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ME2: squad-wide ammo upgrades


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#1
redsteven

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I've been wondering... if I got one of SQUAD-WIDE ammo upgrades (e.g. lvl 4 Squad Cryo Ammo), which gives cryo ammo to my whole squad, can my squad members use it at the same time as one of their OWN ammo upgrades?

That is, can Jacob use my cryo ammo at the same time as his incendiary ammo, or would I be essentially wasting his incendiary ammo power?


my apologies if this has been answered b4... didn't want to search through the forums too much in fear of spoilers.

#2
Guest_Aotearas_*

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Nope. Every other currently used ammo-power gets overridden.

#3
redsteven

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makes those squad-wide weapon upgrades not so great then : \\



thanks for the info

#4
KitsuneRommel

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redsteven wrote...

makes those squad-wide weapon upgrades not so great then : \\\\

thanks for the info


Well it would be quite silly to have e.g. disruptor, armor-piercing and cryo ammo at the same time.

#5
Agent_Dark_

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redsteven wrote...

makes those squad-wide weapon upgrades not so great then : \\\\

why?  means you only have to put points into one squadmates ammo power.

#6
TJSolo

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Agent_Dark_ wrote...

redsteven wrote...

makes those squad-wide weapon upgrades not so great then : \\\\\\\\

why?  means you only have to put points into one squadmates ammo power.


Only great if Shepard does not have a preferable ammo power and there are no other squadmates in the mission with other ammo powers.
The NPC a.i trigger their squad ammo powers when they want in battle, just like defensive powers.

#7
Agent_Dark_

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I find I never really have to use ammo powers though tbh. I guess it depends on what class you're playing too, but I found that as an adept Zaeed with squad disruptor was more than enough. On husk missions, Jack with squad warp or Jacob with squad incendiary were fine as well.

#8
Omega-202

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Agent_Dark_ wrote...

redsteven wrote...

makes those squad-wide weapon upgrades not so great then : \\\\\\\\

why?  means you only have to put points into one squadmates ammo power.


Agent_Dark_ wrote...

I find I never really have to use ammo powers though tbh. I guess it depends on what class you're playing too, but I found that as an adept Zaeed with squad disruptor was more than enough. On husk missions, Jack with squad warp or Jacob with squad incendiary were fine as well.


You answered your own question.

You found that a single ammo power was more than sufficient.  Now imagine if you could stack them on top of each other.  

Imagine a mission against armored foes with Garrus and Jacob/Grunt/Jack.  And add your own squad-wide ammo power.  

Just some number crunching here: 50% bonus to entire squad (Garrus), 40% bonus to squad from Jacob/Grunt, 35% bonus to entire squad from Jack.  

Assuming Garrus + Grunt + Shepard w/squad Warp Ammo bonus power = 125% bonus against armor and health not counting boosts to the ammo themselves through " + Power damage" bonuses on each character.  

That's probably getting close  to enough to one shot-headshot stripped enemies on higher difficulties with the Carnifex Hand Cannon and its not even the largest bonus possible.  

#9
Agent_Dark_

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I don't get your point? You can't stack ammo powers... So you only need to put points into a few ammo powers maybe one squadmate for disruptor and one for incendiary. Even if you could stack them, I probably wouldn't bother on most npcs unless their other abilities sucked (looking at you concussive shot ;o) because you simply don't need that overkill.

#10
searanox

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Agent_Dark_ wrote...

I find I never really have to use ammo powers though tbh. I guess it depends on what class you're playing too, but I found that as an adept Zaeed with squad disruptor was more than enough. On husk missions, Jack with squad warp or Jacob with squad incendiary were fine as well.

Play on Insanity and I think you'll probably notice how much more useful those ammo powers become.

#11
FFTARoxorz05

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You generally don't need to bring conflicting ammo powers with you so it shouldn't be an issue.

Modifié par FFTARoxorz05, 29 avril 2010 - 02:14 .


#12
Atmosfear3

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The only mission I've ever needed (or should I say wanted?) 2 types of ammo powers is Garrus' recruitment mission. On that mission you face a lot of shielded and armored enemies with a few units that have barriers. Like FFTARoxorz05 said, you don't need to bring conflicting ammo powers [often].

#13
Agent_Dark_

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searanox wrote...

Agent_Dark_ wrote...

I find I never really have to use ammo powers though tbh. I guess it depends on what class you're playing too, but I found that as an adept Zaeed with squad disruptor was more than enough. On husk missions, Jack with squad warp or Jacob with squad incendiary were fine as well.

Play on Insanity and I think you'll probably notice how much more useful those ammo powers become.

I do....