoles, going back and forth in that security checkpoint takes time, probably loading the two different areas of the ship while you wait. A good PC probably hides that since it can load the assets faster.
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Post by RedCaesar97 on Jul 14, 2020 23:27:16 GMT
I had no problem with the crucible in concept at all, it;s what they did or didn't do with it that made it fall flat on its ass. "Ancient/lost weapon that can conveniently kill overwhelming threat" has been done several times in fiction. I generally hate the concept since it always poses more problems than it actually solves. (Where did the people that use it go? Why was there only one weapon? How or why would you actually lose something like that? and so on...) What I did think interesting about the Crucible was that it was a weapon that had been designed and gradually improved upon through countless cycles. I thought that was a really cool concept and twist on the "ancient superweapon" trope.
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Post by RedCaesar97 on Jul 12, 2020 14:11:42 GMT
Which is why the story shouldn't have been about DEFEATING the Reapers, but in FOILING them. Keeping them out of the galaxy. You can't fight Cthulhu with a rifle and biotics. I mean... wasn't that kind of the whole point of what Shepard did at the end of Mass Effect 1 by preventing Sovereign from opening the relay?
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Post by RedCaesar97 on Jul 7, 2020 23:56:03 GMT
What are some of the small changes or tweaks you would make to the Mass Effect trilogy? (Changing the ending is not a small change.)
Here are some small changes I would make for Mass Effect 2: 1. Remove power unlock requirements. This would allow you to put points into certain powers sooner. It would also allow for a few more unique class builds.
2. Console/controller only: allow you to re-assign all your power buttons like you could in ME3. Some context for PC users: on Console/controller, your class-unique power was always a specific button (Y button on Xbox). You could map two other powers with two other buttons (LB and RB on Xbox). In ME3, you could up to three map powers with buttons (Y, RB, and LB on Xbox). Combine with my 1 suggestion above for possible builds that ignore your class-specific power (for funsies!).
Here are some small changes I would make for Mass Effect 3: 1. Have weapons go up to only rank 5 instead of rank X. This would keep mods and weapons both at ranks I - V, and avoid weird levelling issues/requirements in New Game+.
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Post by RedCaesar97 on Jul 7, 2020 23:38:02 GMT
Part of this is because I am on PC. But, what is the purpose of a remaster. ME1 definitely will show its age. So I don't think it will really be bringing in a new audience. So people really plan on buying this again for a couple graphical upgrades? I would not buy it for graphical upgrades. Heck, I play the trilogy on console (Xbox 360) and I have no problems playing with outdated graphics. The only thing that would cause me to buy a remastered trilogy is if they restored some cut content--people have mentioned same-sex romances with Kaidan and Ashley. I have seen some videos of mods that restored/add cut content in ME2 and ME3, which is mostly just extra dialogue with some people, such a larger conversation with Zaeed in ME3, or recruiting Ken and Gabby by talking to them in Purgatory bar instead of just a terminal option. You would need extra bug fixes. For example, quest outcome fixes in ME1 for example, some which carry over to ME2. Or fix some of the ME2 charge bugs, power tracking 'wobble' issue, and so on. Maybe add native controller support for PC? - - - There is a bunch of small tweaks I would like, but really nothing that would cause me to buy the trilogy again. Maybe, MAYBE if you overhaul the ME1 combat and loot system, but considering how much of that is tied into each other and the game itself, I actually think that would actually be a bad thing for the game, and I do not even particularly like the ME1 combat and loot systems.
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Post by RedCaesar97 on Jul 5, 2020 22:40:44 GMT
Yeah that seems like a weird bug.
How the assignments are supposed to go: 1. Become a Spectre. 2. Talk to Kahoku. He will tell you about his missing team. 3. Go to Edolus to find the team. kill the Thresher Maw. You may also need to click on something there (like a dead body or beacon)? 4. Report back to Kahoku and tell him you found his men. He will tell you he will contact you later if something else comes up. He will then leave the Citadel. 5. He will contact you when you access the galaxy map. This will open up the next cluster (with the planet Binthu).
So this assignment may be bugged in your playthrough for some reason. No idea why.
Check if Kahoku is still on the Citadel. If he is, make sure you tell him about his missing men.
