Mass Effect 1: Which weapon/ammo mods for squad mates?
#1
Posté 05 octobre 2010 - 06:01
All four of them will, of course, have Colossus X armor with two Medical Exoskeleton X upgrades, and each will have a full set of level ten Master Spectre weapons. However, herein lies my dilemma. While my assault rifle and pistol are equipped with Rail Extension VII x2 and Snowblind Rounds X, and my shotgun and sniper rifle have Rail Extension VII x2 and High Explosive Rounds X, I'm not sure how I should gear the weapons on my squad mates. Should I use the same assault rifle loadout for Ashley, Garrus, and Wrex? What should Garrus and Ashley's sniper rifles have, or Ashley and Wrex's shotguns? Any help I can get would be much appreciated. Thanks in advance.
#2
Posté 05 octobre 2010 - 06:20
So much fun.
#3
Posté 05 octobre 2010 - 08:40
Personal weapon of choice: HMWSR X w. frictionless materials X, rail extension VII & shredder/tungsten rounds VII
Garrus: HMWSR X w. rail extension VII x2 & shredder/tungsten rounds VII
Wrex: HMWSG X w. rail extension VII x2 & shredder/tungsten rounds VII
Basically, I keep 3 of each ammo type and equip whichever would best suit the mission. I don't care for high explosive rounds or snowblind rounds, as the rate of fire is too low for my tastes. Inferno rounds are not bad, but comparatively inefficient.
As for armour modifications, it depends on my player. As you will have inferred from my "weapon of choice", I prefer to play as a soldier [or possibly an infiltrator - but only in ME1] and focus on sniping. For the soldier, I will equip Predator H X armour and add to it two medical exoskeleton Xs. This, combined with maximised passive talents, enables me to regenerate faster than a krogan, rendering me all but invulnerable should my sniping position be compromised - a rare occurence, given my team and their equipment. For the infiltrator, medium colossus X.
[I very much enjoy playing the adept too, but suffice it to say that I use the same mods and ammunition on my pistol - and I do not focus on defence. Focus point allocations on biotic abilities, annihilate everything. I liked that in ME1 you really [i]could[/i] be as powerful as Jack appears when you release her from cryo to a trio of YMIR mechs].
#4
Posté 05 octobre 2010 - 01:14
Miss Yuna of Atlanta wrote...
I'm currently leveling a Sentinel(Bastion/Assault Rifles) in the first Mass Effect, which I plan to import to Mass Effect 2. However, I want to see if I can manage Pinnacle Station on Insanity, and as such I'm looking to maximize damage output and utility with the four squad mates I use on this character: Ashley, Kaidan, Garrus, and Wrex.
All four of them will, of course, have Colossus X armor with two Medical Exoskeleton X upgrades, and each will have a full set of level ten Master Spectre weapons. However, herein lies my dilemma. While my assault rifle and pistol are equipped with Rail Extension VII x2 and Snowblind Rounds X, and my shotgun and sniper rifle have Rail Extension VII x2 and High Explosive Rounds X, I'm not sure how I should gear the weapons on my squad mates. Should I use the same assault rifle loadout for Ashley, Garrus, and Wrex? What should Garrus and Ashley's sniper rifles have, or Ashley and Wrex's shotguns? Any help I can get would be much appreciated. Thanks in advance.
I'd suggest swapping one of the rail extensions for a frictionless X and swapping the snowblind for anything else except HE in pistol/assault rifles.
Here are some numbers to play around with (Note these calculations are just pistol+mods with no skill or achievement bonuses taken into account)
Spectre X pistol with 2 rail extension VII+ snowblind X= 307 dps (the -40% fire rate really hits pistols/ARs)
Spectre X pistol with 2 rail extension VII + bare ammo slot=400 dps
Spectre X pistol with 1 rail extension VII + 1 frictionless X + tungsten/shredder=504 dps
Spectre X pistol with 2 rail extension VII + tungsten/shredder=560 dps
Note that 2 rail extensions+ snowblind barely better than a bare pistol at 294 dps. So if you're worried about heat throw in 2 frictionless+any decent level VII ammo (anything but proton) is better.
Note with the last I'd really suggest using marksman to control the heat build up (but that just helps your damage due the the increase rate of fire. If you're looking to kill regening enemies like krogan or want some shield bypass stick with the other level VII rounds like cryo/incendiary or polnium rounds.
For shottys go with sledgehammer, the additional crowd control is nice
For those interested in the formulas used try here http://meforums.biow...forum=123&sp=90
With original credit to Macsbug and Ablated crayon for working out the formulas.
Edited to correct math errors.
Modifié par The Grey Ranger, 05 octobre 2010 - 01:39 .
#5
Posté 05 octobre 2010 - 01:54
#6
Posté 05 octobre 2010 - 06:12
#7
Posté 05 octobre 2010 - 06:45
swk3000 wrote...
Grey Ranger, would you mind explaining the s_weapon variable? I'd like to do a few DPS calculations, but that s_weapon variable is screwing me over.
Here is the formula being discussed along with the note from the old forums.
weaponDamage = (baseWeaponDamage) *(1+s_global) *
[1+(s_weapon)(kTwoMods)] * (1+s_carnage) * [1+(kCarnageShot)(s_global) *
[1+s_target-kCarnageShot*s_target]
s_global = Sum of global damage effects.
