armor piercing or incendiary ammo for soldier
#1
Posté 31 mars 2010 - 02:30
ps. if there is another topic with the answer you can just post the link plz and thank you
#2
Posté 31 mars 2010 - 02:37
#3
Posté 31 mars 2010 - 03:07
Nostradamoose wrote...
Inferno ammo with Revenant, you are simply gonna be 100% ownage.
You won't be able to tell the difference in damage.
You will be able to tell the difference between enemies panicked and on fire and enemies still shooting at you.
Edit: I meant to quote the OP, but oh well.
Modifié par thisisme8, 31 mars 2010 - 03:08 .
#4
Posté 31 mars 2010 - 03:13
#5
Posté 31 mars 2010 - 03:23
#6
Posté 31 mars 2010 - 03:54
#7
Posté 31 mars 2010 - 04:06
So much fun watching enemies burn.
Modifié par SymbolicGamer, 31 mars 2010 - 04:06 .
#8
Posté 31 mars 2010 - 04:07
Could always start with AP ammo, then switch over later.
#9
Posté 31 mars 2010 - 04:30
#10
Posté 31 mars 2010 - 04:32
#11
Posté 31 mars 2010 - 04:32
#12
Posté 31 mars 2010 - 04:45
#13
Posté 31 mars 2010 - 05:44
#14
Posté 31 mars 2010 - 05:52
#15
Posté 31 mars 2010 - 06:54
Nostradamoose wrote...
Inferno ammo with Revenant, you are simply gonna be 100% ownage.
This.
#16
Posté 31 mars 2010 - 01:42
That being said, AP ammo isn't completely useless. Soldiers start the game with one point in Disruptor Ammo, so they have an ammo to deal with mechs. However, they have no ammo to deal with organics unless they spend 3 Squad Points, and early on, you want to get your core skills (Combat Mastery and Adrenaline Rush) set up. By taking AP ammo as your bonus power, you have a way to deal extra damage to organic enemies without spending any squad points, which gets your core powers maxed out and evolved that much sooner. Once you've got those maxed, you can use Retrain Powers to yank the point from AP ammo and start filling out Disruptor and Inferno Ammo for better results.
#17
Posté 31 mars 2010 - 03:16
Modifié par rumination888, 31 mars 2010 - 03:23 .
#18
Posté 31 mars 2010 - 03:19
#19
Posté 31 mars 2010 - 03:45
rumination888 wrote...
^ You already have a way to deal with organics without spending any of Shepard's talent points. Just grab Jacob's squad incendiary ammo. Can be done right after Freedom's Progress. Its by far the best decision any player, regardless of class, can do.
I'm not a fan of Squad ammo. It locks down your choices for squad members, so you have less freedom in who you take with you.
Besides, I didn't say to put any points into AP Ammo. The one point you get right off the bat just for taking the power is all you need.
#20
Posté 31 mars 2010 - 03:55
#21
Posté 31 mars 2010 - 04:11
#22
Posté 31 mars 2010 - 04:24
swk3000 wrote...
I'm not a fan of Squad ammo. It locks down your choices for squad members, so you have less freedom in who you take with you.
Besides, I didn't say to put any points into AP Ammo. The one point you get right off the bat just for taking the power is all you need.
Freedom? If I don't grab Grunt or Jacob's squad incendiary then I have less freedom in who I take with me. They're simply outclassed by other squadmates if you take away their squad incendiary ammo.
Grunt, Jacob, and Zaeed are the only characters with a CC ammo type. If you take 2 people with you that have their own ammo powers, then that doesn't mean their squad ammo is useless. Its effectiveness as a CC isn't diminished.
#23
Posté 31 mars 2010 - 08:51
#24
Posté 31 mars 2010 - 08:56
rumination888 wrote...
swk3000 wrote...
I'm not a fan of Squad ammo. It locks down your choices for squad members, so you have less freedom in who you take with you.
Besides, I didn't say to put any points into AP Ammo. The one point you get right off the bat just for taking the power is all you need.
Freedom? If I don't grab Grunt or Jacob's squad incendiary then I have less freedom in who I take with me. They're simply outclassed by other squadmates if you take away their squad incendiary ammo.
Grunt, Jacob, and Zaeed are the only characters with a CC ammo type. If you take 2 people with you that have their own ammo powers, then that doesn't mean their squad ammo is useless. Its effectiveness as a CC isn't diminished.
I'd strongly advise against taking two allies with differernt squad ammo powers with you since it will cause their AI to freak out and constantly switch back and forth between ammo powers since the AI is scripted to automatically activate their ammo power whenever they aren't under its affect.
Personally, when I'm playing as a soldier I always take all the points out of ammo powers so I can still override their ammo with my own squad ammo.
Feel free to help petition for a patch if you'd like.
http://social.biowar...index/1261824/1
#25
Posté 31 mars 2010 - 09:57




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