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The best Sniper rifle in SP and your reasons.


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#426
SaturnRing

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Rudy Lis wrote...



SMG table on Banshee Drill (no mods).
Hornet - 96 rounds.
Shuriken - 228 (ranges above 25 metres generally).
Hurricane - 280 (ranges 30 metres and closing).
Tempest - 150.
Locust - 160 (ranges above 25 metres generally).

Time table for 6 seconds.
Hornet has fired 48 rounds: 24>R>24>R.
Shuriken has fired 72 rounds: 36>R>36>R.
Hurricane has fired 80 rounds: 40>R>40>R.
Tempes has fired 60 rounds: 50>R>10.
Locust has fired 50 rounds: 20>R>20>R>10.

Time table for 15 seconds.
Hornet has fired 120 rounds: 24>R>24>R>24>R>24>R>24>R.
Shuriken has fired 114 rounds: 36>R>36>R>36>R>6.
Hurricane has fired 180 rounds: 40>R>40>R>40>R>40>R>20.
Tempest has fired 135 rounds: 50>R>50>R>35.
Locust has fired 110 rounds: 20>R>20>R>20>R>20>R>20>R>10.


Power tables on those guns will be added later. Image IPB



Based on your numbers, this is what i got - again i didn't include variables as they would probably be too difficult to account for - i did however take reloads in consideration:

Again Banshee drill
Hornet 12sec flat out the fastest time - on the negative side 5 reloads( at least 3 tactical )
Shuriken 30sec the longest - on the plus side only 3 R(1 tactical). My guess is that better results could be achieved shooting almost point blank - against Banshees, suicide pretty much. 
Hurricane 23sec with 4R(2 tactical). I haven't tried it but those aren't ideal spec.
Tempest 16sec 2R no need for tacticalR. That would be the weapon of choice.
Locust 21sec 5R (3 tactical) not ideal.

These are my impressions as far as SMG are concerned - not necessarily accurate though 

The Hornet generates quite a bit of kinectic energy and has a very pronounced muzzle flip, but very predictable. Small mag.
The Shuriken has a large spread imprint and 6round burst , which makes it the hardest to operate, very unpredictable - fairly small caliber. I personally like it; it isn't versatile but can be be utilized in its full potential in a few scenarios. I find it very useful paired with the Predator and the Mantis - not on Insanity though.
The Tempest has the lowest bullets/sec rate among fully auto SMG. It helps reduce muzzle flip;  it does have quite a bit of recoil, not enough to negatively affect  accuracy.
The Locust is the most accurate - very low recoil/very low muzzle flip - and a good range. The only trade off are its small caliber/mag capacity. 

Modifié par SaturnRing, 11 mai 2012 - 01:31 .


#427
Rudy Lis

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capn233 wrote...

I don't see how IAE is the most effective regardless of type of weapon, especially considering what defense you are going up against.


I think I've told - soft targets and armour. Against them IEA works faster than any other kind of ammo, regardless of weapon type.


capn233 wrote...

There is also a question of whether Incendiary has reduced damage to synthetic health as it did in ME2 (fire damage had a .25 multiplier in that game to synthetics).


If there is, Valiant (and Indra) cut through them like hot knife through butter. I.e. I wasn't been able to notice significant differences, outside of my own mistake margin. Unprotected Geth left impression that they are actually easier to kill than CATs or Cannibals. Not sure if it was just me or really was the case.
So probably you right - course on simplification is taken, helm to midship and "steady as she goes".


capn233 wrote...

At any rate, with the Mantis at 769.5 damage the Disruptor bonus to shields and barriers would be superior to a single explosive burst if it even applied damage to the shields (461.7 vs 105, or more likely 0). Against armor or health perhaps Incendiary is better.


Generally against shields and barriers I use SMGs, regardless of ammo types. But yes, I admit, IEA strips shields and barriers worse than DA do that. 6-8 DA shots from Mantis to 8-10 IEA shots, IIRC. Don't remember "naked" numbers, 10-12? I didn't test Mantis that much really. But even if you right (since on those weapons I tested "naked" on shield/barrier stripping, there is really little difference between "naked" and IEA results), IEA has one interesting effect - that Aoe/DoT could cause Banshee's knockback, thus slowing them down and keeping them away from you or your team-mates, if your devious mind uses them as luresImage IPB for longer periods of time.


capn233 wrote...

