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Post by Deleted on Feb 11, 2017 1:40:22 GMT
Ok I went with Infiltrator! Seems pretty cool so far. Just got my ship. Which talents should I invest in first? I assume cloak. I notice I only get about 9 ammo for the sniper rifle, so clearly I can't use it all the time. I put a couple of points in Cloak, 1 in Incinerate and took Warp Ammo as my bonus power (seems people suggests this mostly.) Do I only get one shot off when firing from the cloak? What is kind of the usual method for tackling a group of enemies as an Infiltrator. Also, Miranda seems good at the moment, but which other squadmates work well with an Infiltrator? I'll try Vanguard or Engineer for ME3 I decided. You'll probably want to build both your cloak and incinerate as quickly as possible. I personally find Energy Drain more useful as a bonus power than Warp Ammo. You don't really face many barriers early in the game, so I plan to do Jack's LM first and give her squad warp ammo and then I use her on the missions where I know there are some barriers to handle. Energy drain has the advantage of replenishing your shields every time you use it to drain one of the enemies shields. Don't sweat it though. If you find you don't like what you have, you can always change out at the upgrade terminal in Mordin's office (it just costs you some Eezo). You can also change it about for use on specific missions. How many shots you get off depends somewhat on the fire rate of your weapon. If you're more into speed than being lethal (one shot, one kill), you will acquire some faster SR's as you go through the game that will enable you to get off more than one shot before cloak breaks. The strategy with cloak though is to get you into a flanking position in cover opposite from where you position your squad (i.e. setting up a crossfire). With you on one side of the battlefield and your squad on the other, you really can take down a lot of mooks in a hurry. If you're just sniping from the back of the battlefield with your squad behind you, you're better off peeking around your cover and using your other offensive powers between your shots (energy drain is really useful here). You'll notice that if you're activating your cloak just to shoot, the enemies will often just hide behind cover the moment you activate your cloak. In ME2 insanity, I find I take Miranda on almost every mission. Her combination of warp and overload is just too useful. She can also detonate your incinerate with her slam. I do change up the other squad mate depending on the mission, but do like using Tali (for her drones) and Samara (for her throw and reave, which detonates Miranda's warp). Jack can also be quite effective since her shockwave will detonate Miranda's warp and, after her LM, she has warp ammo for stripping barriers. Grunt is also quite useful (incendiary ammo and concussive shot/blast, which will detonate cryo ammo). Garrus also has concussive shot/blast. Zaeed brings some great weapon damage and disruptor ammo... which can be detonated by your incinerate and/or overload.
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Post by fraggle on Feb 11, 2017 9:19:02 GMT
In addition to what UpUpAway wrote I want to throw in Kasumi as well. Her flashbang grenades are awesome, especially against the Collectors, since it shuts down Harby and his minions for a long time and it's hilarious to watch. When I played Infiltrator I used Energy Drain as my bonus power, played with a shotgun and sniper rifle most of the time, and took along Garrus, Kasumi and later on Legion for its drone on almost all missions. If you use Cryo Ammo, you can freeze enemies and if you're lucky, Garrus's Concussive Shot smacks them a against a wall and they shatter. Cryo in general is great for crowd control. Another squadmate I also regularly take with me is Mordin. His Cryo Blast is one of the fastest powers, and with you being able to strip down shields with Energy Drain or Armor with Incinerate, Mordin is super helpful.
This is actually one of the aspects why I adore ME's combat. Your possibilites with squad constellations and weapons are so vast, it's fun to try out different combos. Even someone like Jack or Jacob can be useful on Insanity, once you strip down enemies to their health. Pull works very nicely here. And with Miranda, you can detonate them with Warp.
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Post by capn233 on Feb 11, 2017 21:03:32 GMT
Overall ME2 Insanity is harder than ME1 or ME3 Insanity. That said, I would say ME1 punishes some squads and builds harder early game than ME2 does (which is partly due to the differences in balance between characters and powers).