Ex: spectre & renegade dmg boni
s_weapon = Sum of those said to increase weapon dmg
Ex: Long Service medal, Pistols,
Assassination, Assault Rifle, Scram Rail X
kTwoMods = constant value. Equal to 1 if weapon has one enhancement slot, equal to 0.625 if weapon has two slots.
s_carnage
= Damage bonus from carnage ability. This is obviously zero if you
aren't dealing with carnage, else use the value carnage gives if you
are.
kCarnageShot = constant value. Equal to 1 if the shot is going to be a carnage shot, equal to 0 if it's not.
s_target = sum of target-specific dmg mods
Ex: Tungsten & Shredder
This
equation reduces down to one of Mac's equations based on the value of
kCarnageShot. The proper terms appear / disappear. Just plug&chug,
so to speak.
The s_weapon will the value you get from weapons mod such as the rail extensions discussed earlier.
So if you had 2 rail extension VII's discussed earlier you would add the 0.29+0.29 for 0.58 (note this is just the percentages converted over to a decimal format) Then since a spectre x gun has two slots for non ammo mods you would multiply the 0.58 by the 0.625 yielding a result of .3625 the you would add 1. This yields a multiplier of 1.3625 for the s_weapon variable in the earlier discussion.
Note that most skills also fall into this category things like the damage bonus from commando and weapons skills fall into the s_weapon variable. This does not include the spectre skill damage bonus and renegade damage bonus. These both fall under s_global. (Yes that does mean spectre is more valuable than the base percent damage increase would make you think.
Hope that helps.
Modifié par The Grey Ranger, 05 octobre 2010 - 06:46 .
#8
Posté 05 octobre 2010 - 06:51
Miss Yuna of Atlanta wrote...
That's as comprehensive as I could have asked for. Now I just need to get my mitts on Tungsten and Shredder ammo.
Just be careful not to omnigel or sell them as they tend to stop dropping at higher levels, I think the level VII stuff starts thinning out after about level 36 or so. Of course if you're on pc and you got rid of them there is always the console.
#9
Posté 05 octobre 2010 - 08:27
Modifié par swk3000, 05 octobre 2010 - 08:38 .
#10
Posté 05 octobre 2010 - 09:32
There is the console. Either that or I can take my chances with Pinnacle Station.The Grey Ranger wrote...
Miss Yuna of Atlanta wrote...
That's as comprehensive as I could have asked for. Now I just need to get my mitts on Tungsten and Shredder ammo.
Just be careful not to omnigel or sell them as they tend to stop dropping at higher levels, I think the level VII stuff starts thinning out after about level 36 or so. Of course if you're on pc and you got rid of them there is always the console.
#11
Posté 06 octobre 2010 - 01:52
swk3000 wrote...
If I'm doing my math right, then a Kinetic Coil X and a Rail Extension VII with no ammo results in a DPS of 609. And the heat buildup isn't bad.
For a bare spectre pistol with a rail extension VII+a Kinetic coil X+no ammo=360.15
Here is the math
kinetic coil is 0.07
rail extension is 0.29
total is 0.36
multiply 0.36 by 0.625 for the two weapon mod is 0.225
add 1 is 1.225
multiply by the base weapon damage of 294*1.225=360.15
if we include tungsten or shredder ammo in the calculation it becomes
kinetic coil is 0.07
rail extension is 0.29
total is 0.36
multiply 0.36 by 0.625 for the two weapon mod is 0.225
add 1 is 1.225
shredder ammo is .40
add 1 is 1.4
so 1.225 times 1.4 is 1.715
multiply the base weapon damage of 294*1.715 is 504.21
Hopefully that explanation is a bit clearer and helps with your calculations.
#12
Posté 06 octobre 2010 - 08:05
AntiChri5 wrote...
I always give squadmates high explosive rounds in sniper rifles.
So much fun.
This.
#13
Posté 06 octobre 2010 - 09:29
#14
Posté 07 octobre 2010 - 02:59
1) to knock people out of cover at range.
2) it is fun.
For all other reasons, other ammo types will be better than HE because of the greatly reduced firing times caused by the overheat. With Specter X, Frictionless X, Scram Rail X, tungsten/shredder VII I can usually keep firing about as fast as the rifle can for 7-10 shots before overheating, if I don't pause at all. So basically with this setup you don't have to worry about waiting for another shot, you can just keep lobbing rounds down range, and when you are doing the high SR damage, that is what you want.
#15
Posté 09 octobre 2010 - 03:19
#16
Posté 09 octobre 2010 - 04:49
#17
Posté 09 octobre 2010 - 01:49
#18
Posté 09 octobre 2010 - 05:06
pistol rof 4 shots per second
AR rof= 10 shots per second
shotgun rof = 1.25 seconds per shot
sniper rifle rof = 1.75 seconds per shot.
So this means shotgun and sniper will do more per shot than their dps. While pistol and AR will do the damage divided by 4 or 10 per shot. This is the effect that pushes master markman pistol into the highest dps since it increases the rof by 50% to 6 shots per second.





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