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Weapons List (Update: Pictures Added)


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#826
zeypher

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TY!! yup looking at the stats valkyrie seems to a very good weapon for a soldier. Good accuracy, damage, rate of fire and low recoil. Seems to be a very good gun indeed.

TY again PDesign

#827
zeypher

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btw just a question. The assault rifle scope upgrade, just increases accuracy? or does it put an actual scope on the gun? making our assault rifles into wanna be snipers?

#828
Guest_PDesign_*

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zeypher wrote...

btw just a question. The assault rifle scope upgrade, just increases accuracy? or does it put an actual scope on the gun? making our assault rifles into wanna be snipers?

Both.

#829
zeypher

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GAH that means im not putting a scope on my assault rifle, i have a sniper rifle for that. But with valykrie with what we know these 2 mods seems to be a good match. The damage increase and other one depending on player preference. I was thinking for my setup of damage mod and penetration mod especially if the gun is stable firing, low recoil platform.

#830
JaegerBane

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zeypher wrote...

GAH that means im not putting a scope on my assault rifle, i have a sniper rifle for that. But with valykrie with what we know these 2 mods seems to be a good match. The damage increase and other one depending on player preference. I was thinking for my setup of damage mod and penetration mod especially if the gun is stable firing, low recoil platform.


It's an interesting question. Personally I will likely be using the Valkyrie on my Adept. If I fitted a scope to it I'm anticipating it will function in a similar way to the FG42 from Return to Castle Wolfenstein, though I can't see the point in doing this if I'm going to keep my beloved Viper.

The only issue would be the lack of a truely fully-auto weapon. I tried to make this work on my modded Adept with a soldier weapon set, using the Vindi as my AR, and I just couldn't get on with it. I suppose I could just not have a pistol and take an SMG.

#831
zeypher

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well for fully automatic the avenger looks to be quite decent and being lightweight makes it a decent choice, especially if weight is a concern.

#832
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#833
purplehaybusa

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SykoWolf wrote...

Is it confirmed that you can change weapon colour?


I don't think you can scroll through a list of colors and change them directly, but the Smart Choke mod for the Katana Shotgun changes its color from blue grey to sort of a tannish brown, so there's that.

#834
JSLfromBx

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ok this is bad, like really bad, that mean we start the game is a load o 4.25

I can't believe that such a small load would put us at 100% penalty on cooldown, seriously just walking around with a decent assault rifle and sniper rifle would put us at 4.5! It's going to be impossible to get adrenaline rush cooldown below 15 sec unless you want to carry a single weapon, so much for soldier being the weapons class!

#835
zeypher

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well looking at weight figures posted by PDesign, assault rifles the heavier ones weight 2.0 and come down to 1.4. Choosing rank 1 of class passive gives each class weight capacity. so i think going by max of adepts weight capacity being 50 and the weight stats posted here, is it safe to assume that best assault rifles weight at start 20 units and best snipers weight 27 or so units.

So if a adept maxes out his weight capacity being 50 he or she can carry 1 heavy assault rifle and 1 heavy sniper reaching a weight capacity of 47. which means with this setup he will suffer no penalties to his cooldown, but he wont have any major bonus to cooldown either.

#836
zeypher

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continuing from my post above, if what i gather is true a soldier who only upgrades his weight capacity to 50 at the start can basically only carry a good sniper and a assault rifle and after weapons get upgraded will have more capacity to carry a third weapon without penalties.

#837
JSLfromBx

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sorry that's wrong, I tried it in the demo, got myself 50 point more weigth by skilling up combat mastery and I still had a 15 sec long cooldown on adrenaline rush, so yeah that's still a pretty big penalty even with +50 weigth bonus.

I'll try the last upgrade for combat mastery, see how it goes.

#838
zeypher

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GAH my hope is crushed. Btw i havnt played the demo bandwidth limits to downloads T_T. But it makes sense if u dnt max out soldiers weight capacity u are at 50 total capacity. Demo we had 4 guns mattock weighs 15 units itself. With 4 weapons with a shotty thrown in a soldier would easily be crossing 50 units. Also passives in demo seem a bit bugged specifically they seem to increase cooldowns by 25%.

Do realise im just speculation at the moment on how much guns weigh etc from the hard data that has been posted in this thread

Modifié par zeypher, 18 février 2012 - 02:52 .


#839
TobyHasEyes

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 As awesome as I find the new weapon system, I will say that linking changed colour to mods aka changed functionality, is a tad counter-productive

#840
jasonxxsatanna

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zeypher wrote...

GAH my hope is crushed. Btw i havnt played the demo bandwidth limits to downloads T_T. But it makes sense if u dnt max out soldiers weight capacity u are at 50 total capacity. Demo we had 4 guns mattock weighs 15 units itself. With 4 weapons with a shotty thrown in a soldier would easily be crossing 50 units. Also passives in demo seem a bit bugged specifically they seem to increase cooldowns by 25%.

Do realise im just speculation at the moment on how much guns weigh etc from the hard data that has been posted in this thread



I was reading in another thread a dev reported that thecooldown reductions are in fact bugged on the demo but has been fixed in the actual game

#841
AVPen

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JSLfromBx wrote...

sorry that's wrong, I tried it in the demo, got myself 50 point more weigth by skilling up combat mastery and I still had a 15 sec long cooldown on adrenaline rush, so yeah that's still a pretty big penalty even with +50 weigth bonus.

I'll try the last upgrade for combat mastery, see how it goes.

The demo is bugged with the class passives and cooldown - upgrading a class passive's first rank causes a bug which adds 25% more cooldown to your powers, which is also partly why the recharge rates are wonky in the demo (in addition to the full weapon loudout).

