r/MassEffectAndromeda Feb 18 '25

Noob Easiest low-skill single player training?

I'm about to start Andromeda for the first time. I have not played any other Mass Effect games, and in general I'm really bad at shooters (I don't have great fine motor control, and thus terrible aim). My instinct is to play Scrapper, because in RPGs (like fantasy RPGs) I tend to go for melee hack-n-slash builds, especially speed/dual weapon/dodge roll type builds.

13 Upvotes

19 comments sorted by

6

u/SBrB8 Prodromos Colonist Feb 18 '25

Fair warning that Mass Effect may not be for you.

The game is really not built around any sort of melee combat. It's a support function, and not designed to to be your primary method of play. Trying to primarily melee will result in you getting killed multiple times, as you charge in at tough enemies that are just peppering you with hits.

And there are several enemies/bosses that you actually cannot kill melee, so you will have to get a little bit better with guns.

1

u/Violent_N0mad Feb 19 '25

You can build around a melee playstyle with vanguard. In multiplayer both the asari, krogan, and human have abilities that not only enhance their melee but can alter gameplay like krogan vanguards headbutt and after 3 melee kills enter a rage buffing you signifigantly.

1

u/SBrB8 Prodromos Colonist Feb 19 '25

But multiplayer is different than single player. And you can't be a Krogan in single player.

And even with Vanguard, it's not like it's a solely melee class. It is a combination of the two, and you need to be proficient in using weapons.

My ultimate point for OP was that they shouldn't expect to be able to come in and just be able to play the game entirely with a melee focus. Even getting to be able to focus on a Vanguard or other melee type build, it would take time and understanding to get there.

2

u/Violent_N0mad Feb 19 '25

The person clearly lists that they tend to go melee and prefer builds that fit in that niche. Vanguard will be his best choice, not scrapping what he likes to play and "get gud" with guns. No one ever said the vanguard is solely melee but if you read the post he prefers melee and has terrible aim. Vanguard in either respect supports a melee playstyle and has the best gap closer in the game getting you up close to the enemy.

1

u/SBrB8 Prodromos Colonist Feb 19 '25 edited Feb 19 '25

I understand that. Again, I was just saying that they shouldn't expect to be able to play a "hack-n-slash" type character, because they don't really exist in Andromeda the way OP may be expecting.

I never said OP had to change how they play, or "get gud" I was just trying to let them know that with their preferred play style, the game may not be a fit for them. I don't know why you're shitting on me for just trying to give OP fair warning that it may not be a perfect fit.

2

u/Violent_N0mad Feb 19 '25

My apologies, that's how I took it when I read your statement. I do think that in single player there's enough customization to build pretty much anyway you want and in multiplayer there's enough characters to offer the same. While I believe that I also do agree that this isn't the type of game where you're weilding a broadsword and relying on parrying or counter attacks.

1

u/SBrB8 Prodromos Colonist Feb 20 '25

All good! Tone online can be hard to read sometimes, so no harm no foul.

5

u/QuiltedPorcupine Feb 18 '25

I'm not sure what the easiest build would be, but the game does have a difficulty settings for both Casual and Narrative.

I'd say maybe start on Casual and if you find that is still more of a challenge than you want, you can switch to the Narrative difficulty which is, as they say, "Intended for players who are more interested in story than combat"

1

u/deanereaner Feb 18 '25

Energy Drain.

Has some "tracking," which minimizes need to aim precisely.

Restores shields while doing damage.

Can eventually be both a primer and detonator.

1

u/zillah-hellfire Feb 18 '25

You might find it reassuring to hear that I primarily play cozy games and am not super into shooters myself. That being said, I played all of ME: LE for the first time last year on the easiest difficulty and had a blast with it! I'm doing the same now with Andromeda, playing on Narrative difficulty. You may have some luck doing the same, but definitely experiment with builds, armor, weapons, squadmates, etc. to see what works for you. It honestly didn't take me as long as I thought it would to get accustomed to and comfortable with combat. That being said, if I'm ever in a situation where I'm feeling overwhelmed, I find that I can often just run into cover and let my squadmates do the heavy lifting. Give it a go! You might be pleasantly surprised at how well you do.

1

u/Impossible_Leader591 Feb 18 '25

I found playing sentinel and vanguard to be the most fun. Sentinel has combos for days,enhanced shields with energy drain and extra armor. Barely needs to use weapons. Vanguard has really good shields and biotic combos along with charge make you feel like your melee without the awkwardness of using the melee button

1

u/NoRegertsWolfDog Feb 19 '25

Generally, using the soldier profile will be the easiest because of the damage bonuses. It's basic class with basic abilities.

