![]() Sticky Grenade can be quite useful if your aim and timing are good, and two ammo powers help give the Infiltrator some variety. With the proper selection of skill upgrades the Infiltrator is still the best possible sniper in the game, as it was in Mass Effect and Mass Effect 2, dropping enemy after enemy with one shot apiece. Powers Class Powers Tactical Cloak Main article: Tactical CloakĪs in Mass Effect 2, the Tactical Cloak is one of an Infiltrator's greatest assets. Not only are you able to move around enemy lines undetected, but the next shot you take gets a considerable damage bonus. New to Mass Effect 3, however, is that disabling the Cloak before it wears off will reduce the cooldown of your powers, allowing the cloak to be turned on and off more frequently. In addition, the weight system allows Infiltrators to take a shotgun into combat in lieu of or in addition to a sniper rifle, granting the same damage bonus from the cloak, but at a much closer range. This allows an Infiltrator to maneuver around enemy cover and deal damage in situations where a sniper rifle has a high chance of missing or being blocked by armor (which is particularly helpful against Cerberus Guardians).Ĭryo Ammo is best used with weapons like Assault Rifles and SMGs-weapons that spray many shots, further increasing the chance of icing an enemy over. If you're quick at changing weapons and aiming, a sniper rifle shot can finish an enemy off-or you could simply use Incinerate. Cryo Ammo also softens up armored enemies, making it a good thing for wearing down Brutes, Banshees, Atlas Mechs, and anything else with armor as a protection. ![]() This ammo is particularly devastating when used with the Falcon, as any enemies caught in the area of effect are all susceptible to being frozen. Another tip is to evolve the squad version and allow your squad to stop entire squadrons of enemies. This also enables the player to use a different ammo type while still taking advantage of the freezing debuff on enemies (e.g. frozen Brutes + Armor-Piercing Ammo).ĭisruptor Ammo Main article: Disruptor Ammoĭisruptor Ammo is eternally useful. It fries shields and synthetics, while also having a decent chance to stun organic enemies. ![]() It also adds damage against all enemies with health now organic or synthetic but only up to 15% more. As an added bonus, Disruptor Ammo now deals bonus damage to Barriers (though not to the same magnitude as Warp Ammo). Sticky Grenade Main article: Sticky Grenade It's not a bad idea to get the Squad Disruptor Ammo evolution, but it's hardly essential. Sticky Grenade is useful mostly because it lacks a cooldown and can be used at any time. It fares well against single well-armored enemies, as they are often large targets which require much less effort to stick than the standard grunt. When stuck, the grenade deals massive damage, but unfortunately, its damage radius is quite small, meaning a miss is unlikely to deal much, if any, damage to moving targets. Guardians will not take any damage if you stick the grenade on their shield. Using Sticky Grenade does not disable the cloaking effect of Tactical Cloak, so one can gain further advantage against unsuspecting enemies. Incinerate's relatively quick recharge, solid damage, and anti-armor abilities are good features to have along. One of its late power evolutions does greatly increased damage to frozen enemies, making it self-synergize with Cryo Ammo above.
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