The best power on ME2 Infiltrator, especially early game, is probably actually Incinerate, not Cloak. Incinerate is just an excellent all around power that does good damage and also provides some CC (organics), which is the relative weak point for the class. Leveled up it is your only source of AOE damage (ignoring potential bonus powers). Strips armor, and can be used on Shields and Barriers in a pinch. Additionally, if you use it against targets with partially stripped shield or barrier, the DOT can still burn them on health. It is actually superior to Overload and Warp on organic targets with said defense state.
The issue with trying to play sniper infiltrator early is that the Mantis has low spare ammo. I can somewhat understand why they did this considering their balance goals, but in my opinion it mostly just changes the relative value of Cloak vs Incinerate. I think it is almost better to just grab a little Disruptor Ammo and then power reload the Mantis with Incinerate early instead of going Cloak. Incinerate probably synergizes with attempting to go CQB with SMG or Pistol a little more than Cloak as well.
All that said, the reason Infiltrator is often considered the easiest class to get through Insanity in ME2 is due to Cloak and the way that enemies will completely ignore Shepard when it is activated. Rockets with a lock will still track you though, but enemies will instantly shift aggro to the team. That does mean that team positioning is a bit more important if you don't want to spend a lot of medigel.
My favorite bonus power is Neural Shock, mostly because of the fast cooldown as a panic button in CQB. Most powerful is Stasis for the damage glitch and elite CC. Slam is ok since it is also rapid cooldown CC, and can prime warp bombs.
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Post by Nightlife on Feb 14, 2017 3:07:21 GMT
Update: just finished Mordin's recruitment mission. Now I can change my bonus power. Seems like Warp Ammo isn't that good. I have them all unlocked. Prob try Energy Drain.
Yeah I'm noticing my I only get like 8 shots or so for the Mantis. Then I just use the SMG. When do I get an upgrade for the Sniper Rifle? Also, which heavy weapon is the best default pic? Been running with the Grenade launcher so far.
So many squadmate choices! That's good. The cyro-blast thing with Mordin seems cool. Seems like Miranda is kind of the best person to bring since she has both Overload and Warp. Jacob seems ok with Pull.
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Post by Deleted on Feb 14, 2017 5:15:01 GMT
Update: just finished Mordin's recruitment mission. Now I can change my bonus power. Seems like Warp Ammo isn't that good. I have them all unlocked. Prob try Energy Drain. Yeah I'm noticing my I only get like 8 shots or so for the Mantis. Then I just use the SMG. When do I get an upgrade for the Sniper Rifle? Also, which heavy weapon is the best default pic? Been running with the Grenade launcher so far. So many squadmate choices! That's good. The cyro-blast thing with Mordin seems cool. Seems like Miranda is kind of the best person to bring since she has both Overload and Warp. Jacob seems ok with Pull. If you have the Incisor (from the digital deluxe edition), you can give it a try. It fires a 3-round burst such that the rounds go off almost instantaneously. It has the equivalent of 1 more shot than the Mantis (ammo capacity of 30). If you're good and the enemies are really close together, you can sometimes take out two of the lower ones with one 3-round burst. Once you hit the second round of dossiers, you'll want to recruit Thane Krios ASAP and get the Viper. It is a rapid-fire, single-shot sniper with an ammo capacity of 48 shots with 12 in the mag. It's not the most powerful, but you won't lack for ammo. On the Collector Ship mission, you'll be able to pick the Widow, a very powerful (one shot one kill) sniper rifle with an ammo capacity of 12 shots. Alternatively, you can go for AR training or Shotgun training and carry a third weapon. As for SR Damage upgrades, you should be able to buy one on Omega and another one on the Citadel (you won't need to process these, but having both should give you access to the AP Sniper Rifles upgrade. You should also collect a SR Damage upgrade on Grunt's recruitment mission (which will give you SR Headshots) and another SR Damage upgrade on Thane's recruitment mission and Garrus' loyalty mission. If you have LOtSB, there is another SR Damage Upgrade available from Liara's daily deliveries terminal. I use different heavy weapons for different missions - The M-77 missile launcher is pretty much mandatory for me on the Daratar: Eclipse Smuggling Depot mission Aria gives you (if you want to be able to save all 20 crates on insanity) - Consult YouTube for a how-to if you want to use it. For a lot of other missions, I'll carry the Collector Particle Beam (which you acquire on Horizon). The ARC projector (which I believe is also a digital deluxe weapon) is great for missions where you're facing a lot of shields or where there is are a lot of synthetics (e.g. Tali's recruitment mission). For an insanely powerful instantaneous, absolutely nuclear blast, the CAIN RULES (it's disadvantage is that it takes a moment to charge before firing - so you're out of cover while it does that). The usefulness of Warp Ammo gets bigger in the latter half of the game when you start facing more enemies with barriers, but as I said before, I really lean towards Energy Drain on the Infiltrator. As Red mentioned, stasis is an extremely powerful bonus power and very effective even with only 1 point assigned to it (allowing you to use your points to max out all your other powers first). Reave is also very good generally on insanity. Glad you're enjoying your insanity run.
