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Weapons List (Update: Pictures Added)


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#1151
Ghost43

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tonnactus wrote...

zeypher wrote...

makes no difference, as squadmates do only 30% dmg with any weapon you give them.


That would be even less then in Mass Effect 2 and would be completly retarded...
It would make pure soldier squadmates completly useless.


I was worried at first, but their passive abilities can bring them up past 100%, well past what they could get in ME2.

Modifié par Ghost43, 25 février 2012 - 07:56 .


#1152
tonnactus

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Ghost43 wrote...



I was worried at first, but their passive abilities can bring them up past 100%, well past what they could get in ME2.


This takes time.(several level ups)

Modifié par tonnactus, 25 février 2012 - 08:03 .


#1153
luckyloser_62

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Ghost43 wrote...

tonnactus wrote...

zeypher wrote...

makes no difference, as squadmates do only 30% dmg with any weapon you give them.


That would be even less then in Mass Effect 2 and would be completly retarded...
It would make pure soldier squadmates completly useless.


I was worried at first, but their passive abilities can bring them up past 100%, well past what they could get in ME2.


Exactly, plus they never run out of ammo, and have pinpoint accuracy with any gun. that had to be compensated for somewhere. The soldier squaddies wouln't be useless either way though. As a caster I always use them as distraction, plus they can provide squad ammo as well. You can take AP or warp ammo as a bonus, but neither provide the CC you get from disrupter ammo and incendiary ammo. Disrupter looks particularly good with its stun ability. Squad disrupter is the primary reason I am going to pretty much always have ashley on my team. It will mean that every enemy hit by any bullet from my team will be stunned :devil:

#1154
AdmiralCheez

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Oh, god damn it. I'm making spreadsheets again.

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#1155
Ghost43

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tonnactus wrote...

Ghost43 wrote...



I was worried at first, but their passive abilities can bring them up past 100%, well past what they could get in ME2.


This takes time.(several level ups)


I imagine they start with a fair number of points for you to distribute, if you import.

#1156
TekFanX

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Anyone has some infos how heavy weapons will account to the weight-bar?

#1157
vanguard_of_destruction

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weirdopo wrote...

vanguard_of_destruction wrote...

weirdopo wrote...

The weapons are unlocked in the MP by purchasing Equipment packs with the credits you earn. What is in the pack is random, so you will not be able to choose the guns you get.

As for the CE weapons, I see them as never being released. The ME2 CE DLC was never released, so I doubt this games will.

http://masseffect.wi...Operations_Pack


So I shouldn't have said "never". But it still wasn't released to Xbox or PC players. And since the PS3 people can get the CE it is safe to say that it won't be released.

but it was still released, technically only xbox didn't have it pc could just download it from some sitr.


which was bulls**t BTW

#1158
CptBomBom00

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so many weapons, but only few can make it to the favourite list.

#1159
Iron Star

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If you count the arc pistol as a geth weapon, because of it's origin in the arc projector, all we need is a geth SMG to have a complete set of geth weapons. Damn you and your combo-break Bioware!:crying:

#1160
Wulfram

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AdmiralCheez wrote...

Oh, god damn it. I'm making spreadsheets again.


Spreadsheets are awesome!

#1161
Adragalus

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Get fired up wrote...

If you count the arc pistol as a geth weapon, because of it's origin in the arc projector, all we need is a geth SMG to have a complete set of geth weapons. Damn you and your combo-break Bioware!:crying:

The Arc Projector was a Cerberus-developed weapon used to fight geth. The geth were not involved in its creation.

Though you could say that the Arc Pistol, being created by the quarian admiral Daro'Xen, makes it fundamentally similar to geth tech.

#1162
Ghost43

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TekFanX wrote...

Anyone has some infos how heavy weapons will account to the weight-bar?


Sadly, no. All I know is that ammo is restored to full between missions, and that there are heavy weapon ammo pickups scattered thru levels. I figure they'll be at least as heavy as the Claymore, with possible exceptions.

#1163
Ghost43

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Questions: What's the base headshot bonus in ME3? And dou we still get a 2x close range bonus for some weapons like shotguns?

#1164
JSLfromBx

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ok guys remember that any and all bonus to squademate damage will be based on that 0.3 multiplier

So even if you max out garus turian rebel to give garus a 160% bonus to sniper rifle he will still only do 75% of Shepard damage

Soldier squadmate will be there for flavor not usefullness

As for the passive that give squadmate a 20% damage boos it will bring Liara from 30% to 36% of shepard damage.

If you think it will bring them to 50% you need to stop dreaming, bioware just love those misleading % increase.

#1165
royard

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AdmiralCheez wrote...

So, what do we know about the Indra?


Low damage (around predator) semi-suto sniper. 

#1166
royard

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themaxzero wrote...

zeypher wrote...

well burst is 600 rpm. refire time is .25 seconds. Sso .2 secs to fire 2 rounds then .25 before you fire again so in one second you could fire 6 rounds. if reloads are not taken into account approx 6 rounds per sec fire rate is 360 rounds per mi n not inlcuding reloads. Overall doing comparisions etc Valkyrie is the new mattock.
ALL HAIL THE NEW KING!! VALKYRIE

Infact only advantage mattock has over the valkyrie is that mattock weighs less. Thats about it.
In every other department valkyrie is ahead


I would say the Vindicator is even better. Damage is fairly similiar (3 bullets v 2) but the Vindicator is much lighter, has far less recoil and reloads faster.


problem is, vidicator's zoom recoil is very high, so mid-range headshots might not be easy.  But it certainly looks like a beast compared to other weapons, especially with its 1.0-0.5 weight. 

