Aller au contenu

Weapons List (Update: Pictures Added)


1446 réponses à ce sujet

#1001
Guest_PDesign_*

Guest_PDesign_*
  • Guests

JSLfromBx wrote...
edited to ask: the ammo mod, do they increase ammo per magazine or spare ammo?


per magazine.

#1002
Elecbender

Elecbender
  • Members
  • 2 427 messages
I'm getting a queasy feeling that the Cobra was renamed the Phaeston.

It sounds crazy but its not far from the truth.

1. The Cobra's statbar fields to the Phaeston's in game bars are very similar.
2. It would be extremely redundant to have two weapons that are very similar to this degree.
3. There is already a heavy weapon in multiplayer called the Cobra.

This is just a theory but its not like it came out of nowhere. Well, there's two weeks remaining so it won't be that long.

#1003
JSLfromBx

JSLfromBx
  • Members
  • 276 messages

PDesign wrote...

JSLfromBx wrote...
edited to ask: the ammo mod, do they increase ammo per magazine or spare ammo?


per magazine.

 damn, thsi is bad :( they're completly useless for shotgun, why should I care about magazeine ammo for one shot one kill weapon? The lack of spare ammo on some shotgun is almost a deal breaker :/

this is really disapointing.

#1004
JaegerBane

JaegerBane
  • Members
  • 5 441 messages

Elecbender wrote...

I'm getting a queasy feeling that the Cobra was renamed the Phaeston.

It sounds crazy but its not far from the truth.

1. The Cobra's statbar fields to the Phaeston's in game bars are very similar.
2. It would be extremely redundant to have two weapons that are very similar to this degree.
3. There is already a heavy weapon in multiplayer called the Cobra.

This is just a theory but its not like it came out of nowhere. Well, there's two weeks remaining so it won't be that long.


That makes sense, to be honest. The Phaeston will likely end up being my main AR (I really doubt my Adept could handle the Revenant AND the Viper :o)

#1005
Guest_PDesign_*

Guest_PDesign_*
  • Guests

JSLfromBx wrote...

 damn, thsi is bad :( they're completly useless for shotgun, why should I care about magazeine ammo for one shot one kill weapon? The lack of spare ammo on some shotgun is almost a deal breaker :/

this is really disapointing.


Ammo powers can increase the ammo capacity

Image IPB

Modifié par PDesign, 21 février 2012 - 07:54 .


#1006
zeypher

zeypher
  • Members
  • 2 910 messages
MUAHAHA cant wait to try on inferno ammo evolved to heavy explosive rounds :D

#1007
JSLfromBx

JSLfromBx
  • Members
  • 276 messages
Ok so I just reviewed the detailed stats for all the gun and man, balanced is completly broken, just compare the Revenant Vs the N7-Huricane it's so bad it's not even funny.

the huricane got 30% more damage per shot than the revant!!
but it's doesn't stop there it also have twice the fire rate, nearly twice the accuracy!!! and it weight half as much!!!!

Something is very, VERY wrong here.

Modifié par JSLfromBx, 22 février 2012 - 11:29 .


#1008
zeypher

zeypher
  • Members
  • 2 910 messages
but consider the mods. The revenant can be modded with penetrations mods, smgs do not have penetration. Also rev has a buttload of ammo. Another thing is recoil hurricane has twice the recoil of the revenant

Modifié par zeypher, 22 février 2012 - 11:26 .


#1009
JSLfromBx

JSLfromBx
  • Members
  • 276 messages
Sorry but no, penetration mod are a waste of a mod slot, yourt arget should be floating in the air when you shoot it not sleeping behind cover, and if it's an unliftable protected target, well that why I got adrenaline rush with my own portable thanix canon on my back, gonna love tha geth sniper rifle as or ammo the revenant doesn't have that much more,

the N7-hurricane deal a stagering 140% more dps than the revenant for half the weight!!!! nothing justify that.

edit: just realised we don't have the data for the SMG mod, if you could post it PDesign, that would be great.

Modifié par JSLfromBx, 22 février 2012 - 11:48 .


#1010
Guest_Felidae_5_*

Guest_Felidae_5_*
  • Guests
How many mods can you have on one weapon?

