Weapons List (Update: Pictures Added)
#101
Posté 21 janvier 2012 - 09:31
#102
Posté 21 janvier 2012 - 09:33
ItsFreakinJesus wrote...
I doubt anyone knows the answer to any question like that.
Ya i figured, but theres noting wrong with asking
#103
Posté 21 janvier 2012 - 09:37
#104
Posté 21 janvier 2012 - 09:38
#105
Posté 21 janvier 2012 - 09:40
Random citizen wrote...
I have nothing against many guns, but what happened to the guns from ME1? You know, continuity is a good thing that enhances immersion.
The M8 Avenger and the M15 Vindicator are the guns from Mass Effect. The varrious assault rifles with the exception of the geth pulse rifle were just different colors of the Avenger and Vindicator.
#106
Posté 21 janvier 2012 - 09:52
iRAWRasaurusREX wrote...
Anyone know if you or anyone who did not get the collector's armor or weapon,since I didn't get ME2 collector's edition, will it be in my mass effect 3 game?
That's been my question but so far I haven't been given any answers. Perhaps I been wording it wrong.
Modifié par james1976, 21 janvier 2012 - 09:53 .
#107
Posté 21 janvier 2012 - 09:56
ME3Shepard wrote...
Hey SWM, do you want me to bring over the info that you had or you wanna keep the threads seperate?
If the info is craved for, then go right ahead.
#108
Posté 21 janvier 2012 - 09:57
ReallyRue wrote...
I'm assuming this Locust is more or less the same one as in ME2? If so, I'm glad. I really liked that weapon.
The Locust needs a nerf, I hope it got one in ME3.
The Mattock definitely got a nerf in ME3, so I wouldn't be surprised.
#109
Posté 21 janvier 2012 - 09:58
In fact, all of the weapons from ME1 are in ME2 and ME3, they just lack the constant pallete swaps and stat increments.aj2070 wrote...
Random citizen wrote...
I have nothing against many guns, but what happened to the guns from ME1? You know, continuity is a good thing that enhances immersion.
The M8 Avenger and the M15 Vindicator are the guns from Mass Effect. The varrious assault rifles with the exception of the geth pulse rifle were just different colors of the Avenger and Vindicator.
Two handguns
Three assault rifles
Two sniper rifles
Three shotguns
Those were all of the weapons in Mass 1. Three ARs and three shottys because of the Geth variants stated in the post I just quoted. People need to realize that Mass 1 didn't have that many weapons, or armors for that matter.
Modifié par ItsFreakinJesus, 21 janvier 2012 - 10:00 .
#110
Posté 21 janvier 2012 - 09:59
Handgun:
N7 Eagle
Powerful, accurate handgun. Upgrade of the Phalanx heavy pistol.
When the Alliance's Offensive Handgun Project received funding to update one of designs, its engineers chose to upgrade the already-impressive Phalanx pistol. Like its predecessor, the Eagle is a compact, semi-automatic hand-cannon that delivers unprecedented accuracy and punch with a fast firing rate. The Eagle is named after the Desert Eagle, a classic handgun which has gained a romantic reputation among gun collectors thanks to its popularity in 20-21st century Earth action movies.
Scorpion Defensive Ordnance Pistol
Fires adhesive explosives for use as a firearm or proximity mine.
Originally issued to the salarian STG to allow small units to contain much larger forces, the Scorpion pistol now sees service galaxy-wide. It fires low-velocity, squash-head projectiles with dual uses. The high-explosive filler within the projectiles contains an adhesive that sticks the projectile to the target during impact. An infrared signal can then be fired from the pistol with the touch of a button, detonating the explosive instantly or arming its motion detectors, turning the projectile into a proximity mine.
M-358 Talon
Shotgun-pistol hybrid with damage boost at close ranges.
The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets. Its waste heat is punishing enough that it carries six separate ammunition blocks that rotate like a twentieth-century revolver to prevent any chance of shaver jam or misfire due to premature melting of the shot.
Arc Pistol
An electrical weapon that can be charged up for a more damaging blast.
An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down Arc Projector that has had its power problems solved so it only requires thermal clips. The Arc Pistol uses a nonvisible laser to ionize the air and create a path for a high-ampere electric shock. It can be charged up for a more damaging blast.