I cannot remember if Kahoku calls you when you first access the galaxy map next, or if he calls you after your travel to a new location. - If it is the former, then you should have already had the call. NOTE that another call may have overridden his call. For example, Hackett may tell you first about peoples reaction to your Al Jilani interview you did just did the interview beforehand. - If it is the latter, then some other calls may take precedence; for example, Hackett tends to call you for some assignments when you enter a new cluster or system. You may need to travel to a previously-visited cluster or system to get the Kohaku call to drop.
That is all I can think of. Sorry if I cannot be of more help.
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Post by RedCaesar97 on Jul 2, 2020 23:51:56 GMT
I never had this bug. this is the first time hearing of this bug.
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Post by RedCaesar97 on Jun 29, 2020 22:42:40 GMT
I... wait, what? Wait... WHAT!!??? Have you played Kasumi's Loyalty mission? There is a part that is tied off by a wall so to advance you have to blow up the wall with a MAC cannon right across from it. Getting close to the wall Kasumi will comment on how these fuel lines can be blown up...or something. Oh that thing. I thought you were referring to something in the Donovan Hock gunship fight. Never mind. (Also, the Widow sniper rifle can destroy it without needing the cannon. I think it is the only non-heavy weapon that can do it.)
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Post by RedCaesar97 on Jun 29, 2020 12:40:29 GMT
But then I also died like twice to Hock's gunship for Kasumi's loyalty mission so that was annoying. I think out of the many many play throghs of this game this is the first time I have clicked on the fuel lines that you can blow up and Kasumi notes they can make a big explosion. I... wait, what? Wait... WHAT!!???
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Post by RedCaesar97 on Jun 24, 2020 12:13:10 GMT
So with the prompting of my wife...I will be continuing my ME playthrough sans the Revenant (until I can of course aquire the thing on the Collector ship). *whispers* I do not think the Revenant is that good of a gun. Sorry, wrong thread for that statement, I know. I will shut up now and hopefully actually start playing ME2 again by the end of the week. I have more playthroughs I want to do.
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Post by RedCaesar97 on Jun 21, 2020 15:18:21 GMT
Not so much a 'what did I do today'...well not yet... I have been trying to start up ME 2 again, already on attempt number 3 and I am pretty sure this one isn't going to work out either...I have been trying to get a new PT of ME 2 going, an imported Shepard...except none of her weapons are importing from her previous ME 2 PT. Everything else is importing just fine, but not weapons. Which one of the primary reasons I wanted to play the game again...other than to waste some time and just generally play the game again...is to do it with the Revenant unlocked so I can all go uber god mode on it. I know you can be able to do it...just it isn't doing it...and I am annoyed and frustrated. Anyone know what could be wrong? Short answer is no, i do not know what is going wrong, but I have heard of this issue before. It heard it mostly happened with the PlayStation version of the game, and I think there was some speculation that it was related to the "import comic" if it was installed? (The "import comic" was an add-on that let you make certain ME1 choices by watching some ME1 comic about the game. I do not recall what it was called off-hand.) That may or may not be the issue as I have not experienced this issue myself. (I play the trilogy campaign on Xbox 360).
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Post by RedCaesar97 on Jun 19, 2020 22:49:44 GMT
You can only go to Illium pre-Horizon if you have modded your game. In a non-modded game, Illium is unlocked after Horizon.
As for scanning and mining: I recommend only mining Good and Rich worlds. Anything below Good is not worth it in my opinion since that adds unnecessary amounts of time not playing the more fun parts of the game. With Good and rich worlds, you should be able to get all the resources you need before Horizon.
Of course, if you are modding your game, you can give yourself enough resources from the start without needing to mine. So there's that. You can only really mod with a PC copy of the game. At one point you could mod the Xbox version of the game (I was able to for a few specific playthroughs) but I do not know if you still can or not.
Whenever I play ME2 (I play on Xbox), right after recruiting Mordin and researching the scanner upgrade from Miranda, I typically spend several hours scanning planets. Sticking to Good and Rich planets is enough to get the resources you need before Horizon, including enough Platinum for the Med Bay upgrade. And even if you do not or get tired of scanning, a few planets post-Horizon will be enough.
