Ammo Powers: the right tool for each enemy
#76
Posté 12 septembre 2010 - 03:53
Cryo and Incendiary are similar to most biotic powers... fun toys for lower difficulties. As a sniper, I want my damage up front, between the eyes, not dribbled out while the guy dances around. Incendiary MIGHT be useful on Insanity when playing as a class or with squadmates that cant stop health regen on bloodpacks, but thats a very limited scenario. Same for Cryo on husks.
#77
Posté 12 septembre 2010 - 06:19
************ Squad Cryo discussion **********************
For 1S1K specialists I don't see Squad Cryo as being particularly useful as Shep won't be freezing anyone [they'll be dead before they freeze]. The squadmates won't likely be able to take much advantage of it because they're likely at a far enough range that they won't get enough shots at defense stripped enemies to make the power worthwhile.
I can see it being useful for Sheps that "nickle & dime" their enemies to death as the squadmates would tend to be closer and have many more chances to get a freeze in. Even through none of my Vanguards ever found it particularly useful on Insanity I can theoretically see it's usefulness in order to open up charges with enemies that are out of action longer than a "fire dance" would cause.
************* Inferno Ammo ********************
Having an Ammo power around that does good damage to health & armor is always worth it. Inferno ammo fits the bill nicely here. The added benefit of a fire-dance for those guys that you don't happen to kill is certainly handy as they'll usually stay out of cover long enough for the next shot or two to finish them off. Taking Inferno also means that [basically] you don't need to take AP and can take a different bonus power that doesn't overlap as much.
*******************************************************************************
For Soldiers you probably want to be spamming AR. To do this effectively most of your powers should have really short cooldowns or [even better] should be ammo powers that are used at the beginning of the mission and are rarely changed. This leaves you the ability to spam AR to your heart's content and you also have the flexibility to go with the Ammo types that best suit your weapons & the mission at hand.
Given this why wouldn't you want to invest in some ammo powers that will be useful? What else are you going to spend your points on?
For other classes what are the builds you'd recommend if you don't take ammo powers?
#78
Posté 12 septembre 2010 - 06:25
Main weapon: Ammo power to strip defenses [Disruptor, Inferno, or Warp Ammo as appr]
Pistol: Ammo power useful vs. health & armor if possible [Often Inferno]
After defenses are stripped I will often either use a Shep power ; continue firing with main weapon that may or may not be effective vs. health ; or switch to pistol if I have the leisure time.
#79
Posté 13 septembre 2010 - 12:01
#80
Posté 15 septembre 2010 - 04:25
Simbacca wrote...
Kronner wrote...
sinosleep wrote...
I've been inspired.
Awesome video, Revenant never gets old
I've been inspired too - The Power of Revenant
Glad to see my prodding work; surprised how quickly too!
Great videos guys, however I have a bit of a theory of how that could have been even more efficient.
Yesterday was my second time getting a chance to pay around with the Revenant so I ran a little experiment. First I'll say my Soldier had Hardened AR, Inferno Ammo, Squad Cryo Ammo, Commando, and 1pt Slam. The two missions for this experiment so far were Jack's loyalty and Grunt's loyalty, and it goes without saying this was on insanity.
Some background first; the other day I noticed Inferno Ammo not really panicking enemies all that long. I also noticed with the Rev's high RoF, once the targets got down to health the Inferno DoT never really gets a chance to tick. I mean really, with a machine gun like the Rev, the targets always die before you would stop firing, but if you stop firing too soon, they won't stay panicked for more than a second before shooting at you again. My hypothesis was that unless shooting at very highly armored targets (bosses, Scions, Harby, Gunships), it may be more efficient to use Cryo Ammo on the Rev!
To test, I set out to do both the above mentioned loyalty missions twice; once with Inferno on both the Rev and the Viper, the other with Squad Cryo on the Rev and Inferno on the Viper. Intentionally I thought I had stacked this experiment in Inferno Ammo's favor, since both missions featured armored organic enemies (Varren, Klixen, Vorcha, Krogan). Surprisingly what I discovered is that for both missions, I cleared the areas in about the same amount of time, if not a little faster(!), with Cryo Ammo on the Rev rather than Inferno! In addition to similar run times, it is a fact that I spent far less time with my screen pulsating red during the Cryo runs than the Inferno runs!
What ended up happening is this: with Inferno ammo on the Rev, all four of those enemy types had their armor stripped off a little faster, however it took longer to get through their health (due to Inferno damage changing to DoT once hitting health instead of armor). The DoT of Inferno never gets utilized to full effect anyway; when using the Rev one never stops shooting the meat grinder till nothing but shredder jiblets remain. With Squad Cryo Ammo on the Rev, all four of those enemy types still had their armor stripped quickly (after all, the Rev does have x1.4 armor, x1.2 shields, x1.2 barriers, x1.0 health) but a hair slower in comparison nonetheless. However, enemies died faster once they got to health, usually shattering once their health bar dropped only half way. In addition to dying much faster, enemies stay frozen longer than they do panicking from fire, making it easier to switch targets when fighting multiple enemies once you see the first start to freeze.
