Squadmate's Best Weapon of Choice
#226
Geschrieben 05 April 2013 - 10:41
Could it be that the damage modifier for squadmates is somehow broken on the Thypoon and they deal 100% damage?
#227
Geschrieben 07 April 2013 - 06:09
#228
Geschrieben 07 April 2013 - 07:00
It isn't just you. They fire the Mantis, Widow, Black Widow, and Javelin at the same rate, about 60 rpm or once per second.Violent_Lucidity wrote...
Maybe it's me, but I seemed to notice that when my squadmates were using the Black Widow, they fired rather slowly. Makes me think I should give them the M-98 Widow instead so they deal more damage.
Ashley can potentially fire the BW faster under Marksman, but that power is buggy.
#229
Geschrieben 07 April 2013 - 05:59
capn233 wrote...
It isn't just you. They fire the Mantis, Widow, Black Widow, and Javelin at the same rate, about 60 rpm or once per second.Violent_Lucidity wrote...
Maybe it's me, but I seemed to notice that when my squadmates were using the Black Widow, they fired rather slowly. Makes me think I should give them the M-98 Widow instead so they deal more damage.
Jav the best SR for Garrus or Ash then, given it has the highest damage?
#230
Geschrieben 07 April 2013 - 07:52
Someone wanna get on updating that single player weapon damage chart?
https://docs.google....put=html&gid=11
#231
Geschrieben 07 April 2013 - 10:28
Yes. Which is really nice because it also has the longest base cover penetration, and squad mates like to take shots through cover regardless of if they have penetration or not. The only downside is that you get it relatively late, although not as late as the Widow (which is the odd man out really).HolyAvenger wrote...
Jav the best SR for Garrus or Ash then, given it has the highest damage?
Also relevant is that Black Widow is superior to Mantis for them... before the patch rebalanced the vanilla game guns this was not the case.
#232
Geschrieben 08 April 2013 - 09:41
capn233 wrote...
Yes. Which is really nice because it also has the longest base cover penetration, and squad mates like to take shots through cover regardless of if they have penetration or not. The only downside is that you get it relatively late, although not as late as the Widow (which is the odd man out really).HolyAvenger wrote...
Jav the best SR for Garrus or Ash then, given it has the highest damage?
Also relevant is that Black Widow is superior to Mantis for them... before the patch rebalanced the vanilla game guns this was not the case.
Good to know. Intuitively I felt Ash was kicking some serious behind with that Jav V and maxed Disruptor ammo (kill stealing all my biotically primed mooks grrr:ph34r: ), glad to see the numbers bear that out.
I doubt I'll be buying the BW for most of my games/playthrough (soldier and infiltrator only, probably) so mostly I'll stick to a PPR/Jav combo for those two.
#233
Geschrieben 08 April 2013 - 02:57
#234
Geschrieben 14 April 2013 - 02:06
#235
Geschrieben 15 April 2013 - 11:56
#236
Geschrieben 16 April 2013 - 12:08
Basically all of them do except weight reduction mods and spare ammo... although some are not as appreciable.Manimal wrote...
Can we get a final tally of the mods that DO and DO NOT affect the squadmates?
ULM - don't bother ever.
Stability - not needed
Accuracy - Scopes may be of limited benefit; Smart Choke is recommended on every shotgun except Crusader and GPS (questionable benefit on Graal).
Extended Magazine / Clips / Heatsink - this can alter burst length on some auto weapons
Spare Clips - useless
Damage - Always useful. This includes Sniper Concentration Mod (for damage bonus only)
Piercing - Useful except on "projectile" weapons
Melee mods - dubious benefit, except on Wrex who is melee happy. On all others they aren't practical.
Bearbeitet von capn233, 16 April 2013 - 12:09 .
#237
Geschrieben 16 April 2013 - 12:14
capn233 wrote...
Basically all of them do except weight reduction mods and spare ammo... although some are not as appreciable.Manimal wrote...
Can we get a final tally of the mods that DO and DO NOT affect the squadmates?
ULM - don't bother ever.
Stability - not needed
Accuracy - Scopes may be of limited benefit; Smart Choke is recommended on every shotgun except Crusader and GPS (questionable benefit on Graal).
Extended Magazine / Clips / Heatsink - this can alter burst length on some auto weapons
Spare Clips - useless
Damage - Always useful. This includes Sniper Concentration Mod (for damage bonus only)
Piercing - Useful except on "projectile" weapons
Melee mods - dubious benefit, except on Wrex who is melee happy. On all others they aren't practical.
Practical tends to be up to the individual player. Per above, ULM, stability, and spare clip are the only mods that have no affect on squadmates, or is stability also just impractical?
#238
Geschrieben 16 April 2013 - 12:23
There is no appreciable benefit on a squad member since they seem to have good stability already.Manimal wrote...
Practical tends to be up to the individual player. Per above, ULM, stability, and spare clip are the only mods that have no affect on squadmates, or is stability also just impractical?
Melee mods are not practical because most squad members do crap melee damage and do not have decent enough health to go for melee. Hence, you should use a different mod on their weapon.
#239
Geschrieben 16 April 2013 - 02:42
capn233 wrote...
Manimal wrote...
Practical tends to be up to the individual player. Per above, ULM, stability, and spare clip are the only mods that have no affect on squadmates, or is stability also just impractical?
