Configuring weapons for Tech Burst set-ups.
#76
Posté 14 avril 2012 - 03:28
Yeah smg + disruptor is viable but any high rate of fire weapon is as well.
Only positive I can see is painting multiple targets between AE tech catalyst detonation.
Now on a team of say 4 classes capable of popping tech bursts this may work well for painting elites for extremely fast tech burst spam.
#77
Posté 14 avril 2012 - 03:30
Always puts the ammo effect (at each shot), has decent damage, the damage is aoe, sticking the projectile stuns the target if it isn't a big guy, the projectile blows up after few seconds.
It works even better if you THINK what exactly you want to do. For example:
- Disruptor Ammo sticky shot followed by overload/energy drain will cause a tech combo and thus massive damage
- 2 Cryo Ammo sticky shots are easily capable of literally BLOWING UP any health-only enemy (husks even with one shot, from my experience)
- Putting a well-weighed amount of shots with Incendiary Ammo is capable of weakening opponent enough to be able to one shot it with some offensive tech power, resulting in a big fire explosion. Same applies to cryo ammo.
etc.
#78
Posté 14 avril 2012 - 03:31
Hell, shotguns might be the best option for this, since they bypass the shield gate, have multiple pellets applying the effect, and require less time exposed.
#79
Posté 14 avril 2012 - 03:33
datako12 wrote...
HippyGiJoe wrote...
Anything that needs equipment to become viable is a failure to my eyes. Yes you can do techbursts but after 20 games you run out of ammo then what? The smg becomes a water pistol.
If they put ammo powers like mods on the actual guns, that would make it different, maybe disruptor mod on the smg instead of high caliber, maybe that will make smgs actually usefull.
just because it uses consumables does not make it a failure, you just have to intelligently pick when you use these ammo mod classes, but most of these classes that rely on disruptor rounds to set up tech bursts dont even actually need the ammo mod if they are in a tech team that works well together, the ammo mods just allow you to work a little more independently. and after 20 gold games you would have roughly 1.4m credits which would buy you several more games worth of ammos
and it would also be nice to have a way that didnt rely on comsumables to have ammo powers.
I was using ammo powers on that SMG last night, and it really helps. Also, the fact that you have to use a comsumable is a bit of a problem. Maybe my imagination, but I stopped using ammo mods to save them for silver/gold matches and I stopped getting drops in the packs. Now I use ammo power on all runs and I usually always get an ammo mod in the pack I get after a run. But, anyway I would prefer that ammo mod was an equipment mod
#80
Posté 14 avril 2012 - 03:34
Icophesis wrote...
Are you shooting first and then overloading, or the other way around?
shoot first, then powers, the ammo is the base for the burst, the overload is what detonates it. once you get going just hit overload every time the cool down is up
#81
Posté 14 avril 2012 - 03:38
ryoldschool wrote...
Also, the fact that you have to use a comsumable is a bit of a problem.
Why? Lol I practically never use them and have stockpiled about 50 of each type in each level. This is final Fantasy Elixer mentality at its finest haha we just keep saving them and never use them even at the last boss!
#82
Posté 14 avril 2012 - 03:39
1. Does Disruptor Ammo only SET UP the tech burst for Overload to detonate, or can it also DETONATE an Overload if you shoot right after casting?
2. Why use the GPSMG for this as opposed to, say, the Locust? Maybe I remember it wrong, but I feel like my Locust is more stable/accurate over long distances, and I don't have to wait for it to reach full rate of fire.
#83
Posté 14 avril 2012 - 03:40
BraveLToaster wrote...
I'm still not sold on the Geth SMG being better for this than slower more powerful weapons. Carnifex with Disruptor III seems to shock on pretty much every shot.
Hell, shotguns might be the best option for this, since they bypass the shield gate, have multiple pellets applying the effect, and require less time exposed.
you're right, but there is 2 major differences with the carnifex and geth SMG, one is that the geth SMG has almost no kick and quickly makes up for any missed shots, and two why not vary your guns a little, it is kind of fun to lay waste to the enemy with a gun that nobody uses
tzabaothg wrote...
SMG is a waste of perfectly good disruptor ammo. Run with falcon or striker for AE love. Meshes well with chain overload/ED.
Yeah smg + disruptor is viable but any high rate of fire weapon is as well.
Only positive I can see is painting multiple targets between AE tech catalyst detonation.
Now on a team of say 4 classes capable of popping tech bursts this may work well for painting elites for extremely fast tech burst spam.
while the falcon and striker do both work well for this also, they run into 2 problems. one being the projectile lag issue. and the other being the ridiculously low total ammo for these guns, where as the geth SMG has over 600 shots, the falcon and striker both have under 100
#84
Posté 14 avril 2012 - 03:41
#85
Posté 14 avril 2012 - 03:43
coinop25 wrote...