Getting Combat Mastery to Rank 6 with the "Weight Capacity" evolution (which gives the Soldier a maximum weight capacity of 100 points) and Adrenaline Rush at Rank 2 gives AR a recharge speed of 12.5 seconds in the demo, which when you subtract the 25% cooldown added due to the bug should make AR's recharge speed actually 9.4 seconds.

Modifié par AVPen, 18 février 2012 - 07:54 .


#842
zeypher

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AVpen a question given what we know so far. For a soldier what seems to be the a better rank 6 evolution choice for combat mastery. 50 more carry weight or 10% more dmg and 40% more ammo power dmg.
Especially in the gameplay forum with what has been posted by bioware 40% increase is gonna be straight 40% increase IE it will be added to the total ammo power % damage.

Modifié par zeypher, 18 février 2012 - 05:46 .


#843
AVPen

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zeypher wrote...

AVpen a question given what we know so far. For a soldier what seems to be the a better rank 6 evolution choice for combat mastery. 50 more carry weight or 10% more dmg and 40% more ammo power dmg.
Especially in the gameplay forum with what has been posted by bioware 40% increase is gonna be straight 40% increase IE it will be added to the total ammo power % damage.

It's a little hard to say at the moment, since we can't fully upgrade both Combat Mastery and the Ammo powers to test out the damage upgrade for the "Weapon Master" 6th Rank, nor can we select our weapon loadouts in the demo.

That said, I personally think that in the long run, the "Weight Capacity" 6th Rank is gonna prove to be a better evolution for Combat Mastery:
-  can earn a maximum weight capacity of 100 points, higher than any other class (Infiltrator and Vanguard can both earn a possible maximum of 70 points)
-  higher weight capacity = can carry more weapons without your cooldown getting nerfed
-  allows the opportunity to carry a heavy weapon without your cooldown getting too nerfed
-  allows the opportunity to carry a more 'exotic' weapon (Revanant, Widow, etc) without your cooldown getting too nerfed 
-  lowering your weapon loadout = insanely short cooldown for Adrenaline Rush, Concussive Shot, Bonus Power

Modifié par AVPen, 18 février 2012 - 06:25 .


#844
zeypher

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valid points, but if my hypothesis on the weight of guns is correct, i think a soldier will be fine with a havey sniper which would weigh around 27 units and a heavy assault rifle weighing 20 units getting the total to 47.
So if i can carry those 2 guns without any cooldown penalities then i might actually go for the damage evolution.
but as it stands atm with little knowledge we have, I want both those evolutions T_T

EDIT   Looking at your earlier posts etc on the powers thread it seems my hypothesis is wrong. Soldier needs 100 capacity if he wants to carry 4 weapons and them not affecting his cooldowns badly.

Modifié par zeypher, 18 février 2012 - 06:36 .


#845
JaegerBane

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zeypher wrote...

well looking at weight figures posted by PDesign, assault rifles the heavier ones weight 2.0 and come down to 1.4. Choosing rank 1 of class passive gives each class weight capacity. so i think going by max of adepts weight capacity being 50 and the weight stats posted here, is it safe to assume that best assault rifles weight at start 20 units and best snipers weight 27 or so units.

So if a adept maxes out his weight capacity being 50 he or she can carry 1 heavy assault rifle and 1 heavy sniper reaching a weight capacity of 47. which means with this setup he will suffer no penalties to his cooldown, but he wont have any major bonus to cooldown either.


Interesting. I wonder if the classic Revenant/Viper combo would be a feasible option for an Adept in such a case... particularly for the type of Adept I like to play, which spends almost as much time shooting as he does Throwing and Warping. Maybe even carry my old Carnifex, too.

#846
JaegerBane

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TobyHasEyes wrote...

 As awesome as I find the new weapon system, I will say that linking changed colour to mods aka changed functionality, is a tad counter-productive


If I can somehow make the revenant all-black or black and grey, I'd consider that productive :P

#847
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Just checked game files, you can't unlock\\find Collector Assault Rifle in ME3. You'll need ME2 dlc for that.

#848
TobyHasEyes

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JaegerBane wrote...

TobyHasEyes wrote...

 As awesome as I find the new weapon system, I will say that linking changed colour to mods aka changed functionality, is a tad counter-productive


If I can somehow make the revenant all-black or black and grey, I'd consider that productive :P


 Yeah but I mean.. to do that means impacting on your gun.. you might find that to apply a good mod means sacrificing the colour you liked for your gun

 Not saying that making it a choice is NECESSARILY a bad thing, but it does seem to like.. unnecessarily inconvenience those who do want a colour scheme

 (bdw I don't care so much about the colour, I am just saying it seems to half satisfy a request and half impede it)

#849
Ghost43

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PDesign wrote...

Just checked game files, you can't unlockfind Collector Assault Rifle in ME3. You'll need ME2 dlc for that.


Hmm, anything else this applies to? Cause I really want that Terminus armor.

Edit: Hmmm. I can't find either of those in the DLC section. Hmmm.

Modifié par Ghost43, 18 février 2012 - 08:48 .


#850
Sipau Fade

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 Question about upgrading dlc weapons. 

Im guessing upgrading weapons could be similar to upgrading weapons in
MP. Meaning you upgrade your weapon by finding or buying it over again up til 10. If this same system occurs in sp then how would this work for dlc weapons?

I also ask because the base damage seems extremely high compared to other games which is fine and dandy if I can continuously upgrade that weapon. Especially the n7 crusader. Base damage of 357?!?!? And the claymore has a base of 152! This is very intriguing. 

What are the full stats for that gun by the way? Is it really heavy?