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Post by Nightlife on Feb 14, 2017 5:25:12 GMT
Update: just finished Mordin's recruitment mission. Now I can change my bonus power. Seems like Warp Ammo isn't that good. I have them all unlocked. Prob try Energy Drain. Yeah I'm noticing my I only get like 8 shots or so for the Mantis. Then I just use the SMG. When do I get an upgrade for the Sniper Rifle? Also, which heavy weapon is the best default pic? Been running with the Grenade launcher so far. So many squadmate choices! That's good. The cyro-blast thing with Mordin seems cool. Seems like Miranda is kind of the best person to bring since she has both Overload and Warp. Jacob seems ok with Pull. If you have the Incisor (from the digital deluxe edition), you can give it a try. It fires a 3-round burst such that the rounds go off almost instantaneously. It has the equivalent of 1 more shot than the Mantis (ammo capacity of 30). If you're good and the enemies are really close together, you can sometimes take out two of the lower ones with one 3-round burst. Once you hit the second round of dossiers, you'll want to recruit Thane Krios ASAP and get the Viper. It is a rapid-fire, single-shot sniper with an ammo capacity of 48 shots with 12 in the mag. It's not the most powerful, but you won't lack for ammo. On the Collector Ship mission, you'll be able to pick the Widow, a very powerful (one shot one kill) sniper rifle with an ammo capacity of 12 shots. Alternatively, you can go for AR training or Shotgun training and carry a third weapon. As for SR Damage upgrades, you should be able to buy one on Omega and another one on the Citadel (you won't need to process these, but having both should give you access to the AP Sniper Rifles upgrade. You should also collect a SR Damage upgrade on Grunt's recruitment mission (which will give you SR Headshots) and another SR Damage upgrade on Thane's recruitment mission and Garrus' loyalty mission. If you have LOtSB, there is another SR Damage Upgrade available from Liara's daily deliveries terminal. I use different heavy weapons for different missions - The M-77 missile launcher is pretty much mandatory for me on the Daratar: Eclipse Smuggling Depot mission Aria gives you (if you want to be able to save all 20 crates on insanity) - Consult YouTube for a how-to if you want to use it. For a lot of other missions, I'll carry the Collector Particle Beam (which you acquire on Horizon). The ARC projector (which I believe is also a digital deluxe weapon) is great for missions where you're facing a lot of shields or where there is are a lot of synthetics (e.g. Tali's recruitment mission). For an insanely powerful instantaneous, absolutely nuclear blast, the CAIN RULES (it's disadvantage is that it takes a moment to charge before firing - so you're out of cover while it does that). The usefulness of Warp Ammo gets bigger in the latter half of the game when you start facing more enemies with barriers, but as I said before, I really lean towards Energy Drain on the Infiltrator. As Red mentioned, stasis is an extremely powerful bonus power and very effective even with only 1 point assigned to it (allowing you to use your points to max out all your other powers first). Reave is also very good generally on insanity. Glad you're enjoying your insanity run. Upup, tyty! Would u say the Widow is better w/ less bullets or the Viper (in general)? I have the Arc Projector - can't seem to find Incisor though? I bought the special edition physical for the 360. I forgot to ask - can you suggest a power-order on how I should train. Now I have 2 in Disruptor Ammo (mistake) - 2 in Cloak, 1 in Incinerate, 1 in Operative and 1 in Energy drain. Just hit level 7 - have 6 more points to spend. I really want to retrain powers but can't do that till later.
