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ssj12 said:

best ammo in the game is Warp Ammo. Its jack's power-up.

Warp Ammo is absolutely terrible on any class that relies primarily on its guns for damage output (Soldier, Vanguard, Infiltrator). Any other class is better off focusing their points on other powers.



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zgamer5 said:

im patiently waiting to get the game.

meanwhile i have questions:

-1- are their many side missions, ones with stroes?

-2- is the world like da:o, can you go and talk to people in towns and go to shops?

-3- can you skip cutscenes(would help replayability, i hate watching familiar cut scenes.)


1. Yes.  The game can be played in a non-linear manner and everything still feels tight and flawless.  And everything seems to be story related.  You may meet a random NPC and tell them something that seems inconsequential.  It'll manifest as a side mission or something, later on.  All of the side quests have stories (some involve stores, if that's what you meant.)/

2. Yes.  Tons of shops, tons of towns, tons of NPC's that you can talk to and they'll have tons to say.  It's a bit deeper than DA:O because of the deeper conversation trees.

3. Yep.  Just hit "X" on the 360.  I think you have to hit [ ] on the PS3.  I only skip cutscenes if I've died, though.  You can do the same thing to cut conversations short if you're in a rush.



d21lewis said:
zgamer5 said:

im patiently waiting to get the game.

meanwhile i have questions:

-1- are their many side missions, ones with stories?

-2- is the world like da:o, can you go and talk to people in towns and go to shops?

-3- can you skip cutscenes(would help replayability, i hate watching familiar cut scenes.)


1. Yes.  The game can be played in a non-linear manner and everything still feels tight and flawless.  And everything seems to be story related.  You may meet a random NPC and tell them something that seems inconsequential.  It'll manifest as a side mission or something, later on.  All of the side quests have stories (some involve stores, if that's what you meant.)/

2. Yes.  Tons of shops, tons of towns, tons of NPC's that you can talk to and they'll have tons to say.  It's a bit deeper than DA:O because of the deeper conversation trees.

3. Yep.  Just hit "X" on the 360.  I think you have to hit [ ] on the PS3.  I only skip cutscenes if I've died, though.  You can do the same thing to cut conversations short if you're in a rush.


thanks.

and i meant stories not stores :P

wow im relieved! im glad it has lots of exploration and a world to discover.



Being in 3rd place never felt so good

Khuutra said:
ssj12 said:

best ammo in the game is Warp Ammo. Its jack's power-up.

Warp Ammo is absolutely terrible on any class that relies primarily on its guns for damage output (Soldier, Vanguard, Infiltrator). Any other class is better off focusing their points on other powers.


Not true, its the best ammo for the collectors. Collectors have nothing but shields and armor which are easily taken down with Warp Ammo. I beat the first major boss fight in Lair of the Shadow Broker pretty easily, too, since she is all shields and armor.



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ssj12 said:
Khuutra said:
ssj12 said:

best ammo in the game is Warp Ammo. Its jack's power-up.

Warp Ammo is absolutely terrible on any class that relies primarily on its guns for damage output (Soldier, Vanguard, Infiltrator). Any other class is better off focusing their points on other powers.

Not true, its the best ammo for the collectors. Collectors have nothing but shields and armor which are easily taken down with Warp Ammo. I beat the first major boss fight in Lair of the Shadow Broker pretty easily, too, since she is all shields and armor.

What weapons do you recommend that for, exactly? Let's break this shit down, what say! Note that these figures are estimates, and I am making up Harbinger's health, but the effect is real and concrete.

Now let's say you shoot Harbinger with the Widow. The problem with the Widow is that the extra damage call for any particular shot is only made on the first layer of an enemy's protection, so the 50% damage from Heavy Warp ammo would only apply to Harbinger's Barrier. So let's say you shoot Harbinger in the chest with Heavy Warp Ammo on a base level Widow, which we'll round up to 400 power for the sake of easy maths. That 50% damage call means you do 600 damage to his barrier. If his barrier has 500 points then you should have 100 points left to deal to his armor - 150 after the Widow's natural armor-piercing capabilities, right? Except not really, because you lose the 50% damage bonus from Warp, so 66 becomes 100. If he has 500 armor too, then he's left with 400 armor before he bites it. Now after the next shot his armor disappears and he is dead! Hurray!

In comparison, a Widow without Heavy Warp Ammo would leave him about 50 armor after two shots to the chest, which means a third shot would be necessary to kill him.

So, yes, Warp Ammo can be effective against high-health targets in particular when it comes to Sniper Rifles. What's the problem, then?

The problem is that you're trading off one of your power slots that could be used for something more useful (like Stasis) in order to get the same affect as one freaking Unstable Warp from a teammate, and if you don't bring a Warper with you on Collector missions then you're a fool.

Soldiers can't afford to take Warp Ammo anyway, not if they want the far superior Inferno Ammo Disruptor Ammo while piling on their class and adrenaline rush. After that it's down to Warp Ammo versus Team Cryo Ammo, which is the most widely applicable ammo on the Insanity setting, and that's not really a contest.