Then there is the issue of the shield gate which plagues the single shot rifles anyway, which is better countered by Warp or Disruptor ammo. But as he is talking Infiltrator anyway that is somewhat moot. You don't get Incendiary on an Infiltrator.


But you can get James with it, don't you? Yes it will be half as effective...
Not sure for shield gating part - IIRC regardless of ammo type chosen, I either required to make +1 shot or didn't.


capn233 wrote...

As to the question about Warp Ammo, Warp should be superior against armor compared with AP with high damage per shot weapons because the extra armor damage offsets the smaller armor weakening bonus. On lower damage per shot weapons AP Ammo should give you more damage.


It should. Only it doesn't works. Well, not always, nor constantly - for most cases, regardless whether we speak about high-power weapons or rapid-fire ones, WA is weaker, AP is stronger. Regardless of sixth step chosen. If it weren't for Black Widow, I'd say WA is third in terms of damage dealing, since only Black Widow manages to kill targets faster with WA than with AP. Not always, but generally. I'd say about 2/3 of runs. Since I can't nail targets down to floor and order them to stand still, I can't say whether it my mistakes or something else.



SaturnRing wrote...

Based on your numbers, this is what i got - again i didn't include variables as they would probably be too difficult to account for - i did however take reloads in consideration:

Again Banshee drill
Hornet 12sec flat out the fastest time - on the negative side 5 reloads( at least 3 tactical )
Shuriken 30sec the longest - on the plus side only 3 R(1 tactical). My guess is that better results could be achieved shooting almost point blank - against Banshees, suicide pretty much. 
Hurricane 23sec with 4R(2 tactical). I haven't tried it but those aren't ideal spec.
Tempest 16sec 2R no need for tacticalR. That would be the weapon of choice.
Locust 21sec 5R (3 tactical) not ideal.

These are my impressions as far as SMG are concerned - not necessarily accurate though 


Practice makes perfect.  Err... I mean practice makes its own adjustments.Image IPB

Here are my results:

Both mag mods installed (mag upgrade and heatsink):
Hornet - 17 seconds, 0 dodges, 2 reloads, 86 rounds spent (not shots fired).
Shuriken - 23 seconds, 2 dodges, 1 reload, 94 rounds spent.
Hurricane - 18 seconds, 2 dodges combined with two reloads, 180 rounds spent. Banshee was close (about 20 metres and closer)
Tempest - 17 seconds, 0 dodges, 1 reload, 111 rounds spent.
Locust - 17 seconds, 1 dodge combined with reload, 2 reloads, 107 rounds spent.

None mods installed:
Hornet - 19 seconds, 2 dodges, 3 reloads.
Shuriken - 24 seconds, 3 dodges, 5 reloads, 180 rounds spent (yeah, since I published those results I managed to improveImage IPB).
Hurricane - 25 seconds, 2 dodges, 7 reloads.
Tempest - 20 seconds, 2 dodges, 2 reloads.
Locust - 25 seconds, 2 dodges, 7 reloads.


SaturnRing wrote...

The Hornet generates quite a bit of kinectic energy but has a very pronounced muzzle flip, but very predictable. Small mag.
The Shuriken has a large spread imprint and 6round burst , which makes it the hardest to operate, very unpredictable - fairly small caliber. I personally like it; it isn't versatile but can be be utilized in its full potential in a few scenarios. I find it very useful paired with the Predator and the Mantis - not on Insanity though.
The Tempest has the lowest bullets/sec rate among fully auto SMG. It helps reduce muzzle flip;  it does have quite a bit of recoil, not enough to negatively affect  accuracy.
The Locust is the most accurate - very low recoil/very low muzzle flip - and a good range. The only trade off is its small caliber/mag capacity. 


Hornet is not that bad if you behind cover and/or target is on short range, otherwise muzzle climb will make accurate fire highly difficult. Those 96 rounds, for example, required quite a concentration, to constanly correct PoI. Range was quite short (~20 metres). Otherwise Hornet can easily bring Banshee down with ~120 rounds, with less efforts to put every round where it hurts most.

