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Mar. 28th, 2017 08:16 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
ME:A blather- Heh, moving through the game at a snail's pace- mostly because when I land on a planet, I thoroughly do everything I can before moving on. Which reminds me, the saving in this game is bonkers. I guess that's another thing I hope comes in an upcoming patch, better saving, because right now its freaking inconsistent as hell. So I was pleasantly surprised when I did Voeld's vault that I was able to manual save inside it.
But, when I did the Kett base, not only could I not manually save, it wasn't auto-saving at what would be logical points. So I basically had to do it in one run, hoping I didn't die. Which wasn't a problem, but I don't like that hanging over me. This base was much easier than the Eos one, mostly because there wasn't that damn alarm going off and I didn't have to run around like a chicken with my head cut off trying to figure out where to shut it down and getting lost. And the dude with the thingie floating around him seemed to die much quicker this time. But I guess I had a better idea of how to beat him. Snipe the orb, then power combo.
Which that's something I need to keep remembering, I don't have to reserve incinerate and energy drain for solely armored and shielded enemies, respectively. I guess part of it is breaking out of the habit that things are on separate cooldowns. I mean, I'm vaguely aware of it, because I know I can prime and detonate all by myself. But I guess I'm slow on the trigger because I'm not used to them being available. All, "I just broke cloak, so I need to wait a few seconds before I can use my powers!" No, I don't.
But yeah, one of the issues I face in combat is when something gets in my face, and here I am, armed with my sniper rifle. I need to take a minute and remember I have all sorts of options other than "Trying to shoot them in the face at point blank range". I need to either punch them with my cryo gauntlet, which will freeze them. Quick change to the revenant and just gun them down with quick aimed bursts, particularly if its multiple enemies. Or even better, point blank incinerate to energy drain fire combo.
Which speaking of- I'm annoyed that when you hit the shielded Kett machine gunner, or the shielded cloaking guy, that if you tech combo them, they stagger. I mean, staggering is good, but it makes me think they're dead when they're not. I just need to remember to take another shot to put them down permanently.
Anyways, so I actually ended up re-speccing on the ship. I'm wondering if its something that shows up at a certain point, or if it was always there and I never noticed. Because they never tell you when its available if it wasn't available previously and then appeared. But it could be that the interface was just not visible unless you came at it from the correct angle?
I had re-specced because of a minor thing- I noticed in the sniper rifle passive, I had picked increase clip size, which is useless on the high damage, low clip size sniper rifles. Like the ones I've been using. I have no idea why I picked that instead of the reload time one. I guess because I knew I was getting killing spree as the 6th sniper evolution, and I was thinking, this will get me more shots before I have to reload. No, it doesn't. For the sniper rifles I use, the faster reload is what will give that to me.
But I think it worked out better. Since I didn't have to put a smattering of points across the tech tree, I could just max out incinerate and energy drain immediately as well as unlock tactical cloak- I ended up dropping overload since I don't use it and orignally only got the point to have spent enough points to get cloak. Heh, I did get an extra point from Remnant VI, since you get one for free when Peebee unlocks it. I put it back though, because I didn't know if that would cause something buggy later if the skill was no longer available.
Somehow, I ended up with more points spent in combat then tech, but I only need to spend 3 more tech points to unlock the next level of infiltrator.
I also feel all over the place with my armor. As I said before, the Maverick armor altogether gives you huge bonuses to head shots/weak points. But that's only applicable in a limited number of scenarios. The chest gives you a bonus to weapon damage, so that's definitely a must, but the arms and legs only do the weak point/spare ammo increase. I guess I could forge them anyways, and keep them on hand to switch to when I know I'm going to face an architect. Not that I could right now, because they require uranium. Which I can buy at the Nexus, but at 97 a pop, I don't actually have the money right now.
But since I don't have a consistent, "this is what I'm built for" idea for my character, I have a different armor set for each slot. I took pathfinder arms for the damage reduction and weapon accuracy when I'm using the Revenant, and the Angaran legs for the tech power damage and duration increase and boost to shields. Presumably the duration increase applies to cloak. And since I use incinerate and energy drain a lot, the tech power damage is prolly good for those.
In ME:3, there was an obvious thing to get for your class. But since you're effectively classless, unless you go full soldier/adept/engineer, the choices are less obvious. But yeah, so I still have the deep space explorer helmet (I'm still hesitant to give up that XP bonus, though I might once I get the cryo pod perk, which means I have to make a decision on what I want to do for that slot), a maverick chest piece (with the augment that gives you shielding from killing an enemy), Pathfinder arms, and Angaran legs, all with various augs to health/shields/tech power duration and damage on top of the native boosts.
