![]() ![]() One of its late power evolutions does greatly increased damage to frozen enemies, making it self-synergize with Cryo Ammo above. Incinerate's relatively quick recharge, solid damage, and anti-armor abilities are good features to have along. Using Sticky Grenade does not disable the cloaking effect of Tactical Cloak, so one can gain further advantage against unsuspecting enemies. Guardians will not take any damage if you stick the grenade on their shield. 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. 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. Sticky Grenade is useful mostly because it lacks a cooldown and can be used at any time. Sticky Grenade Main article: Sticky Grenade It's not a bad idea to get the Squad Disruptor Ammo evolution, but it's hardly essential. As an added bonus, Disruptor Ammo now deals bonus damage to Barriers (though not to the same magnitude as Warp Ammo). It also adds damage against all enemies with health now organic or synthetic but only up to 15% more. It fries shields and synthetics, while also having a decent chance to stun organic enemies. frozen Brutes + Armor-Piercing Ammo).ĭisruptor Ammo Main article: Disruptor Ammoĭisruptor Ammo is eternally useful. This also enables the player to use a different ammo type while still taking advantage of the freezing debuff on enemies (e.g. Another tip is to evolve the squad version and allow your squad to stop entire squadrons of enemies. 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. 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. If you're quick at changing weapons and aiming, a sniper rifle shot can finish an enemy off-or you could simply use Incinerate. 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. 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. 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. Not only are you able to move around enemy lines undetected, but the next shot you take gets a considerable damage bonus. Powers Class Powers Tactical Cloak Main article: Tactical CloakĪs in Mass Effect 2, the Tactical Cloak is one of an Infiltrator's greatest assets. 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. Sticky Grenade can be quite useful if your aim and timing are good, and two ammo powers help give the Infiltrator some variety. Incinerate provides some help against armor. Sabotage temporarily disables enemies OR turns them against their allies (through the AI Hacking feature). ![]() Tactical Cloak lets an Infiltrator maneuver into position and set up attacks without enemy targeting. The Infiltrator uses its powers to create openings, which can be exploited by other powers or weapons. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |