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Thoughts/tactics for the turian ghost? I've already noticed he's stacked much more toward ARs and shock attacks than standing in the back and sniping. He also seems like a pretty mobile tank.
I basically pop a Special Ops pack whenever my shields break. I like him with the Phaeston. Cloak, shoot. Or hell, Overload, shoot. As someone who can't snipe, I love the Ghost.
Got this guy last night after my 'last' game for the night, which is how these things go. I specced 6/6/4/5/4 - with AR dmg on the tac cloak, dmg/stun/chain on overload and played a few games. As good as overload is, its hard to not want to use cloak all the time every time when specced this way and I found it hard to find times to use overload in a manner I felt was better or more useful. I felt like overload was very situational, and not in a good way, so as heretical as it sounds I might drop it.
The mobility is amazing as the stim packs are very nice as well, could be one of the best tanks in the game with the combination of the two.
Was using a Saber last night but am going to try it with the Rev, Harrier and Particle rifle to see which feels best.
You can use a power to break Tactical Cloak (on any Infiltrator.) So you can Cloak > Overload and cackle as you shoot all the unshielded mooks to death.
Yeah, but I don't know if that buys you anything. One shot from the Saber with the various Ghost buffs will strip a Gold Ghost barrier, and not put me in cooldown if I need stim pack or to re-cloak. I'm guessing it might be different with the full-auto weapons that do less front loaded damage, and it may have been my playing less than optimaly cause I was up later than I should be, but overload was definitely underwhelming me last night.
Using Overload to break cloak is the same thing as using a shot to break cloak though. I don't use Overload unless it's to break Tac Cloak and start shooting. Stim Pack uses grenades so it's a non-cooldown power.
Cloak > Overload is basically a free AOE stun/tech detonator/shield stripper that comes in every specially marked box of Tactical Cloak :D With Stim Packs in their current state, I just dropped Fitness completely and went 6/6/6/6/0.
After playing TGI again last night, I recant my previous statement. My issues with stim-packs were not cool down related, but likely the same BS that happens with Ops packs. When I started using them slightly pro-actively like Ops packs I had no issues and I no longer felt the need to use cloak defensively at all.
So overload is good, Stim packs are good, Tac cloak is good. I'm running Fitness 3 now instead of 0, but I could see going Fit 0 nps depending on one's playstyle.
Hahaha, yeah. The key to the Stim Packs is to be completely, utterly, ruthlessly shameless about spamming them. If I have to run around in an open area and I even think there might be a Prime out there then I'm mashing the button before I even see it. :D
I tried using the ghost for the particle rifle medal. Terrible: the cloak damage boost will fade before you get the increased intensity beam. I switched to Devastator for that medal.
I actually had a really good experience with the Revenant last night on the TGI. The native stability is all you need, letting you mod the gun for more damage. I'd wager to say the TGI kills the previous Turian soldier entierly - tac cloak and stim packs give you at least as much if not more burst damage than marksman, and you get the added survivability of stims and crazy maneourability of jet packs. I was playing in FB Glacier, so the relatively tight quarters might've made the Rev seem better than it was but I was surprisingly pleased with its performance.
I've been using him a lot lately. The Stim Packs make him insanely survivable. I initially had four ranks in Fitness but I ended up dropping them.
This is the spec I've got at the moment. I've got Gear that increases my grenade capacity though; I'd think about switching to capacity in Stim Pack rank 5 if I couldn't get at least four of grenades. As for Overload, I have it specced to knock a Gold Phantom's Barrier down in one cast, but going for three hops is fun too
( ... )
I dropped Fitness completely too, but I spec'd my Stim Packs for damage rather than shields. I usually pop one right before I uncloak and unleash hell on a horde of enemies and/or bosses, but I'm always mindful to save about at least 2 or 3 for emergencies. (I equipped the Warfighter Package before, but now I use Grenade Capacity)
While I probably won't solo Gold with this guy, I've still been wanting to take him to Gold nonetheless so I may do that pretty soon. Been playing him on Silver only to get more comfortable with him. The only thing about the jet dodge is ending up flying into a corner or something with a Banshee/Praetorian right up on you. :U
So ... I asked before about how to best use my geth Infiltrator, and got some very useful advice :)
Here's what I've done. He's currently got a Javelin with a barrel mod for extra damage and a scope mod to see through smoke etc., and I've changed the character-build to focus on weapon damage. As for the Hunter Mode-vs-getting shot issue, I've been trying to get better at staying in cover where possible. The results are definitely an improvement - yay, Collectors are mortal after all! - and Shoots-Through-Walls Geth's games-played-in to games-extracted-from ratio has definitely improved. He's still a bit fragile, and tends to go through medigel faster than I'd like, but I suspect that might just be something I'll have to live with. Things are definitely going better, though :)
But I'm left with one, probably rather dumb, question: How do you tell which walls you can shoot through? (Because I haven't figured this out yet...)
