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Turian Marksman DPS list and Helpful Info (All weapons +Resurgence Pack + Headshot Dps)


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#51
Manuel La Bor

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Atheosis wrote...

Merkit91 wrote...

Atheosis wrote...

LOL at the Viper coming in a just over 500 DPS. Good lord that gun id bad.


Yeah, that surprised me too - I expected better from this weapon.

Buff requested, bioware.


Oh I'm not surprised.  I know how terrible the Viper is.  I just thought it was funny to see it surrounded by numbers that are twice what it brings to the table.  

And, yes they need to buff it, and not just some piddly 10-20% damage buff, but a whopping 30-40% damage buff.  That's how woefully bad it is.


the problem is if you buff it that much, it just becomes a heavier carnifex with a better scope. Most people will still use the carnifex. I'm a firm believer in weapons needing a role/identity to make games better, a lot of these weapons are just inferior/superior versions of eachother. 

#52
Sabresandiego

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The viper is a good gun, but only on an infiltrator who has 40% cloak damage and 40% sniper damage. You have to get at least 40% headshots. This weapon is a headshot weapon.

#53
Phatose

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Given the ridiculous 250% damage on headshots, all weapons are headshot weapons.

#54
Atheosis

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Manuel La Bor wrote...

Atheosis wrote...

Merkit91 wrote...

Atheosis wrote...

LOL at the Viper coming in a just over 500 DPS. Good lord that gun id bad.


Yeah, that surprised me too - I expected better from this weapon.

Buff requested, bioware.


Oh I'm not surprised.  I know how terrible the Viper is.  I just thought it was funny to see it surrounded by numbers that are twice what it brings to the table.  

And, yes they need to buff it, and not just some piddly 10-20% damage buff, but a whopping 30-40% damage buff.  That's how woefully bad it is.


the problem is if you buff it that much, it just becomes a heavier carnifex with a better scope. Most people will still use the carnifex. I'm a firm believer in weapons needing a role/identity to make games better, a lot of these weapons are just inferior/superior versions of eachother. 


It has an integral scope and higher spare ammo capacity, so a damage buff of 40% would basically make it a viable choice versus a Carnifex for certain players/classes.  Which is a lot better than it stands now.  You can't reinvent the wheel with every gun.

#55
Manuel La Bor

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Sabresandiego wrote...

The viper is a good gun, but only on an infiltrator who has 40% cloak damage and 40% sniper damage. You have to get at least 40% headshots. This weapon is a headshot weapon.


I agree under those circumstances it becomes vastly superior, but that kind of just puts it in line with the carnifex/paladin no?

And yes, the dps is kind of a non factor as long as the weapon is capable of popping heads in one shot.  

#56
Atheosis

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Sabresandiego wrote...

The viper is a good gun, but only on an infiltrator who has 40% cloak damage and 40% sniper damage. You have to get at least 40% headshots. This weapon is a headshot weapon.


Meanwhile half a dozen or more guns do it much, much better.  Your point?

#57
Atheosis

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Manuel La Bor wrote...

Sabresandiego wrote...

The viper is a good gun, but only on an infiltrator who has 40% cloak damage and 40% sniper damage. You have to get at least 40% headshots. This weapon is a headshot weapon.


I agree under those circumstances it becomes vastly superior, but that kind of just puts it in line with the carnifex/paladin no?

And yes, the dps is kind of a non factor as long as the weapon is capable of popping heads in one shot.  


Since when can a Viper do that?

Modifié par Atheosis, 31 mars 2012 - 08:12 .


#58
Manuel La Bor

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I'm updating OP with a section about headshots.

#59
RazRei

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Atheosis wrote...

LOL at the Viper coming in a just over 500 DPS. Good lord that gun id bad.


You would think a semi-auto SNIPER RIFLE would do more dmg than this in the game.

Also very disappointed in the N7 Ultra Rare Saber.

Modifié par RazRei, 31 mars 2012 - 08:17 .


#60
Atheosis

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RazRei wrote...

Atheosis wrote...

LOL at the Viper coming in a just over 500 DPS. Good lord that gun id bad.


You would think a semi-auto SNIPER RIFLE would do more dmg than this in the game.


It's actually six rounds, but yeah it's kind of ridiculous.  I mean how do the designers think the Viper's  evenly remotely okay while looking right at the Carnifex's stats?

