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Firepower Pack DLC


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#26
Simbacca

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NICKjnp wrote...

Kronner wrote...

...Christina Norman updated the damage modifiers against resistances - 1.5x against shields and barrier, no bonus against armor

Source:
http://masseffect.wi..._Plasma_Shotgun


Here is the link to post she made... which is in the ME Forums.


Did anyone not notice the rather large impressions post i just made that already has these figures here in this thread.. :huh:

Modifié par Simbacca, 04 août 2010 - 06:08 .


#27
Omicrone

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The game only renders 3 pellets visible for the Geth Plasma Shotgun. Doesn't mean there's only 3 doing the damage in the mathematical formula. The dmg doesn't seem too far off from what I've seen based on my tests, but I'm still a bit skeptical towards the info in ME wiki. Mattock info seems all right.

#28
Athenau

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[SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun]

;; When fully charged, deals the below damage and consumes 2 ammo

Damage=(X=347.77,Y=347.77)

DamageAI=0.85f

DamageHench=0.575

RateOfFire=(X=174,Y=174)

RateOfFireAI=0.25f

MagSize=(X=5,Y=5)

LowAmmoSoundThreshold=2

bIsAutomatic=false

SteamSoundThreshold=2

MinRefireTime=1.03f



;; Damage multiplier when fired when not charged

InstantFireDamage=0.45



;; Damage multipliers for the first, second, and third time we hit the same

;; target with batch of projectiles.

FirstHitDamage=1.0

SecondHitDamage=0.3

ThirdHitDamage=0.3



;; Seconds to fully charge up

MaxChargeTime = 2.0f



Taken straight from the DLC BIOWeapon.ini

#29
Omicrone

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So, let me get this straight. It deals 347.7 dmg fully charged to armor and health? That's less than Claymore does...



Still in the ini file nowhere does it say it has 3 pellets. Christina said in her post that all shotguns have 8 pellets and I'm inclined to believe her until we hear official info that this particular shotgun has only 3. Also, the number of pellets isn't stated in the ini files and can't be changed, so using simple logic a DLC can't contain a file that overwrites the whole mechanics of how shotguns work. For example, ini modders can modify damage and rate of fire of shotguns, but they can't mod the pellet spread or pellet number.

#30
Kronner

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Omicrone wrote...

So, let me get this straight. It deals 347.7 dmg fully charged to armor and health? That's less than Claymore does...

Still in the ini file nowhere does it say it has 3 pellets. Christina said in her post that all shotguns have 8 pellets and I'm inclined to believe her until we hear official info that this particular shotgun has only 3. Also, the number of pellets isn't stated in the ini files and can't be changed, so using simple logic a DLC can't contain a file that overwrites the whole mechanics of how shotguns work. For example, ini modders can modify damage and rate of fire of shotguns, but they can't mod the pellet spread or pellet number.


IMHO the main "pellet" (more like a projectile or something) does 347.7 damage, the other two do 0.3*347.7 each, which in total is 556.32
It does more damage than Claymore when fully charged, but much less when not charged (even less than Evi).

Modifié par Kronner, 04 août 2010 - 07:35 .


#31
OniGanon

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Damn. If that thing can be charged while cloaked like the heavy weapons... damn.

If I'm reading that 'MinRefireTime' bit correctly, that means the geth shotgun has a rpm of 58 rather than the 174 listed on the wiki?

That would seem more reasonable. At 58rpm it matches roughly the speed, damage and ammo of the Katana, while having greater accuracy and the option to charge it for double damage at the cost of double the ammo use. So... that means it completely replaces the Katana. Sad as that happens to be my favourite shotgun, but oh well, with such similar stats this gun should hopefully handle mostly the same. I'll have a lot of laughs as people go on about how awesome the gun is when it's so similar to the gun so many overlooked.

At 174rpm that would be severely stupid ridiculous broken uber wtfhax. Of doom. I'm seriously hoping this isn't the case because it would be gamebreaking.


The Phalanx stats weren't what I was expecting at all. Not that much more damage per shot than the Carnifex, DPS is less than the Predator, ROF is so low it's like a shotgun (between Katana and Scimitar, actually), no crosshair, still only 6 shots per clip. It took me a while to see what the heck the point of this gun was, I mean the damage per shot wasn't THAT impressive. But then I saw the ammo count. This gun is very ammo efficient (damage per total ammo), much more so than any other Heavy Pistol. Still... it's a pretty serious tradeoff in DPS. I'll try it, but I suspect I'll end up sticking with the Predator as the comprimise between DPS and ammo efficiency.


As for the Mattock, that thing's stats look pretty sick. Vindicator has a lead in ammo efficiency but only slightly, and it looks otherwise outclassed by this gun. That makes me sad...


