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Ammo Powers - why not just take squadmates?


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#26
AK404

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Simple Answer: it doesn't use up a cooldown.

Long Answer: Because generally, people are used to playing a particular class in a particular way, and ammo powers not to interfere with that playstyle too much. This isn't to say that ammo powers are optimal for all classes, but there you go.  Additionally, squad points are limited: when I pick out a squadmate, I not only consider the arms they can use, but the powers they can use: if they use powers that Shep cannot, so much the better.  (As much as I love brute forcing through combat with my three-sniper team, it can't beat everything.)  (I'm still trying to find scenarios where a three-sniper team isn't optimal, mind you.)

For example, the DCS requires anti-armor, anti-barrier abilities and weapons, so I'll need warp, incineration, or an ammo power that can duplicate that on weapons that are effective against those armor types.  That being said, I'd like it if warp and incineration were fully leveled on my squadmates, and that generally means not wasting points on loyalty powers.

Modifié par AK404, 04 avril 2011 - 07:16 .


#27
aimlessgun

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AK404 wrote...

Simple Answer: it doesn't use up a cooldown.


Exactly. In most cases spamming your core class skill is more important than any bonus power you might have.

Also, I get warp ammo because I am really that lazy.

#28
jamesp81

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numotsbane wrote...


Having had a look into bonus power usage in general in the following thread: [poll] definitive editions: bonus powers

it has come to my attention that most classes are taking ammo powers over the other bonus powers. My question is simple: why?

Grunt, Zaeed and Jacob can all provide an ammo power indirectly from level 6 onwards. Soldiers and vanguards already have access to incindiary ammo. After loyalty missions, jack and garrus can provide ammo powers as well.

The only class I pick an ammo power for is early game adept, until i can get jack to give it to me post pragia. then i switch to... something else, depending.

so why do you/ do you not choose an ammo power?


Because I like to mix up the squaddies I take with me.  I don't want to be restricted to just the few that have ammo powers.

#29
OTFSTW

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Lots of great answers in here, especially Curunen and AK404.

I'll add that I personally find ammo powers in general, but warp ammo especially to be rather underwhelming.

Besides the obvious crowd pleasers that are inferno and cryo, I'd take even disruptor over warp. Everyone forgets the overheating part of that power; tons of fun to watch guys run around helpless with cooked rifles.

Here's hoping ammo upgrades make a return in ME3, and we get ammo powers more like overkill and carnage back (carnage should just replace concussive shot...)

Modifié par OTFSTW, 05 avril 2011 - 03:15 .