Quick questions for clarification:
1. Does Disruptor Ammo only SET UP the tech burst for Overload to detonate, or can it also DETONATE an Overload if you shoot right after casting?
2. Why use the GPSMG for this as opposed to, say, the Locust? Maybe I remember it wrong, but I feel like my Locust is more stable/accurate over long distances, and I don't have to wait for it to reach full rate of fire.
1. the disruptor ammo only sets up the tech burst
2. the geth SMG is more stable than the locust, almost no kick whatsoever, and if your geth SMG is reaching its full rate of fire you arent spamming your overload fast enough. you arent using the geth SMG itself to actually damage the enemies, you're using it as a very liberal applicator of your tech burst base
#86
Posté 14 avril 2012 - 03:44
#87
Posté 14 avril 2012 - 03:44
datako12 wrote...
you're right, but there is 2 major differences with the carnifex and geth SMG, one is that the geth SMG has almost no kick and quickly makes up for any missed shots, and two why not vary your guns a little, it is kind of fun to lay waste to the enemy with a gun that nobody uses
Fair enough, I do use random weapons from time to time for variety. What I'm actually thinking of trying now is Disciple. Should put me at 200%, fast reload, decent firing rate, and hopefully it will be good at applying shock.
What I have been using on Geth Engineer is GPS, but that wasn't with Disruptor Tech Bursts in mind, I just like the gun. Actually, if that can apply it every shot, it'd be great, but I think only the first of the three projectile has the ammo property.
Modifié par BraveLToaster, 14 avril 2012 - 03:45 .
#88
Posté 14 avril 2012 - 03:45
No Snakes Alive wrote...
Old news.
helpful post is most definitely helpful
and where is this old news then? and since there are still people looking at this thread saying oh i didn't know that, clearly this isn't as old of news as you would like to think
Modifié par datako12, 14 avril 2012 - 03:57 .
#89
Posté 14 avril 2012 - 03:47
X-Frame wrote...
What's better the Magazine Upgrade or the mod for 45% change a bullet doesn't count in the clip?
On average the heat sink gives you a small amount more per clip, but it also effectively increases your total ammo as well, so it wins out.
#90
Posté 14 avril 2012 - 03:49
BraveLToaster wrote...
Fair enough, I do use random weapons from time to time for variety. What I'm actually thinking of trying now is Disciple. Should put me at 200%, fast reload, decent firing rate, and hopefully it will be good at applying shock.
What I have been using on Geth Engineer is GPS, but that wasn't with Disruptor Tech Bursts in mind, I just like the gun. Actually, if that can apply it every shot, it'd be great, but I think only the first of the three projectile has the ammo property.
what you said about the GPS is true as far as i know, and i know a disciple X puts me at 200%
X-Frame wrote...
What's better the Magazine Upgrade or the mod for 45% change a bullet doesn't count in the clip?
i actually use both. but if you're going to be using the geth SMG as a secondary weapon and what the ultralight materials mod, then i suggest you go with the 45% chance heat sink over the 80% clip capacity. and my reason for that is that the 80% clip only adds as many extra shots as that first clip holds. but the heat sink counts for all of the ammo you have, so the 600 you start with is actually closer to being 900
#91
Posté 14 avril 2012 - 05:47
Yes, Hornet carries less ammo. But with the Heat Sink V mod, it still carries quite enough. Not to mention that for its full ammo load, it does more weapon damage than the Geth SMG does, you don't even need to rely on Tech Bursts to do actual damage. Also, yes, Geth SMG doesn't have recoil - but at least on PC Hornet's recoil is perfectly manageable as well as long as you don't use aimed mode when not in cover. And despite the lack of recoil even the Geth SMG doesn't seem to be pinpoint accurate at longer ranges, at least based on the graphical effects of the bullets - there's definitely some visible spread in the shots when you ramp up the firing rate.
As it is, I only carry the Geth SMG if I want a secondary weapon that is essentially weightless (like on my Asari Vanguard alongside the Saber, or - at least for now - on my Geth Engineer alongside the Geth Shotgun, or on my Quarian Infiltrator alongside the Widow). For any real use, the Hornet simply is the better weapon. Can the Geth SMG be made to work? Yeah - well, except on armor. But that doesn't make it the best option.
#92
Posté 14 avril 2012 - 05:59
tvih wrote...
Right, about the whole Hornet vs Geth SMG thing back on page 1....
Yes, Hornet carries less ammo. But with the Heat Sink V mod, it still carries quite enough. Not to mention that for its full ammo load, it does more weapon damage than the Geth SMG does, you don't even need to rely on Tech Bursts to do actual damage. Also, yes, Geth SMG doesn't have recoil - but at least on PC Hornet's recoil is perfectly manageable as well as long as you don't use aimed mode when not in cover. And despite the lack of recoil even the Geth SMG doesn't seem to be pinpoint accurate at longer ranges, at least based on the graphical effects of the bullets - there's definitely some visible spread in the shots when you ramp up the firing rate.