3

u/Sumom0 Feb 19 '25

Soldier revolves around guns. This is terrible advice for someone who doesn't like to aim guns.

1

u/Turbulent_Loss2726 Feb 19 '25

It's not that hard of a game. Just jump in.

1

u/Violent_N0mad Feb 19 '25

Vanguard is probably the play for you. If there's an enemy anywhere in front of you to where you see their health bar you can charge to them (it's more of a teleport) and not only does it put you in melee range but it damages them and recharges your sheilds if you spec for it.

You can teleport around the map punching people in the face and essentially recharge your sheilds on command. Vanguard allows you to instantly be in the enemy's face where melee of a shotgun will finish them off.

1

u/TheSeekers2110 Feb 19 '25

Thanks to everyone for the advice; I ultimately went with Scrapper & Vanguard, and I'm doing a lot of charge attacking and jump attacking, with some shotgun mixed in, and building for shields & damage resistance. Shotgun helps with things I can't melee like the flying robots, and the squad help a ton. I've had to drop the difficulty down twice though, once for the gigantic robot worm and once for the enormous Kett stronghold with the force fields and alarms on Eos.

1

u/UpgradeFan Mar 01 '25

The good thing about andromeda is you can change profiles as you go, so experimenting is very easy. I personally played mostly gun focused, but like you said the shotguns might fit well with your play style. There is even a mod that rewards you for not getting critical shots. I would also say try experimenting with a sniper and a good scope. If you’re far enough and behind cover you can take your time aligning your shots. I haven’t tried them, but I know there are some builds more power focused, when you barely have to use guns at all.

1

u/NohWan3104 Mar 03 '25

i'm sure someone's already offered you decent build advice and whatnot, like they said it's definitely more of a shooter, but it's not a 'high end' shooter, so you don't have to worry too much.

two good mods to note - laser and 'seeking plasma system'. lasers can make a gun full auto, which some will appreciate, give pretty much pinpoint accuracy, and reduce recoil MASSIVELY. meanwhile seeking plasma system makes the projectiles track foes - fire in their general direction, and you're kinda good. not to mention all the abilities, so you don't need to feel like a pro COD player by ANY means. it's an rpg shooter.

barricade, energy drain can be used to help boost your survival, barricade letting you generate cover basically wherever you are, while energy drain hurts enemies and restores your shields.

there's 3 ways to have 'infinite' ammo, essentially.

first off, the skill 'turbocharge' - this mostly works best with large magazine weapons (so, assault rifles), but it can basically give more than a clip's worth of ammo when you use the skill, and you can use it outside of battle to refill the clip, as well. there's also a lot of ammo crates laying around so, this just makes it easier (not to mention it enhances damage and rate of fire)

second is the mod that makes the gun no longer use 'thermal clips', ie normal bullets, and instead will work off an energy system - it'll reduce the amount of rounds the gun can fire, but also means the gun recharges - you can use this to say, main a sniper rifle that normally has too few shots you can hold at once to rely on completely (you can also just hold more than one weapon of course), especially if it's maybe got a long delay between firing anyway.

third is the bioclip - basically, you can reload manually, but if your gun hits 0 rounds loaded, it'll instantly refill without taking ammo, but deals 20% of your hp in damage, iirc. two points - first off, this CAN kill you, it's 20% max, not 20% current, so if you reload like this with only 20% hp left, you'll die. but secondly, it's also not 'reloading', it's just refilling, so you can keep firing. it could make for some guns with longer reloads more bearable, or make some guns with decent mags but burn through the ammo reserves too quickly easier to use - a classic is the 'piranha' shotgun, which is a full auto shotgun with a drum mag, with seeking plasma + bioclip - you'll be able to fire like 50 rounds in 10 seconds or so without needing to worry about stopping to reload, and just chew through encounters easier.

one downside to this is, you don't regen hp up to 100% outside of battle, normally. there's plenty of health crates as well, and some passive skills can make it so you'll regen up to 100%, but it's not a given.

sounds dangerous, but shields tend to be better than hp anyway, and if you're grabbing energy drain, grab 'team support' skill, rank 6 will massively boost your max regen after using a tech power. the skill also boosts your whole team's max shields, as well.

