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Weird Ammo question: Incendiary or Disruptor vs mechs with armor?


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#26
termokanden

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Yeah ME1's weapon customization is so much better than ME2's. I heard they're bringing it back in 3 though, here's hoping.

It was, but was clearly missing some fine-tuning. For example, level VII updates were often better than higher ranked ones and completely unavailable at high levels unless you had kept some.

There was also the problem that you could make some combos that were a bit too powerful.

At this stage I don't even mind the clip system anymore, probably because I'm better at not wasting ammo now than I was, but I am still hoping you can mod weapons again in ME3.

I'm NOT missing having 2 billion copies of Snowblind X and Kinetic Exoskeleton X in my inventory and being stuck at 999 omnigel and 9999999 credits. That was silly :)

Modifié par termokanden, 20 août 2010 - 12:42 .


#27
Arhka

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Special note: Disruptor Ammo weapon overheating bypasses defenses.

#28
BlackbirdSR-71C

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Omicrone wrote...

That's all logical. The only thing I have yet to figure out is why Disruptor wouldn't keep its bonus vs mech armor, them being synthetics. It damages synthetic shields, it damages synthetic health, but it doesn't damage synthetic armor (Geth Primes, YMIR mechs)? Doesn't make sense if it works that way.


Stop pointing out the flaws in logic, you'll never find rest when doing this in Mass Effect 2.

#29
epoch_

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warp > all

#30
implodinggoat

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The disruptor will give you a bonus against the synthetics health; but not it's armor, while the incendiary will give you a bonus against its armor; but not it's health.



Disruptor is the way to go though since both LOKI and FENRIS mechs have more health than armor and as an added bonus the Disruptor ammo will overload the mechs once their armor is down.



Armor Piercing Ammo or Warp Ammo work better in this case though since both will give you a bonus against the mech's armor and against it's health since both Armor Piercing and Warp Ammo are effective against both Organic and Synthetic health.

#31
implodinggoat

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termokanden wrote...

Indeed, and usually you'd just hit them more instead of waiting 3 seconds. That said, I still believe Tungsten is ever so slightly better than Heavy Warp as general-purpose ammo.

At least my experience from Insanity is armor and shields everywhere, barriers not so much. Perhaps on Illium there were enough barriers for Warp Ammo to take over, but I'm not convinced.


Barriers are less common than Armor; but I always take Warp Ammo. The added bonus against armor piercing gives you against armor isn't that spectacular to me; but the added utility Warp Ammo gives you for dealing with biotics and most especially Collectors is quite nice.

Furthermore if you've got access to incendiary ammo then armor piercing becomes even less valuable since incendiary works even better than Armor Piercing against any armored organic enemy (although maybe not Klixen, since they do happen to breathe fire.) since it does nearly as much damage, stops health regeneration, and has the potential to panic your enemies.

Armor Piercing is the best against armored synthetics or enemies who have armor and no health whatsoever (Scions, Gunships, etc.); but Warp ammo is also pretty damn effective against such enemies and its also much more effective against Collectors, Biotic enemies and Praetorians.

#32
sinosleep

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If you have access to inferno ammo AP ammo is worthless



Now as far as Loki mechs go I tend to use squad disrupter on any mech heavy levels. They have more health than armor any way, so the disrupter is better served than any anti-armor.

For organics though? Inferno ammo and it's not close as far as I'm concerned. Inferno ammo doesn't even have to get through defenses in order for the CC to work, and with it maxed out it's an AOE attack can hit entire groups of enemies. For instance, skip to 3:10 of this video



You can clearly see an enemy a fair distance from me putting out flames while he has a 100% full shield. Considering the fact that when it comes to shotguns ammo type is irrelevant (not enough damage to one shot regardless unless you're using the claymore, and the claymore one shots regardless of ammo as well) so you're better off going with free CC as opposed to an entirely insignificant ammo type.

Modifié par sinosleep, 21 août 2010 - 03:18 .


#33
Bozorgmehr

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sinosleep wrote...

Now as far as Loki mechs go I tend to use squad disrupter on any mech heavy levels. They have more health than armor any way, so the disrupter is better served than any anti-armor.


Plus; almost all weapons have dmg multipliers against defenses; none against health (ammo effects are most desirable here).

