You would have needed to get the online pass from Battle Field 3 or wait till the 17th, I dunno when on the 17th but that's what it said on the Bioware site.The_Lost_King said:how do you activate the online part of the demo?
sage42 said:This may be the best comment relating to Mass Effect I've ever heard.RJ 17 said:This is Mass Effect, if you're not throwing technical fireballs or warp hadukins, you're not having fun.
I do agree that pound for pound, if you're looking for a one-man wrecking crew, Soldier is the way to go. But it's like I said in my previous post: for me they're just not fun. You get guns and special ammo...that's about it.TheEndlessGrey said:"Soldier class kicks ass."
Aerosteam 1908 said:I agree. I don't really care much for the powers other classes have, all I did in Mass Effect 2 was equip the appropriate ammo type for my assault rifle and fired away while under the effect of adrenaline rush. Really simple, just the way I like it. All this complicated power stuff is for the squad members.Offworlder said:AS much as every says about it, Imma stick with being a Solider, I don't have the strategic mind to use any other class.
Now, having completed new playthroughs of ME 1 and 2 with my FemShep, time to go do so with my MaleShep.RJ 17 said:This is Mass Effect, if you're not throwing technical fireballs or warp hadukins, you're not having fun.
Thanks, can't wait till the 17th then.sage42 said:You would have needed to get the online pass from Battle Field 3 or wait till the 17th, I dunno when on the 17th but that's what it said on the Bioware site.The_Lost_King said:how do you activate the online part of the demo?
No no, its charge > shotgun > falco punch! In multiplay I fully up'd my charge and only took one weapon. Now I get my power back so fast and punching perks boost its dmg so almost nothing short of a barrage of enemies can stop you. Yes, vanguard is broken in a beautifully satisfying way.Nfritzappa said:Charge -> Nova -> Shotgun
-> Repeat
The vanguard may be overpowered now but its great.
Quick question, what difficulty were you playing on with these classes?Zhukov said:SNIP
I need to get on that myself. I can do ME1 in ~10 hours (6 or so omitting all the side stuff), though ME2 will take a little longer.Buchholz101 said:Now, I need to finish making my perfect ME play-through, so if you'll excuse me...
Times like this I wish I didn't have a life.Zydrate said:I need to get on that myself. I can do ME1 in ~10 hours (6 or so omitting all the side stuff), though ME2 will take a little longer.Buchholz101 said:Now, I need to finish making my perfect ME play-through, so if you'll excuse me...
Charge was what made Insanity tolerable. Charge, melee, shoot, panic for cover until charge cooled down and then run for cover again. The alternative was to play any other class and wait for your shields to be depleted by the sand the bullets were kicking up. I didn't bother with squadmates unless I ran out of ammo and needed to finish bitches off.Zhukov said:Sentinels were at their best on the harder difficulties where all enemies have the extra layers of protection. A sentinel is the only class that can handle all three kinds of shields. Also, tech armour was extremely useful if used correctly.RJ 17 said:Bah, Sentinels have always been a crap-class if you ask me. Being able to use biotic and tech abilities is nice...too bad you don't get any good ones from either.
Yeah, it was easy to charge in and get messed up in short order.RJ 17 said:Vanguard was fun in ME 1, but apparently I was too retarded to understand how Charge worked in ME 2, as I could charge into combat just fine, it was the "charge back out when things get too dicey" that I could never get to work...namely because (at least as far as I could tell) you had to be targeting an enemy in order to execute Charge...which means that warping back to the cover the rest of your party is behind isn't an option.
My favoured tactic was to get the area-of-effect version of the charge ability, charge into a clump of enemies, sending one flying (ideally over a cliff) and staggering the rest, shotgun and melee the survivors, then call in abilities from my squad (say, a shockwave from Jack and a concussive blast from Grunt) to cover my arse while I run for safety.
Also, charging partially recharges your barrier and causes even shielded enemies to stagger. This makes it useful in emergencies, even at point blank range.
Various, ranging from normal to insanity.Buchholz101 said:Quick question, what difficulty were you playing on with these classes?Zhukov said:SNIP
I'm actually not saying squad selection is only important to a soldier, although I can see how that might be taken from my comment. If anything I'm saying squad selection is less important, because within certain context they're pretty much interchangeable to me when I play that class. To rephrase then, when I said earlier that I like to pick and choose which powers I bring on a mission, what I mean is that I like to be able to select the powers I *want* to bring, rather than the ones I *need* to bring. Because if it comes to it I can switch to the appropriate ammo and finish the fight myself.RJ 17 said:I'd argue with your point about squad selection only being important if you're a soldier by saying if you go to any mission without a good squad setup then you're going to get boned.
What I'm saying, though, is that you say you like relying on your squad for powers, but you also like doing most of the work yourself. My point is that that's essentially what your squad is there to do no matter what class you pick, they're there to cover up the shortcomings of your class. Their powers aren't as strong as yours, nor are their weapons, however if you pick the right squadmates to mix with your class, you can be nigh unstoppable no matter what class you pick.