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Shooting range testing


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#1
Tony Gunslinger

Tony Gunslinger
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Has anyone messed around with the shooting range? I don't know if the mechanics are different/bugged from actual combat, but here's what I've noticed so far:

- Using incinerate on the shield target, it can completely miss if you're too close, it looks like a targeting issue. I've had that happen in MP. Sidenote: I also seem to recall that incinerate has been useless in MP vs phantoms, I'm not sure if they're related.

- Using a Shuriken IV, it took around two bursts to take down 1 block off the armor bar. But when with lvl 5 cloak (50% dmg bonus), it took off nearly 4 blocks off armor, which does not add up IMO. Is this a 'feature', a miscalculation, or the health/shield/armor bars are somehow not accurate representations?

- ME3 no longer have distance modifiers, so all guns deal the same damage regardless of how close/far away you are. I kind of knew before, but the shooting range confirms it.

If anyone have been testing out guns and powers in there, feel free to post your findings.

#2
Gromnir

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I've used the targets in the shooting range for testing concussive shot with different ammo powers, but I could not discern any differences other than animation.

Does anyone know how the rank 6 amplification evolution of concussive shot actually works? Does it apply the ammo power just as a shot fired from a weapon would? Does the rank and evolution of the ammo power matter, or is it just a static effect based on which ammo power is active?

Just like incinerate, CS misses the shield target (but not the other 2 targets) very frequently.

#3
Phoenix_Fyre

Phoenix_Fyre
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I just used it to test out the argus/chakram guns

I prefer the argus/vindicator personally...can't wait to find the rest of the weapons