cruc1al wrote...
Sabbatine wrote...
I have all my mods maxed out and I use the thermal clip mod because it's often the difference between fighting an entire wave without needing to leave my position to scrounge, and making it through the whole wave with a few shots to spare.
That's why you have ammo packs. I've got a big bunch of them in store and 2 per mission which is enough. Allows me to put more important mods on my guns.
I use AP mod on 1) Valiant 2) Mantis. But ammo mods on 1) Widow X 2) Black Widow 3) Javelin (I dont have one, but I would use ammo on it if i could)
Here's why:
What does AP mod actually do? 1) It increases penetration distance (Or gives penetration to rifles that previously do not have, ie, Mantis and Valiant). 2) It ignores a % of armor blocking.
On Gold, armor blocks a flat 50 damage per shot. With the AP mod, you reduce this by 65% (i think), leaving you with only = 17.5 damage blocked by armor.
To put things into perspective, a Widow X shot does 1000 damage before any modifiers. With headshot, cloak and damage bonuses, this is boosted to roughly 5000-6000 on a headshot. Total multipliers (in another thread), will equal to anywhere from 5-6x weapon damage for a headshot from cloak. Even if the additional 32.5 damage per shot is added before any multipliers take effect (not sure, not tested yet i think), you will do a grand total of about 150-200 damage more MAXIMUM per shot. Compared to your base 5000-6000 damage, this is fairly insignificant, keeping in mind that only armored units block.
Cerberus have 1 armored target out of 7 potential targets (atlas, turrets dont really count). Reapers have 3 (banshee, brute, ravager) out of 6. Geth have 2 out of 5 (Pyro/Prime). So your slightly higher damage overall translates very little into actual game performace. I can still kill a Prime from full HP with 1 reload using a black widow (occasionally 2 reloads), with or without AP. With the Widow, same. 2 Clips from full HP (sometimes 3 depending on lag etc) with or without AP mods.
Overall, you may argue that you can use ammo resupply packs, but in a full 10/11 round fight, I certainly need to replenish mid fight more than 5 times. Sometimes, leaving to replenish mid fight isnt even an option (hacking objectives with 50 mobs swarming the room. Being able to last the full fight with extended clips and ammo packs is much more important to me than dealing a measly 5% more damage.
Of course with the mantis + valiant (especially valiant, due to how fast it fires, the extra 32.5 damage per shot translates into much more), I also gain cover penetration, which is important. Mantis also does not suffer from lack of ammo at X level.