Particle Rifle+Magazine Mod+Ammo Power=Win?
#1
Posté 28 mars 2012 - 11:33
The trick to this gun is to
1) upgrade it, on your new game+ just completing the DLC will upgrade the Particle Rifle to X.
2) Magazine mod it (extremely important, that 80% additional clip size gives you a total of 180 ammunition)
3) activate a ammo power (incendiary, warp, disruptor and AP are the best to use as they deal large bonus damage or ignore armor)
4) realize that in close quarters holding a steady beam will get you killed, treat it like a machine gun up close to deal damage comparable to a shotgun (only tested this one with Incediary ammo and
5) equip everyone on your team with a Particle Rifle (with the ammo power and magazine mod)
6) charge your beam and then step out of cover for maximum damage vs minimum risk
7) only use this gun for a 185% bonus recharge speed on your powers
#2
Posté 29 mars 2012 - 12:05
#3
Posté 29 mars 2012 - 12:17
1) Piercing Mod is a good second mod, since it allows you to clip the beam through cover. The AI seems to understand this as well; I have definitely seen Vega score kills through walls.
2) Explosive Burst (Rank 6) for Incendiary Ammo is extremely good, as it procs constantly. This has made Vega an extremely good squadmate for my Sentinel's insanity run.
#4
Posté 29 mars 2012 - 02:00
e.g would they get explosive burst?
#5
Posté 29 mars 2012 - 05:17
#6
Posté 29 mars 2012 - 05:39
I like the Geth Riffle better. So many shots and in the hands of a Soldier, press Adrenaline Rush automatically reloads the gun for another full round of fiery death.
Squad mates I equip them with Particle Riffle and give em Squad Cryo spec to weaken armor. XD Tis sweeeeeeeeeeeet.
#7
Posté 29 mars 2012 - 06:02
Chrishenanigans wrote...
A couple of additional notes, based on what other posters have found:
1) Piercing Mod is a good second mod, since it allows you to clip the beam through cover. The AI seems to understand this as well; I have definitely seen Vega score kills through walls.
Yes. In fact I'd argue that its a better option than the extended barrell, as assault rifle piercing mods affect all defences rather than just shields or armour. Very useful for cover-happy enemies and tends to function well on big targets that tend to have lots of defences (like Atlases)
Definitely my favourite AR. Never thought to use it like a 'machine gun', though - I guess the zero recoil and perfect accuracy never convinced me to try it
Modifié par JaegerBane, 29 mars 2012 - 06:03 .
#8
Posté 29 mars 2012 - 06:17
Modifié par HTTP 404, 29 mars 2012 - 06:17 .
#9
Posté 29 mars 2012 - 06:45
Moofy76 wrote...
Do squadmates get ammo powers beyond rank 4?
e.g would they get explosive burst?
That's exactly why Incendiary ammo is the best for this, your squad (example: James) has their own Incendiary ammo ability.
The AP mod is good for your squad because they tend to ignore cover and know exactly where every enemy is. For you though, the AP is decent. For me its a tie between the barel (damage) mod and the AP mod.
Garrus quite fankly demolishes with the magazine and AP mod.
P.S. the AP mod doesn't effect all defenses, only armor. If you choose the Incediary, AP, warp or disruptor options the AP mod decreases your damage too much to be as effective since your damage bonuses tear armor, shields, health and barriers to pieces. If you need proof look at the sticky from bioware on game mechanics, they explain how the AP mod works.
Modifié par D.I.Y_Death, 29 mars 2012 - 07:10 .
#10
Posté 29 mars 2012 - 08:13
I also gave my squadmates their racial weapons where I could (Javik used Particle Rifle, Garrus used Phaeston etc). Ashley used Avenger because of nostalgia.
I don't remember what mods I used for my rifle, but I remember that I never used ammo mod for my squadmates, they can't run out of ammo, and I have the feeling that they only fire for a couple of seconds before taking cover, making ammo capacity in the gun less useful.
Am I wrong in this?
edit: Just read up on the Particle Rifle and saw that it does not use any thermal clips, so the ammo mod seems logical.
