Which Shotgun?
#1
Posté 12 novembre 2010 - 08:10
Here's my current setup:
Shepard:Geth Plasma Shotgun
Squad:Scimitar
Grunt:Claymore
Any recommendations?
#2
Posté 12 novembre 2010 - 08:28
Modifié par Gladiador2, 12 novembre 2010 - 08:28 .
#3
Posté 12 novembre 2010 - 09:20
#4
Posté 12 novembre 2010 - 12:56
AntiChri5 wrote...
Do you have Widow or Revenant?
Not yet, but I'm planning on the Widow.
#5
Posté 12 novembre 2010 - 01:05
#6
Posté 12 novembre 2010 - 01:07
The Revenant makes getting out your shotgun barely worth the time, so for a Revvy Soldier i would go for the GPS.
But a Widow/Mattock soldier? Evisc or Scim.
#7
Posté 12 novembre 2010 - 01:39
#8
Posté 12 novembre 2010 - 01:41
#9
Posté 12 novembre 2010 - 05:04
Squadmates: GPS
Vanguard Shep: Evi or Claymore
Soldier Shep: GPS
Engineer Shep: Scimitar or GPS
Infiltrator Shep: (haven't gotten my shotgun yet, but I'm thinking either GPS or Evi)
Sentinel Shep: (don't know, looking forward to one day trying)
Modifié par Simbacca, 17 novembre 2010 - 02:30 .
#10
Posté 12 novembre 2010 - 05:32
#11
Posté 12 novembre 2010 - 05:49
Never really got into a soldier with a shotgun, revvy was always too badass up close to need one. On my vanguard I'm having a BLAST with my evisc, waiting on scimmy before I finally decide.
#12
Posté 12 novembre 2010 - 09:16
Pacifien wrote...
I've been wondering about this. I figured the GPS was good for squadmates because it helped keep them at a longer range from the enemy, and they'd be reasonably accurate with it. But doesn't it only have a burst of 3 pellets versus 8? If I'm using squad cryo ammo, I'd think more pellets the better in freezing the enemy.
I agree, if you want to use ammo powers to their greatest effect (like cryo, incendiary or disruptor) with shotty's then the 8 pellet ones are the best. Either evi or claymore I guess to activate the ammo powers more often and close or point blank range.
but if you use tungsten or heavy warp then the GPS seems fine to get the extra DMG each GPS shot gives especially charged.
I would have to double check the math to be 100% certain though.
#13
Posté 12 novembre 2010 - 09:41
While it may be true that 8 pellets may give more hits, the GPS's range can off set this somewhat, with the evi being the half way house choice. If you know the mission is all in confined areas, definetly go for one of the "conventional" shotguns and if range will be an issue/advantage give your squad the GPS.Praetor Shepard wrote...
Pacifien wrote...
I've been wondering about this. I figured the GPS was good for squadmates because it helped keep them at a longer range from the enemy, and they'd be reasonably accurate with it. But doesn't it only have a burst of 3 pellets versus 8? If I'm using squad cryo ammo, I'd think more pellets the better in freezing the enemy.
I agree, if you want to use ammo powers to their greatest effect (like cryo, incendiary or disruptor) with shotty's then the 8 pellet ones are the best. Either evi or claymore I guess to activate the ammo powers more often and close or point blank range.
but if you use tungsten or heavy warp then the GPS seems fine to get the extra DMG each GPS shot gives especially charged.
I would have to double check the math to be 100% certain though.
In general on a revenant soldier, or any other one for that matter, I like the GPS as a secondary heavy weapon allowing me to either keep cain in reserve or carry a more mission specific HW.
With squad members, as mentioned above, tailoring the load outs for the mission helps, but one thing to remember is they will never charge the GPS, which is a damn shame.
#14
Posté 13 novembre 2010 - 11:18
This, however, does not mean that the other shotties are bad. They have different strengths; what's the point in freezing an already dead enemy with the Claymore
#15
Posté 13 novembre 2010 - 07:01
Bozorgmehr wrote...
The original question (Pacifien) was about the effectiveness of ammo powers. The GPS is by far the worst SG when it comes to this (3 vs 8 projectiles that can trigger the desired effect). The best ME2 weapon combined with ammo powers primarily used to ignite, freeze or overheat is the Scimitar. High RoF plus 8 pellets / shot = playtime!
This, however, does not mean that the other shotties are bad. They have different strengths; what's the point in freezing an already dead enemy with the Claymore
he, I forgot about the Scimitar's ROF, I haven't used it in a while.
It should easily be better to activate the ammo powers for sure.
#16
Posté 13 novembre 2010 - 07:14
Which is why the GPS is actually not the worst SG when it comes to ammo power. The worst SG when it comes to ammo power is the Claymore - cos most of the time, they would just drop dead.Bozorgmehr wrote...
The original question (Pacifien) was about the effectiveness of ammo powers. The GPS is by far the worst SG when it comes to this (3 vs 8 projectiles that can trigger the desired effect). The best ME2 weapon combined with ammo powers primarily used to ignite, freeze or overheat is the Scimitar. High RoF plus 8 pellets / shot = playtime!
This, however, does not mean that the other shotties are bad. They have different strengths; what's the point in freezing an already dead enemy with the Claymore
Modifié par ashwind, 13 novembre 2010 - 07:14 .
#17
Posté 16 novembre 2010 - 10:56
#18
Posté 17 novembre 2010 - 01:05
Katamariguy wrote...
I have every shotgun for my soldier, except for the claymore. Which should I use?
Here's my current setup:
Shepard:Geth Plasma Shotgun
Squad:Scimitar
Grunt:Claymore
Any recommendations?
Switch Shepard's gun with the squad's, and that's my set-up.
#19
Posté 23 novembre 2010 - 08:30
So...GPS would be my pick for best.





Retour en haut






