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Weapons List (Update: Pictures Added)


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#451
LPPrince

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Someone With Mass wrote...

LPPrince wrote...

Its why I love the Geth Plasma Shotgun. It shoots farther than 3 feet away.


Most shotguns in ME3 can do that now.


Good. I do miss my Spectre Shotty though. /sadface

#452
Adhin

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That's actually why I use the Evi. It has same dmg scale with range as assault rifles. So I don't have to hug for max dmg.

Also happy they're rebalancing shotguns for ME3 to deal with that range issue. Interested to see exactly how they handle it, hope its more like ME1 - dmg should bleed out with range should be closer to a pistol, and spread should be the only real major factor in a game like this.

Also like that they keep mentioning muzzle chokes to pick shot spread. Curious if that's just codex BS or actually implemented in the weapon menu. Man I hope it is, I want a nice, tight grouping.

-edit-
...riftles *facepalm* <_<

Modifié par Adhin, 29 janvier 2012 - 09:47 .


#453
Lyvef1re

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PDesign wrote...

soulitter wrote...

PDesign wrote...

darthnick427 wrote...

Any chance we can get the Collector Rifle and Blackstorm from ME2 if we didn't have the in ME2? I'd like Prothy to be rolling the Collector Rifle

Maybe. But collectors rifle is now dlc for MP.


If i own Collector rifle from ME2 CE it means only goes for MP or SP?


SP.

Source please?

Not calling you wrong but I have the ps3 version, (you can buy the collector rifle/armour from the PS store) and would like proof it'll carry over before I go buy the dlc.

#454
Adhin

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I don't think you need the DLC from ME2 to get any weapons in ME3. At least that's never been what they've said, just that DLC weapons from ME2 will be in ME3 (or at least, most of them).

#455
Lyvef1re

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Adhin wrote...

I don't think you need the DLC from ME2 to get any weapons in ME3. At least that's never been what they've said, just that DLC weapons from ME2 will be in ME3 (or at least, most of them).

I was under this impression as well.

Still I have to ask. Afterall I'm not even allowed to buy the artbook for the code because apparently my money isn't as good as a 360/pc owners. <_<

#456
av196vad

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Great catch, thanks!

#457
implodinggoat

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Adhin wrote...

That's actually why I use the Evi. It has same dmg scale with range as assault rifles. So I don't have to hug for max dmg.

Also happy they're rebalancing shotguns for ME3 to deal with that range issue.


Playing as a solider I almost exclusively used the Eviscerator as my shotgun in ME2.   The Eviscerator had a really well balanced range,  short enough that it was only really effective at close range; but long enough that you could
effectively fire it from cover rather than just running in and blasting point blank.  

The shottys included on the ME2 disc had too short a range to be really useful to anyone except for a Vanguard (or maybe an assault Sentinel) and while the Geth Plasma Shotgun is a neat weapon, it doesn't really feel like a Shotgun.

I think the range of the ME2 Eviscerator should be the baseline for ME3 shotguns.   Some like the Geth Plasma Shotty and the Graal should be longer and a few (maybe the Scimitar) could be a little shorter; but none of them should be as limited as the Claymore, Scimitar, and Katana were in ME2.    With melee attacks being a bigger factor in ME3 shotguns need to have a longer range than they did in ME2 or they're in danger of obsolesence.

Modifié par implodinggoat, 30 janvier 2012 - 01:16 .


#458
Hupplehop

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 This seems great. Everyone complained that ME1 weapons were just the same guns with different mods and not a lot of special attributes. ME2 came about, and everyone suddenly missed the modding system. Awesome that they got the whole weapons thing worked out.

#459
TexasToast712

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Ughh.....just want to get my hands on the N7 Eagle. March can't come soon enough. I hope we have access to hand cannons in the demo.

#460
incinerator950

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I thought the N7 weapons were just reskins of ME 2 DLC weapons.

Hupplehop wrote...

 This seems great. Everyone complained
that ME1 weapons were just the same guns with different mods and not a
lot of special attributes. ME2 came about, and everyone suddenly missed
the modding system. Awesome that they got the whole weapons thing worked
out.