Shuriken is weak, yes - even with IEA it tooks at least 2 bursts to deal with CAT and you need either very lucky burst to deal with Cannibal in 2, but generally it takes 3, but Shurikes is quite predictable. Once you learn and got used to "spread pattern" and RoF, you can use it quite efficiently. On soft targets, of course and preferable on ranges beyond 30 metres, when enemy not swarming you up. I used it on insanity till I get Tempest, but I use SMG to strip shields on big game (Atlas, Banshee, etc) mostly, not for direct damage, at least without IEA.

Hurricane is great PITA for PC user, since it either has enormous muzzle-climb which is quite difficult to compensate on PC and firing it unzoomed, well, Hurricane's accurace isn't that great. At shorter ranges with IEA it's quite devastating, but eats ammo ultra-fast, even with mag-mods. In example above I fired from relatively safe distance, thus greater ammo consuption rate.

Tempest is decent all-rounder - muzzle climb is acceptable, RoF is normal, damage rate is fine too, as well as mag capacity and total ammo carried. Like Phalanx - no special "wow" points, but also no special "boo" points. Generally I used it.

Locust is quite weak on it's own, but very accurate and though it has smaller mag, with greater accuracy you can land more rounds on target, not near it. And, unlike Shuriken, it works on your pace - since you control fire rate.

Generally it depends on targets assortment and ranges to them - if there are few targets and they quite far I generally choose Locust, if there are more of them and they are closer - then Tempest. For me Locust win for ease of use, but small mag spoils all fun. And, to be honest, it's quite dangerous to have it on closer ranges.

#428
capn233

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James's half effective incendiary... I don't think that would be great. Especially on single shot weapons. If you are running infiltrator with an SMG as well as a rifle it might be ok on the SMG.  It would in fact do more damage to armor than disruptor though, the only issue is that I would not give up Liara or Garrus's skillset just for a little more ammo power damage.

Of course I don't doubt that full power Incendiary trumps Disruptor against armor and organics, especially with rapid fire weapons, but it isn't hands down better on the high damage, slow shot rifles. At least not for taking down anything with a shield. And against unshielded organics I didn't really notice a difference on the big guns anyway, pretty much either made them dead.

As for Warp vs AP, if I ran the numbers right, theoretically AP and Warp would give the same damage per shot (if you take damage over piercing or armor weakening) if the base damage is 125. If it is higher, than Warp gives more damage, lower AP Ammo does. If you go max armor weakening, they are equivalent at base of 166.667, AP better below and Warp better above.

For the two evolutions of WA, base damage above 100 should favor damage evolution, and below would favor weakening evolution. For AP it would seem that base above 125 favors damage, and below favors piercing.

This is purely against armor, not against health. Against health the damage evolution would always be better of course. The Ammo Power damage should be applied to armor first, and is supposedly immune to armor damage reduction. At least that is the theory.  Additionally, the armor weakening should stack with Piercing mods, and Warp ammo weakening should apply what is essentially a "debuff" that also allows squad members to benefit when they take their shots as well.

Modifié par capn233, 11 mai 2012 - 08:44 .


#429
Rudy Lis

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capn233 wrote...

James's half effective incendiary... I don't think that would be great. Especially on single shot weapons.


I didn't done much tests, really - see no purpose since I had no intentions to play for any other class, but in those few runs I did, I'd say James IEA will be quite effective. Less effective than your own, but still. According to my records, BW will do the trick in 12-14 rounds, Valiant (strangely it is noted as I, probably my first playthrough where I used Viper?) did that in about 21.
According to my buddy, who, actually wise me up about Indra, in his first Indra playthrough (thus V) with James IEA (and he plays and Infiltrator), it took 130-150 rounds to bring Banshee's down. Armour only, of course.


capn233 wrote...

If you are running infiltrator with an SMG as well as a rifle it might be ok on the SMG.  It would in fact do more damage to armor than disruptor though, the only issue is that I would not give up Liara or Garrus's skillset just for a little more ammo power damage.


Not sure for last part - IMHO for ME2 import there is enough points to choose bonus ammo power and use it exclusively for whole team, plus pump-up another 2 skills almost to top, so I'm not sure why's there is Garrus/Liara issue.



capn233 wrote...