If only I was playing on the PC instead of the 360. I could of made a video showcasing my findings much clearer and much easier than this mass of text... @sinosleep and kronner; I encourage both you to try the same runs again but with Cryo Ammo on the Rev to see if we can duplicate/verify my results.
#81
Posté 15 septembre 2010 - 06:38
#82
Posté 16 septembre 2010 - 11:26
Now, give it to a Vanguard, and it is magical. In fact, after my Insanity runthrough, I'm not convinced a Vanguard ever really needs anything else.
#83
Posté 16 septembre 2010 - 10:20
#84
Posté 16 septembre 2010 - 10:29
Khuutra wrote...
I can't see a casual dismissal of Inferno Ammo meant seriously for anything except for Infiltrators. Of course it's not great for Infiltrators! Your sniper rifles already get +50% against armor and another +50% against heads!
Now, give it to a Vanguard, and it is magical. In fact, after my Insanity runthrough, I'm not convinced a Vanguard ever really needs anything else.
I play a Soldier and I find Inferno ammo useless for him; I rely more on Shredder. Like I said, maxed out, for some reason the Inferno ammo is not doing enough damage (even with the additional "burn" effect).
#85
Posté 16 septembre 2010 - 11:30
#86
Posté 16 septembre 2010 - 11:50
#87
Posté 17 septembre 2010 - 01:17
Shredder? What difficulty do you play on?Merlin 47 wrote...
Khuutra wrote...
I can't see a casual dismissal of Inferno Ammo meant seriously for anything except for Infiltrators. Of course it's not great for Infiltrators! Your sniper rifles already get +50% against armor and another +50% against heads!
Now, give it to a Vanguard, and it is magical. In fact, after my Insanity runthrough, I'm not convinced a Vanguard ever really needs anything else.
I play a Soldier and I find Inferno ammo useless for him; I rely more on Shredder. Like I said, maxed out, for some reason the Inferno ammo is not doing enough damage (even with the additional "burn" effect).
#88
Posté 28 septembre 2010 - 02:19
The Reaper IFF mission is a more extreme example where Incendiary is definitely inferior to AP.
Vanguards will do better with AP over Incendiary for mission largely Involving Synthetics (especially armored security 'mechs); Soldiers still have Disruptor to fall back on.
Basically, Incendiary's main advantages over AP are the health regeneration stoppage and panick effect against sapient organics - in missions/situations whether these are not in play, AP wins Incendiary. IMO, sapient organics dominate the majority of combat encounters, so Incendiary will be more appreciated than AP overall, but for those players looking to maximise advantages and have eezo to spend on redistributing points, AP is situationally superior.
Modifié par SupidSeep, 28 septembre 2010 - 05:27 .
#89
Posté 28 septembre 2010 - 05:29
SupidSeep wrote...
...The Reaper IFF mission is a more extreme example whether Incendiary is inferior to AP.
Yes, AP is barely better than Incendiary here, but it's so close it's not worth losing a different, more unique bonus power for. With that being said, I'd argue that Cryo > AP here anyway (there are more Husks than anything else, and it only takes a second to switch to one of the other ammos for the Scions).
SupidSeep wrote...
Vanguards will do better with AP over Incendiary for mission largely Involving Synthetics (especially armored security 'mechs); Soldiers still have Disruptor to fall back on...
Vanguards could bring along Zaeed with Squad Disruptor or just use Cryo (works really great with high-damage shotguns, instafreeze) instead of losing out on a different, more unique bonus power.
Yes Tungsten is the most damaging single ammo power versus armored synthetics (Fenris, Loki mechs), but I'd still argue that Disruptor or Cryo works better, for the crowd control. But really anything works, I've torn through these types of mechs with Inferno. I mean really, when was the last time anyone had trouble with Fenris or Loki mechs? I've only ever played on Insanity and in all my playthroughs, including the very first, I've never had a near death due to Fenris or Loki mechs.
Modifié par Simbacca, 28 septembre 2010 - 05:29 .
#90
Posté 28 septembre 2010 - 06:38
#91
Posté 28 septembre 2010 - 07:30
Another problem I noticed with cryo effects on husks is that frozen huskes do not shatter consistantly. Under certain conditions, a husk can freeze and NOT shatter. This also occurs on other targets, but is a special concern for Cryo because its effectiveness against husks hinges on the instakill effect by shattering.
You may not have a significant problem with killing mechs with Incendiary ammo, but the FACT remains that AP is definitely superior than Incendiary against them - marginal vs the Armour protection, but significant against health. Let us be objective here.
As mentioned, AP is situationally superior than Incendiary when the regen stoppage and panic effect is not in play. We should present this as an option, state pros/cons and leave the decision on whether to spend eezo on Advanced Training / Retrain Powers to swap in AP ammo as a bonus power for specific missions to the individual player.
#92
Posté 28 septembre 2010 - 07:59
I've never had a Husk freeze and not shatter. If that has happened to you, well I don't know what to say about that rare bug. Squadmates may waste a couple of extra shots on a freezing Husks, but you say Shepard too? The player should know enough to switch targets.
