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Squad members weapon mods


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21 réponses à ce sujet

#1
gekko513

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 Are all weapon mods useful to squad members? If not, which ones are not? Are some mods always best?

For example, Assault Rifle Stability Damper reduces weapon kickback, but it doesn't change any of the weapon bars. Would a squad member who uses a weapon with high kickback notice if I put this mod on? Or should I just use the ones that seem more safe, like increased damage?

Also, am I right that the Piercing mods do not reduce damage as described in the mod description when there is no object to pierce through?

#2
tonnactus

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I guess the accuracy and stability mods are completly useless for them(they have no recoil and accuracy issues). Also all mods with a chance to not use a thermal clip. And no,the piercing mod didnt have any disadavantages. It just allow to do damage through cover(or through the cerberus guardian shield/make them to jokes to laugh about) and weaken armor.

#3
gekko513

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Thanks, maybe that also means I should choose weapons with high damage and fire rate and not care about accuracy and weight for my squad?

#4
Tangster

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Piercing and damage. Every time.

I haven't bothered testing, but I don't think weapon weight affects squadmember cooldowns.
Result? Heavy weapons.

Modifié par Tangster, 30 mars 2012 - 02:27 .


#5
TheAwesomologist

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Tangster wrote...

Piercing and damage. Every time.

THIS. You don't need to use any other mods for squadmates.

#6
Thetri

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Don't bother with ammo upgrades, your squad does not run out of ammo.

#7
tonnactus

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gekko513 wrote...

Thanks, maybe that also means I should choose weapons with high damage and fire rate and not care about accuracy and weight for my squad?


Weight doesnt play any role for squadmates. Sadly not i might add. So you could give tali a claymore and garrus a revenant.

#8
sharkboy421

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tonnactus wrote...

gekko513 wrote...

Thanks, maybe that also means I should choose weapons with high damage and fire rate and not care about accuracy and weight for my squad?


Weight doesnt play any role for squadmates. Sadly not i might add. So you could give tali a claymore and garrus a revenant.


I have done that, and it is awesome.  RP wise it felt really weird and felt a bit like cheating as squaddmates are not affected by weight.  But was still fun.

#9
Tangster

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sharkboy421 wrote...

tonnactus wrote...

gekko513 wrote...

Thanks, maybe that also means I should choose weapons with high damage and fire rate and not care about accuracy and weight for my squad?


Weight doesnt play any role for squadmates. Sadly not i might add. So you could give tali a claymore and garrus a revenant.


I have done that, and it is awesome.  RP wise it felt really weird and felt a bit like cheating as squaddmates are not affected by weight.  But was still fun.

Tali owns ass with a Claymore and a Paladin. Same for Garrus with his Saber and Widow.

#10
UEG Donkey

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sharkboy421 wrote...


I have done that, and it is awesome.  RP wise it felt really weird and felt a bit like cheating as squaddmates are not affected by weight.  But was still fun.


I have always gone by the self imposed rule that if my squadmate has a heavy weapon the other must be light weight thus James has a particle rifle but also carries a katana or disciple.  As far as mods I'd use damage and piercing. 

#11
tonnactus

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sharkboy421 wrote...


I have done that, and it is awesome.  RP wise it felt really weird and felt a bit like cheating as squaddmates are not affected by weight.  But was still fun.


Actually its the only way for squadmates to get comparable weapon damage as shepardt so i dont consider it as cheating. They only do 30 percent by default without passives like turian renegade.Even if specced for weapon damage and the assault rifle spec in the passive its still didnt reach 100 percent. It just doesnt make any sense that a turian infiltrator do less damage then a "caster" shepard.

#12
gekko513

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But Shepard is supposed to be a hero out of the ordinary. His powers have a lot shorter cooldown than the others, so it makes sense that he shoots better as well. If they increased squad member weapon damage to 100% they'd also have to increase their abilities for "class" balance.

And for gameplay reasons I also think it'd be boring if the squad members each were as good as you, since you could probably just sit in cover and let them do all the work.

As for the weapon mods, I think it's a shame that the mods don't work properly for squad members. It makes the whole thing a little bit less interesting and realistic.

#13
incinerator950

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Particle Rifles and Hurricanes with Damage and ammo capacity never fail.

#14
Nethershadow

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Well Shepherd is a specter and first human one so he is far from average.