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Post by Deleted on Feb 14, 2017 5:51:55 GMT
If you have the Incisor (from the digital deluxe edition), you can give it a try. It fires a 3-round burst such that the rounds go off almost instantaneously. It has the equivalent of 1 more shot than the Mantis (ammo capacity of 30). If you're good and the enemies are really close together, you can sometimes take out two of the lower ones with one 3-round burst. Once you hit the second round of dossiers, you'll want to recruit Thane Krios ASAP and get the Viper. It is a rapid-fire, single-shot sniper with an ammo capacity of 48 shots with 12 in the mag. It's not the most powerful, but you won't lack for ammo. On the Collector Ship mission, you'll be able to pick the Widow, a very powerful (one shot one kill) sniper rifle with an ammo capacity of 12 shots. Alternatively, you can go for AR training or Shotgun training and carry a third weapon. As for SR Damage upgrades, you should be able to buy one on Omega and another one on the Citadel (you won't need to process these, but having both should give you access to the AP Sniper Rifles upgrade. You should also collect a SR Damage upgrade on Grunt's recruitment mission (which will give you SR Headshots) and another SR Damage upgrade on Thane's recruitment mission and Garrus' loyalty mission. If you have LOtSB, there is another SR Damage Upgrade available from Liara's daily deliveries terminal. I use different heavy weapons for different missions - The M-77 missile launcher is pretty much mandatory for me on the Daratar: Eclipse Smuggling Depot mission Aria gives you (if you want to be able to save all 20 crates on insanity) - Consult YouTube for a how-to if you want to use it. For a lot of other missions, I'll carry the Collector Particle Beam (which you acquire on Horizon). The ARC projector (which I believe is also a digital deluxe weapon) is great for missions where you're facing a lot of shields or where there is are a lot of synthetics (e.g. Tali's recruitment mission). For an insanely powerful instantaneous, absolutely nuclear blast, the CAIN RULES (it's disadvantage is that it takes a moment to charge before firing - so you're out of cover while it does that). The usefulness of Warp Ammo gets bigger in the latter half of the game when you start facing more enemies with barriers, but as I said before, I really lean towards Energy Drain on the Infiltrator. As Red mentioned, stasis is an extremely powerful bonus power and very effective even with only 1 point assigned to it (allowing you to use your points to max out all your other powers first). Reave is also very good generally on insanity. Glad you're enjoying your insanity run. Upup, tyty! Would u say the Widow is better w/ less bullets or the Viper (in general)? I have the Arc Projector - can't seem to find Incisor though? I bought the special edition physical for the 360. I forgot to ask - can you suggest a power-order on how I should train. Now I have 2 in Disruptor Ammo (mistake) - 2 in Cloak, 1 in Incinerate, 1 in Operative and 1 in Energy drain. Just hit level 7 - have 6 more points to spend. I really want to retrain powers but can't do that till later. The two (Viper vs. Widow) are equally good. It really depends on the sort of sniper you are... Great at head shots and one shot, one kill tactics - Widow; putting advancing enemies under rapid fire with mostly body shots where they are flinching and can't really fire back at you - Viper. Can't remember, on the 360, the Incisor is probably in one of the DLC ammo packs you can get through the Live marketplace. I'll try to start up my system and have a look for you. Don't bother retraining... just throw your points into Incinerate for now, then in cloak. Disruptor ammo is actually pretty good; but IMO, cryo is better. You'll probably want the squad cryo option eventually since none of the squad has cryo available for themselves. Alternatively, you can just let everyone use their own type of ammo (i.e. not setting anything as a squad ammo). You'll be forfeiting one of their other powers to do that though. ETA: Nope, can't sign into Live tonight... My son is using his profile while he is out in the field working... and I'll bump him from his portable Xbox system if I try to borrow his profile to check out the Live marketplace (pitfall of being old and reliant on one's kids for some things).