Of course I don't doubt that full power Incendiary trumps Disruptor against armor and organics, especially with rapid fire weapons, but it isn't hands down better on the high damage, slow shot rifles.


It is.Image IPB


capn233 wrote...

At least not for taking down anything with a shield.


Nice sentence. Image IPB
To take down shield you can use SMG, they are generally light and add just a couple of % to cooldown delay.
If you still want to concentrate on "one gun approach", then it depends on gun, mods and armour. Generally IEA is still tad more effective - while being weaker in stripping role, it makes up while dealing with naked enemy. DA is sort of opposite - strip shields down fast, but then slows down, even in slow firing rifles. Of course it could be that in all my runs I royally sucked with any ammo other than IA or AP.
And this is not sarcasm or irony - I really would like to have normal shooting range, for guy who plays a lot of ArmA lack of access to "sandbox" is... Well, I'm not sure what to place here.


capn233 wrote...

And against unshielded organics I didn't really notice a difference on the big guns anyway, pretty much either made them dead.


If you deliver headshot, in most cases, since by my tests without powerful armour bonus and/or concentration/barrel even W/J are unable to deal OSOK on bodyshot. And that is one of my pet peeves.


capn233 wrote...

As for Warp vs AP, if I ran the numbers right, theoretically AP and Warp would give the same damage per shot (if you take damage over piercing or armor weakening) if the base damage is 125. If it is higher, than Warp gives more damage, lower AP Ammo does. If you go max armor weakening, they are equivalent at base of 166.667, AP better below and Warp better above.

For the two evolutions of WA, base damage above 100 should favor damage evolution, and below would favor weakening evolution. For AP it would seem that base above 125 favors damage, and below favors piercing.

This is purely against armor, not against health. Against health the damage evolution would always be better of course. The Ammo Power damage should be applied to armor first, and is supposedly immune to armor damage reduction. At least that is the theory.  Additionally, the armor weakening should stack with Piercing mods, and Warp ammo weakening should apply what is essentially a "debuff" that also allows squad members to benefit when they take their shots as well.


Like I said before - practice makes her own adjustments. I ran several dozens of T&E trials and was unable to confirm which one is better and under what circumstances. Results are too... "mixed", if this word is applicable, to let me state anything other than what I already said.
I admit, that spread could easily be explained via my mistakes during test and variety provided by game.

And for the record - I do not argue with you or your formulae, nor I have intentions to brush them away, I just state what my T&E gave me.

#430
SaturnRing

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About the Ammo power discussion: on first impression, IA/CA/WA, performs extremely well in their respective field, but AP offers more flexibility to me. I can easily work around not having IA available; although it has an undeniable appeal, as i think it has the best performance IN ITS FIELD. However, DA being the hardest to replace,to me at least, I do get a better performance from AP against barrier/shield. My humble opinion.

#431
capn233

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The point about James is that if I bring him along just for Incendiary Ammo, the squad version, I am getting less than 50% effective version of Shepard's IEA (because I lose damage when I select "Squad" and due to the .5 multiplier to both damage bonus and Explosive Burst) and I end up taking a guy with grenades and Carnage instead of someone with more useful powers. If you are using the squad to their potential the ammo power differences will not hardly be noticeable in terms of target elimination efficiency. Especially if I am an Infiltrator and already have an innate ammo power that is the best against shields, decent against barriers, stuns all enemy types, and can be detonated for Tech Bursts. Considering that no Infiltrator should be without Sabotage with Tech Vulnerability, it makes Tech Bursts even more attractive.

For shield stripping, I don't see much benefit in the SMG's either. Since weapon multipliers are gone, despite the Hint, rapid fire weapons don't really do any better against shields or barriers. Depending on the strength it will simply be whatever weapon has the more single shot damage than there is barrier, or what has the highest DPS regardless of how it arrives at the DPS.

Overall if I had to rank them, then sure, maybe I would say Incendiary is the best. But basically every other ammo power has been greatly improved since the last game (except perhaps for Cryo, which I don't think is all that great, relatively speaking).

#432
SaturnRing

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capn233 wrote...