#1011
Spectre-61

Spectre-61
  • Members
  • 941 messages
^two

#1012
Guest_PDesign_*

Guest_PDesign_*
  • Guests

JSLfromBx wrote...
edit: just realised we don't have the data for the SMG mod, if you could post it PDesign, that would be great.


sfxgamecontent.sfxweaponmod_smgaccuracy
[
"(Level=1, EffectclassName=\\"SFXGameEffect_WeaponMod_AccuracyBonus\\", EffectValue=0.15f)",
"(Level=1, EffectclassName=\\"SFXGameEffect_WeaponMod_CrosshairModifier\\", EffectValue=0.15f)",
"(Level=1, EffectclassName=\\"SFXGameEffect_WeaponMod_ZoomShakeModifier\\", EffectValue=-0.6f)",

"(Level=2, EffectclassName=\\"SFXGameEffect_WeaponMod_AccuracyBonus\\", EffectValue=0.20f)",
"(Level=2, EffectclassName=\\"SFXGameEffect_WeaponMod_CrosshairModifier\\", EffectValue=0.20f)",
"(Level=2, EffectclassName=\\"SFXGameEffect_WeaponMod_ZoomShakeModifier\\", EffectValue=-0.67f)",

"(Level=3, EffectclassName=\\"SFXGameEffect_WeaponMod_AccuracyBonus\\", EffectValue=0.25f)",
"(Level=3, EffectclassName=\\"SFXGameEffect_WeaponMod_CrosshairModifier\\", EffectValue=0.25f)",
"(Level=3, EffectclassName=\\"SFXGameEffect_WeaponMod_ZoomShakeModifier\\", EffectValue=-0.74f)",

"(Level=4, EffectclassName=\\"SFXGameEffect_WeaponMod_AccuracyBonus\\", EffectValue=0.30f)",
"(Level=4, EffectclassName=\\"SFXGameEffect_WeaponMod_CrosshairModifier\\", EffectValue=0.30f)",
"(Level=4, EffectclassName=\\"SFXGameEffect_WeaponMod_ZoomShakeModifier\\", EffectValue=-0.81f)",

"(Level=5, EffectclassName=\\"SFXGameEffect_WeaponMod_AccuracyBonus\\", EffectValue=0.35f)",
"(Level=5, EffectclassName=\\"SFXGameEffect_WeaponMod_CrosshairModifier\\", EffectValue=0.35f)",
"(Level=5, EffectclassName=\\"SFXGameEffect_WeaponMod_ZoomShakeModifier\\", EffectValue=-0.9f)"
]

sfxgamecontent.sfxweaponmod_smgconstraintdamage
[
"(Level=1, EffectclassName=\\"SFXGameEffect_WeaponMod_NoAmmoUsedChance\\", EffectValue=0.25f)",

"(Level=2, EffectclassName=\\"SFXGameEffect_WeaponMod_NoAmmoUsedChance\\", EffectValue=0.30f)",

"(Level=3, EffectclassName=\\"SFXGameEffect_WeaponMod_NoAmmoUsedChance\\", EffectValue=0.35f)",

"(Level=4, EffectclassName=\\"SFXGameEffect_WeaponMod_NoAmmoUsedChance\\", EffectValue=0.40f)",

"(Level=5, EffectclassName=\\"SFXGameEffect_WeaponMod_NoAmmoUsedChance\\", EffectValue=0.45f)"
]

sfxgamecontent.sfxweaponmod_smgdamage
[
"(Level=1, EffectclassName=\\"SFXGameEffect_WeaponMod_DamageBonus\\", EffectValue=0.15f)",

"(Level=2, EffectclassName=\\"SFXGameEffect_WeaponMod_DamageBonus\\", EffectValue=0.175f)",

"(Level=3, EffectclassName=\\"SFXGameEffect_WeaponMod_DamageBonus\\", EffectValue=0.20f)",

"(Level=4, EffectclassName=\\"SFXGameEffect_WeaponMod_DamageBonus\\", EffectValue=0.225f)",

"(Level=5, EffectclassName=\\"SFXGameEffect_WeaponMod_DamageBonus\\", EffectValue=0.25f)"
]

sfxgamecontent.sfxweaponmod_smgmagsize
[
"(Level=1, EffectclassName=\\"SFXGameEffect_WeaponMod_MagSizeBonus\\", EffectValue=0.40f)",

"(Level=2, EffectclassName=\\"SFXGameEffect_WeaponMod_MagSizeBonus\\", EffectValue=0.50f)",

"(Level=3, EffectclassName=\\"SFXGameEffect_WeaponMod_MagSizeBonus\\", EffectValue=0.60f)",

"(Level=4, EffectclassName=\\"SFXGameEffect_WeaponMod_MagSizeBonus\\", EffectValue=0.70f)",

"(Level=5, EffectclassName=\\"SFXGameEffect_WeaponMod_MagSizeBonus\\", EffectValue=0.80f)"
]


sfxgamecontent.sfxweaponmod_smgstability
[
"(Level=1, EffectclassName=\\"SFXGameEffect_WeaponMod_WeightBonus\\", EffectValue=-0.50f)",