Vanguards are even worse, because they literally should never use an ammo power aside from Inferno. Warp Ammo doesn't add much to the fact that some shotguns (when fully upgraded) already do 100% weapon damage to enemy barriers and shields, making Warp Ammo redundant before it gets off the ground - the extra 10 damage to armor is much more important, and the crowd control is immensely important - Inferno Ammo will save your life a dozen times over the course of any given mission in Insanity thanks to its crowd control effect, and it should not ever be turned off unless you're fighting geth.

The only case where you could justify using Warp Ammo on a Vanguard is when fighting Praetorians, and

1. There's only two of them in the entire game, and

2. They're better handled with heavy weapons anyway!

No, there is just no good reason to use Warp Ammo on Insanity. You could maybe make an argument for Infiltrators, maybe, but they have access to better bonus powers for almost every situation.



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d21lewis said:

My first playthrough was about  a year ago.  I played it on "normal".  It was pretty fun but it wasn't very challenging.  Now I'm doing my "Insanity" plathrough.  Before when I played, I'd see a Krogan and shoot the hell out of them without a second though.  Now, when I see a Krogan, I think "HOLY SHIT" and my entire crew runs for their lives and we plot how to take that tough bastard out.  I'm really having to put a lot of thought into my upgrades, my crew, their weapons, and which armor I wear.  My love for this game has been elevated to another level.  It's got a depth that I didn't appreciate the first time through.

I've been trying to tell people this that complain about the game but they just won't do it.  From Normal to Insanity it goes from being a pretty decent TPS with RPG elements to being a cool RPG with a strong TPS combat engine.

Don't fear Krogans, though.  Focus all of your squad's attacks solely on the Krogan as soon as you see him to get its defenses down and then its fair game.  Knowing what defenses the enemies in a level have helps you decide what squad to take.  Krogan's are all Armor so take someone with abilities that work great against getting Armor down (Mordin with Incinerate, Garrus with Armor-Piercing ammo, etc).  As a Vanguard, I would do that and then have some one use Pull on him and then I would Charge him.  As long as the Krogan's don't get close enough to charge you or your squad before you get his defenses down, you'll be fine.

Insanity was a frustrating joy.  



Khuutra said:

What weapons do you recommend that for, exactly? Let's break this shit down, what say! Note that these figures are estimates, and I am making up Harbinger's health, but the effect is real and concrete.

Now let's say you shoot Harbinger with the Widow. The problem with the Widow is that the extra damage call for any particular shot is only made on the first layer of an enemy's protection, so the 50% damage from Heavy Warp ammo would only apply to Harbinger's Barrier. So let's say you shoot Harbinger in the chest with Heavy Warp Ammo on a base level Widow, which we'll round up to 400 power for the sake of easy maths. That 50% damage call means you do 600 damage to his barrier. If his barrier has 500 points then you should have 100 points left to deal to his armor - 150 after the Widow's natural armor-piercing capabilities, right? Except not really, because you lose the 50% damage bonus from Warp, so 66 becomes 100. If he has 500 armor too, then he's left with 400 armor before he bites it. Now after the next shot his armor disappears and he is dead! Hurray!

In comparison, a Widow without Heavy Warp Ammo would leave him about 50 armor after two shots to the chest, which means a third shot would be necessary to kill him.

So, yes, Warp Ammo can be effective against high-health targets in particular when it comes to Sniper Rifles. What's the problem, then?

The problem is that you're trading off one of your power slots that could be used for something more useful (like Stasis) in order to get the same affect as one freaking Unstable Warp from a teammate, and if you don't bring a Warper with you on Collector missions then you're a fool.

Soldiers can't afford to take Warp Ammo anyway, not if they want the far superior Inferno Ammo Disruptor Ammo while piling on their class and adrenaline rush. After that it's down to Warp Ammo versus Team Cryo Ammo, which is the most widely applicable ammo on the Insanity setting, and that's not really a contest.

Vanguards are even worse, because they literally should never use an ammo power aside from Inferno. Warp Ammo doesn't add much to the fact that some shotguns (when fully upgraded) already do 100% weapon damage to enemy barriers and shields, making Warp Ammo redundant before it gets off the ground - the extra 10 damage to armor is much more important, and the crowd control is immensely important - Inferno Ammo will save your life a dozen times over the course of any given mission in Insanity thanks to its crowd control effect, and it should not ever be turned off unless you're fighting geth.

The only case where you could justify using Warp Ammo on a Vanguard is when fighting Praetorians, and

1. There's only two of them in the entire game, and

2. They're better handled with heavy weapons anyway!

No, there is just no good reason to use Warp Ammo on Insanity. You could maybe make an argument for Infiltrators, maybe, but they have access to better bonus powers for almost every situation.

You, sir, just hopefully sold a ton of people on one of the less known reasons why this game is soooooo great.  Thank you!