#15
JaegerBane

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gekko513 wrote...

But Shepard is supposed to be a hero out of the ordinary. His powers have a lot shorter cooldown than the others, so it makes sense that he shoots better as well. If they increased squad member weapon damage to 100% they'd also have to increase their abilities for "class" balance.


Yeah, well, this was one of many reasons why I modded out the weight mechanic - if my squaddies aren't suffering from cooldown penalties, I sure as hell won't suffer them either.

As for the question of what mods, I've heard anecdotal evidence to suggest clip mods allow your squaddie to fire for longer. But yeah - due to their advantages, by and large, barrel extensions and penetration modules are the order of the day.

#16
Jog0907

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JaegerBane wrote...

gekko513 wrote...

But Shepard is supposed to be a hero out of the ordinary. His powers have a lot shorter cooldown than the others, so it makes sense that he shoots better as well. If they increased squad member weapon damage to 100% they'd also have to increase their abilities for "class" balance.


Yeah, well, this was one of many reasons why I modded out the weight mechanic - if my squaddies aren't suffering from cooldown penalties, I sure as hell won't suffer them either.

As for the question of what mods, I've heard anecdotal evidence to suggest clip mods allow your squaddie to fire for longer. But yeah - due to their advantages, by and large, barrel extensions and penetration modules are the order of the day.


yeah but they are always limited to two weapons and their cooldowns are always slower than an optimized shep so they still show that weight matters (just not in the same way a shep would know)

I agree on penetration modules, squamates like to waste shots by hitting cover or guardian shields so that mod helps them be less wasteful.

#17
JaegerBane

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Jog0907 wrote...

JaegerBane wrote...

gekko513 wrote...

But Shepard is supposed to be a hero out of the ordinary. His powers have a lot shorter cooldown than the others, so it makes sense that he shoots better as well. If they increased squad member weapon damage to 100% they'd also have to increase their abilities for "class" balance.


Yeah, well, this was one of many reasons why I modded out the weight mechanic - if my squaddies aren't suffering from cooldown penalties, I sure as hell won't suffer them either.

As for the question of what mods, I've heard anecdotal evidence to suggest clip mods allow your squaddie to fire for longer. But yeah - due to their advantages, by and large, barrel extensions and penetration modules are the order of the day.


yeah but they are always limited to two weapons and their cooldowns are always slower than an optimized shep so they still show that weight matters (just not in the same way a shep would know)


Sure, but they can carry much better weapon combos then Shep can. A shepard carrying around a BW and a Revenant or Particle Rifle wouldn't be having worthwhile cooldown, but Ash and Garrus can spam CS's with no downgrade.

Besides, I *love* my current selection of hardware. Black Widow, Hurricane, Paladin, Particle Rifle and Scimitar look *boss* on my Adept :D

I agree on penetration modules, squamates like to waste shots by hitting cover or guardian shields so that mod helps them be less wasteful.


Well, that and the fact that they add a bit of extra damage by way of defence piercing. Since the only thing the squaddies fall behind on is damage, +damage in any form = good ;)

#18
Atmosfear3

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I tend to go with penetration and ammo capacity mods for squadmates (only if they are equipped with automatic weapons).

#19
Guest_lightsnow13_*

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I actually go with accuracy hoping it does something. I'm tired of Garrus missing sniper shots.

But since people say it doesn't really do anything...guess I'm going with damage and piercing from now on.. shame because I'd love for the mods to affect their weapons. It gives a different playstyle.

#20
StarcloudSWG

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Piercing and damage primarily. However, expanded heatsinks do have an effect; Squadmates DO reload, even if they don't run out of thermal clips. That means adding extra capacity lets them fire more often without pausing to reload.

Melee mods are, in general, useless for squadmates. So are stability mods, weight mods, and scopes.

The one exception is with Vega. He actually gets into melee combat quite a bit. That said, I personally wouldn't give him a melee mod for his shotgun.

#21
awesomeduo

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AR- piercing and barrel
Sniper- barrel+piercing (though you really shouldn't be using this for squaddies)
Pistol- Barrel+piercing
SMG- Barrel+capacity
Shotgun- Barrel+piercing

#22
Nooneyouknow13

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Capacity is a must for the particle rifle, everything else may as well be piercing and damage. Well, I guess the capacity mod is fine for SMGs too, since they don't have anything else remotely worthwhile.