The point about James is that if I bring him along just for Incendiary Ammo, the squad version, I am getting less than 50% effective version of Shepard's IEA (because I lose damage when I select "Squad" and due to the .5 multiplier to both damage bonus and Explosive Burst) and I end up taking a guy with grenades and Carnage instead of someone with more useful powers. If you are using the squad to their potential the ammo power differences will not hardly be noticeable in terms of target elimination efficiency. Especially if I am an Infiltrator and already have an innate ammo power that is the best against shields, decent against barriers, stuns all enemy types, and can be detonated for Tech Bursts. Considering that no Infiltrator should be without Sabotage with Tech Vulnerability, it makes Tech Bursts even more attractive.

For shield stripping, I don't see much benefit in the SMG's either. Since weapon multipliers are gone, despite the Hint, rapid fire weapons don't really do any better against shields or barriers. Depending on the strength it will simply be whatever weapon has the more single shot damage than there is barrier, or what has the highest DPS regardless of how it arrives at the DPS.

Overall if I had to rank them, then sure, maybe I would say Incendiary is the best. But basically every other ammo power has been greatly improved since the last game (except perhaps for Cryo, which I don't think is all that great, relatively speaking).


I don't understand what you mean on that particular point.

#433
Tenshi

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SaturnRing wrote...
I don't understand what you mean on that particular point.


please, there is a fuc**** pm function, i didnt come here for 2 pages of off-topic.

Edit: ammo is situlational. there is not best ammo. one ammo works for this and other for that. this is undenieable fact.
          

Modifié par xxx2emo4Uxxx, 11 mai 2012 - 05:03 .


#434
Rudy Lis

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capn233 wrote...

The point about James is that if I bring him along just for Incendiary Ammo, the squad version, I am getting less than 50% effective version of Shepard's IEA (because I lose damage when I select "Squad" and due to the .5 multiplier to both damage bonus and Explosive Burst) and I end up taking a guy with grenades and Carnage instead of someone with more useful powers.


I thought you like Carnage. Image IPB Well, anyway, like I said, according to my records, James IEA could be quite effective. 
Plus I compare weapon to weapon within same confines as much as I can - I mean same level, same armour, same Glyph bonuses and same ammo. I'm not that very interested in combinations of team powers. Because, for example, soloing Indra on Geth is quite problematic with shielded enemies, especially under heavy missile barrage and Geth dodging your fire. But, should you use ED and Overload (not to mention Sabotage) and voila: nobody can't hide from me and my monkey Indra - game instantly turns to much easier (and faster) variant of itself (really, it's like narrative, only missiles hurts more and Hunters are lethal), since it's ridiculously easy to remove unshielded Geth. Remaining slow moments are Primes and Pyros, for obvious reasons.
With Valiant/BW Charlie don't surf Geth don't dodge, so it's somewhat easier, since you can bring them down in 1-2-3 shots without using active abilities. Should I actively use them, how the hell I'm supposed to evaluate different models of weapons or ammo efficiency?


capn233 wrote...

If you are using the squad to their potential the ammo power differences will not hardly be noticeable in terms of target elimination efficiency.


Somewhat I disagree. Yes, some of team-mates' abilities are very useful (generally all of them are, evironment wise), but, say Overload (and that's "damage" evolution of it) will require at least 4 charges to bring down Banshee's barries, since each charge chips about 3 bars of barrier. Given their recharge rate, about 10 seconds, and fact that Banshee like that Energizer bunny - "going, going and going", I'd say it's not that fast. For approximately same time, for example, using decent SMG (i.e. any except Hurricane, or Hurricane <V since at beginning it has acceptable muzzle climb), I can if not strip Banshee's barrier totally, but at least strip significant part of it, plus stagger her for several times, thus slowing her movement, thus keeping distance between us, and that's without moving from my point. Not to mention that using SMG I generally self-reliant, in case something happens with team-mates.
More than that - with in-game approach to team-mates abilities it is required that you had straight line of sight toward the enemy. It doesn't matter if team-mate using active abilitiy is hidden behind wall or even 1.5 metres of concrete (or what they use there) slab, it doesn't even important even if he is locked in room behind. In some cases that creates problems, since should you be just a tad blocked by some obstacle, then partner's ability will hit that obstacle, not a target. Given their long recharge rates...


capn233 wrote...