I didn't care about it.  I personally found the upgrades broken, either over powered or under powered.  No real balance to speak of in ME 1.  ME 2 was more about using the weapons that were uniquely stated and different.  

Modifié par incinerator950, 03 février 2012 - 01:49 .


#461
savaged49

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Ok seeing that this was never made fully available to everyone, still waiting on the N7 arsenal bundle for Xbox and PC bioware, especially those who got into mass effect later on, has it been said anywhere if the blackstorm and collector assault rifle items can be acquired in mass effect 3 without having the dlc for them in mass effect 2?

#462
MarchWaltz

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Black Widow sounds awesome.

#463
Darth_Ultima

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We're gonna need guns... lots of guns.

#464
Sidney

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incinerator950 wrote...

I didn't care about it.  I personally found the upgrades broken, either over powered or under powered.  No real balance to speak of in ME 1.  ME 2 was more about using the weapons that were uniquely stated and different.  


Playing ME1 again and getting to Spectre VII AR's with level V heat sinks and basically it is just mash the trigger and watch everything die - and there's plenty more upgrades to go so this'll only get worse. I only use one gun - I'm trying to recall why I'd ever drop points into Pistols in ME1.

ME2's weapons were better and the problem with "upgrades" is that they baiscally "fix" whatever is wrong with the gun so if you put a bareel extender on the Shiruken you negate the only weakness with it you need worry about or a pply a heat sink to the Vindicator same issue. I liked that the ME2 weapons had a real strengths and weaknesses whereas the ME1 guns had clearly "best" guns and once you modded them they functionally had no weaknesses.

#465
WolfForce99

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PDesign wrote...

Image IPB

Weapons


Assault rifles :

M-8 Avenger
M-76 Revenant
M-96 Mattock
Geth Pulse Rifle
Collector Assault Rifle
M-15 Vindicator

Cobra - new
M-37 Falcon - new
M-99 Saber - new
Phaeston - new 
N7 Valkyrie (DLC) - new
Chakram Launcher (DLC) - new  
M55 Argus (DLC) - new

------------------------------------------------

Pistols:

M-3 Predator  
M-5 Phalanx
M-6 Carnifex

Ivory - new
Scorpion Defensive Ordnance Pistol - new
M-358 Talon - new
Thor - new
Arc Pistol - new
N7 Eagle (DLC) - new

------------------------------------------------


Shotguns:

M-23 Katana
M-22 Eviscerator
M-27 Scimitar 
M-300 Claymore
Geth Plasma Shotgun 

The Disciple - new
Graal Spike Thrower - new
Striker - new
Centurion - new
N7 Crusader (DLC) - new
AT12 Raider (DLC) - new

------------------------------------------------ 

Submachine guns:

M-4 Shuriken
M-9 Tempest 
M-12 Locust 

M-237S Hornet  - new
N7 Hurricane (DLC) - new

------------------------------------------------


Sniper rifles :

M-92 Mantis
M-97 Viper
M-98 Widow
M-29 Incisor

M-112 Raptor - new 
M-90 Indra - new
Black Widow - new
N7 Valiant (DLC) - new

------------------------------------------------ 

Heavy weapons :

M-622 Avalanche
M-920 Cain
M-451 Firestorm
M-100 Grenade Launcher
ML-77 Missile Launcher
M-490 Blackstorm
Arc Projector
Collector Particle Beam

Geth Spitfire - new
M-51 Havoc - new
Black Star - new
Javelin Missile Launchers - new
Hydra Missile Launcher - new

------------------------------------------------  

Image IPB

Upgrades   

 
Pistol:

Pistol High Caliber Barrel
Increases damage by ?
The weapon accepts wider projectiles to cause more trauma on impact; these are ballistically optimized so as not to lose penetrative power.

Pistol Melee Taser
Increases melee damage by ?
A small attachment to the base of the muzzle which causes massive damage to meleed targets.

Pistol Scope
Increases accuracy by ?
A simple 2x optical scope to enhance accuracy and stability while zoomed. Reduces aim error while moving and taking damage.

