Yeah I understand that.
they really dropped the ball on explosive rounds. They need to be doing like 100% damage to make them worth it. not 20% damage. They are trash.
ME1 Item Mods, 90% Useless?
Débuté par
VirtualAlex
, juil. 02 2011 03:23
#26
Posté 10 juillet 2011 - 05:47
#27
Posté 10 juillet 2011 - 07:16
They actually do less damage than Tungsten/Shredder VII ammo, which is a real shame. They're only really useful for the physics effect. They "can" be useful on a Shotgun, since Carnage doesn't generate heat (allowing for two shots before overheating), but even then you'd get better mileage out of Tungsten/Shredder or even Sledgehammer/Inferno rounds.
#28
Posté 10 juillet 2011 - 08:50
Explosive rounds are for knocking people around. Try an explosive sniper while killing the Thorian, knocking those super lightweight Creepers around is fun. Insta-kill 3 or 4 at once by blasting them off a cliff if you're lucky. Also, give a squadmate an explosive shotgun and watch the bad guys fly all over the map while you gun them down.
Getting 1 hit kills with the sniper on mooks (basic troopers) is pretty straightforward, make sure your sniper skills are maxed and match ammo type (tungsten/shredder). Works even on insanity, unless they have immunity up. In that case, as soon as immunity goes down hit them with Damping so they can't put it up again, then line up your shot. Pow. For the tougher ones, hit with with Overload (dmg debuff), Warp (armor reduction), or assassination- or combine all 3 to 1 shot a Krogan. Tee hee.
Getting 1 hit kills with the sniper on mooks (basic troopers) is pretty straightforward, make sure your sniper skills are maxed and match ammo type (tungsten/shredder). Works even on insanity, unless they have immunity up. In that case, as soon as immunity goes down hit them with Damping so they can't put it up again, then line up your shot. Pow. For the tougher ones, hit with with Overload (dmg debuff), Warp (armor reduction), or assassination- or combine all 3 to 1 shot a Krogan. Tee hee.
#29
Posté 10 juillet 2011 - 08:50
They can also be useful for a class with no skill in a weapon (say sniper rifle). Load with explosive, aim at the floor near the target, pull the trigger.
#30
Posté 11 juillet 2011 - 04:29
The Grey Ranger wrote...
They can also be useful for a class with no skill in a weapon (say sniper rifle). Load with explosive, aim at the floor near the target, pull the trigger.
This isn't really useful though, as I would be better off just using a real gun and hitting the target.
Do squadmates weapons overheat the same way a player's does?
#31
Posté 12 juillet 2011 - 12:21
Well, as I recall, Chemical/Polonium Rounds deal additional toxic damage with each shot. This makes them useful for Assault Rifles (since they're bullet-hoses in ME1), but not so much for snipers and shotguns. Plus they make the enemies melt into goo when they die, which is cool. Sledgehammer rounds are great because they combine the effects of hammerhead rounds and polonium rounds into one mod.
But yes, most of the mods are useless. Hell, you could probably do okay even if you never used mods at all. Just keep your equipment updated and your skills sharp and mods are kinda pointless. The best assault rilfe without mods is also the one that can't use mods, the Geth pulse rifle.
But yes, most of the mods are useless. Hell, you could probably do okay even if you never used mods at all. Just keep your equipment updated and your skills sharp and mods are kinda pointless. The best assault rilfe without mods is also the one that can't use mods, the Geth pulse rifle.
#32
Posté 12 juillet 2011 - 05:43
I can't have that one though it's like... hacks only or something right?
#33
Posté 12 juillet 2011 - 05:47
VirtualAlex wrote...
I can't have that one though it's like... hacks only or something right?
What, the Geth pulse rifle? Nah, it occurs in high level drops. I think it starts showing up around level 50. It's really awesome. Almost as good as the spectre assault rifle. But, you can equip any mods into it. I believe it has the unique Geth look to it as well. Can't recall. It usually starts showing up right around the time I stop caring about my inventory.
#34
Posté 12 juillet 2011 - 11:26
Is a hear sink and Frictionless Materials the same thing other than numbers? They are worded differently. Heat sinks have Heat Reduction or something while Frictionless-Mats have "Heat Dampening." Are these the same or are they different?
#35
Posté 12 juillet 2011 - 12:41
Yes, they have the same basic function of reducing your weapon's heat generation. Frictionless material also provides a small damage bonus. I generally hang on to my heat sinks until frictionless materials start dropping, because there is nothing in the IV-VII range that has the same purpose.





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