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Post by RedCaesar97 on Jun 15, 2020 23:13:52 GMT
General practice for the Vanguard: 1. Charge 2. Passive 3. Incendiary Ammo
After that, with your build, I recommend: 4. Cryo Ammo 5. Slam
I prefer Crippling Slam myself, in case I miss the warp bomb. Crippling slam will leave the enemy incapacitated for a few more seconds if I miss the warp bomb. (Warp bomb = slam + Thane/Miranda Warp)
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Post by RedCaesar97 on May 26, 2020 16:58:28 GMT
So the thread is outdated and the calculation is just like in MP only that there's an additional (1 + sum_power_bonuses) multiplier? Weapon damage and ammo power damage are two separate calculations. Essentially, weapon is base weapon damage + sum of all weapon damage modifiers. Note that squadmates start with something like a -70% weapon damage penalty. I do not know how Ammo Power damage is actually calculated since it is all percentage-based. You can check the interface since it should update properly (and assuming the game uses the value correctly) If I recall: - For all ammo powers except Incendiary Ammo, the ammo damage and potential status effects are dealt to an enemy first. If the enemy is still alive, then the weapon damage is dealt to the enemy. (Note that shield gate value can affect weapon damage dealt if an enemy still has shields/barrier.) - For Incendiary Ammo, damage is dealt after the weapon damage. I think all of the Incendiary Ammo damage is dealt over time? I believe Explosive Burst evolution is dealt on contact, calculated first before weapon damage. It's complicated.
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Post by RedCaesar97 on May 25, 2020 23:48:57 GMT
In ME3 single player, the ammo power damage is based off the base weapon damage.
So if base weapon damage is 100, and the ammo damage is listed as +10%, then the ammo damage is 10.
Some power damage bonuses in passive talents can increase ammo power damage.
Most weapon damage bonuses are additive, meaning they increase the total weapon damage but do not affect the base weapon damage. Some weapon damage bonuses are multiplactive, meaning they are added to the base weapon damage, increasing the base weapon damage. No, I do not know which weapon damage bonuses are additive or multiplicative. I believe all squadmate weapon damage bonuses are additive. (I believe Shepard Vanguard and Infiltrator have passive evolutions that are multiplicative.)
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Post by RedCaesar97 on May 17, 2020 23:00:01 GMT
It is going to be tough to choose just one from each game, but I'll give it a shot.
Mass Effect 1: The final battle on the Citadel where you are walking up the outside of the tower to get to the Council chambers. It is easy to think it is just another hallway until you get up close to the top and you see Sovereign above you, one of his legs pounding on the tower. I still love seeing that.
Runner up: Opening + Eden Prime. A fantastic opening to the game and well-paced tutorial that really sets up the mystery and goal of the game. It pulls me in every time.
Mass Effect 2: I am going to cop out and say the combat mechanics. I have some issues with weapon and power balance, but overall they come together to make the game in the series I love playing the most (on Insanity), with good class balance and variety of fun builds and playstyles.
Runner up: All of the primary missions are great, culminating in the Suicide Mission, but I am going to give some love to one of the optional missions. While most of the side missions and loyalty missions lack the punch the primary missions do, Miranda's loyalty mission is the best of the bunch, split into three distinct segments bookended by some good subplot and character moments. Also, taking Jack on the mission for some extra dialogue is a treat. It is the loyalty mission I look forward to the most.
DLC runner up: While I think Lair of the Shadow Broker is the best ME2 DLC (I can respec squadmates after completing it!), Overlord's atmosphere is just incredible -- and the VI's garbled cries still creeps me out. I think Prometheus Station is the best mission in the entire series: starting as a creepy walk through the crashed ship past all the dormant Geth while listening to audio logs along the way (I hate Flannigan, too), followed by heart-pumping music and a fight against all the awakening Geth.
Mass Effect 3: The multiplayer. Do not misunderstand, I enjoy the single player campaign -- warts and all -- but I fell in love with the multiplayer during the initial demo, and then played it on both Xbox and PC with friends. Some of the combat stuff I dislike about single player work better in the multiplayer.
Runner up: Sur'Kesh and the Geth Base (Priority: Rannoch) and two stand-out missions that I really enjoy, but I am going to say that the final fight to defend the missile battery is just outstanding, especially when you have to fight everything coming at you while the Destroyer is firing its laser (and yes the laser can kill you).
*Edit* Yeah, I know, I didn't keep it just one thing per game. I tried, okay?