Modifié par Faridarsabra, 29 mars 2012 - 08:40 .
#11
Posté 29 mars 2012 - 09:32
Faridarsabra wrote...
I don't know why, but I fell madly in love with the Mattock, It was the only rifle my Shepard used during the game (Insanity).
I also gave my squadmates their racial weapons where I could (Javik used Particle Rifle, Garrus used Phaeston etc). Ashley used Avenger because of nostalgia.
I don't remember what mods I used for my rifle, but I remember that I never used ammo mod for my squadmates, they can't run out of ammo, and I have the feeling that they only fire for a couple of seconds before taking cover, making ammo capacity in the gun less useful.
Am I wrong in this?
edit: Just read up on the Particle Rifle and saw that it does not use any thermal clips, so the ammo mod seems logical.
The reason why is because tha ammo mod effects your magazine size while everything else effects your overall capacity to carry ammo. The latter doesn't matter with the particle rifle but the former allows your squadmates to fire longer fully charged Particle Rifle beams and they take full advantage of that.
As a rough esimate with the Particle Rifle and ammo mod on everyone I get around 40% of the kills, the rest go to my squad.
#12
Posté 09 mai 2012 - 02:27
Modifié par ghostz82, 09 mai 2012 - 02:31 .
#13
Posté 09 mai 2012 - 04:21
There are two different mechanics in this game: Cover Pentration and Armor Piercing, and you get both in AP Ammo and the Piercing mods.
Cover is essentially any object in the game, including enemies. Cover Penetration gives you a distance you can penetrate, but at reduced damage. Armor plates on Brutes, Cannibals or husks count as cover, as do Guardian shields.
Armor (the yellow bars of health) applies a damage reduction to each shot that hits it. On Insanity that is a 50pt reduction. If the base damage is less than 56, then it uses 5 as the minimum damage applied. The "Armor Piercing" effect from either AP Ammo or the SR, AR, or Pistol Piercing mods reduce the damage reduction by the percentage in the description of the mod. For example, if it says it ignores 50% of armor, that means that the armor only applies a 25pt reduction to the damage of each shot.
You do not get reduced damage from shooting at enemies that aren't armored or behind cover with these mods. And AP Ammo and Piercing mod effects stack.
#14
Posté 09 mai 2012 - 04:25
The first is the cover piercing mechanic. This value determines how far shots can penetrate through cover. By default, most weapons (except the Javelin, both Widows, and the Crusader) have this value set to zero. AP ammo and the AP/Shredder mods add a set amount (a value of 100 = 1 meter) to this distance. This has no impact on a weapon's performance against armor (the yellow health bar). This is most useful on high-damage weapons, like the Saber, Carnifex, or Paladin. However, it is generally not necessary for the (Black) Widow or Javelin, since they already have this ability.
The next is the damage reduction. This only applies to shooting through cover. So if you engage a target normally, you will deal the normal weapon damage. But if you shoot a target through cover, the damage will be reduced by 50%, or whatever the value is.
Finally, we have Armor Piercing. Armor reduces the damage of each shot by a set amount (50 on Insanity/Gold). So a shot that would normally do 100 damage would only do 50 against armor. The Armor Piercing mechanic reduces this damage reduction. For instance, if a mod reduced the effectiveness of armor by 50%, armor would only take off 25 points of damage from each shot. This is most useful on low-damge, high rof weapons, since you "gain back" 25 points for each shot, while it is generally not necessary on high-damage (Black Widow, etc) weapons.
Generally, the higher damage weapons will benefit more from the heavy barrel mod than the AP mod, but for high rof weapons. AP mods become almost mandatory.
#15
Posté 09 mai 2012 - 05:44
#16
Posté 09 mai 2012 - 08:52
Adrenaline Rush : 4-Damage 5-Duration 6-whatever
Incendiary Ammo: 4-Damage 5-Headshot 6-Explosive Burst
Marksman: 4-Firing Rate 5-Duration 6-Accuracy & Firing Rate
Modifié par jrus018, 09 mai 2012 - 08:53 .





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