The Javelin's scope and Hunter Mode should be highlighting enemies for you, so you can drop the smoke scope mod and go for something else (more piercing!)
The Javelin's a special case where if you increase its cover penetration distance, the scope highlight range increases as well. So if you can see it in the scope, you should be able to hit it. The Javelin has 1 meter of innate piercing, and then you can stack the piercing mod, high-velocity barrel, and armor piercing/drill ammo on top of that.
With other sniper rifles, you just have to use trial and error to find out what walls you can pierce through. That little > < indicator will appear if you hit.
Interesting. I seem to be pretty much able to see through basically *everything* with the Javelin, oddly enough. Part of the reason I got confused is that I've had several 'ambigous kills'; basically ones where I've sighted on the target -> shot target -> target falls over, *except* that there were other party members shooting at the same time, so it could have been one of them.
What I need to do is keep an eye out for the XP pop-up, of course, but it's pretty easy to miss that most of the time!
Interested in the Infiltrator classes (any race)? Post questions or tips here.
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The mobility is amazing as the stim packs are very nice as well, could be one of the best tanks in the game with the combination of the two.
Was using a Saber last night but am going to try it with the Rev, Harrier and Particle rifle to see which feels best.
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Ghost + Harrier is amazing! :D
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Cloak > Overload is basically a free AOE stun/tech detonator/shield stripper that comes in every specially marked box of Tactical Cloak :D With Stim Packs in their current state, I just dropped Fitness completely and went 6/6/6/6/0.
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So overload is good, Stim packs are good, Tac cloak is good. I'm running Fitness 3 now instead of 0, but I could see going Fit 0 nps depending on one's playstyle.
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Revenant is another sustained fire gun.
The phaeston works surprisingly well.
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This is the spec I've got at the moment. I've got Gear that increases my grenade capacity though; I'd think about switching to capacity in Stim Pack rank 5 if I couldn't get at least four of grenades. As for Overload, I have it specced to knock a Gold Phantom's Barrier down in one cast, but going for three hops is fun too ( ... )
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While I probably won't solo Gold with this guy, I've still been wanting to take him to Gold nonetheless so I may do that pretty soon. Been playing him on Silver only to get more comfortable with him. The only thing about the jet dodge is ending up flying into a corner or something with a Banshee/Praetorian right up on you. :U
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Here's what I've done. He's currently got a Javelin with a barrel mod for extra damage and a scope mod to see through smoke etc., and I've changed the character-build to focus on weapon damage. As for the Hunter Mode-vs-getting shot issue, I've been trying to get better at staying in cover where possible. The results are definitely an improvement - yay, Collectors are mortal after all! - and Shoots-Through-Walls Geth's games-played-in to games-extracted-from ratio has definitely improved. He's still a bit fragile, and tends to go through medigel faster than I'd like, but I suspect that might just be something I'll have to live with. Things are definitely going better, though :)
But I'm left with one, probably rather dumb, question: How do you tell which walls you can shoot through? (Because I haven't figured this out yet...)
Reply
The Javelin's scope and Hunter Mode should be highlighting enemies for you, so you can drop the smoke scope mod and go for something else (more piercing!)
The Javelin's a special case where if you increase its cover penetration distance, the scope highlight range increases as well. So if you can see it in the scope, you should be able to hit it. The Javelin has 1 meter of innate piercing, and then you can stack the piercing mod, high-velocity barrel, and armor piercing/drill ammo on top of that.
With other sniper rifles, you just have to use trial and error to find out what walls you can pierce through. That little > < indicator will appear if you hit.
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What I need to do is keep an eye out for the XP pop-up, of course, but it's pretty easy to miss that most of the time!
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