So overall, looks like some fun new toys but in a way, really disappointing too. I was hoping for more guns. More options. But instead it seems we get one new option and two replacements.

Modifié par OniGanon, 04 août 2010 - 09:01 .


#32
PrinceLionheart

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I've been playing around with the new pistol and it really works like a charm once you get the aiming down.

#33
Simbacca

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OniGanon wrote...

Damn. If that thing can be charged while cloaked like the heavy weapons... damn...


Agreed.  That was exactly my final sentiment in my earlier impressions post.

Modifié par Simbacca, 04 août 2010 - 08:33 .


#34
Arhka

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All the weapons are beautiful. Even the heavy pistol. Makes vorcha even easier. 2 shots with a Adrenaline Rush with it takes out any light enemy.

Mattock is great as well, but I feel that the Vindicator has better burst damage. At least against protection like shields and barrier. 

Geth Shotgun is not what I expected. It can fit nicely into my current project, but it would also defeat the challenge within it. Glad to have it, but mixed feelings.

Modifié par Arhka, 04 août 2010 - 09:23 .


#35
Fiery Phoenix

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The Phalanx is officially one of my absolute favorite guns in ME2.

#36
IMNWME

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You cannot charge the Geth Plasma Shotgun while cloaked. Initial charging counts as a "hostile action," and some seconds later, your cloak dies before you can finish charging. Still, it's not bad. I'm running a CQC Infiltrator right now on Insanity NG+, and I like taking it on missions for the novelty factor since I wore out the Evi on my last run. It definitely allows you to play more safely and hang back at mid-range, although I don't know if that defeats the purpose of the build.

EDIT:  It's also really, really freakin' accurate.  It almost doesn't feel like a shotgun because its effective range is so much greater than the others.  I've used it at Viper range (mid-long), and it hits with almost surgical precision.  Pretty crazy.  I agree, though, it's best for Soldiers and Sentinels who can charge it in the open up-close.

Modifié par IMNWME, 04 août 2010 - 10:04 .


#37
OniGanon

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Finally got some in game testing. Only briefly though... More later.

The ROF for the Geth Plasma Shotgun definitely feels more like the Katana's 58rpm, and is thankfully not the ridiculous 174rpm. It's quite a bit slower than the Scimitar, not 74% faster. Also the range is completely wtf in comparison to the other shotguns. This is not Shotgun range as we've come to know it in ME2. It's more like Shuriken range.

You cannot charge a shot for the GPS while Cloaked, which is really unfortunate. What you can do though, is charge it, keep it charged, and do a whole bunch of other stuff including walking around, sprinting, punching, and ACTIVATING YOUR CLOAK. Yes, you can charge a shot, activate Cloak, sprint up to someone's face, wtfpwn them, then punch someone else in the face while you charge another shot. Ah, I shall miss you my dear Katana. Go in peace, keelah selai.

As for the Phalanx, it performed much as I expected from the stats. Aiming wasn't as problematic as I thought, I think my RE4 experience helped me here. The rapid switching between crosshair and laser sight was jarring though, but I guess you'd get used to it. The big thing that stats don't tell you about, though, is the ability to hit enemies behind cover. That in itself is really awesome, and I'm going to have to try this thing out for a while.

And finally, on the Aegis pack, the Incisor sucks, Kestrel chest looks a bit too manly on women, more melee damage on armour is cool, and BioWare's strange desire to cover our eyes is not so cool. Seriously you don't need to major in English Literature or anything to know why covering the eyes of the player avatar in an RPG is a REALLY BAD IDEA BIOWARE.

Modifié par OniGanon, 04 août 2010 - 11:22 .


#38
Athenau

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Mattock is great as well, but I feel that the Vindicator has better burst damage. At least against protection like shields and barrier.


For the player the Mattock is superior to the Vindicator in every situation. The fact that your ROF is essentially limited by how fast you can tap the trigger (up to 750 RPM) makes it ridiculous.

#39
PrinceLionheart

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OniGanon wrote...

As for the Phalanx, it performed much as I expected from the stats. Aiming wasn't as problematic as I thought, I think my RE4 experience helped me here. The rapid switching between crosshair and laser sight was jarring though, but I guess you'd get used to it. The big thing that stats don't tell you about, though, is the ability to hit enemies behind cover. That in itself is really awesome, and I'm going to have to try this thing out for a while.


Seriously, I've been using it as a combo with the overload ability. Use overload, enemy goes into cover while their gun overheats, and I pop them with a headshot. The Phalanx is freakin amazing.

#40
swk3000

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Initially, I wasn't too impressed with the Mattock. I was used to the Vindicator, and missed it's triple-shot burst. However, it's quickly growing on me, to the point that I'm probably going to go the Hardened Commando route instead of the Heightened Commando route I normally go with.