#61
TheLostGenius

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The soldier class should have been given ammo type options for upgradable abilities...

#62
Manuel La Bor

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TheLostGenius wrote...

The soldier class should have been given ammo type options for upgradable abilities...


That wont happen now, the system in place would have to be dramatically changed. I agree though.

Even just a higher base weapon damage bonus might help.

#63
RazRei

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Atheosis wrote...

RazRei wrote...

Atheosis wrote...

LOL at the Viper coming in a just over 500 DPS. Good lord that gun id bad.


You would think a semi-auto SNIPER RIFLE would do more dmg than this in the game.


It's actually six rounds, but yeah it's kind of ridiculous.  I mean how do the designers think the Viper's  evenly remotely okay while looking right at the Carnifex's stats?


Yeah I edited my post.  Doesn't it have around 12 in the chamber when its level X?

#64
Atheosis

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By the way, something I haven't seen mentioned about armor reducing shots to 5 points minimum is that actually means the faster firing guns are better than their slower counterparts if said slower counterparts don't do enough damage per shot to significantly overcome the 50 points of reduction on Gold. Not to say that makes a GPR good against armor per se, so much as better than a Phaeston or Avenger.

#65
Atheosis

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RazRei wrote...

Atheosis wrote...

RazRei wrote...

Atheosis wrote...

LOL at the Viper coming in a just over 500 DPS. Good lord that gun id bad.


You would think a semi-auto SNIPER RIFLE would do more dmg than this in the game.


It's actually six rounds, but yeah it's kind of ridiculous.  I mean how do the designers think the Viper's  evenly remotely okay while looking right at the Carnifex's stats?


Yeah I edited my post.  Doesn't it have around 12 in the chamber when its level X?


Magazine size doesn't change with level.  Spare ammo does.

#66
nuclearpengu1nn

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Great find, thanks OP.

#67
Manuel La Bor

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Atheosis wrote...

By the way, something I haven't seen mentioned about armor reducing shots to 5 points minimum is that actually means the faster firing guns are better than their slower counterparts if said slower counterparts don't do enough damage per shot to significantly overcome the 50 points of reduction on Gold. Not to say that makes a GPR good against armor per se, so much as better than a Phaeston or Avenger.


Absolutely correct there sir

I think that armor reduction is too heavy on all non big hitter weapons. I like the dichotomy of heavy weapons being more effective against armor, but the way it is right now gimps ALL fully auto weapons (and shotguns as their per pellet damage is castrated as well) into near uselessness on gold. 

#68
Manuel La Bor

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GreyWarden36 wrote...

Great find, thanks OP.


Glad I could be of service. 

#69
Blissey1

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if you're going to mention armor damage reduction, it would probably also be worth mentioning how the piercing mods/ap ammo work in relation to that and how that impacts weapon types that do not have piercing mods.

Modifié par Blissey1, 31 mars 2012 - 08:38 .


#70
Atheosis

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Manuel La Bor wrote...

TheLostGenius wrote...

The soldier class should have been given ammo type options for upgradable abilities...


That wont happen now, the system in place would have to be dramatically changed. I agree though.

Even just a higher base weapon damage bonus might help.


The more I experiement with various builds, the more I start to think Soldier simply has a steeper learning curve rather than genuinely being bad on Gold.   Not to say it's a power class, but as I've experimented and refined how I play the class I find myself consistently scoring first or second on Gold.  And not even with ammo equipped.  

The problem is that many of the guns people think of as 'soldier' guns categorically suck, and the different varities of the class also have some sub-par powers.  Proximity Mine is unreliable (it just doesn't explode half the time).  Adrenaline Surge is underpowered.  Fortification is a weak version of Tech Armor (itself pretty damn weak) geared towards doing something you shouldn't generally do in Gold (melee), while hurting power use.  And amidst all of that, aside from Concussive Shot I suppose, there is a complete lack of utilty powers like Overload, Energy Drain, or Stasis.  Which makes the class much more dependent on teammates in certain situations than most other classes.   

Presently, I feel that Adrenaline Surge and Fortification needs some buffing and that Proximity Mine needs to start blowing up more consistently.  But more than that, I feel that improving the "soldier" guns will go a long way to helping the perception of the class as bad.  Presently its not bad so much as very limited. 