"(Level=2, EffectclassName=\\"SFXGameEffect_WeaponMod_WeightBonus\\", EffectValue=-0.60f)",

"(Level=3, EffectclassName=\\"SFXGameEffect_WeaponMod_WeightBonus\\", EffectValue=-0.70f)",

"(Level=4, EffectclassName=\\"SFXGameEffect_WeaponMod_WeightBonus\\", EffectValue=-0.80f)",

"(Level=5, EffectclassName=\\"SFXGameEffect_WeaponMod_WeightBonus\\", EffectValue=-0.90f)"
]

#1013
Adhin

Adhin
  • Members
  • 2 997 messages
@JSLfromBx : 2 things, 1 - it depends on the gun catagory your talking about, Shotgun and Sniper Rifle 'spare ammo' is just that. Spare Ammo, it increases how much you have in reserve, not whats in the gun. Also upping level of the gun increases the 'base' spare ammo. For instance Katana Shotgun has ME2 5 in, 15 extra. Get Katana X (10th version) and you have 25 extra shots. Throw 40% on top of that and your looking at 35 extra shots.

And 2 - Piercing Mods are NOT just for going through 'cover' (or a guardians Shields). It goes through people. Groups. You put that on a shotgun, and put inferno ammo on - and you can spray an entire group, each one will cause that AoE explosion causing some big chain effect of fiiiireeee.

Also makes it a lot easier to deal with said other stuff such as Shield dudes, yeah you can use Pull to yank it away 'then' shoot them. Or use Stasis 'then' shoot them. But I'd rather have a Shredder mod on my shotgun so I can shoot 3 of them at once and blow all their heads off. That will go doubly when I have to deal with a husk swarm.

So yeah, anyway I wouldn't worry about spare ammo. They've all been a bit more balance. Mantis, for instance, has 1 in, 10 extra at lvl 1. Seems like ME2 right? Well throw on the spare ammo mod on a lvl 10 Mantis and its got around I think 27 extra shots? It's absurd - you wont run outa shooties.

Modifié par Adhin, 22 février 2012 - 12:19 .


#1014
zeypher

zeypher
  • Members
  • 2 910 messages

Adhin wrote...

@JSLfromBx : 2 things, 1 - it depends on the gun catagory your talking about, Shotgun and Sniper Rifle 'spare ammo' is just that. Spare Ammo, it increases how much you have in reserve, not whats in the gun. Also upping level of the gun increases the 'base' spare ammo. For instance Katana Shotgun has ME2 5 in, 15 extra. Get Katana X (10th version) and you have 25 extra shots. Throw 40% on top of that and your looking at 35 extra shots.

And 2 - Piercing Mods are NOT just for going through 'cover' (or a guardians Shields). It goes through people. Groups. You put that on a shotgun, and put inferno ammo on - and you can spray an entire group, each one will cause that AoE explosion causing some big chain effect of fiiiireeee.

Also makes it a lot easier to deal with said other stuff such as Shield dudes, yeah you can use Pull to yank it away 'then' shoot them. Or use Stasis 'then' shoot them. But I'd rather have a Shredder mod on my shotgun so I can shoot 3 of them at once and blow all their heads off. That will go doubly when I have to deal with a husk swarm.

So yeah, anyway I wouldn't worry about spare ammo. They've all been a bit more balance. Mantis, for instance, has 1 in, 10 extra at lvl 1. Seems like ME2 right? Well throw on the spare ammo mod on a lvl 10 Mantis and its got around I think 27 extra shots? It's absurd - you wont run outa shooties.


I like the way you think, fiery death for everyone :D

#1015
Elecbender

Elecbender
  • Members
  • 2 427 messages

JSLfromBx wrote...

Ok so I just reviewed the detailed stats for all the gun and man, balanced is completly broken, just compare the Revenant Vs the N7-Huricane it's so bad it's not even funny.

the huricane got 30% more damage per shot than the revant!!
but it's doesn't stop there it also have twice the fire rate, nearly twice the accuracy!!! and it weight half as much!!!!

Something is very, VERY wrong here.


I don't see the problem.

Its true the Hurricane deals more damage but I think you missed something important:

"ammopershot" : [ "2" ]

Its actual ROF is 600, not 1200.

And it has much worse accuracy than the Revenant.

#1016
Adragalus

Adragalus
  • Members
  • 958 messages

JSLfromBx wrote...

PDesign wrote...