Especially if I am an Infiltrator and already have an innate ammo power that is the best against shields, decent against barriers, stuns all enemy types, and can be detonated for Tech Bursts. Considering that no Infiltrator should be without Sabotage with Tech Vulnerability, it makes Tech Bursts even more attractive.


Speaking of stuns - how often it happens, according to your apparent greater experience with DA? I mean I do remember relatively frequent "do a tazer" dance on small game (about once or twice per their life, depending on how fast I kill them), but on mid or big game it's just very rare and by my observations, it is better to kill them, other than rely on stun effect.
And I made my point on bursts earlier. Image IPB


capn233 wrote...

For shield stripping, I don't see much benefit in the SMG's either. Since weapon multipliers are gone, despite the Hint, rapid fire weapons don't really do any better against shields or barriers. Depending on the strength it will simply be whatever weapon has the more single shot damage than there is barrier, or what has the highest DPS regardless of how it arrives at the DPS.


Benefit is obvious - conserving ammo for more important weapons. And with IA/AP you can also deal "Delay" damage on Banshees and cause some other enemies "do a barrel roll" or be staggered/slowed down in some other way. That is quite useful by my opinion. But generally that's exception from this rule, i.e. conserving ammo is main reason I use SMG.
Also, with IEA SMG with heat-sink (and preferably extra mag cap) mod could be quite useful for sprinkling small game, especially melee oriented (husks or "spiders spiders spiders spiders!"Image IPB), since main source of damage will be from IEA, not weapon and with heat-sink mod they are quite "economical".


capn233 wrote...

Overall if I had to rank them, then sure, maybe I would say Incendiary is the best. But basically every other ammo power has been greatly improved since the last game (except perhaps for Cryo, which I don't think is all that great, relatively speaking).


I think comparing ammo between different games is a little bit strange - our enemies (and our guns) "evolved" (I'd say degrade, actually), so we comparing apples with gin.

Cryo ammo is quite mysterious to me, as well as stun function of DA, I mean I noticed freeze (and stun) effects, but stun occurs not that often and not that long to be reliable, and Cryo... What it does, actually? Allow you crowd-control small game via "extra freeze" path and active use of your team-mates spraying party CA all over the place? I think it's faster just to kill enemies. So far one and only application I found for it - disposing of bodies in Cannibals' vicinity, since lethal shot from, say, Valiant, with cause explosion and immediate body disappearance. But that's SP soldier's point of view, anyway.


SaturnRing wrote...

I don't understand what you mean on that particular point.


I think he means if you use your team's abilities properly, kill-rate will be same as if you did it my way - i.e. "shoot the bastards".

Modifié par Rudy Lis, 11 mai 2012 - 11:58 .


#435
capn233

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Be careful, people don't like that we are having this discussion in this thread.

To keep my reply short, DA stun is fine if you take the stun evolution, but you are giving up damage. I wouldn't do that on a sniper rifle except the fake ones like Indra or Raptor which have high firing rates.

If you are talking about the best sniper rifles (on topic now), the Black Widow or Valiant, and even the Mantis early game, then DA spec'd for damage will serve you well but you won't be stunning as much. You will stun the occasional Marauder, Engineer, Centurion, or random Geth unit, but you don't need to worry about stunning the smaller guys because they are killed with one shot anyway. At least on an Infiltrator, which has the big cloak bonuses. For soldier, you can run either on those two rifles, and I would pick depending on mission mostly. However, you will get noticable stuns with squad DA evolved for higher stun chance, enough that sometimes it can be irritating and mask biotic explosions (two steps to set off... tech burst then biotic explosion).

#436
Rudy Lis

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capn233 wrote...

Be careful, people don't like that we are having this discussion in this thread.


According to original post there was no restriction on discussion.


capn233 wrote...

To keep my reply short, DA stun is fine if you take the stun evolution, but you are giving up damage. I wouldn't do that on a sniper rifle except the fake ones like Indra or Raptor which have high firing rates.