#71
Manuel La Bor

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Blissey1 wrote...

if you're going to mention armor damage reduction, it would probably also be worth mentioning how the piercing mods/ap ammo work in relation to that and how that impacts weapon types that do not have piercing mods.


I would if I had that info, I've always assumed the "ignores 25% of armored targets defense" means it reduces the flat damage reduction by that much - in the case of gold  taking the armor of 50 and reducing it to 37.5. In the case of AP ammo equipment I don't have the numbers so I have no idea how much they really effect weapons. I leave it up to the reader to make those calls for himself.  

#72
Manuel La Bor

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Atheosis wrote...



The more I experiement with various builds, the more I start to think Soldier simply has a steeper learning curve rather than genuinely being bad on Gold.   Not to say it's a power class, but as I've experimented and refined how I play the class I find myself consistently scoring first or second on Gold.  And not even with ammo equipped.  

The problem is that many of the guns people think of as 'soldier' guns categorically suck, and the different varities of the class also have some sub-par powers.  Proximity Mine is unreliable (it just doesn't explode half the time).  Adrenaline Surge is underpowered.  Fortification is a weak version of Tech Armor (itself pretty damn weak) geared towards doing something you shouldn't generally do in Gold (melee), while hurting power use.  And amidst all of that, aside from Concussive Shot I suppose, there is a complete lack of utilty powers like Overload, Energy Drain, or Stasis.  Which makes the class much more dependent on teammates in certain situations than most other classes.   

Presently, I feel that Adrenaline Surge and Fortification needs some buffing and that Proximity Mine needs to start blowing up more consistently.  But more than that, I feel that improving the "soldier" guns will go a long way to helping the perception of the class as bad.  Presently its not bad so much as very limited. 


I hope you don't mind if I snip that for the OP, I couldn't have put it any better if I tried. 

#73
Atheosis

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Manuel La Bor wrote...

Atheosis wrote...

By the way, something I haven't seen mentioned about armor reducing shots to 5 points minimum is that actually means the faster firing guns are better than their slower counterparts if said slower counterparts don't do enough damage per shot to significantly overcome the 50 points of reduction on Gold. Not to say that makes a GPR good against armor per se, so much as better than a Phaeston or Avenger.


Absolutely correct there sir

I think that armor reduction is too heavy on all non big hitter weapons. I like the dichotomy of heavy weapons being more effective against armor, but the way it is right now gimps ALL fully auto weapons (and shotguns as their per pellet damage is castrated as well) into near uselessness on gold. 


I have two issues with this line of thinking.  One, there are mods for all guns other than SMG's to get around this issue.  Two, not all guns need to be effective against all targets.  Target priority is a big part of this game, and with the possible exception of Reapers, armor can generally be ignored in favor of soft targets.  

Modifié par Atheosis, 31 mars 2012 - 08:45 .


#74
Atheosis

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Manuel La Bor wrote...

Atheosis wrote...



The more I experiement with various builds, the more I start to think Soldier simply has a steeper learning curve rather than genuinely being bad on Gold.   Not to say it's a power class, but as I've experimented and refined how I play the class I find myself consistently scoring first or second on Gold.  And not even with ammo equipped.  

The problem is that many of the guns people think of as 'soldier' guns categorically suck, and the different varities of the class also have some sub-par powers.  Proximity Mine is unreliable (it just doesn't explode half the time).  Adrenaline Surge is underpowered.  Fortification is a weak version of Tech Armor (itself pretty damn weak) geared towards doing something you shouldn't generally do in Gold (melee), while hurting power use.  And amidst all of that, aside from Concussive Shot I suppose, there is a complete lack of utilty powers like Overload, Energy Drain, or Stasis.  Which makes the class much more dependent on teammates in certain situations than most other classes.   

Presently, I feel that Adrenaline Surge and Fortification needs some buffing and that Proximity Mine needs to start blowing up more consistently.  But more than that, I feel that improving the "soldier" guns will go a long way to helping the perception of the class as bad.  Presently its not bad so much as very limited. 


I hope you don't mind if I snip that for the OP, I couldn't have put it any better if I tried. 


Feel free.  Glad it resonated.

#75
Shadow of Terror

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Is the Falcon's DPS lowered to it's nerfed amount?

Modifié par Shadow of Terror, 31 mars 2012 - 08:49 .