ME1 Item Mods, 90% Useless?
#1
Posté 02 juillet 2011 - 03:23
Armor Mods:
1. Shield Modulator
2. Medical interface
3. Everything Else sucks
Nothing is better than the shield modulator. Currently I have Shield Mod VIII and it gives like +120 shields. This is like +%40 shields for me right now, and with shield boost it's total abuse. It's MUCH better than the pathetic 10% damage reduction or any of the other mods. Sometimes I put on a medical interface to heal while I am hiding but I always take it out for the real combat. I guess I can see how the Stimulant Pack helps your cooldowns for some classes but I think doubling your shield is nearly always best. Especially for squadies...
Ammo:
1. Armor Piercing/Tungston and Shredder
2. Explosive
3. HammerHead
4. Everything else sucks
The first two (when used on the proper enemy type) are by far the best. Based on my current research, I kill a geth in 2 shots with my sniper with Tungstun ammo V. With any other ammo type it takes more than 2 shots (Don't have high explosive yet so that might be one, but that ammo is special). Proton rounds seem interesting, but you are just better off taking bonus damage to the body. Inferno, Cryo and Polonium rounds just don't seem to do anything.
Gun Mods:
1. Heat Sinks/Frictionless
2. Rail Extension
3. Everything Else
4. Combat Scanner
Heat sinks are by-far my favorit mod. Also I can understand real extention. But the stabalizer is just junk. What is it even for? Are they useful at all? Is the combat scanner bugged to simply not work? Or is it just a minor effect? I wouldn't even mind it if it worked but I get the feeling that it just is broken.
#2
Posté 02 juillet 2011 - 05:12
#3
Posté 02 juillet 2011 - 05:42
TheWasian wrote...
Shield modulator? I never used that it sucked imo and shields went down waaaaaaaay too fast in ME. I always went for Med interface and the one with 3 arrows pointing up and shield in the middle (lol sorry forgot the name of that upgrade). Those two in combo gave me the best survivability in insanity. The mods have their uses depending on your play style. I used completely different mods on weapons when using my Soldier compared to my Infilitrator
I think you mean Kinetic Exoskeleton, but I agree. That's so much better than Shield Modulator. It gives you some plus to shields, recovers them faster and gives you mobile accuracy. I always use either two medical exoskeleton or one kinetic and one exoskeleton. But rest of them are useless.
Ammo mods.
Well I found only Tungsten and Shedder ammo as useful, but that's just my play style, so I'll keep one of each and then change it when I'm against Geths or organic.
Weapon mods
Frictionless material
Kinetic Coil
Combat optics
Rail extension
So, all in all, it does seems that majority of all mods are pretty useless. But then again isn't it knd of point. First you have just useless stuff and then at the end you will have found all the best equipments. That's why most RPG games seems to work, if there is change to gather stuff.
Modifié par PhantomSpectre, 02 juillet 2011 - 05:43 .
#4
Posté 02 juillet 2011 - 07:37
Stuff that increases your physics threshold can be useful in fights with tons of biotics to avoid being flung all over the place. Admittedly, you'll slump to the floor like you just had a heart attack every time someone uses anything ragdoll inducing on you, but it's a sight better than dying due to being out of bounds all the damn time.
The sole reason I bring Tali with me to most fights that don't involve melee enemies is her ridiculous shield rating, stacked with some shield boosting mods, plus any shield regeneration boosting mods if possible, plus her Shield Boost ability. She's surprisingly tanky, and has a boatload of useful abilities to boot.
Modifié par RobinTheRude, 02 juillet 2011 - 07:41 .
#5
Posté 02 juillet 2011 - 12:42
The mods entirely depend on your level, so discussing it without knowing what's your level range is quite futile. Although cooldown reduction is generally the best thing, different classes (and team mates) can benefit differently from different mods.
classes who use Immunity generally don't care about shields and the damage protection is better for damage reduction.
If you play on Veteran and below squad mates don't die so fast and sometimes they get a little bruised during battles. If you just let them roam freely and don't care much about optimizing then Medical Interface can be useful to you. Hardcore and Insanity is a whole different deal and I don't use them anymore. Use first aid if you need to heal.
I agree that most of the mods are completely redundant. Tungsten and Shredder VII are the best damage-wise unless you're trying to knock someone off ledges with High Explosive Rounds (Thorian). I usually equip teammates with shotguns and ammo mods that increase force.
About weapon mods- if you use pistols you usually want to reduce heat, shotguns you want to keep somewhat balanced, and assault rifles you want to equip with as much damage and heat inducing mods as you can. Combat scanner is nice although if I use it I use it on squadmates' weapons.
Modifié par Waltzingbear, 02 juillet 2011 - 12:45 .
