Squad members weapon mods
#1
Posté 30 mars 2012 - 11:12
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
Posté 30 mars 2012 - 12:09
#3
Posté 30 mars 2012 - 02:18
#4
Posté 30 mars 2012 - 02:26
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
Posté 30 mars 2012 - 02:27
THIS. You don't need to use any other mods for squadmates.Tangster wrote...
Piercing and damage. Every time.
#6
Posté 30 mars 2012 - 02:29
#7
Posté 30 mars 2012 - 02:36
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
Posté 30 mars 2012 - 03:15
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
Posté 30 mars 2012 - 03:43
Tali owns ass with a Claymore and a Paladin. Same for Garrus with his Saber and Widow.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.
#10
Posté 30 mars 2012 - 03:44
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
Posté 30 mars 2012 - 04:37
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
Posté 30 mars 2012 - 10:14
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
Posté 30 mars 2012 - 10:19
#14
Posté 21 avril 2012 - 02:01
#15
Posté 21 avril 2012 - 04:42
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
Posté 21 avril 2012 - 04:55
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
Posté 22 avril 2012 - 05:21
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
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
Posté 22 avril 2012 - 06:56
#19
Guest_lightsnow13_*
Posté 22 avril 2012 - 07:28
Guest_lightsnow13_*
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
Posté 22 avril 2012 - 07:37
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
Posté 22 avril 2012 - 07:54
Sniper- barrel+piercing (though you really shouldn't be using this for squaddies)
Pistol- Barrel+piercing
SMG- Barrel+capacity
Shotgun- Barrel+piercing
#22
Posté 22 avril 2012 - 10:00





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