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Post by fraggle on Feb 14, 2017 7:52:18 GMT
If you go with the Mantis/Widow later on, you can get an Off-Hand Ammo Pack from Rodam Expeditions on the Citadel, which adds 10% more ammo. I use it for shotguns and probably on my Widow run. Personally I adored the Viper. I had planned to use the Widow on my one Soldier, but ended up falling in love with the Viper. A huge plus for the Viper is that missing one shot doesn't really matter, but it very much does with the Widow. Just try both out a little. The Widow does a bit more damage on Armor, but Viper does a little more damage on Shields and Barriers and is only marginally weaker than the Widow on Armor. I'm sure you'll find which one suits your play style best. I can also recommend using Cryo Ammo, as UpUpAway already said. And I also agree with the use of Heavy Weapons. I recently tried the Arc Projector for the first time and it was pretty neat (it's great during husk rushs). I always use the Cain for the core on the derelict Reaper and on the end boss. Missile Launcher is the one I take most, but I actually rarely use heavy weapons, only for the most annoying parts
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Post by Nightlife on Feb 14, 2017 21:04:12 GMT
Thanks guys, can I ask why Cryo Ammo is so good? for CC/slow-down?
Also, if I get Cryo Ammo, I assume Mordin is less good with his Cryo blast? Going to recruit Jack next.
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Post by Deleted on Feb 14, 2017 21:09:23 GMT
Thanks guys, can I ask why Cryo Ammo is so good? for CC/slow-down? Also, if I get Cryo Ammo, I assume Mordin is less good with his Cryo blast? Going to recruit Jack next. It's OK for slowing things down, but that's not it's best feature. It's the shatter effect (see cryo explosion) power combos. A lot of different things can detonate it: masseffect.wikia.com/wiki/Power_CombosYou'll notice that Mordin's Cryo Blast can be detonated by the same powers... but, of course, you have to set it up. With an ammo, particularly a squad ammo, it's pretty much a given that you'll have the enemies already primed by your squad's weapons fire before you even think of firing off your first power. Of course, disruptor ammo can be detonated as well... and I said it was good; but I do seem to find I get better results out of the cryo ammo. You'd have to ask someone else, probably capri233, if there's an actual difference in the numbers.
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Post by Nightlife on Feb 14, 2017 21:17:02 GMT
Thanks guys, can I ask why Cryo Ammo is so good? for CC/slow-down? Also, if I get Cryo Ammo, I assume Mordin is less good with his Cryo blast? Going to recruit Jack next. It's OK for slowing things down, but that's not it's best feature. It's the shatter effect (see cryo explosion) power combos. A lot of different things can detonate it: masseffect.wikia.com/wiki/Power_CombosYou'll notice that Mordin's Cryo Blast can be detonated by the same powers... but, of course, you have to set it up. With an ammo, particularly a squad ammo, it's pretty much a given that you'll have the enemies already primed by your squad's weapons fire before you even think of firing off your first power. Oh cool - there aren't many combos in ME2 though, right? I honestly keep forgetting about Miranda's warp combo. So is it Cryo Explosion? Is it just an AoE freeze when triggered or a Shatter effect? If I'm going the Cryo route (seems cool!) which other squad members go best with that. Someone with Concussive Blast like Garrus then? Or another Incinerate?
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Post by Deleted on Feb 14, 2017 21:31:01 GMT
It's OK for slowing things down, but that's not it's best feature. It's the shatter effect (see cryo explosion) power combos. A lot of different things can detonate it: masseffect.wikia.com/wiki/Power_CombosYou'll notice that Mordin's Cryo Blast can be detonated by the same powers... but, of course, you have to set it up. With an ammo, particularly a squad ammo, it's pretty much a given that you'll have the enemies already primed by your squad's weapons fire before you even think of firing off your first power. Oh cool - there aren't many combos in ME2 though, right? I honestly keep forgetting about Miranda's warp combo. So is it Cryo Explosion? Is it just an AoE freeze when triggered or a Shatter effect? If I'm going the Cryo route (seems cool!) which other squad members go best with that. Someone with Concussive Blast like Garrus then? Or another Incinerate? There aren't as many combos in ME2 as ME3. There is a definite shatter effect with a cryo explosion even in ME2. It's really neat with a vanguard... having someone you've frozen just explode into glassy little bits when you charge them... sweet. Just look down the list of detonating powers and compare them with the powers your squad mates do have in ME2. There's shockwave (Jack), incinerate (Mordin), warp (Miranda & Thane), slam (Miranda), throw (Thane & Samara), concussive shot (Garrus, Grunt & Zaeed),
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Post by Nightlife on Feb 15, 2017 0:36:43 GMT
Ok - is another strategy to freeze an enemy, then snipe them? Or is that overkill?
