mosor wrote...
You're going too much by the numbers, and not too much by practical experience. The difference in taking out harbringer's barrier using a tempest or locust is about a second difference whether you use squad incindiary or heavy warp ammo. Sure a second extra may matter on paper, but gameplay wise, it's about as useful as a dog licking it's balls.
In a game where you have no guarantees whatsoever how long you're going to have to shoot a target and that it can take little more than a second for an enemy to deplete your
own defences, claiming taking a few seconds less is 'as useful as licking a dogs balls' is glossing over the mechanics to the point where there's no point in making comparisons. Consider throwing a singularity at harby - you've got a few seconds to take him down before it burns out. That extra time is the difference between cleanly taking him down and taking a blast to the face.
I mean, you're making a huge hooplah about how a few seconds don't matter. What kind of time advantage are you expecting from 20% extra damage against armour? What are you expecting to see in that 20% that takes it so far ahead of Warp Ammo, considering that you disregard anything less than a few seconds? Any argument you make that Warp Ammo's effects just aren't noticable on barriers also applies to AP against armour, as the numbers we're talking are so low.
Regarding SMG upgrades, it does make a difference,. The less base time it takes for an SMG to take out a barrier, the less significant the warp ammo bonus is. These are not real numbers. But for instance if an SMG with no upgrades takes 6 seconds to take out harby's shields than the 50% warp ammo bonus theoretically saves you 3 seconds. If you fully upgrade the SMG to 6/6 and it takes only 3 seconds to take out harby's shields, the warp ammo bonus only saves you a 1.5 seconds give or take.
You weren't mentioning SMGs beforehand - you vaguely mentioned 'rapid fire weapons'. Obviously Warp Ammo's advantages over AP waver somewhat on guns that have a 75% - 100% extra damage against Barriers. You were the one, however, that claimed practicality trumps numbers, so hence I'm not sure why you consider the mere 20% damage extra against armour on a gun that isn't that good at dealing with armour *that* significant. By your logic above you shouldn't even be using an SMG on armour.
As for a soldier. The only person's barrier that wasn't a complete joke to take out with the mattock and heightened adrenaline rush was Tela Vasir's. I'll stick with inferno ammo on that class.
A lot of this is anecdotal, mosor - I don't doubt that Inferno ammo is a very good ammo. That doesn't somehow mean Warp Ammo is a 'garbage' or 'only good on a Widow' or whatever the offhand comment you made was pointing out. Ultimately, once all the big upgrades are brrought in and AR is maxed out, it becomes a question what purpose *any* ammo power gives. Inferno only gets some press because it effects multiple enemies.