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Weapon ammo


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11 réponses à ce sujet

#1
jkashx

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just a quick question whats the highest level you cn get to before the tuscon and shredder rounds don't drop anymore

Modifié par jkashx, 28 avril 2010 - 09:06 .


#2
The Grey Ranger

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The character levels you can expect items to drop goes something like this (not absolute). Tungsten and shredder ammo goes to level VII.

Item level:     Player Level:
I                            1-6
II                            7-12
III                           13-18
IV                           19-24  
V                            25-30
VI                           31-36
VII                           37-42
VIII                           43-48
IX                           49-54
X                            55-60 


A great resource for this kind of question http://masseffect.wikia.com/wiki

Modifié par The Grey Ranger, 29 avril 2010 - 01:50 .


#3
Jetpackshark

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So is it a good idea to save these upgrades?

#4
The Grey Ranger

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Yep, I usually hang on to a few of the tungsten, shredder and cryo level 7 ammos. It also a good idea to hang on to rail extensions, since they actually cause a bit more damage than the later scram rails. This is at the cost of more heat however. You should hang on to heat sinks as well. They only go up to level 3, but you don't get any other weapon heat reduction mods until you start getting level 8 gear, when you start getting frictionless material.

Modifié par The Grey Ranger, 29 avril 2010 - 04:06 .


#5
JLBoyyy

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since this is kinda related, what ammo modifier is the best to use?



i dont know what to use, so i just use a sledgehammer X with two fictionless materials for my pistol and a rail extention (i think)with a fictionless materials with a cyro.. for the ice



what should i use? btw i was using infiiltrator as my question but i wonder on all of the guns



i tried explosive on a sniper but i didnt like it

#6
Firesteel

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JLBoyyy wrote...

since this is kinda related, what ammo modifier is the best to use?

i dont know what to use, so i just use a sledgehammer X with two fictionless materials for my pistol and a rail extention (i think)with a fictionless materials with a cyro.. for the ice

what should i use? btw i was using infiiltrator as my question but i wonder on all of the guns

i tried explosive on a sniper but i didnt like it

A good assault rifle is 2 scram rail X with snowblind rounds X very high damage and unlimited fire mode
Scram Xs with HE rounds X are good for sniper rifles (becomes a hitscan missile launcher with a good scope)
or Scram Xs with Snowblind X is good (same damage, no overheat)
or 2 frictionless materials X with sledgehammer X or inferno X is good too.

Modifié par Firesteel7, 29 avril 2010 - 04:54 .


#7
Jetpackshark

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Ugh...I just converted everything below level 10 into Omni-gel -_-

#8
The Grey Ranger

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Firesteel7 wrote...

A good assault rifle is 2 scram rail X with snowblind rounds X very high damage and unlimited fire mode
Scram Xs with HE rounds X are good for sniper rifles (becomes a hitscan missile launcher with a good scope)
or Scram Xs with Snowblind X is good (same damage, no overheat)
or 2 frictionless materials X with sledgehammer X or inferno X is good too.


If you're gonna use HE in a sniper rifle you'd be better off with rail extensions rather than scram rails.  They do slightly more damage. 

For just general damage nothing beats tungsten/shredder vs the specific target type.  For AR or pistol you'd be better off with something other than snowblind.  Both weapons depend heavily on rate of fire for the damage.  The 40% hit to rof, actually will cause less damage than using nothing.  Snowblinds work better in a dual rail extension sniper or shotty setup.  Since you're going to overheat every shot anyway the rate of fire loss is not an issue. 

So 2 frictionless + tungsten/shredder, cryo or inferno is solid for AR, for pistol I'd probably go with the same ammo, but one frictionless and one rail extension.  Combine this with master marksman.

If you're fighting Krogan, you can use incendiary/inferno, cryo/snowblind to make sure they don't regen after they go down.   

I do like to use a 2 frictionless + sledgehammer for the shotgun for the knockdown potential.

One trick that is at least a little amusing is to run dual frictionless+HE+Master overkill in an AR  you
get away with short bursts without overheating.  Not really very practical as your main gun, but it's kind of neat.

#9
The Grey Ranger

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Jetpackshark wrote...

Ugh...I just converted everything below level 10 into Omni-gel -_-


Don't worry about it too much.  Inferno will work just fine.  It's not optimal, but it will get the job done.

#10
The Grey Ranger

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Also infiltrators can get away with running, weapon mods that generate a little more heat due to their class bonus of -10% heat build up on pistol/sniper.

#11
Simbacca

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I tried running with 2 Frictionless Materials X + Sledgehammer Rounds X on my Vanguard's Shotgun on Insanity but it just took so long to kill many of the enemies (not to mention if they got to cast Immunity before I could float them). I preferred the more damaging Frictionless Materials X + Scram Rail X + Inferno Rounds X in my Shotgun.  If I need to knock them down, I Threw them.

Modifié par Simbacca, 29 avril 2010 - 07:33 .


#12
Devos

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I tend to just stick with the boring combo of Frictionless, Rail Extension and Tungsten/Shredder. Just a quick note on heat generation, while there is always visually at least a little heat generation it is possible to zero. For example, while using master marksman on a pistol an additional net 18% cool down (Rail Extension -20%, Frictionless +28%, Infiltrator Bonus + 10%) will generate zero heat. meaning even if you are sabotaged as long as master marksman is active you won't ever fill the last little bit of heat that is left.

Also it can be a pain if you level past being able to get VII upgrades with perhaps only a couple of one of the useful types. There is a slightly cheeky exploitable glitch to ease this if you want to play the character multiple times. When you restart every characters equipped guns, complete with upgrades are put in the inventory, including Shepard's, but he still has his guns equipped as well so they get duplicated, mods and all. So before you fight Sarren load mods you want more of onto Shepard, even guns you don't use at the expense of allies who are using the mods.

Modifié par Devos, 02 mai 2010 - 01:25 .