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Post by capn233 on Feb 15, 2017 2:43:06 GMT
The only actual combo in ME2 is the warp explosion, which is when a target is lifted by a biotic and then detonated by Warp. Target will take double warp damage, and units in the AOE take warp damage. The amount of damage and AOE is listed in the rank of warp.
One thing to keep in mind about bonus power ammos, and really all ammo in general in ME2, is that the relative contribution to damage declines as you get weapon upgrades since ammo damage is calculated off of base damage*. So if I am at the very beginning with 0/6 sniper upgrades, my ammo damage is a larger percentage than when I have maxed upgrades later game.
Ragdolled or frozen targets in ME2 take "double damage" from weapons. In reality this is a 100% "additive" bonus applied to the weapon damage, so late game if you have a lot of upgrades and other bonuses it really isn't double damage, but extra damage is better than no extra damage. One problem with trying to freeze enemies before you snipe them is that they tend to fall over, and that may prevent you from getting a shot if cover or other junk is in the way.
*Assault rifles are actually a bit odd in that the upgrades modify base weapon damage instead of giving a typical bonus, so for only that weapon class your ammo damage will scale through the game with the upgrades.
edit:
Weapon defense multipliers are really important in ME2, and are potentially very large bonuses relative to ammo damage. For instance, the standard SMG multiplier to shields is 1.5x. So that is always 50% bonus damage to shields. If you research the shield piercing upgrade, you get a second 1.5x multiplier for an effective 2.25x multiplier.
Similarly the Mantis has a 1.5x armor multiplier to start with, and then the penetration upgrade gives you another 1.5x for 2.25x effective to armor. Meanwhile the shield multiplier is always 1x, and then you can add a little bit of damage to shields with Disruptor. What makes the snipers effective against humanoid targets is the headshot upgrade.
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Post by Nightlife on Feb 15, 2017 3:14:57 GMT
The only actual combo in ME2 is the warp explosion, which is when a target is lifted by a biotic and then detonated by Warp. Target will take double warp damage, and units in the AOE take warp damage. The amount of damage and AOE is listed in the rank of warp. One thing to keep in mind about bonus power ammos, and really all ammo in general in ME2, is that the relative contribution to damage declines as you get weapon upgrades since ammo damage is calculated off of base damage*. So if I am at the very beginning with 0/6 sniper upgrades, my ammo damage is a larger percentage than when I have maxed upgrades later game. Ragdolled or frozen targets in ME2 take "double damage" from weapons. In reality this is a 100% "additive" bonus applied to the weapon damage, so late game if you have a lot of upgrades and other bonuses it really isn't double damage, but extra damage is better than no extra damage. One problem with trying to freeze enemies before you snipe them is that they tend to fall over, and that may prevent you from getting a shot if cover or other junk is in the way. *Assault rifles are actually a bit odd in that the upgrades modify base weapon damage instead of giving a typical bonus, so for only that weapon class your ammo damage will scale through the game with the upgrades. edit: Weapon defense multipliers are really important in ME2, and are potentially very large bonuses relative to ammo damage. For instance, the standard SMG multiplier to shields is 1.5x. So that is always 50% bonus damage to shields. If you research the shield piercing upgrade, you get a second 1.5x multiplier for an effective 2.25x multiplier. Similarly the Mantis has a 1.5x armor multiplier to start with, and then the penetration upgrade gives you another 1.5x for 2.25x effective to armor. Meanwhile the shield multiplier is always 1x, and then you can add a little bit of damage to shields with Disruptor. What makes the snipers effective against humanoid targets is the headshot upgrade. thanks capn. So, the Freeze/Concussive Shot thing is kind of a mini-combo and not treated like a Warp/Biotic combo? I'm rescuing Jack and noticing that Disruptor Ammo is better so far than Cryo ammo to get through shields. Also, is it bad if I use my sniper rifle if an enemy has a shield up? Is it best for armored foes? I think I'm doing it wrong. In general, I use SMG/Energy Drain/Overload for shields - then can shoot from the sniper rifle. So far I've just used my Cloak as an escape device - also it's hard to get headshots to work since I don't have slowdown yet. Seems like my level 3 Incinerate is doing more damage than a sniper shot. Can I ask which Ammo or squad ammo u like as a Infiltrator?