I've toyed around with the colors a little bit, but it can end up being a time sink if I try to really work on it.
But, when I did the Kett base, not only could I not manually save, it wasn't auto-saving at what would be logical points. So I basically had to do it in one run, hoping I didn't die. Which wasn't a problem, but I don't like that hanging over me. This base was much easier than the Eos one, mostly because there wasn't that damn alarm going off and I didn't have to run around like a chicken with my head cut off trying to figure out where to shut it down and getting lost. And the dude with the thingie floating around him seemed to die much quicker this time. But I guess I had a better idea of how to beat him. Snipe the orb, then power combo.
Which that's something I need to keep remembering, I don't have to reserve incinerate and energy drain for solely armored and shielded enemies, respectively. I guess part of it is breaking out of the habit that things are on separate cooldowns. I mean, I'm vaguely aware of it, because I know I can prime and detonate all by myself. But I guess I'm slow on the trigger because I'm not used to them being available. All, "I just broke cloak, so I need to wait a few seconds before I can use my powers!" No, I don't.
But yeah, one of the issues I face in combat is when something gets in my face, and here I am, armed with my sniper rifle. I need to take a minute and remember I have all sorts of options other than "Trying to shoot them in the face at point blank range". I need to either punch them with my cryo gauntlet, which will freeze them. Quick change to the revenant and just gun them down with quick aimed bursts, particularly if its multiple enemies. Or even better, point blank incinerate to energy drain fire combo.
Which speaking of- I'm annoyed that when you hit the shielded Kett machine gunner, or the shielded cloaking guy, that if you tech combo them, they stagger. I mean, staggering is good, but it makes me think they're dead when they're not. I just need to remember to take another shot to put them down permanently.
Anyways, so I actually ended up re-speccing on the ship. I'm wondering if its something that shows up at a certain point, or if it was always there and I never noticed. Because they never tell you when its available if it wasn't available previously and then appeared. But it could be that the interface was just not visible unless you came at it from the correct angle?
I had re-specced because of a minor thing- I noticed in the sniper rifle passive, I had picked increase clip size, which is useless on the high damage, low clip size sniper rifles. Like the ones I've been using. I have no idea why I picked that instead of the reload time one. I guess because I knew I was getting killing spree as the 6th sniper evolution, and I was thinking, this will get me more shots before I have to reload. No, it doesn't. For the sniper rifles I use, the faster reload is what will give that to me.
But I think it worked out better. Since I didn't have to put a smattering of points across the tech tree, I could just max out incinerate and energy drain immediately as well as unlock tactical cloak- I ended up dropping overload since I don't use it and orignally only got the point to have spent enough points to get cloak. Heh, I did get an extra point from Remnant VI, since you get one for free when Peebee unlocks it. I put it back though, because I didn't know if that would cause something buggy later if the skill was no longer available.
Somehow, I ended up with more points spent in combat then tech, but I only need to spend 3 more tech points to unlock the next level of infiltrator.
I also feel all over the place with my armor. As I said before, the Maverick armor altogether gives you huge bonuses to head shots/weak points. But that's only applicable in a limited number of scenarios. The chest gives you a bonus to weapon damage, so that's definitely a must, but the arms and legs only do the weak point/spare ammo increase. I guess I could forge them anyways, and keep them on hand to switch to when I know I'm going to face an architect. Not that I could right now, because they require uranium. Which I can buy at the Nexus, but at 97 a pop, I don't actually have the money right now.
But since I don't have a consistent, "this is what I'm built for" idea for my character, I have a different armor set for each slot. I took pathfinder arms for the damage reduction and weapon accuracy when I'm using the Revenant, and the Angaran legs for the tech power damage and duration increase and boost to shields. Presumably the duration increase applies to cloak. And since I use incinerate and energy drain a lot, the tech power damage is prolly good for those.
In ME:3, there was an obvious thing to get for your class. But since you're effectively classless, unless you go full soldier/adept/engineer, the choices are less obvious. But yeah, so I still have the deep space explorer helmet (I'm still hesitant to give up that XP bonus, though I might once I get the cryo pod perk, which means I have to make a decision on what I want to do for that slot), a maverick chest piece (with the augment that gives you shielding from killing an enemy), Pathfinder arms, and Angaran legs, all with various augs to health/shields/tech power duration and damage on top of the native boosts.
I've toyed around with the colors a little bit, but it can end up being a time sink if I try to really work on it.