Carnifex, Ivory, Phalanx, Predator, Scorpion, & Thor
Submachine Gun:
N7 Hurricane
This SMG has a slow rate of fire, but high precision and damage.
While some militaries pass up the Hurricane because of a slow firing rate, the Alliance finds this compact SMG's burst-fire capabilities offer flexible battle tactics. With pistol-like accuracy, a well-placed 3-round burst from the Hurricane chews through shields, armor, and flesh at an alarming rate. Alliance officers were so pleased with field results that the Hurricane is now many squadrons' standard-issue SMG
M-237S Hornet
The Hornet is a longer-range submachine gun, featuring an integral laser sight and a sound suppressor for covert operations. Its relatively low rate of fire is its tradeoff for high stability, allowing Cerberus troopers to place shots with little fear of recoil.
Locust, Shuriken, & Tempest
Shotguns:
N7 Crusader
Makes tight shots for precision in combat. This shotgun has a moderate rate of fire.
Bruised and bloody Alliance marines on Torfan attributed their survival against waves of batarian mercenaries to the sheer stopping power of the Crusader. With a design patterned on riot shotguns, this durable weapon has a moderate rate of fire, high damage rate, and tight pellet spread. As its accuracy allows little room for error, the Crusader is primarily found among highly trained soldiers.
AT-12 Raider
Carried by the batarian military's notorious Special Intervention Unit, the Raider is a semi-automatic shotgun that fires rapidly at medium range. Rather than eliminating recoil, the Raider's integral compensators make it predictable and vertical. Its adjustable choke allows for effortless switching between tight and broad shot-grouping, making it extremely versatile.
The Disciple
A powerful close-range shotgun. Generates a protective barrier by rapidly cycling through heat sinks.
Originally hand-crafted by asari Justicars for their own exclusive use, schematics for the Disciple shotgun were passed down to asari commandos after centuries of negotiation with their order. The Disciple uses shotgun shells packed with micro-scale sub-munitions to deal staggering amounts of close-range damage. Its eezo-powered core can also generate a mobile kinetic barrier, though this quickly depletes the heat sinks that soak up the shotgun's electrical discharge.
Graal Spike Thrower
Krogan weapon that causes blood loss damage over time.
The Graal is one of a long line of krogan weapons used to hunt thresher maws. Its ammunition consists of over-sized flechettes meant to pierce thresher hide and create deep wound channels leading to massive blood loss. For additional firepower, the weapon is double-barreled, and as a last resort, sports blades to cause internal injuries if the wielder is swallowed by the thresher. Using a Graal on a humanoid target has predictably grisly effects.
Centurion
Shotgun with adjustable shot grouping. Best at medium-range combat.
Claymore, Eviscerator, Geth Plasma Shotgun, Katana, & Striker
Assault Rifle:
N7 Valkyrie
High-powered upgrade of the Avenger rifle. Excellent accuracy and rate of damage.
After the carnage of the Battle of the Citadel, Alliance officers commissioned an upgraded rifle for their ground forces. Improving on the popular Avenger design, the Valkyrie is now standard issue for new recruits. Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is a hot black-market item on the rare occasion it surfaces.
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.
M-99 Saber
Heavy duty semi-automatic rifle.
A heavy duty semi automatic rifle favored by only the most elite marksman. The M-99 Saber is jokingly referred to as "Big Iron" for its sheer stopping power and absurd cost to produce. Each M-99 Saber is designed specifically for its owner and is rarely retrieved from the battlefield.
M-55 Argus
Precise, high-powered rifle that uses burst-fire.
The Argus is a high-powered rifle favored by senior C-Sec officers. Its accuracy allows them to control the battlefield with deadly precision, and firing bursts ensures ammunition conservation during lengthy conflicts. Other law-enforcement agencies across the galaxy are adopting the Carbine as their standard rifle, as much for its intimidation factor as its suppression power.
Phaeston
A fully automatic machine gun with a good balance between precision and firepower.
Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun. Each shot is tempered by kickback dampeners inside the shoulder stock, which lets the Phaeston pack more punch than other weapons its size without sacrificing precision. Its fully automatic fire and relatively light weight has turned the Phaeston into the turian infantry's primary go-to weapon.
