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CC Ammo Power Activation: what causes the difference between weapons?


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#1
Stardusk78

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I was doing some experimenting today with Cryo and Inferno ammo and Assault Rifles and Submachine Guns and I was trying to find some mechanism by which you can determine how effective a given weapon is in activating ammo powers, especially the CC ones.

With the Assault Rifles I observed the following:

1. Mattock, a total beast, all it takes is one bullet with inferno and the enemies are hopping around it pain; also only need one bullet to make surrounding enemies catch fire; Cryo is instant.
2. Collector Assault Rifle was pretty decent at activating Inferno; Cryo not as good,
3. Vindicator was pretty poor in this regard.
4. The Geth Pulse Rifle is the worst for activating CC ammo powers.

I didn't even try the Avenger; it's probably pretty bad in this regard.

Does anyone know why some weapons work very well with ammo powers and others don't?

Modifié par Stardusk78, 15 avril 2011 - 02:54 .


#2
Saaziel

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Its either a question of damage over time or clip size.

Generally speaking ; lower the clip size , higher is the damage per bullet. If you need "X" damage to trigger an effect, the low ammo/ high dpb will have a "direct' impact via ammo powers. "Spree" weapons tend to be the opposite.

That said, weapons have , by default, a preferred protection to strip. Again , high dpb fairs better against armour and "spree" against shields & barriers*. You can factor this when applying ammo powers. I'm not sure how the equation works out though, I'd doubt that you get an increased benefit when using the GPR and Disruptive ammo for example.

* There is some exception here. I can't say which precisely, ill look into it.

Also I'm not sure if you need to "hit" consecutively with "spree" weapons in order to trigger an effect. I'll look into that as well. If you feel like testing it out yourself, you could empty a clip until you have one bullet left in the M-8 , for instance , then hit a target with the last bullet, see if it get Cc. I'd doubt it would work this way, its far better to assume that the target need to be dealt "X" damage rather than the player have dealt a potential damage.

Modifié par Saaziel, 15 avril 2011 - 04:31 .


#3
Stardusk78

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Saaziel wrote...

Its either a question of damage over time or clip size.

Generally speaking ; lower the clip size , higher is the damage per bullet. If you need "X" damage to trigger an effect, the low ammo/ high dpb will have a "direct' impact via ammo powers. "Spree" weapons tend to be the opposite.

That said, weapons have , by default, a preferred protection to strip. Again , high dpb fairs better against armour and "spree" against shields & barriers*. You can factor this when applying ammo powers. I'm not sure how the equation works out though, I'd doubt that you get an increased benefit when using the GPR and Disruptive ammo for example.

* There is some exception here. I can't say which precisely, ill look into it.

Also I'm not sure if you need to "hit" consecutively with "spree" weapons in order to trigger an effect. I'll look into that as well. If you feel like testing it out yourself, you could empty a clip until you have one bullet left in the M-8 , for instance , then hit a target with the last bullet, see if it get Cc. I'd doubt it would work this way, its far better to assume that the target need to be dealt "X" damage rather than the player have dealt a potential damage.


More advanced research would be appreciated!:)

#4
Locutus_of_BORG

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Generally speaking, the likelihood of an ammo effect going off is improved by either putting out a single, high power shot, or putting out a larger number of weaker shots/projectiles increase the number of chances to proc.

The actual tests and such were done before my time on this forum, but these tests are the reason why guns like the Viper (high damage, moderately hight RoF) and the Scimitar (moderate damage, high # of projectiles per shot) are considered "ammo power kings". This is also the reason you'll see guns like the Mattock (high damage, moderate RoF), the Carnifex (very high damage) and the Tempest (very high RoF) proc a lot of ammo effects as well. The only caveat to this is that if a single shot from a weapon is too powerful, then it becomes more likely that the shot will kill the target before the ammo effect can take place, ie: this is why, for example, the Widow/Mantis are terrible for freezing enemies with CA.

Modifié par Locutus_of_BORG, 15 avril 2011 - 03:37 .


#5
jamesp81

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Locutus_of_BORG wrote...

Generally speaking, the likelihood of an ammo effect going off is improved by either putting out a single, high power shot, or putting out a larger number of weaker shots/projectiles increase the number of chances to proc.

The actual tests and such were done before my time on this forum, but these tests are the reason why guns like the Viper (high damage, moderately hight RoF) and the Scimitar (moderate damage, high # of projectiles per shot) are considered "ammo power kings". This is also the reason you'll see guns like the Mattock (high damage, moderate RoF), the Carnifex (very high damage) and the Tempest (very high RoF) proc a lot of ammo effects as well. The only caveat to this is that if a single shot from a weapon is too powerful, then it becomes more likely that the shot will kill the target before the ammo effect can take place, ie: this is why, for example, the Widow/Mantis are terrible for freezing enemies with CA.


Actually, I've found I much prefer the Eviscerator for Cryo ammo effects to the Scimitar.  It's like playing wack-a-husk on the Collector ship or Collector base.

But, yeah, Mattock with incendiary or cryo ammo is an ass kicking machine.

#6
Stardusk78

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jamesp81 wrote...

Locutus_of_BORG wrote...

Generally speaking, the likelihood of an ammo effect going off is improved by either putting out a single, high power shot, or putting out a larger number of weaker shots/projectiles increase the number of chances to proc.

The actual tests and such were done before my time on this forum, but these tests are the reason why guns like the Viper (high damage, moderately hight RoF) and the Scimitar (moderate damage, high # of projectiles per shot) are considered "ammo power kings". This is also the reason you'll see guns like the Mattock (high damage, moderate RoF), the Carnifex (very high damage) and the Tempest (very high RoF) proc a lot of ammo effects as well. The only caveat to this is that if a single shot from a weapon is too powerful, then it becomes more likely that the shot will kill the target before the ammo effect can take place, ie: this is why, for example, the Widow/Mantis are terrible for freezing enemies with CA.


Actually, I've found I much prefer the Eviscerator for Cryo ammo effects to the Scimitar.  It's like playing wack-a-husk on the Collector ship or Collector base.

But, yeah, Mattock with incendiary or cryo ammo is an ass kicking machine.


Yeah, Mattock just needs one bullet.  Done. No other gun works as well with CC ammo powers.