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Post by capn233 on Feb 15, 2017 4:19:57 GMT
The similarity would be that frozen targets take double damage like lifted targets do because they are considered ragdolled.
Cryo Ammo doesn't directly give any bonus damage in ME2, it is mostly for crowd control. Of course after they are completely frozen (freeze animation finished), they take the extra damage. Or if you are shooting a husk, they will be instantly killed when frozen (since ragdoll effects and fire DOT instantly kill them).
The ammo that is best depends on the situation, and the weapon. For the Widow or Mantis I would prefer Disruptor to help get through shields. Whether it will allow a one-shot kill is pretty complicated, but for basic mooks it will help. If the mission has absolutely no shields, then I would run Cryo. For the Viper, either one is good.
For a squad ammo, Cryo is in general superior since you are adding a lot of crowd control. Disruptor will CC mechs and Geth, but organic CC is very low (it has "weapon overheat" with enough investment, but that effect is extremely short on Insanity). Squad Cryo is amazing on husk heavy missions (one later plot mission in particular) since the husks are instakilled when the freeze.
Incinerate at rank 3 does 170 damage to health (before tech / power damage bonus, level scaling), and a Mantis should do 263.1 for a body shot. Against armor, Incinerate has a 2.4x multiplier. There isn't anything inherently wrong with using the Mantis on shielded mooks, the only thing is it isn't quite as ammo efficient as using it only against armor. Headshots are going to help a bit here, maybe try to get some points in passive when you get the chance. For now, if you are shooting an unshielded target and the Mantis isn't killing it, you could follow that with an Incinerate to finish their health (and if timed right shorten the Mantis reload). You could experiment with Cloak to see if the bonus damage is enough to get you over the hump as well.
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Post by Deleted on Feb 15, 2017 13:22:49 GMT
The only actual combo in ME2 is the warp explosion, which is when a target is lifted by a biotic and then detonated by Warp. Target will take double warp damage, and units in the AOE take warp damage. The amount of damage and AOE is listed in the rank of warp. One thing to keep in mind about bonus power ammos, and really all ammo in general in ME2, is that the relative contribution to damage declines as you get weapon upgrades since ammo damage is calculated off of base damage*. So if I am at the very beginning with 0/6 sniper upgrades, my ammo damage is a larger percentage than when I have maxed upgrades later game. Ragdolled or frozen targets in ME2 take "double damage" from weapons. In reality this is a 100% "additive" bonus applied to the weapon damage, so late game if you have a lot of upgrades and other bonuses it really isn't double damage, but extra damage is better than no extra damage. One problem with trying to freeze enemies before you snipe them is that they tend to fall over, and that may prevent you from getting a shot if cover or other junk is in the way. *Assault rifles are actually a bit odd in that the upgrades modify base weapon damage instead of giving a typical bonus, so for only that weapon class your ammo damage will scale through the game with the upgrades. edit: Weapon defense multipliers are really important in ME2, and are potentially very large bonuses relative to ammo damage. For instance, the standard SMG multiplier to shields is 1.5x. So that is always 50% bonus damage to shields. If you research the shield piercing upgrade, you get a second 1.5x multiplier for an effective 2.25x multiplier. Similarly the Mantis has a 1.5x armor multiplier to start with, and then the penetration upgrade gives you another 1.5x for 2.25x effective to armor. Meanwhile the shield multiplier is always 1x, and then you can add a little bit of damage to shields with Disruptor. What makes the snipers effective against humanoid targets is the headshot upgrade. I guess all the shattering I'm seeing in ME2 is then, technically, not a cryo explosion. It's still sweet, though. I just finish the Reaper IFF mission with Jack and between my squad freezing several husks at a time with their cryo ammo and then firing Jack's shockwave to shatter them, it was a cake walk.. and a lot of fun.