Pistol Magazine Upgrade
Increases rounds per magazine by ?
Increases the magazine density of the weapon, allowing more shots to be fired.

Pistol Grip Stabilizer
Increases stability by 30%
Channels the weapon's recoil back into the shooter's arm rather than the air allowing for better kick absorption. 

------------------------------------------------ 

Submachine Gun:

SMG High Caliber Barrel
Increases damage by ?
The weapon accepts wider projectiles to cause more trauma on impact; these are ballistically optimized so as not to lose penetrative power.

SMG Scope
Increases accuracy by ?
A simple 2x optical scope to enhance accuracy and stability while zoomed. Reduces aim error while moving and taking damage.

SMG Ultralight Materials
Reduces weapon weight by ?
Superior light-weight alloys replace most weapon parts, making the weapon easier to handle and less obtrusive when using powers.

SMG Magazine Upgrade
Increases rounds per magazine by ?
Increases the magazine density of the weapon, allowing more shots to be fired.

SMG Enhanced Stock
Increases accuracy by 6% and stability by 30%
A buttstock cushioned with "ShockWise" smart synthetic padding to absorb recoil and allow for fast shouldering without slips or catches. Multi-stage recoil compensation allows for more 

SMG Heat Sink
Every round fired has a ?% chance of not consuming any ammo.
Increases the heat conductivity of the thermal clip receiver, allowing more heat to be vented and more shots to be fired before malfunction. Completely negates the heat generated by some shots.

SMG E-Material Heat Sink
Increases rounds per magazine by 40%
Increases the heat conductivity of the thermal clip receiver, allowing more heat to be vented and more shots to be fired before malfunction.

------------------------------------------------ 

Shotgun:

Shotgun Shredder Mod
Allows bullets to pierce through ? meter objects, but at ? reduced damage. Also ignores ?% of defenses on armored targets.

Shotgun High Caliber Barrel
Increases damage by 
The weapon accepts wider projectiles to cause more trauma on impact; these are ballistically optimized so as not to lose penetrative power.

Shotgun Smart Choke
Increases accuracy by ?
Servo motors hooked up to an adjustable system allow the shotgun to tighten or loosen its pellet spread for maximum accuracy.

Shotgun Blade Attachment
Increases melee damage by ?
A tungsten carbide bayonet with a recessed edge to provide maximum cutting surface.

Shotgun Spare Ammo
Increases spare ammo capacity by ?
Adds sockets to increase the total spare ammo capacity for this weapon.

------------------------------------------------ 

Assault Rifle:

Assault Rifle Precision Scope
Increases accuracy by ?
A simple 4x optical scope to enhance accuracy and stability while zoomed. Reduces aim error while moving and taking damage.

Assault Rifle Extended Barrel
Increases damage by 25%.
A longer version of the original barrel, resulting in greater bullet velocity and energy imparted.

Assault Rifle Stability Damper
Increases weapon stability by 30%
Distributes recoil with a sliding system of counterweights compatible with kinetic coil generators. Reduces overall weapon kickback while firing.

Assault Rifle E-Material Heat Sink
Increases rounds per magazine by 40%.
Increases the magazine density of the weapon, allowing more shots to be fired.

Assault Rifle Piercing Mod
Allows bullets to pierce through ? meter objects, but at ? reduced damage. Also ignores ?% of defenses on armored targets.

------------------------------------------------ 

Sniper Rifle:

Sniper Rifle Extended Barrel
Increases damage by ?%.
A longer version of the original barrel, resulting in greater bullet velocity and energy imparted.

Sniper Rifle Concentration Module
Increases damage by ?% and enhances concentration while aiming, slowing down the world around you by ?% for a brief time.
Biometric sensors and auto-targeting software adjust for the shooter's pulse and breathing, assisting aim.

Sniper Rifle Enhanced Scope
Increases accuracy by ?
A stability-enhancing scope that increases accuracy and decreases aim error while moving and taking damage.