Avenger, Cobra, Collector Assault Rifle, Geth Pulse Rifle, Mattock, Revenant, Vindicator
Sniper Rifle:
N7 Valiant
This sniper rifle's slow rate of fire is offset by impressive accuracy and damage.
The Valiant is a high-powered sniper rifle tested by Alliance soldiers during a series of harsh survival exercises on the planet Kruljaven. A redesign of the M-96 Mattock, this streamlined weapon employs a sophisticated fire-control system that improves accuracy by stabilizing the barrel during targeting. While this comes at a cost of reduced capacity and rate of fire, most soldiers find the increase in precision and lethality to more than make up for the tradeoff.
M-90 Indra
An electrically-charged sniper rifle.
Reverse-engineered from the Cerberus Arc Projector, the Indra is a prototype sniper-rifle that fires a path of ionized air, then electrifies targets with a bolt of lightning-like energy. The Indra maximizes its damage by first piercing its targets with a high-powered shot, and electrifying them second.
M-112 Raptor
Assault rifle/sniper rifle hybrid with semi-automatic fire and low recoil.
The Raptor is a human version of a turian weapon developed for a conflict on the low-gravity world of Amar. Fighting at longer ranges than they had expected, the turians optimized a low-recoil, semi-automatic rifle with a scope and issued it to their regular infantry, creating a hybrid weapon that was half assault rifle and half sniper. Cerberus Centurions use a version with an underslung grenade launcher, usually equipped with smoke grenades to conceal their movement.
Javelin
Called the Javelin by Alliance marines, this geth weapon holds a reservoir of ferrofluid, magnetically drawn into the firing chamber and expelled at lethal speeds. Like a high-pressure water-jet, the ferrofluid cuts through nearly anything it hits, causing terrible wounds and so much heat that its jet resembles a beam of light. A complex system optimizing repulsion power is visually displayed as the Reticule Sine Cadence; firing in time with the sine wave can increase damage dramatically.
Black Widow, Incisor, Mantis, Raptor, Viper, & Widow
Heavy Weapons:
M-51 Havoc
Heavy-weapon that slams enemies with kinetic energy blasts.
A mass-accelerator heavy weapon, the Havoc projects large, concentrated bursts of kinetic energy that slam into groups of enemies, flinging them across the battlefield. Recently created by the Alliance, this experimental gun is popular with resistance forces on Earth: the Havoc's burst effect means a single soldier can fend off entire crowds with judiciously-timed shots.
Geth Spitfire
Full-auto weapon firing a hail of rounds that produce plasma on impact.
The Spitfire is the Alliance's name for a geth minigun of devastating firepower. Similar to their so-called "plasma shotgun," the Spitfire fires charged superconducting toroids that rupture on impact, arcing electricity and flash-converting to plasma. Electrical shock, fragments, and burn trauma then destroy shields and flesh alike. Rotating barrels help cool the weapon, allowing for sustained fire.
Like the geth plasma shotgun, the Spitfire is not a true energy weapon. Instead, the minigun magnetically flings clusters of superconducting toroids. These donut-shaped projectiles are designed to shatter upon impact, arcing electricity between the fragments and flash-converting them to plasma. The gun’s punishing, automatic blasts impact with the heat of a cutting torch.
The weapon's stopping power has garnered the attention of both Alliance and quarian intelligence, who theorize that the Spitfire may have been designed to destroy other geth. Enough Spitfires have been found in the field to suggest that the weapon is out of the prototyping stage, and that a schism among synthetics may have forced them into production.
Black Star
A high-energy weapon used by Reaper troops to destroy armored vehicles, the Blackstar attacks enemies at the atomic level. Localized fission and fusion reactions destroy nearly anything in the blast radius. The weapon self-destructs as it fires, restricting it to a single use.
The Reaper weapon nicknamed Blackstar is so advanced that Alliance scientists can only offer speculation about how it works. The gun appears to exploit an element zero core and mass effect fields to fire gravitational singularities -- micro black holes -- that revert to their natural lethality when they impact a solid object. Researchers theorize that the blast tears apart the strong nuclear forces that hold the target's atoms together, resulting in a localized fusion reaction in light atoms and a localized fission reaction in heavy atoms. If that hypothesis is correct, the weapon alters nuclei, thus changing the chemical composition of the target. This destroys organic tissue, corrodes surviving armor, and leaves a visible trail of light-emitting particles.