If you are talking about the best sniper rifles (on topic now), the Black Widow or Valiant, and even the Mantis early game, then DA spec'd for damage will serve you well but you won't be stunning as much. You will stun the occasional Marauder, Engineer, Centurion, or random Geth unit, but you don't need to worry about stunning the smaller guys because they are killed with one shot anyway. At least on an Infiltrator, which has the big cloak bonuses. For soldier, you can run either on those two rifles, and I would pick depending on mission mostly. However, you will get noticable stuns with squad DA evolved for higher stun chance, enough that sometimes it can be irritating and mask biotic explosions (two steps to set off... tech burst then biotic explosion).


Well, that's why I asked you in first place - I wasn't able to notice significant difference with semi-auto SR regardles of 6th step of DA evolution, and, to be honest, I wasn't able to find that much difference with full-auto weapons, be that Indra or GPR or anything. I.e. stuns occured, as well as CA snap-freeze, but their rate I can't see purpose of those ammo types, especially if stun/freezing is main purpose. As basic damage boost DA is acceptable, I guess.

And speaking of, say, Valiant, W or BW, I don't get purpose of stunning - you still need to two shots to deal with mid-game, like Marauders or Centurions. Maybe it is utilized differently for Infiltrator, but my soldier even under Adrenaline Rush wasn't able to bypass shield with one shot, so again, I see no purpose. In case there is other ammo power available, of course. Image IPB

#437
Leon Zweihander

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The purpose of ammo powers remains the same as in ME2: to remove defense bars, extra effects such as stun or panic are icing on the cake. Even then it's better off to use a tech/biotic power to remove those bars, giving you access to "oneshot" midrange mobs.

#438
Rudy Lis

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Leon Zweihander wrote...

The purpose of ammo powers remains the same as in ME2: to remove defense bars, extra effects such as stun or panic are icing on the cake. Even then it's better off to use a tech/biotic power to remove those bars, giving you access to "oneshot" midrange mobs.


I don't argue with that, but little efficiency of CA makes me wonder about purpose of that ammo outside of "fun" segment.
And most tech-biotic powers has quite a cooldown (~10 secs for Overload), so Valiant can dispose of those mid-game mobs quite fast on his own, with two shots, generally.

#439
Wulfram

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I'm currently enjoying the Viper a lot on my NG+ Infiltrator Insanity playthrough. It's really great for killing infantry with headshots.

It doesn't seem so good against your Primes/Banshees/Atlases, at least compared to the Widows and Javelin etc, but in NG+ it's light enough that you can take a Paladin along for those occasions. Of course, if you're good enough to reliably headshot without time dilation, you could just use the Paladin for everything, but I'm not that good.

#440
SaturnRing

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Wulfram wrote...

I'm currently enjoying the Viper a lot on my NG+ Infiltrator Insanity playthrough. It's really great for killing infantry with headshots.

It doesn't seem so good against your Primes/Banshees/Atlases, at least compared to the Widows and Javelin etc, but in NG+ it's light enough that you can take a Paladin along for those occasions. Of course, if you're good enough to reliably headshot without time dilation, you could just use the Paladin for everything, but I'm not that good.


I like your approach. Picking the right SR is always a careful balancing act of efficiency and ease of use. In the end you got to pick the one you're most comfortable with and learn to utilize it to its limits. That's why i haven't given up on the Incisor yet. And maybe the Viper too.

#441
SaturnRing

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Rudy Lis wrote...

SaturnRing wrote...

I don't understand what you mean on that particular point.


I think he means if you use your team's abilities properly, kill-rate will be same as if you did it my way - i.e. "shoot the bastards".


Gotcha!Image IPB

#442
Rudy Lis

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SaturnRing wrote...

Gotcha!Image IPB


Still prefer shoot the bastards. Combos are too mainstream those days. Image IPB
Any thoughts on shooting something particular?Image IPB

#443
SaturnRing

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Rudy Lis wrote...

SaturnRing wrote...

Gotcha!Image IPB


Still prefer shoot the bastards. Combos are too mainstream those days. Image IPB
Any thoughts on shooting something particular?Image IPB


I'm not a big fan of bullpup. But i think it would have been nice to get a bullpup SR; particularly the one the mattock is based on. I wouldn't mind working with a long barrel version of it. What i find more interesting is whether such a weapon should be bolt action or semi auto; anti personal or anti material.

Modifié par SaturnRing, 14 mai 2012 - 01:38 .