First thing am getting after my economics exam.

Questions

How many party members can you pick from?

Which are the best to compensate a Vanguard?

New to the series, heard that even in normal difficulty the game can be pretty easy is this true?



"Life is but a gentle death. Fate is but a sickness that results in extinction and in the midst of all the uncertainty, lies resolve."

Kamal said:

First thing am getting after my economics exam.

Questions

How many party members can you pick from?

Which are the best to compensate a Vanguard?

New to the series, heard that even in normal difficulty the game can be pretty easy is this true?

Up to ten without DLC, a dozen with. I think. I could be off by one.

Differs from mission to mission. Vanguards don't need compensation if you play them right, but their complements vary. Miranda is always a good bet, most of the time.

Go ahead and hop into Veteran. The game is balanced around Normal. Jump into Insanity for fun. But do not jump into Insanity as a Vanguard. They need a Veteran-or-below playthrough to get used to them, first.



Khuutra said:
ssj12 said:
Khuutra said:
ssj12 said:

best ammo in the game is Warp Ammo. Its jack's power-up.

Warp Ammo is absolutely terrible on any class that relies primarily on its guns for damage output (Soldier, Vanguard, Infiltrator). Any other class is better off focusing their points on other powers.

Not true, its the best ammo for the collectors. Collectors have nothing but shields and armor which are easily taken down with Warp Ammo. I beat the first major boss fight in Lair of the Shadow Broker pretty easily, too, since she is all shields and armor.

What weapons do you recommend that for, exactly? Let's break this shit down, what say! Note that these figures are estimates, and I am making up Harbinger's health, but the effect is real and concrete.

Now let's say you shoot Harbinger with the Widow. The problem with the Widow is that the extra damage call for any particular shot is only made on the first layer of an enemy's protection, so the 50% damage from Heavy Warp ammo would only apply to Harbinger's Barrier. So let's say you shoot Harbinger in the chest with Heavy Warp Ammo on a base level Widow, which we'll round up to 400 power for the sake of easy maths. That 50% damage call means you do 600 damage to his barrier. If his barrier has 500 points then you should have 100 points left to deal to his armor - 150 after the Widow's natural armor-piercing capabilities, right? Except not really, because you lose the 50% damage bonus from Warp, so 66 becomes 100. If he has 500 armor too, then he's left with 400 armor before he bites it. Now after the next shot his armor disappears and he is dead! Hurray!

In comparison, a Widow without Heavy Warp Ammo would leave him about 50 armor after two shots to the chest, which means a third shot would be necessary to kill him.

So, yes, Warp Ammo can be effective against high-health targets in particular when it comes to Sniper Rifles. What's the problem, then?

The problem is that you're trading off one of your power slots that could be used for something more useful (like Stasis) in order to get the same affect as one freaking Unstable Warp from a teammate, and if you don't bring a Warper with you on Collector missions then you're a fool.

Soldiers can't afford to take Warp Ammo anyway, not if they want the far superior Inferno Ammo Disruptor Ammo while piling on their class and adrenaline rush. After that it's down to Warp Ammo versus Team Cryo Ammo, which is the most widely applicable ammo on the Insanity setting, and that's not really a contest.

Vanguards are even worse, because they literally should never use an ammo power aside from Inferno. Warp Ammo doesn't add much to the fact that some shotguns (when fully upgraded) already do 100% weapon damage to enemy barriers and shields, making Warp Ammo redundant before it gets off the ground - the extra 10 damage to armor is much more important, and the crowd control is immensely important - Inferno Ammo will save your life a dozen times over the course of any given mission in Insanity thanks to its crowd control effect, and it should not ever be turned off unless you're fighting geth.

The only case where you could justify using Warp Ammo on a Vanguard is when fighting Praetorians, and

1. There's only two of them in the entire game, and

2. They're better handled with heavy weapons anyway!

No, there is just no good reason to use Warp Ammo on Insanity. You could maybe make an argument for Infiltrators, maybe, but they have access to better bonus powers for almost every situation.


The two ammos I use are squad incendiary and squad disruptor until I max out warp, then i use squad warp ammo. I prefer playing as a soldier, I just prefer guns. I just wish you could embed more biotic abilities into shepherd like the first game. I never use the heavy variations of any ability as wider damage or more guns with an ability the better.

Guns I use are the heavy assault machine gun, the sniper with 13 bullets when maxed out, the 50cal once I get it, and the Geth Plasma shotgun. Oh and that pistol with the laser sight is damn awesome too.

At the end of the game I had 2/2 geth shields, and maxed every gun. And max biotic or tech mattering who I used half the game. Final battle I use Tali and Thane since they are weak and hell and so I can beat the game with no one dead. Every other mission I use Jack (maxed shockwave) and Garris, unless its a loyalty mission. 



PC gaming is better than console gaming. Always.     We are Anonymous, We are Legion    Kick-ass interview   Great Flash Series Here    Anime Ratings     Make and Play Please
Amazing discussion about being wrong
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