Although some might argue that the Blackstar’s single-launch capability makes it a liability, its capacity for utter destruction is essential when the user requires large-scale, instantaneous damage.
Hydra
Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armored target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two.
The Hydra releases a barrage of miniature missiles, each guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target’s kinetic barriers before the second destroys its armor, clearing a path for the third warhead to detonate inside the target.
An Alliance missile launcher equipped with an auto-lock feature, the Hydra is capable of firing several homing rockets in one MIRV-like shot, inflicting massive damage on multiple targets in a matter of seconds. Newly released to Alliance special forces and making use of the latest-generation ballistic missile launch technology, the Hydra has found much favor in combat situations that require opening with a heavy first strike.
Arc Projector ,Avalanche, Cain, Collector Particle Beam, Firestorm, Grenade Launcher, Missile Launcher, & Titan Missile Launcher
-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 [screenshot cuts off here]
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.
Enjoy.
Modifié par ME3Shepard, 21 janvier 2012 - 10:14 .
#111
Posté 21 janvier 2012 - 10:37
but frankly I'm worried about the opposite.
I heard that the collector's assult rifle from the ME2 CE was really underpowered and I'm hoping that the N7 weapons won't be.
#112
Posté 21 janvier 2012 - 10:38
#113
Posté 21 janvier 2012 - 10:38
LPPrince wrote...
ReallyRue wrote...
I'm assuming this Locust is more or less the same one as in ME2? If so, I'm glad. I really liked that weapon.
The Locust needs a nerf, I hope it got one in ME3.
The Mattock definitely got a nerf in ME3, so I wouldn't be surprised.
A nerf?
#114
Posté 21 janvier 2012 - 10:40
#115
Posté 21 janvier 2012 - 10:50
Arrow70 wrote...
I remember reading recently on here a post by a dev saying CE N7 guns won't be over powered,
but frankly I'm worried about the opposite.
I heard that the collector's assult rifle from the ME2 CE was really underpowered and I'm hoping that the N7 weapons won't be.
In my opinion, the collector assault rifle didn't suck. It may not have had a ton of ammo, but the fact that the targeting reticle didn't decrease would allow you to place consistent and accurate headshots all day, precisely what I did in my playthroughs. It could take down a collector drone on insanity with full health and barrier in a mag approximately. You just needed to know how to use it. If you aimed center mass with it, then every other assault rifle would beat it easily.
#116
Posté 21 janvier 2012 - 10:55
ME3Shepard wrote...
Arrow70 wrote...
I remember reading recently on here a post by a dev saying CE N7 guns won't be over powered,
but frankly I'm worried about the opposite.
I heard that the collector's assult rifle from the ME2 CE was really underpowered and I'm hoping that the N7 weapons won't be.
In my opinion, the collector assault rifle didn't suck. It may not have had a ton of ammo, but the fact that the targeting reticle didn't decrease would allow you to place consistent and accurate headshots all day, precisely what I did in my playthroughs. It could take down a collector drone on insanity with full health and barrier in a mag approximately. You just needed to know how to use it. If you aimed center mass with it, then every other assault rifle would beat it easily.
So what are your expectations for the CE and pre-order guns?
#117
Guest_PDesign_*
Posté 21 janvier 2012 - 11:02
Guest_PDesign_*
#118
Posté 21 janvier 2012 - 11:03
Isn't weapon fire limited by heat in ME2 -style mechanics? How does having a larger or extra ammo-bock increase the number of rounds you can fire when ammo is treated like a non-issue to begin with?
#119
Posté 21 janvier 2012 - 11:10
Arrow70 wrote...
ME3Shepard wrote...
Arrow70 wrote...
I remember reading recently on here a post by a dev saying CE N7 guns won't be over powered,
but frankly I'm worried about the opposite.
I heard that the collector's assult rifle from the ME2 CE was really underpowered and I'm hoping that the N7 weapons won't be.