#444
Rudy Lis

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SaturnRing wrote...

I'm not a big fan of bullpup. But i think it would have been nice to get a bullpup SR; particularly the one the mattock is based on. I wouldn't mind working with a long barrel version of it. What i find more interesting is whether such a weapon should be bolt action or semi auto; anti personal or anti material.


I'm a big fan of bullpaps, though tested only three IRL.
Anyway, I don't think in ME bullpaps got any advantages over standard layout due Non-Euclidean engineering - weapon folding into itself, unclear actual physics of "propellant" nature and meaning of barrel (even without nonsensical mods) - how it participate in projectile acceleration and guiding somehow if it participate in that at all. Not to mention weight issues - even folded, Widow should still have weight of 40 kilos, and having that load over one shoulder is not most comforting thing.

Not sure for bolt action, really, I mean I know KSVK/ASVK rifle which is bullpap bolt-action, but I think you mean single-shot here. If yes, then I think such rifles are meaningless in existing game, especially if they are given "AMR" description, but uncapable to rip through shields of mid-game in one shot, nor one-shot small-game on body/extremities shots. Should Widow be capable to get straight to Centurion's, Marauder's, Phantom's, Nemesis' meat (and Geth Rocket/Hunter synthetic tissueImage IPB), ignoring their shielding, well, then I'd probably agree. But having 5 second split for second shot on Mantis/Widow/Javelin is just off the damn charts.

#445
level4paperboy

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re:op

I've just finished my Infiltrator playthrough and I'd have to go with the Mantis with a concentration mod and an extended barrel, any time before you get either the Widow or the Black Widow (I ran with the same weapons in ME2). I can't really vouch for the collector's edition/special release rifles, since I don't have access to them.

Modifié par level4paperboy, 14 mai 2012 - 06:36 .


#446
RampaXi

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Im still gonna have to say javelin since its pretty much the biggest cannon you can get.

#447
SaturnRing

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Rudy Lis wrote...


I'm a big fan of bullpaps, though tested only three IRL.
Anyway, I don't think in ME bullpaps got any advantages over standard layout due Non-Euclidean engineering - weapon folding into itself, unclear actual physics of "propellant" nature and meaning of barrel (even without nonsensical mods) - how it participate in projectile acceleration and guiding somehow if it participate in that at all. Not to mention weight issues - even folded, Widow should still have weight of 40 kilos, and having that load over one shoulder is not most comforting thing.

Precisely. The absence of a barrel concept - as we know it - is what i had in mind. There don't seem to be a need for a linear component layout.  That's why i find the bullpup concept even more attractive. Although i don't see any practical advantages in weight or manoeuvrability. You would pretty much get what you see: a shorter weapon.

Not sure for bolt action, really, I mean I know KSVK/ASVK rifle which is bullpap bolt-action, but I think you mean single-shot here. If yes, then I think such rifles are meaningless in existing game, especially if they are given "AMR" description, but uncapable to rip through shields of mid-game in one shot, nor one-shot small-game on body/extremities shots. Should Widow be capable to get straight to Centurion's, Marauder's, Phantom's, Nemesis' meat (and Geth Rocket/Hunter synthetic tissueImage IPB), ignoring their shielding, well, then I'd probably agree. But having 5 second split for second shot on Mantis/Widow/Javelin is just off the damn charts.


I had something like a bolt action version of the M99 in mind for an anti material SR; which would essentially  translate into a bullpup Widow in the game. Or if you choose a lighter caliber, then i'm thinking a semi auto version of the DSR-1; which in turn would be closer to a bullpup Viper (or a Mattock with an extended barrel with mounted optics instead of  the handle)

Modifié par SaturnRing, 15 mai 2012 - 01:12 .


#448
HippeusOmega

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N7 Valiant I like the most. Probably the 2nd one I like is Black widow.

#449
SaturnRing

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Panznerr wrote...

N7 Valiant I like the most. Probably the 2nd one I like is Black widow.

I wish i could try the Valiant.

#450
incinerator950

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Gibb the Valiant in if you don't have it, its on Disc.

Black Widow, followed by Valiant. I don't use Sniper Rifles, but I generally like to test weapons out, Black Widow wins.