#1167
royard

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JSLfromBx wrote...

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


No, the mods do not increase base.  the 25% is just like an other multiplier. 

#1168
zeypher

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JSLfromBx wrote...

ok guys remember that any and all bonus to squademate damage will be based on that 0.3 multiplier

So even if you max out garus turian rebel to give garus a 160% bonus to sniper rifle he will still only do 75% of Shepard damage

Soldier squadmate will be there for flavor not usefullness

As for the passive that give squadmate a 20% damage boos it will bring Liara from 30% to 36% of shepard damage.

If you think it will bring them to 50% you need to stop dreaming, bioware just love those misleading % increase.


percentage passives do not work as you tried. They addictive. Example garrus with  a assault rifle has his dmg multipkied by .30. But he gets 150% bonus to assault rifle damage.
s for him hes new damage will be

Assault rifle x (1+1.5-.7)   which is basically with any assault rifle he will do 1.75 dmg or he will do 75% more dmg with any assault rifle.
So with a gun doing 100 dmg per bullet garrus will do 175 instead.

In Me2 thats why zaeed and thane were good squadmates with guns, as their 50% dmg passive allowed them to negate the damage penalty on guns pretty much completely. I base my hippy maths on the powers thread in the gameplay section where manhveer has posted how their calculation works.

Modifié par zeypher, 26 février 2012 - 08:27 .


#1169
zeypher

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Here is what manveer posted:
Formula 3 – Hard Value Bonuses

This formula is used for stats that are expressed as percents. So, normally if you are upgrading something like Force, that is measured in Newtons. So you are upgrading 25% to the base 100 N of Force. However, what do you do when the stat you are upgrading is Weapon Damage Bonus, like many of the passives have. Weapon Damage Bonus is expressed as a percentage.

So Rank 1 Weapon Damage Bonus may be 10%. If we say at rank 2 the Weapon Damage Bonus increases by 50% what is the correct result for total weapon damage bonus now. If you used formula 1, it would be 15%. But that goes against what people expect, because you are increasing a percent by a percent. Instead, you expect the numbers to add together. So a 50% increase to 10% should be 60%.

Because of this we created a different formula for these sorts of stats. This just makes the numbers work like what players expect. The formula is simple

New Value = (Base Value at Rank 1 + Sum of Rank all rank bonuses) * (1.0 + Dynamic Bonuses)

#1170
zeypher

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Hope that help clears why soldier squaddies properly evolved will do quite good dmg with their guns, especially garrus

#1171
Revan312

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I wish they would've added one more sniper rifle..

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#1172
ComradeChin

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 Will the DLC weapons or Pre ORder Weapons appear in Multiplayer??

#1173
JSLfromBx

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zeypher wrote...

JSLfromBx wrote...

ok guys remember that any and all bonus to squademate damage will be based on that 0.3 multiplier

So even if you max out garus turian rebel to give garus a 160% bonus to sniper rifle he will still only do 75% of Shepard damage

Soldier squadmate will be there for flavor not usefullness

As for the passive that give squadmate a 20% damage boos it will bring Liara from 30% to 36% of shepard damage.

If you think it will bring them to 50% you need to stop dreaming, bioware just love those misleading % increase.


percentage passives do not work as you tried. They addictive. Example garrus with  a assault rifle has his dmg multipkied by .30. But he gets 150% bonus to assault rifle damage.
s for him hes new damage will be

Assault rifle x (1+1.5-.7)   which is basically with any assault rifle he will do 1.75 dmg or he will do 75% more dmg with any assault rifle.
So with a gun doing 100 dmg per bullet garrus will do 175 instead.

In Me2 thats why zaeed and thane were good squadmates with guns, as their 50% dmg passive allowed them to negate the damage penalty on guns pretty much completely. I base my hippy maths on the powers thread in the gameplay section where manhveer has posted how their calculation works.


Sorry but you're wrong, any one who paid attention during the demo could tell you that, even by putting as many point as possible in the turian rebel skill, to give garus 100% weapon damage boost he still need 2 shot with his mantis just to take one little square off the atlas armor bar, he's not getting anywhere need the full damage from his sniper rifle.

"So with a gun doing 100 dmg per bullet garrus will do 175 instead." think for a minute there, 175 damage is what Shepard would do with a maxed out adrenaline rush and you believe squademate will be able to do that passive? might as well take a nap and let them clean up the mission for me.


The 0.3 value is a global multiplier that apply to anything squademate do with weapon. the thread you quote talk about how confusing it is for player when talking about percentage increease to value already writtten in percentage format. the 0.3 henchmen multiplier is not something normally known by player so the dev post doesn't apply to it.

#1174
paul165

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Actually soldier Shep if maxed for weapon damage would do 200% base damage and I think the game tends to assume that you fire faster and will get more headshots than your companions.

Still impossible to tell without serious analysis as you could argue either interpretation from the formulae posted depending on where precisely the 0.3 goes.

I would however argue that weapon demage that high is not impossible - after all look at how fast Liara's powers recharge and soldier squadmates will need to compete with the casters otherwise you'll end up with the same scenario as ME2 where some squadmates were just never used and the squad in ME3 is too small to carry the dead weight.

#1175
Gabriel S.

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You know, I watched that IGN Mars combat video and I noticed the new Mantis anims. I thought 'finally it makes some sense' but does it?

I'm wondering if it had been better if they used a heatsink clip or magazine and the gun would hold 5 heatsinks at a time while having it reload after each shot. Like a real-life bolt action rifle. The same thing with more powerful shotguns like the Claymore.


Could this be made possible with the coalesced?

Modifié par Gabriel Stelinski, 27 février 2012 - 01:49 .