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Post by RedCaesar97 on May 16, 2020 20:36:51 GMT
So I installed a controller mod for Mass Effect 3 multiplayer (PC) earlier this week, and I finally got around to trying it today. It works great, although it is quite clear that I am just a liiiiiiitle rusty. (Okay, so I am very rusty and was never good at it to begin with, but still...)
I am hoping this gives me the kick in the pants I need to boot up ME2 again and finally get started on some ME2 runs I have been meaning to get to, and have mentioned a few times over the past few months.
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Post by RedCaesar97 on May 15, 2020 23:50:06 GMT
The Adept is generally fine in ME3; all classes can steamroll through the campaign.
The single-player version of Singularity is not as good as the multiplayer version, in my opinion. But that is because the multiplayer version was buffed tremendously (in a patch?) and the changes were not ported to single player.
Personally, I dislike the ME3 Adept as it find it rather underwhelming. As for the sentiment that the ME3 Sentinel is a better adept than the ME3 Adept... I generally agree with that sentiment. While the Adept has Pull and Singularity for easy dismantling of unshielded enemies -- while the Sentinel does not -- you can also run around with Javik (Pull) and Liara (Singularity) for about 90% of the game, meaning you rarely need to use your Pull/Singularity. That just means you end up using Throw most of the time, or Warp + Throw for armored/shielded enemies, something the Sentinel can also do.
Sentinel also has both Overload for removing anti-shields and Tech Armor for damage reduction, while the Adept would need to choose either Energy Drain or Fortification/Barrier/Defense Matrix if you want to compensate for a class "weakness".
But that is just my personal opinion. You might like the class more than I do. You can focus on using different powers if you want to make it more unique from the Sentinel, even if that may (or may not) sacrifice it's stronger builds.
the ME3 Adept's main three powers will be: - Pull or Singularity (I usually end up using Pull instead of Singularity) for lifting enemies on health - Warp for armor/shields/barrier priming - Throw for detonating
You can also use Cluster Grenades as a fourth power, but they are a limited resource (best used against boss-type characters, usually after priming with Warp), and you may find that you forget you even have them.
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Post by RedCaesar97 on May 8, 2020 15:29:04 GMT
Infiltrator is fun class, especially in 2 and 3 with Tactical Cloak. One of my favourite ME3 runs was with Inflitrator that focused on Tactical Cloak, Cryo Ammo and Shotgun hm...guess it could be fun to play a non-biotic class for once but gotta say...biotic sniper in MEA is also fun, to bad you only have 3 ability slots...I'd add Tactical Cloak as a fourth for my setup
crouch behind cover...strip them from shields if they have them, then "blam"...head shot...throat shot, and sometimes stomach shot plus a Lance+Annihilation field combo for enemies that get too close also...what bonus power would you recommend in ME1 for an infiltrator? I mentioned this in a previous post, but I will add it again here. On my ME1 Infiltrators, I tend to take either AI Hacking (to make it an Engineer that can snipe), or shotguns/assault rifles to make it like a Soldier that can unlock stuff without a tech squadmate. On Insanity, I do not think I ever one-shotted an enemy with a sniper rifle, even with the Assassinate skill, but maybe Warp for the debuff? Could also take Singularity or Lift for crowd-control. If you want to continue sniping in ME2 and ME3: - In ME2, you need the sniper headshot damage upgrade (requires three sniper damage upgrades). Two are in stores (citadel and omega), and the third is on Korlus (Okeer/Grunt recruit mission). Take the Widow on the collector ship for one-shot kills on basic enemies. On lower difficulties, it should also one-shot more elite enemies (but 'super elite' enemies with two protection layers) - In ME3, you will either need Energy Drain or Fortification to help with 100% shield gate if playing on Insanity. Energy Drain to remove enough shields before sniping, or Fortification for rank 5 power damage to give Disruptor Ammo enough damage to take out shields before sniper damage hits * * Fortification with rank 5 power damage, Disruptor ammo for max damage, cloak for max damage. Works with Javelin or Kirshock (DLC weapon). I cannot remember if passive needs max power damage or max sniper damage; sniper damage at rank 6 in passive is apparently multiplative not additive (it actually increases base sniper rifle damage instead of just added with other weapon damage bonuses). But power damage in rank 6 also increases disruptor ammo damage.
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