Stay objective here, what more do you want? I did agree that AP is the most damaging ammo power to use on mechs, for both their armor and health. I simply said that I prefer Disruptor for it's control crowd versus synthetics, and without that I like Cryo, again because of the crowd control. My point was no matter what you choose, Disruptor or AP, the player would do fine versus mechs. The comment about Inferno was to support that; if this obviously sub-par choice works fine against these low-threat enemies, then surely the player would do fine no matter what they choose between the crowd control of Disruptor or the damage of AP. It was not at all an endorsement of Inferno in that situation.
Modifié par Simbacca, 28 septembre 2010 - 08:00 .
#93
Posté 28 septembre 2010 - 08:10
#94
Posté 28 septembre 2010 - 09:05
SupidSeep wrote...
Cryo's freeze effect is SLOW. Freezing targets will still be recognised as targets and be attacked by squadmates and by most players in the heat of combat. This is perfectly fine against normal enemies, but causes a problem with kill efficiency against husks - you & your squad will tend to waste shots / powers on freezing husks while said attacks can be directed at fresh targets.
Another problem I noticed with cryo effects on husks is that frozen huskes do not shatter consistantly. Under certain conditions, a husk can freeze and NOT shatter. This also occurs on other targets, but is a special concern for Cryo because its effectiveness against husks hinges on the instakill effect by shattering.
You may not have a significant problem with killing mechs with Incendiary ammo, but the FACT remains that AP is definitely superior than Incendiary against them - marginal vs the Armour protection, but significant against health. Let us be objective here.
As mentioned, AP is situationally superior than Incendiary when the regen stoppage and panic effect is not in play. We should present this as an option, state pros/cons and leave the decision on whether to spend eezo on Advanced Training / Retrain Powers to swap in AP ammo as a bonus power for specific missions to the individual player.
A husk with a sliver of health is still going to run up against your squad and sock them, and they can't use their powers. A frozen husk with a lot of health left will do absolutely nothing while you and your squad can cooldown and attack other enemies. The kill rate idea you talk about doesn't consider that when you're in a battle of attrition (like hordes of husks) you will lose. A few husks, AP ammo rapes them. But 15 husks coming from 4 different directions, you and your don't have enough bullets in one clip to kill them before they touch your team. You'll have to produce such an enormous amount of damage to keep them at a steady distance for a length period of time that it is currently impossible to achieve with any weapon and class build without cheaing. With cryo ammo, you freeze 2-3 of them, then shoot 2-3 new husks. With AP ammo, you are forced to either kill the first set while the second set closes in the distance. In a battle of attrition, squad cryo wins.
#95
Posté 29 septembre 2010 - 04:51
Tony Gunslinger wrote...
A few husks, AP ammo rapes them. But 15 husks coming from 4 different directions, you and your don't have enough bullets in one clip to kill them before they touch your team. You'll have to produce such an enormous amount of damage to keep them at a steady distance for a length period of time that it is currently impossible to achieve with any weapon and class build without cheaing. With cryo ammo, you freeze 2-3 of them, then shoot 2-3 new husks. With AP ammo, you are forced to either kill the first set while the second set closes in the distance. In a battle of attrition, squad cryo wins.
Ok, you hit it fair on the mass husks attack, so I have to admit squad cryo will be best for IFF. Nontheless, I still hate the aspect that Cryo's Freeze is SLOW. I've had more than my share of freezing huskes running in close enough to club me before they freeze solid (or freezing korgan getting of that last shot that killed my char) - I guess I hate the lack of 'instant-kill'.
I think the non-shattering frozen husk can occur when you hit said husk with a effect that cause it to "stumble" just before it freezes. My favourite class is a Reave-Vanguard with Inferno & Squad Cryo - and over the last 8 months I've seen a lot of frozen husks not shattering (mostly in kneeling positions that toppled over). Normal huskes aren't that much of a problem, but a glowing abomination left in such a position can be rather inconvienent - especially when I already have my hands full with other active huskes / abominations running after me.
@ Simbacca:
I apologise for not properly understanding your position and I'm sorry I got you riled up for nothing important.
Thus said that would leave Varren / Klixen missions where AP ammo might be considered a viable choice? I'm just thinking that Soldiers have to sink 3 points into Disruptor before unlocking Incendiary and another 3 points before unlocking Cryo.
(P.S. Wiki says klixens are fire-resistant - didn't know that though that could explain why killing them with Incendiary wasn't as easy as expected ...)
#96
Posté 01 octobre 2010 - 02:42
BTW: Against fire resistant enemies like mechs I really like AP ammo. Not many people agree with me but I'm more than happy to go this way.
#97
Posté 01 octobre 2010 - 06:23
#98
Posté 14 novembre 2010 - 04:11
I just read (again) the gamplay data thread and i couldn't find the answer.
Does Jack's biotic boost upgrade affect her ammo power ? I mean, instead of 35% for the squad version, do we get 42 % ?
#99
Posté 14 novembre 2010 - 04:47
so no.
But anyways 35 or 42% is absolutely meaningless and unnoticable.
Modifié par Kronner, 14 novembre 2010 - 04:50 .
#100
Posté 27 novembre 2010 - 04:50





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