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Opinions about Armor and Weapon Upgrades?


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6 réponses à ce sujet

#1
Physt

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I always have a gazillion upgrades in my inventory after a campaign and am having a hard time understanding which to equip.  I tend to give Shepard and Wrex any upgrades that increase their fire power, and give Kaidan those that add shielding.  I split ammo giving Shepard ammo against synthetics, and Wrex and Kaidan, ammo against organics.  I'm not sophisticated enough a player (yet) to switch weapons for encounters.  I tend to use the assault rifle for everything and then fill in with others if I mistakenly overheat.  Maybe I should earmark a specific weapon for a specific type of target?  I also don't control what my squad does ... I let them run riot --- they seem to do better without my interference.

#2
Praetor Knight

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For Armor I eventually switch over to the Medical Exoskeleton mods. They really help in reducing Talent cooldown. Otherwise, I focus on Damage Reduction and Health Regen until I get access to Medical Exoskeleton mods.

For weapons I eventually use a mix of Frictionless Materials and Scram Rails. With Inferno Ammo. I tend to swap between AR (or Shotty if not a Soldier) and Pistol early on, and when I can easily use Sniper Rifles I use them for extreme long range. Then I would swap between AR (or Pistol if not a Soldier) and Shotty at higher levels.

For Omni-Tools and Biotic Amps, I focus on Talent cooldown over the other two options on those mods.

Grenades, I eventually go with HE ones IIRC, but I barely use them anyway.

And I too do not control my Squad's Talent use, I tend to use the D-Pad to have them focus fire and to advance ahead if I'm not playing Soldier and spamming Immunity.

#3
capn233

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As above, that is more or less how I did it with a couple of exceptions.

The best ammo powers are probably Tungsten VII and Polonium VII with Shredder VII right behind. The high level ammo powers are ok, with Inferno X being probably the best of those, but overall I don't feel that they are quite as good as the first set. Equip Tungsten for Geth and Polonium for the organics (it messes with biotics and prevents Krogan regen).

As for the weapon mods, Rail Extension VII also gives the highest damage buff, although it has twice the heat as a Scram Rail. You can mix one and the other on the Spectre rifle for a lot of damage output. Would do that on Shotguns as well. When you talk about Pistols or ARs then consider dual Scram Rails. They will start to overheat if used by themselves, but with Marksman or Overkill it usually isn't much of a problem.

I mostly equipped dual medical exoskeletons, although on Ashley or Wrex I sometimes gave them Combat Exoskeletons.

#4
ncknck

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Player 1: heat reduce, damage boost, tungsten VII. + 2 health regen armor mods
Player 2: heat reduce, damage boost, shredder VII. +2 health regen armor mods.
Player 3: heat reduce, damage boost, polonium VII. +2 health regen armor mods.

In other words. Frictionless Materials X, Scram Rail X, enemy specific ammo, and medical blah. Install once and forget. This is a combination which is able to deal with everything, dont even have to change, just upgrading.


Note. if you have sniper rifles, install tungsten there, deals with turrets and flying robots on long distance. NPC ROCK with sniper rifles, garrus and ashley are freaking aimbots.

#5
capn233

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For the NPC's that don't have sniper training, just give them HE Ammo :)

#6
The Grey Ranger

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I tend to give my npc's different ammo types so I can see who is wasting time by shooting me in the back. That way I can reposition said person. Something along the lines of giving one chemical or polonium rounds and the other incendiary or inferno.

#7
capn233

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Eh, you can do that. I liked to switch basically everyone's ammos out depending on the enemy in the mission at hand. I stored the "other" ammo power in one of the weapons they didn't use often to switch them relatively easy, and so it was easier to convert all extraneous crap to omnigel without getting something that might be useful.