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Post by melbella on Feb 16, 2017 1:44:45 GMT
Yeah, it's unfortunate the only way to get Cryo ammo is to play as Infiltrator. All the other ammo options are carried by at least 1 squaddie (and fire has 2 - Jacob and Grunt). I used Jacob and Thane for all 3 parts of the Collector Base for squad fire ammo + warp, and it worked pretty well. Jacob's downside is he only uses slow-firing weapons; Grunt at least gets ARs as well as his special shotgun.
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Post by Deleted on Feb 16, 2017 1:51:43 GMT
Yeah, it's unfortunate the only way to get Cryo ammo is to play as Infiltrator. All the other ammo options are carried by at least 1 squaddie (and fire has 2 - Jacob and Grunt). I used Jacob and Thane for all 3 parts of the Collector Base for squad fire ammo + warp, and it worked pretty well. Jacob's downside is he only uses slow-firing weapons; Grunt at least gets ARs as well as his special shotgun. A vanguard has it as well.
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Post by Nightlife on Feb 17, 2017 3:25:18 GMT
Hey guys heading to Horizon. Thinking of using Miranda and Grunt. Is that a good combo? I'll use level 2 Cryo ammo as well.
I've got 4 points for Miranda - should I evolve Overload (and pick Area or Heavy) or put some for level 3 of Warp.
As a general question, is Area or Heavy evolutions of abilities more useful for Insanity?
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Post by TheWhiteWolf on Feb 17, 2017 4:07:24 GMT
Miranda definitely, but if it's your first time on Insanity I'd swap Grunt with someone else unless you're using his Squad Incendiary. You'll be up against Collectors so you'll want some Barrier smashers or Armour strippers with you. Try Miranda for Barriers and Mordin for Armour.
On the higher difficulties always go with the Area evo's imo.
Horizon can be fun or a slog sometimes, so just take it slow and easy. Good luck.
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Post by Deleted on Feb 17, 2017 4:41:14 GMT
Hey guys heading to Horizon. Thinking of using Miranda and Grunt. Is that a good combo? I'll use level 2 Cryo ammo as well. I've got 4 points for Miranda - should I evolve Overload (and pick Area or Heavy) or put some for level 3 of Warp. As a general question, is Area or Heavy evolutions of abilities more useful for Insanity? Miranda and Mordin would be my preference as well. You'll probably want to put the points in Miranda's warp at this point since you'll be coming up against more barriers. A quick tip is to avoid taking down the Harbingers that appear until after you've taken down all the others, concentrating on the collector assassins first. Harbingers will continue to respawn as long as there are other collectors about that they can take over. If you take out all the collectors first, only one Harbinger will form per battle. However, the Harbingers are agressive, so you may find that you will just have to bite the bullet and kill him as he gets right into your face or that of one of your squad. As for area vs. heavy - I tend to go with area evolutions moreso than heavy.
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Post by Nightlife on Feb 17, 2017 5:09:40 GMT
ty guys I went with Grunt/Miranda - Concussion pretty good against Barriers and I thought Incendiary Ammo decent. Half way thru. Need more medigel - thanks for the Harby tip
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Post by melbella on Feb 17, 2017 5:42:24 GMT
Hey guys heading to Horizon. Thinking of using Miranda and Grunt. Is that a good combo? I'll use level 2 Cryo ammo as well. I've got 4 points for Miranda - should I evolve Overload (and pick Area or Heavy) or put some for level 3 of Warp. As a general question, is Area or Heavy evolutions of abilities more useful for Insanity? ty guys I went with Grunt/Miranda - Concussion pretty good against Barriers and I thought Incendiary Ammo decent. Half way thru. Need more medigel - thanks for the Harby tip
Good luck. Save often!
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Post by Nightlife on Feb 17, 2017 6:35:31 GMT
Took me about 10 tries at the final Horizon fight ugh. But I got it! Realize Mordin would have been better - I was thinking Collector's had more Barrier issues than Armor - damn husks!
Which 5 missions would you recommend after Horizon for an Infiltrator? Or does it matter much?
Also I retrained powers to get Area Incinerate - good?
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