#6
Posté 02 juillet 2011 - 05:11
#7
Posté 02 juillet 2011 - 07:13
On insanity both rockets and sniper shots deal insane damage. I just recently (level 37) got to the point that they don't kill me in 1 hit, and I am using Shield Modulator VI. If I was using anything but a shield modulator right now I would still be getting 1-shotted by these things. This will of course change as I level up and get more HP and better amor but this just demonstrates how important high shields are to survivability on insanity.
Also, I never found good HammerHead rounds in my game. I only ever had HammerHead I rounds. Now I am never finding level I-III items. Is there a place I get get my hands on some Hammerhead III rounds?
#8
Posté 02 juillet 2011 - 07:42
Toxic Seals? What are those for? What does toxic damage anyway? Rachni?
#9
Posté 02 juillet 2011 - 08:03
#10
Posté 02 juillet 2011 - 09:15
#11
Posté 03 juillet 2011 - 03:30
#12
Posté 03 juillet 2011 - 04:38
VirtualAlex wrote...
Can you explain this to me? I am not too well-versed in how damage works in this game. Does damage reduction apply to shields or is that only to your health? Damage reduction effectively adds % to your total health. So 20% damage reduction pretty much means your health increases by 20% which is great. If that health increase is greater than the amount of shields you get from a shield modulator then it's better.
Here is a link to how weapon damage and armor damage reduction calculations work. There is some math involved.
http://social.biowar...1/index/5026848
Basically though it's percentage damage reduction, with each source applied to damage seperately.
So say you had colossus x heavy armor(dr 79 shields 450), 2 engerized plating x(dr 23 each) and master immunity(dr 80%). This would be your highest possible dr.
So you get hit with an attack that does say 1500 points of damage and doesn't bypass shields. First you take the damage to your shields. Reducing the total damage to 1150 and depleting your shields. You then apply the 79% armor reduction leaving 241.5 damage, then you apply one of the energized plating for 23% redution, leaving 185.955 damage, then apply the other energized plate for another 23%, further reducing damage to 143.185. Then apply the dr from master immunity (80%), leaving you with 28.63 damage applied to health. A soldier with his class skill with 6 points, krogan ally achievement and 2 medical exo x's will regenerate 14.5 health per second.
There are also the attacks which either completely or partially bypass shields. Melee, rockets, geth siege pulses, rachni and thresher spit all fall in to that category. This why I consider dr generally superior to shields Most companions in the end will end up with 2 medical exos for my game play. The power cooldown reduction, health regen and poison length reduction make them the top armor mod in my opinion. Power using companions all get 2, it will reduce the recharge time on barrier meaning three of your companions can keep barrier up most of the time, for the others, it means that their immunity and shield boost can be used more often.
Modifié par The Grey Ranger, 03 juillet 2011 - 05:03 .
#13
Posté 03 juillet 2011 - 05:01
#14
Posté 03 juillet 2011 - 03:57
i simply used polonium rounds all the time because it made my gun shoot green bullets. and that was enough of a mod for me.
#15
Posté 03 juillet 2011 - 09:28
#16
Posté 04 juillet 2011 - 01:40
#17
Posté 04 juillet 2011 - 08:08
#18
Posté 04 juillet 2011 - 12:20
So save before you check their inventory, if they don't have anything, reload and try again.
Modifié par The Grey Ranger, 04 juillet 2011 - 12:22 .
#19
Guest_Saphra Deden_*
Posté 04 juillet 2011 - 08:47
Guest_Saphra Deden_*
#20
Posté 06 juillet 2011 - 12:06
Personally, by the end of the game I simply go for Medical Exoskeletons for everyone, because every class (except Engineer) has a damage reducing ability that can be kept up 100% of the time by then.
For ammo, I recently completed a game using only Tungsten/Shredder ammo and didn't see any marked difference in game time over my usual Inferno Ammo setup (Scram Rail, Frictionless Mat, Inferno Ammo). While I'm sure I killed enemies faster, the time spent fiddling with the inventory most likely cancelled out the faster kill times.
#21
Posté 06 juillet 2011 - 08:41
#22
Posté 06 juillet 2011 - 10:10
Then Tungsten/Shredder are the way to go for Ammo, with the exception of the Citadel Tower, where knocking enemies into the air with Sledgehammer/HE is often an instant kill since they fly away. In general, if I am not using my Shotgun as my main weapon, I will outfit it with two Frictionless Materials and Sledgehammer rounds, and use it to knock enemies down and keep them on the ground.VirtualAlex wrote...
I enjoy the fiddling
Modifié par kstarler, 06 juillet 2011 - 10:12 .
#23
Posté 07 juillet 2011 - 05:08
#24
Posté 10 juillet 2011 - 02:06
I tried Scram Rail x2 and Explosive on my sniper and it didn't even 1-shot a geth trooper. I tried double frictionless and Explosive and it still overheated in 1 shot. So what the heck are they for? They don't even add enough damage to make it worth it.
#25
Posté 10 juillet 2011 - 02:52





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