JSLfromBx wrote...
edited to ask: the ammo mod, do they increase ammo per magazine or spare ammo?


per magazine.

 damn, thsi is bad :( they're completly useless for shotgun, why should I care about magazeine ammo for one shot one kill weapon? The lack of spare ammo on some shotgun is almost a deal breaker :/

this is really disapointing.

Actually, there seem to be 2 different types of ammo mods.

Heavy pistols, ARs, and SMGs seem to have per-magazine cipsize boosters, while shotguns and snipers have increased reserve ammo mods.

#1017
Arppis

Arppis
  • Members
  • 12 750 messages

PDesign wrote...

Assault Rifles:

Base Damage:

M55 Argus (DLC) = 96.8
M-8 Avenger = 38,6
Cobra = 29,7
Collector Assault Rifle = 44,3
M-37 Falcon = 325,7
Geth Pulse Rifle = 21,9
M-96 Mattock = 76,1
Chakram Launcher (DLC) = 277,9
M-76 Revenant = 47,6
M-99 Saber = 350,1
N7 Valkyrie (DLC) = 79,9
M-15 Vindicator = 68,6


No wonder Avenger rocks so much more than Mattock, it shoots faster and Mattock really doesn't have much damage to pack up the punch.

#1018
Arppis

Arppis
  • Members
  • 12 750 messages
Look at Geth Plasma shotgun... Mmmm...

#1019
zeypher

zeypher
  • Members
  • 2 910 messages
do remember geth shotty if not charged the shots have a dmg penalty of 55%. Meaning if you do not charge that shotty ur shot will only do 45% dmg

#1020
JSLfromBx

JSLfromBx
  • Members
  • 276 messages
I hope that the damage mod actually increase the weapon base damage otherwise they're going to be completly useless given all the other multiplier that already stack additively:
imagine an headshot anaginst a phantom with warp ammo:

75% (adre rush) +90% (base headshot+ammo headshot+combat mastery headshot)+20% (combat mastery general weapon increase)+90% (warp ammo barrier bonus witht he 40% increase from rank 6 combat mastery)
That a total of 275% base damage bonus, an extra 25% on that would be meaningless for the actual total damage inflicted, if the damage mod doesn't increase the weapon base damage then it's gonna be quite useless

#1021
Guest_PDesign_*

Guest_PDesign_*
  • Guests
Some interesting stuff

sfxgame.sfxinventorymanager:

{
"extramedigelplotint" : [ "10300" ],
"fuelefficiency" : [ "1.5" ],
"maxcredits" : [ "9999999" ],
"maxeezo" : [ "9999999" ],
"maxfuel" : [ "1000" ],
"maxgrenades" : [ "3" ],
"maxgrenadesmp" : [ "1" ],
"maxiridium" : [ "9999999" ],
"maxmedigel" : [ "3" ],
"maxpalladium" : [ "9999999" ],
"maxplatinum" : [ "9999999" ],
"maxprobes" : [ "30" ],
"srinventorytitle" : [ "151385" ]
}

sfxgame.sfxheavyweapon

{
"aimmodes" : [
"(ZoomFOV=54.4,bScoped=false,FrictionMultiplier=1,AdhesionMultiplier=1)"
],
"bcandropammo" : [ "false" ],
"binfiniteammo" : [ "false" ],
"encumbranceweight" : [ "(X=0.f,Y=0.f)" ],
"guiclassdescription" : [ "340847" ],
"guiclassname" : [ "338205" ],
"iconref" : [ "15" ],
"idealmaxrange" : [ "5000.f" ],
"idealminrange" : [ "300.f" ],
"idealtargetdistance" : [ "2000.f" ],
"maxspareammo" : [ "(X=0,Y=0)" ],
"zoomfov" : [ "54.4" ]
}

#1022
rpgfan321

rpgfan321
  • Members
  • 1 311 messages
Nice. I love the Mattock.

#1023
Frailstrength

Frailstrength
  • Members
  • 53 messages
Are there any pictures of the chakram launcher? I'm curious about what it looks like and how it works

#1024
Guest_PDesign_*

Guest_PDesign_*
  • Guests

Frailstrength wrote...

Are there any pictures of the chakram launcher? I'm curious about what it looks like and how it works


The Chakram Launcher:
This weapon uses a fabricator to manufacture lightweight, explosive ammunition discs. This weapon is earned after completing the Reckoning demo and watching the trailer at the end.

Image IPB

#1025
Vapaa

Vapaa
  • Members
  • 5 028 messages
Don't know if any of you have the Art of ME universe, but there is some concepts of the Geth minigun and a unnamed Reaper heavy weapon (most likely the Black star)