There is no appreciable benefit on a squad member since they seem to have good stability already.
Melee mods are not practical because most squad members do crap melee damage and do not have decent enough health to go for melee. Hence, you should use a different mod on their weapon.
To me, stability seems hard to measure in a squadmate, but I typically use them as bait or a distraction anyway. I save most of the weapon kills for myself, equipping them with weapons with a high rate of fire so they can keep enemies busy for longer. However, I put a melee mod on Wrex's gun during the Citadel DLC, and he basically cleared the map by the time I caught up with him. Not sure if it was because of the mod alone, but I find it hard to think it had no effect...
#240
Geschrieben 16 April 2013 - 03:12
Give a squad member a Revenant. Ash and Garrus for example. Run them with and without it. It doesn't make any significant difference.Manimal wrote...
To me, stability seems hard to measure in a squadmate,
However, I put a melee mod on Wrex's gun during the Citadel DLC, and he basically cleared the map by the time I caught up with him. Not sure if it was because of the mod alone, but I find it hard to think it had no effect...
Wrex is an exception because he does decent melee damage, has high defense, and can self spam Stim Packs. But he is a temporary squad member.capn233 wrote...
Melee mods - dubious benefit, except on Wrex who is melee happy. On all others they aren't practical.
#241
Geschrieben 16 April 2013 - 03:37
#242
Geschrieben 16 April 2013 - 03:44
It affects every squad member. It is just that it is a waste of a mod slot on every squad member except for Wrex because they suck at melee and are not durable enough.Manimal wrote...
But the melee mod does affect him?
#243
Geschrieben 16 April 2013 - 10:43
Epsilon330 wrote...
With squadmates, the M-11 Suppressor tends to be overlooked, which is a real shame as it may be the most powerful weapon available to EDI and Liara. Squadmates correctly use the rapid-fire nature of the weapon, and always score a headshot for every three shots fired. Hell, sometimes they down enemies quicker than me!
Seriously:o
Never knew that. Throw the Talon out of the airlock, Suppressors for errybody:O
#244
Geschrieben 16 April 2013 - 02:23
It isn't a bad choice. But I didn't notice Miranda a significantly more effective with the Suppressor than the Punisher, for example.HolyAvenger wrote...
Seriously:o
Never knew that. Throw the Talon out of the airlock, Suppressors for errybody:O
#245
Geschrieben 17 April 2013 - 02:15
capn233 wrote...
It isn't a bad choice. But I didn't notice Miranda a significantly more effective with the Suppressor than the Punisher, for example.HolyAvenger wrote...
Seriously:o
Never knew that. Throw the Talon out of the airlock, Suppressors for errybody:O
You mean in Armax Arena? Do the characters fight the same there as they do in the game?
#246
Geschrieben 17 April 2013 - 02:51
More or less, except when a couple decide not to fight the mirror enemies correctly.Manimal wrote...
You mean in Armax Arena? Do the characters fight the same there as they do in the game?
Issue is that squad mates do not do Shepard damage with weapons, and are relatively accurate even with inaccurate weapons.
Saying she wasn't noticeably better with Suppressor than Punisher isn't an indictment of Suppressor since she is good with the Punisher as well. Especially if you go Squad Incendiary Explosive Burst... in which case rate of fire and burst length are important considerations.
#247
Geschrieben 17 April 2013 - 06:27
#248
Geschrieben 17 April 2013 - 11:56
Hurricane is only available to people with the Collector's Edition or through modding. So Hurricane is currently unavailable to a lot of players.zeypher wrote...
Why the punisher, now with hurricane having a lot higher damage than the punisher due to patching, id say hurricane is better than punisher on squaddies
Of course, Punisher is also unavailable if you do not have that particular weapons DLC.
That does not leave a whole lot of choices for SMGs. Hornet may be the best choice at that point, followed by the Tempest.
The vanilla SMGs are rather lackluster in this game, and the Shuriken is absolute crap. You get the Locust way too late to really be useful.
#249
Geschrieben 17 April 2013 - 03:27
It doesn't have a lot higher damage since the patch does not affect the Punisher's SP stats. It is a bit higher rated burst (~100) on Shepard, which should be about 30dps or so on a squadmate.zeypher wrote...
Why the punisher, now with hurricane having a lot higher damage than the punisher due to patching, id say hurricane is better than punisher on squaddies
Also, as RedCaesar said, I don't have the Hurricane (unless I unlock it myself...).
More importantly, I gave an example of a weapon that I felt performed similarly to Suppressor. I did not intend to list every single weapon in the game that performs similarly. Nor did I proclaim Punisher as greatest gun ever. Nor did I comment on the relative strength of Punisher to Hurricane.
- Antmarch456 gefällt das
#250
Geschrieben 24 Juni 2013 - 08:45
Since he is the best character in the campaign when it comes to melee damage from Passives and Fortification, just equip an Omni-Blade on him and watch him go. As for the second mod, maybe equip the Shredder(Armor Damage Mod) for when he aims at Atlases/Brutes.
If he was coded more like Wrex, James would be a beast in Melee and pretty unstoppable tank as well.
As for Assault Rifle to compliment, I'd say a support-weapon(Falcon/Stryker/Chakram) or give him the Saber for when you want to force him to stay back.





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