Considering the fact that when it comes to shotguns ammo type is irrelevant (not enough damage to one shot regardless unless you're using the claymore, and the claymore one shots regardless of ammo as well) so you're better off going with free CC as opposed to an entirely insignificant ammo type.


Claymore doesn't one shot regardless of ammo, maybe with Miranda's wpn dmg bonus, the Kestrel Armor + Recon Hood (haven't tried that yet). I have to use ammo powers (Incediary Ammo using Jacob or Grunt) on Claymore to one shot enemies consistently (playing Adept - not wearing any +wpn dmg gear).

#34
sinosleep

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Bozorgmehr wrote...

Claymore doesn't one shot regardless of ammo, maybe with Miranda's wpn dmg bonus, the Kestrel Armor + Recon Hood (haven't tried that yet). I have to use ammo powers (Incediary Ammo using Jacob or Grunt) on Claymore to one shot enemies consistently (playing Adept - not wearing any +wpn dmg gear).


I didn't mean no ammo type at all, I meant it would one shot with ANY damaging ammo type. The claymore one shots enemies on a consistant basis whether it be AP, warp, or inferno, while none of the other shotguns regularly one shot regardless of which damaging ammo type you use. So as far as shotguns are concerned at least the damage aspect of the ammo type is irrelevant, which is why I'll always side with the free CC of inferno ammo.

Modifié par sinosleep, 21 août 2010 - 07:48 .


#35
termokanden

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implodinggoat wrote...

Barriers are less common than Armor; but I always take Warp Ammo. The added bonus against armor piercing gives you against armor isn't that spectacular to me; but the added utility Warp Ammo gives you for dealing with biotics and most especially Collectors is quite nice.


The thing is, I just remember spending most of my time dealing with armor, whereas barriers or shields were always easy to destroy. The only barrier I remember that lasted any kind of time was the one the Praetorians had. There, I wished I had Warp Ammo.

Now as far as Loki mechs go I tend to use squad disrupter on any mech heavy levels. They have more health than armor any way, so the disrupter is better served than any anti-armor.

For organics though? Inferno ammo and it's not close as far as I'm concerned. Inferno ammo doesn't even have to get through defenses in order for the CC to work, and with it maxed out it's an AOE attack can hit entire groups of enemies. For instance, skip to 3:10 of this video


Oh I agree completely about the organics. But in mixed fights with organics/mechs, I don't know. Would hardly call AP useless then.

There's no point in a soldier picking it as a bonus power and not using Inferno Ammo though. Maybe making one of them a squad ammo would be an option.

I was mainly objecting to the opinion that AP Ammo has no place in this game. It does. It's better in a few situations than everything else and is definitely always good.

#36
ezrafetch

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Personally I don't necessarily consider AP Ammo to be all that unless you are aiming to totally maximize damage output. Granted I usually prefer some sort of utility so I prefer Inferno. Inferno's CC is brilliant and though it doesn't work as well vs. synthetics, if you've got a synthetic down to health it's already a dead dog so I'd personally call it a NBD (no big deal, ha). With Disruptor you'll run into trouble vs. the armor part, which Inferno makes easy, but then you technically have the health problem with Inferno. I'm pretty sure you're likely going to be spending about the same number of shots regardless of ammo type (except Warp possibly).



What would be interesting would be running Squad Incendiary with Shepard running Tungsten. I suspect Krogan+vorcha missions get real silly, and non-Geth missions become fairly easy. I may try it, but I am too much in love with Inferno...

#37
Alamar2078

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Honestly AP Ammo isn't the end-all-be-all ammo choice. Inferno is often the better choice because you'll rarely feel a real difference in killing speed between the two ammo choices and Infernos AOE & CC tip the scales in its favor.



As you point out against Loki & Fenris Mechs this is a good ammo choice though because it fully effects both health and armor.



Against other targets I'd have a hard team justifying AP over Inferno.

#38
SonofMacPhisto

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termokanden wrote...


Yeah ME1's weapon customization is so much better than ME2's. I heard they're bringing it back in 3 though, here's hoping.

It was, but was clearly missing some fine-tuning. For example, level VII updates were often better than higher ranked ones and completely unavailable at high levels unless you had kept some.

There was also the problem that you could make some combos that were a bit too powerful.


Oh, say, Garrus with the Spectre sniper, scram rails, and explosive rounds?  I swear I saw one bullet for three geth. Image IPB