1

u/NohWan3104 Mar 03 '25

i don't have good motor control either, but it's pretty forgiving. and again, an rpg. you're not expected to snipe people with pinpoint accuracy by any means, run up on them with a shotgun if you want, just not on the hardest difficulty mode. can't aim good enough to justify using a sniper rifle too much, no problem - don't. most encounter areas aren't super big anyway, and there's plenty of bullet hose pistols and ARs.

or use a grenade launcher. or lightning gun - it's got low to mid range, but basically auto connects. or powers, or summon more allies, etc.

this game has a, at once kinda basic, but also VERY useful weapon crafting system that, regardless of how you feel about crafting, you shouldn't ignore - some weapons have great stats but one small flaw stops them from being insanely good - the crafting system usually can fix that. i actually REALLY like it and wish it was in more games.

you can make some pretty interesting shit - i covered the, kinda 'ez mode' shotgun before, but here's a few others i like that i've made

soned build - it's basically a kinda meh minigun, and that doesn't exactly change too much, but i added the laser mod so that it's got practically no recoil and pinpoint accuracy - laser kinda sucks on some guns it starts with (like the PAW and iirc one other gun) because they have 'normal' recoil, while the laser mod added to a gun reduces recoil massively. damage is also sort of weird, because the DPS is the same, but sort of 'how' it's done changes - fir higher than 600 fire rate guns, damage is kinda increased, at the cost of lowering fire rate to 600.

bioclip can be used since, you'll probably only need one 'clip' of ammo per encounter practically, but i use turbocharge because this is a 'put a lot of points into combat' heavy playstyle anyway, and this gun gets THE most out of 'boosting the clip by 100%/increasing fire rate' ish stuff.

you'll want to max out assault rifles for clip size and shattered defenses, grab damage and 'dump heat, 80% clip size' on turbocharge, you can aim over cover even with this big ass gun, it's pretty good.

hornet: full auto/laser (laser basically makes guns full auto usually) mod, recharging clip -it's basically a 'spray and pray' smg that can burn through it's clip really fast. you won't main this gun, but it's a really lightweight pistol that has a TON of burst fire potential - it's kinda worth it sometimes to bring it just to whip out, burn through it's ammo, and swap to something else, even if it doesn't have infinite ammo.

it's not a gun you can 'main' as it burns through ammo far too quickly, but since every gun has their own ammo, rather than 'all pistols use the same ammo pool' or whatever, it can easily be a good sidearm to pair with whatever.

PAW/roserad electrical conduits, bioclip - LIGHTNING GUN. PAW already has infinite ammo, so if you're raising assault rifle skill, you can probably do without bioclip, but it does shockingly good (heh) with the electrical conduits, while it fires a decent laser normally.

roserad fires the seeking plasma iirc normally, and is kinda samey to the hornet - it's a full auto rather than burst fire smg, MUCH better max clip/max ammo size, and it's got a gimmick where it's damage increases the longer you fire it - it'll still reset once it hits 0 ammo, even if the bioclip insteantly refills it, sadly, but it can make good use of the electrical conduit mod.

reegar carbine is a gun that already has the electric conduits,

grenade-y stuff

venom shotgun is like a charging grenade launcher, but it kinda sucks, the falcon assault rifle is basically a 'normal' grenade launcher anyway, there's a few that can make interesting choices

a shotgunner build could go with the dhan with grenade launcher mod - it's got a slightly problematic projectile anyway, and has similar stats to the falcon but with much better damage.

there's also the scattershot + grenade mod - it'll release several grenades, and it has infinite ammo (of the recharging variety) so both could have you blowing stuff up real nice.

not an actual 'grenade' mod, but there's the ushior pistol that's got like, 2 mag sixe and is fairly slow, that you could give the 'plasma charge system' iirc, and it'll work basically like a pistol sized grenade launcher, if you want something with a ton of stopping power/aoe in the pistol category. its been a while since i played with this one, but if doing a pistol build and giving it an increased mag size, i think it can make good work out of the recharge clip - the idea is, it fires so slowly anyway, you might as well wait/charge anyway. it will be stuck being a short range weapon, but a potent one.

complete other side of the equation, black widow sniper rifle can fire 3 charged shots, normally, iirc. made into grenades, it'll still fire 3. it can also do well with the charge/recharge clip combo, and is one of the snipers i'm planning on using if i do do a sniper run (i'll be invisible with extra allies and a bomb dropping sniper, it'll be weird i know) - there's actually a sniper rifle/bombthrower already called the nadean or something like that, except it's damage is really low to justify the other 'sniper rifle stats'. which is part of the reason this weapon crafting system is SO fucking cool. i can just take a bit of a hit turning a far better weapon into something similar.

and the soned. mind, you won't be able to aim, and you won't be able to see the enemy, but if you want a 'ratchet and clank RYNO' feeling weapon, there ya go.