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Armor penetration stats and armor piercing rounds /w sniper rifles, Dev please respond to clarify mechanics.


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#1
FiGhTiNCoWBoY

FiGhTiNCoWBoY
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My current understanding is that 3 of the available sniper rifles at the moment have a passive stat known as Distance Penetrated.  From the weapon statistics that were pulled off the PC version it shows:
Black Widow - 25
Widow - 50
Javelin - 100

After finally getting the Javelin, I'm assuming the 100 is in relation to it being able to shoot through walls, this would also make sense with the Widow and Black Widow as you can shoot through light cover/thin walls as well. Some weapons have an attachement which also allows you penetration and a bonus damage to armor.  In addition, when leveling up Armor Piercing Ammo in campaign, there's evolutions which impact the ability to fire through walls.

My question is does Distance Penetration also included a bonus damage to Armor on enemies.  In theory, since the Javelin can shoot directly through walls, it should have an passive damage bonus when shooting an enemy such as a Brute. In just testing this however, I found if I hit a Brute on one of its armored plates, I still did reduced damage as I would hitting the plate with any other sniper rifle.

Furthermore, is distance penetrated affected at all by Armor Piercing Equipment I, II, or III.  In the campaign we can level up 
Armor Piercing Ammo to include this but how is this mechanic implimented through equipping one of the 3 Armor Piercing ammo bonuses in multiplayer and to what extent.  

If you wouldn't mind explaining, I'm actually curious what the damage bonus statistics are when equipping level I,II,or III of each of the various ammo types for multiplayer since we don't see statistics for them.

My final question involves Distance Penetrated when coupled with Armor Piercing Rounds in multiplayer.  Take the Javelin or Widow in this example.  Since they each have a respective Distance Penetrated of 100 and 50, how would these bonuses be enchanced or what impact would having Armor Piercing Rounds added to one of these weapons do against an armored enemy such as the Brute.  Would using an Armor Piercing III along with a Javelin have any affect or would the bonus do nothing since it already has a Distance Penetrated of 100?

I really hope one of the devs has the answers to this as I'm sure the community could benefit from knowing exactly what % bonuses they are getting from ammo types in multiplayer. :)

#2
Eric Fagnan

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FiGhTiNCoWBoY wrote...

My current understanding is that 3 of the available sniper rifles at the moment have a passive stat known as Distance Penetrated.  From the weapon statistics that were pulled off the PC version it shows:
Black Widow - 25
Widow - 50
Javelin - 100

After finally getting the Javelin, I'm assuming the 100 is in relation to it being able to shoot through walls, this would also make sense with the Widow and Black Widow as you can shoot through light cover/thin walls as well. Some weapons have an attachement which also allows you penetration and a bonus damage to armor.  In addition, when leveling up Armor Piercing Ammo in campaign, there's evolutions which impact the ability to fire through walls.

My question is does Distance Penetration also included a bonus damage to Armor on enemies.  In theory, since the Javelin can shoot directly through walls, it should have an passive damage bonus when shooting an enemy such as a Brute. In just testing this however, I found if I hit a Brute on one of its armored plates, I still did reduced damage as I would hitting the plate with any other sniper rifle.

Furthermore, is distance penetrated affected at all by Armor Piercing Equipment I, II, or III.  In the campaign we can level up 
Armor Piercing Ammo to include this but how is this mechanic implimented through equipping one of the 3 Armor Piercing ammo bonuses in multiplayer and to what extent.  

If you wouldn't mind explaining, I'm actually curious what the damage bonus statistics are when equipping level I,II,or III of each of the various ammo types for multiplayer since we don't see statistics for them.

My final question involves Distance Penetrated when coupled with Armor Piercing Rounds in multiplayer.  Take the Javelin or Widow in this example.  Since they each have a respective Distance Penetrated of 100 and 50, how would these bonuses be enchanced or what impact would having Armor Piercing Rounds added to one of these weapons do against an armored enemy such as the Brute.  Would using an Armor Piercing III along with a Javelin have any affect or would the bonus do nothing since it already has a Distance Penetrated of 100?

I really hope one of the devs has the answers to this as I'm sure the community could benefit from knowing exactly what % bonuses they are getting from ammo types in multiplayer. :)




The penetration mechanic (going through walls) has no impact by itself on the amount of damage a weapon does against armored enemies (the yellow health bar). The Javelin, for example, has a penetration value of 100 = 1 meter so it can penetrate through a total of 1 meter of solid objects but it doesn't do extra damage to the yellow armor health bar. The Javelin will, however, penetrate through other solid objects like the detachable armor plating on the Brutes, Husks, and Cannibals, and the Guardian shield. Whenever a weapon hits a target after going through a solid object, the amount of damage done is reduced by a flat amount.

The weapon mods, equipment (MP), and Armor Piercing Ammo can all increase the distance that weapons can penetrate through solid objects. So if you add a penetration mod on the Javelin, the penetration distance gets even larger, but that won't increase the damage done to enemies after penetrating through objects.

The penetration mods and Armor Piercing Ammo have another mechanic called 'piercing' which affects the damage done to armored targets. By default, enemies with the yellow armor bar will chop off a set amount of damage done to them from weapons. This makes low damage weapons less effective against armor and high damage weapons very effective against them. So even if a weapon has a really fast fire rate but each bullet does a low amount of damage it will get penalized for hitting armor since a big chunk of every bullet's damage is ignored. When equipping penetration mods and using Armor Piercing Ammo, the weapon's "armor piercing" goes up, which means a lot less damage is cut off. For example, equipping rank 1 Armor Piercing Ammo will reduce the amount of damage that armor cuts off by 50%. By default, weapons do not have any base armor "piercing."

#3
Eric Fagnan

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I've posted this info in the gameplay mechanics thread.

http://social.biowar...2648/1#10321708

Modifié par Eric Fagnan, 20 mars 2012 - 05:22 .


#4
Eric Fagnan

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Scyley wrote...

Eric, since you have clarified how Armor works, Can you now clarify how shields and barriers work? Is there any difference between the two? Why do rapid fire weapons not seem to do any more damage to shields than single fire weapons, despite their descriptions and mechanics in prior games (I.E. Mass Effect 2)


Shields/Barriers are no longer stronger/weaker versus certain weapons in ME3 like they were in ME2.

There is a new mechanic for shields and barriers in ME3, which we call the shield gate. Whenever an enemy shield/barrier is destroyed (last point taken off), the rest of the damage that passes through to the health/armor is cut by X%, where X is:

50% on Normal/Bronze
75% on Hardcore/Silver
100% on Insanity/Gold

This means that if an enemy has a single sliver of shields on Insanity/Gold, any weapon bullet will only take the remaining point off, and then a second bullet is required to start damaging the health/armor. This means that even the most powerful sniper rifle will take 2 shots to kill any shielded enemy on Insanity/Gold. For shotguns, keep in mind that most fire multiple pellets, so even if some of the damage gets cut off on one of the pellets, the remaining pellets should pass through to the health/armor.

#5
Eric Fagnan

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For armor, I forgot to mention that there is a minimum damage value, so the armor can never reduce weapon damage to zero.