In my opinion, the collector assault rifle didn't suck. It may not have had a ton of ammo, but the fact that the targeting reticle didn't decrease would allow you to place consistent and accurate headshots all day, precisely what I did in my playthroughs. It could take down a collector drone on insanity with full health and barrier in a mag approximately. You just needed to know how to use it. If you aimed center mass with it, then every other assault rifle would beat it easily.
So what are your expectations for the CE and pre-order guns?
I'm hoping that they are at least on par with some of the best in each class of weapons. They shouldn't be OP, but work for different types of situations as i said before. and the way the pre-order stuff seems to be going, it is likely people will be able to download more of the exclusive stuff later on anyway
the pistol seems like a cross between predator and phalanx, so i'm fairly happy about that. prolly not gonna use shotgun or sniper, really wanted the valkryie, but just got CE off of amazon instead cuz it was 20 bucks cheaper, smg sounds like a carbine in a way, decent damage and accuracy w/ triple burst, but other than that yea i don't know too much
i'm using sentinel, so depending on weight distribution and cooldown times, i'm prolly gonna be using the eagle, hornet/hurricane, and collector/phaeston. can't make too much of an opinion, we haven't even seen any of the guns yet anyway...
#120
Posté 21 janvier 2012 - 11:15
Cool, but weak.
#121
Posté 21 janvier 2012 - 11:48
#122
Posté 21 janvier 2012 - 11:51
ME3Shepard wrote...
does anybody know if there was a different damage rate for collector assault rifle on different platforms? I use it on the ps3, and its really good, but i'm also looking at videos of it on pc and it does seem to suck, so that may be one reason why
I think the reason everyone seems to think it sucks is because they've forgotten that it's a recoil-less version of the Avenger. Nothing more, nothing less.
Pack some upgrades into it, though, and it's one lean, mean, lacerating machine.
#123
Posté 21 janvier 2012 - 11:55
Random citizen wrote...
Regarding weapon upgrades... "spare ammo" does it make sense to anyone?
Isn't weapon fire limited by heat in ME2 -style mechanics? How does having a larger or extra ammo-bock increase the number of rounds you can fire when ammo is treated like a non-issue to begin with?
Yes and no. That's mostly ME1. But in ME2 you had so many shots fired before you had to "reload" another heat clip. If heat clips are returning then any upgrade that increases the about "ammo" you have, then I imagine it either allows you to have more heat clips for that weapon or increases said clip size by allowing you to fire more shots before having to "reload another heat clip" than you would have had without that upgrade. That's my guess anyway.
#124
Posté 22 janvier 2012 - 12:01
Doofe2012 wrote...
Ok, huge bit of info in the pic that scares me. Look how low the Mattock's damage rating is. This just screams that they nerfed it for ME3.
Kind of defeats the purpose of adding new guns if the old still outclass them in virtually every way.
Submachine Gun:
N7 Hurricane
This SMG has a slow rate of fire, but high precision and damage.
While some militaries pass up the Hurricane because of a slow firing rate, the Alliance finds this compact SMG's burst-fire capabilities offer flexible battle tactics. With pistol-like accuracy, a well-placed
3-round burst from the Hurricane chews through shields, armor, and fleshat an alarming rate. Alliance officers were so pleased with field results that the Hurricane is now many squadrons' standard-issue SMG
Sounds like the middleground between the old Mattock and the Locust.
JeffZero wrote...
It means a decrease in power. People say something is 'nerfed' when its capabilities are decreased and they desire 'nerfs' when something strikes them as overpowered, or OP.
The reference is from the products made by Nerf, which were usually foamy and safe as to not cause injury.
Modifié par Graunt, 22 janvier 2012 - 12:17 .
#125
Posté 22 janvier 2012 - 12:42
Epsilon330 wrote...
ME3Shepard wrote...
does anybody know if there was a different damage rate for collector assault rifle on different platforms? I use it on the ps3, and its really good, but i'm also looking at videos of it on pc and it does seem to suck, so that may be one reason why
I think the reason everyone seems to think it sucks is because they've forgotten that it's a recoil-less version of the Avenger. Nothing more, nothing less.
Pack some upgrades into it, though, and it's one lean, mean, lacerating machine.
Yea I forgot to mention I use tungsten ammo with mine, along with full upgrades





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