Sniper Rifle Spare Ammo
Increases spare ammo capacity by ?%.
Adds sockets to increase the total spare ammo capacity for this weapon.

Sniper Rifle Piercing Mod
Allows bullets to pierce through ? meter objects, but at ?% reduced damage. Also ignores ?% of defenses on armored targets.



You need to fix your weapon's list. The Chakram Launcher is not an Assault Rifle, it is a Heavy weapon.

#466
Guest_PDesign_*

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WolfForce99 wrote...

You need to fix your weapon's list. The Chakram Launcher is not an Assault Rifle, it is a Heavy weapon.


Done. Someone said otherwise.

Lyvef1re wrote...

Source please?

Not calling you wrong but I have the ps3 version, (you can buy the collector rifle/armour from the PS store) and would like proof it'll carry over before I go buy the dlc.


Devs promised that all weapons will carry over. Can't promise anything. 

Modifié par PDesign, 03 février 2012 - 06:38 .


#467
Joel Green

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Chakram Launcher is classified as an assault rifle. Had it right the first time.

#468
Guest_PDesign_*

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Joel Green wrote...

Chakram Launcher is classified as an assault rifle. Had it right the first time.


Thanks.

#469
Epic777

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Joel Green wrote...

Chakram Launcher is classified as an assault rifle. Had it right the first time.


Btw can the graal bleed out husks?

#470
Joel Green

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I believe it can. :)

#471
superwiggy

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hi joel

#472
WolfForce99

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Joel Green wrote...

Chakram Launcher is classified as an assault rifle. Had it right the first time.


I hope you are right. Because if it is an assault rifle the Chakram Launcher will be faster then if it were a heavy weapon. But the fact remains that all Launchers have been heavy weapons. And that gives me dowts that say you are wrong and we wont know who is right an tell March 6.

Anless you can break the silenes on ME3. Because so far bioware is not telling us any thing about ME3.

#473
JSLfromBx

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All these new weapons sound fun and all but consider this one:

M-37 Falcon
This Alliance rifle launches 25 mm mini-grenades, which are "married" to a range-finding laser on the weapon itself. This allows precise detonation at any target the wielder desires. Though the Falcon burns through its specialized ammunition as well as standard thermal clips, it comes with a field fabrication kit to generate more ammunition, leaving thermal clips as its only real limitation.

Now you give two of these to your squadmate and bang, double grenades luncher with infinite ammo :/ I am all for customisation but if we really can give any weapon to squadmate then bioware are setting themselves up for some serious balance issue.

#474
TexasToast712

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JSLfromBx wrote...

All these new weapons sound fun and all but consider this one:

M-37 Falcon
This Alliance rifle launches 25 mm mini-grenades, which are "married" to a range-finding laser on the weapon itself. This allows precise detonation at any target the wielder desires. Though the Falcon burns through its specialized ammunition as well as standard thermal clips, it comes with a field fabrication kit to generate more ammunition, leaving thermal clips as its only real limitation.

Now you give two of these to your squadmate and bang, double grenades luncher with infinite ammo :/ I am all for customisation but if we really can give any weapon to squadmate then bioware are setting themselves up for some serious balance issue.

Why is balance important in a Single Player portion of a game?

#475
Epsilon330

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JSLfromBx wrote...

All these new weapons sound fun and all but consider this one:

M-37 Falcon
This Alliance rifle launches 25 mm mini-grenades, which are "married" to a range-finding laser on the weapon itself. This allows precise detonation at any target the wielder desires. Though the Falcon burns through its specialized ammunition as well as standard thermal clips, it comes with a field fabrication kit to generate more ammunition, leaving thermal clips as its only real limitation.

Now you give two of these to your squadmate and bang, double grenades luncher with infinite ammo :/ I am all for customisation but if we really can give any weapon to squadmate then bioware are setting themselves up for some serious balance issue.


I plan on giving Vega the Chakram to play with when we storm Mars. Couple that with Carnage, and it'll be like the M-77(?) Missile Launcher never left!
Then I outfit myself with all of the N7 weapons (CE/GS Assault rifle), and we go to town on Cerberus.