#41
NICKjnp

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That new shotty helps Jack and Jacob out a lot.

#42
Simbacca

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NICKjnp wrote...

That new shotty helps Jack and Jacob out a lot.


I bet it does, and I was already discovering a way to help them out when they had to use the Eviscerator.  I stumbled upon it when I decided that since I'm building a Shepard that will have a squad ammo power, why not give the squaddies heavy versions of their ammo powers (well, except Thane of course).  I was imagining taking Grunt and Jacob with my Soldier Shepard on a Blood Pack mission, all three of us using our own splash damage Inferno ammo, or me and Zaeed both exploding Geth with our Heavy Disruptor shots.  Then I realized how even when I played my Engineer, I always found having Grunt's/Jacob's Squad Incendiary ammo to be far more effective than Garrus's Squad AP ammo and even Jack's Squad Warp ammo (the free crowd control is that helpful).  So I figured with this Soldier, since I'm giving all my squaddies their heavy ammo (again, except Thane), if Jack and Garrus do perform noticably better, I'd give those two the heavy versions of their ammo powers on any and all Shepards from now on.

Modifié par Simbacca, 05 août 2010 - 03:03 .


#43
IMNWME

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Okay, just got done testing the GPS w/ my Widow Soldier on NG+ Insanity.  As expected, you also cannot charge a shot during Adrenaline Rush (Rush wears off).  However, as OniGanon pointed out with the Infiltrator, you CAN charge a shot, then pop Adrenaline Rush, and fire it for MASSIVE damage.  A charged shot during Rush will one-shot enemy troopers on NG+ Insanity from mid-range (!) with no damage upgrades.

I agree, we should have been able to charge the GPS in cover.  To use charged shots effectively, generally you have to find a tall piece of cover to stand behind while charging.  Also, you can only fire one shot with the GPS during Heightened Rush, charged or not.  I'm not sure about Hardened.

Still, I think it's better than the Evi for a Widow Soldier.  Since you're hanging back at range anyways, the GPS is multi-purpose enough to act as a back-up weapon in tandem with the Mattock when you want to conserve Widow ammo.  The Mattock, btw, is just ridiculous.  I love its firepower, RoF, and accuracy... it just demolished the Blue Suns on Korlus.  However, the ammo clip tends to get depleted rather quickly, just like the Vindicator.

#44
PrinceLionheart

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IMNWME wrote...

I agree, we should have been able to charge the GPS in cover.  To use charged shots effectively, generally you have to find a tall piece of cover to stand behind while charging.  Also, you can only fire one shot with the GPS during Heightened Rush, charged or not.  I'm not sure about Hardened.


That would've made it broken though when you take into consideration it's already incredible range and damage.

#45
OniGanon

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Remember, charged shots take the same amount of time and ammo as simply firing the gun twice, and does only a bit more damage than those two shots would do.

#46
Simbacca

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OniGanon wrote...

Remember, charged shots take the same amount of time and ammo as simply firing the gun twice, and does only a bit more damage than those two shots would do.


^ Pro tip ^_^

Now what makes that really interesting is as IMNWME mentioned; we'll have to see if we can get two shots off during Hardened AR.

#47
bbslayer_07

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Wow I really love all these new weapons, especially the GPS and the Mattock, with both those and the widow the soldier is practically unstoppable.



Imho the Infiltrator can dish out more damage with GPS than any other class can with it, due to fact that if you charge it first then cloak, you can use a cloaked shot, and the best part of that is your cloak doesn't deactivate when you fire a charged shot like that which allows you to get off a 2nd cloak shot and a few melees. That with the cloak damage boost and the damage boost from being in close quarters (assuming you are at close range) you can kill all but the most hardened enemies with ease.



However I'm also liking how the soldier handles the GPS, like Kronner said with AR its like a plasma cannon.

#48
swk3000

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I just did some testing as a Vanguard with the Geth Pulse Shotgun. Just as the Infiltrator can charge the weapon, activate Cloak, then get up close, the Vanguard can charge the weapon, use their Charge ability, then let loose with the charged shot when they get out of their Charge.



I doubt this is any surprise to anyone, but I thought I'd specifically mention it to make sure people know.

#49
TMA LIVE

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I also find the new pistol good as a CQC weapon. Try shooting them point blank, then melee, and fire again. They'll be dead pretty fast. Just gave it a try as a vanguard, like a less powered shotgun.

Modifié par TMA LIVE, 06 août 2010 - 12:48 .


#50
crimzontearz

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are you guys bringing up the power-wheel or using a "hotkeyes" facebutton? because the moment I bring up the power wheel with a charged shot ready the shot fires