As it is, I only carry the Geth SMG if I want a secondary weapon that is essentially weightless (like on my Asari Vanguard alongside the Saber, or - at least for now - on my Geth Engineer alongside the Geth Shotgun, or on my Quarian Infiltrator alongside the Widow). For any real use, the Hornet simply is the better weapon. Can the Geth SMG be made to work? Yeah - well, except on armor. But that doesn't make it the best option.
while on paper the geth SMG does actually do more damage than the hornet (assuming every single bullet hits the target), im sure the hornet actually does more damage in practicality, especially against armor
#93
Posté 14 avril 2012 - 06:52
Well actually I can't seem to figure out what the actual maximum rate of fire - and therefore DPS - of the Geth SMG is. The rate of fire given for it in the spreadsheet I use is 800 - which isn't much. But it seems unlikely this is actually the max rate of fire, or at least it feels the clip goes empty faster than a mere 800 would imply? I'm not at home at the moment and thus have no access to ME3, so can't even clock it.datako12 wrote...
while on paper the geth SMG does actually do more damage than the hornet (assuming every single bullet hits the target), im sure the hornet actually does more damage in practicality, especially against armor
In any case, comparing Hornet X to Geth SMG X, you have bullet damage of 70.2 against 21.1. Hornet's maximum rate of fire is listed as a beastly 1000. So given the bullet damage is about 3.33 times higher for the Hornet, you'd need a rate of fire of 3333 for the Geth SMG to do as much DPS than the Hornet - and this of course disregards the fact that the Geth SMG actually needs to reach its highest rate of fire first (bad for situations where you can only pop out to shoot for a second and then have to take cover again), and then the whole armored target thing obviously.
#94
Posté 14 avril 2012 - 11:27
tvih wrote...
Well actually I can't seem to figure out what the actual maximum rate of fire - and therefore DPS - of the Geth SMG is. The rate of fire given for it in the spreadsheet I use is 800 - which isn't much. But it seems unlikely this is actually the max rate of fire, or at least it feels the clip goes empty faster than a mere 800 would imply? I'm not at home at the moment and thus have no access to ME3, so can't even clock it.
In any case, comparing Hornet X to Geth SMG X, you have bullet damage of 70.2 against 21.1. Hornet's maximum rate of fire is listed as a beastly 1000. So given the bullet damage is about 3.33 times higher for the Hornet, you'd need a rate of fire of 3333 for the Geth SMG to do as much DPS than the Hornet - and this of course disregards the fact that the Geth SMG actually needs to reach its highest rate of fire first (bad for situations where you can only pop out to shoot for a second and then have to take cover again), and then the whole armored target thing obviously.
i would assume that the DPS for the geth SMG would end up being at least similar to that of the GPR after a few seconds (27.4 damage and a 900 RoF, with DPS at 411) so i would assume the geth SMG would ramp up to a RoF that would bring it somewhat close to that. but that is definitely far from the Hornet's 780 DPS. but for me playing on a console between the kick and the needing to pull the trigger so often the Hornet just doesnt suit my style, i much prefer the no kick full auto geth SMG, and the actual DPS isnt really concerned about as im merely using the geth SMG as my disruptor delivery system to set up my tech bursts
#95
Posté 14 avril 2012 - 11:38
Yeah, this. On my CQC infiltrator (human female), I carry a disciple and incendiary ammo. Cloak, bonus cryo blast, then cloaked shotgun blast. I've also had a healthy amount of success carrying the disciple on my SE as well, especially for the fact I can double the disciple up with a pistol without severely compromising cooldowns.BraveLToaster wrote...
Hell, shotguns might be the best option for this, since they bypass the shield gate, have multiple pellets applying the effect, and require less time exposed.
#96
Posté 15 avril 2012 - 12:31
BraveLToaster wrote...
I'm still not sold on the Geth SMG being better for this than slower more powerful weapons. Carnifex with Disruptor III seems to shock on pretty much every shot.
Hell, shotguns might be the best option for this, since they bypass the shield gate, have multiple pellets applying the effect, and require less time exposed.
This is my experience too - The slower the RoF, the more likely the ammo effect gets applied to your target. I have no problem whatsoever reliably setting up tech bursts with a Carnifex. At least that gun is useful vs. Armored targets. The Geth SMG does the minimum of 5 damage per shot. It's trash.
#97
Posté 15 avril 2012 - 12:36
datako12 wrote...
i would assume that the DPS for the geth SMG would end up being at least similar to that of the GPR after a few seconds (27.4 damage and a 900 RoF, with DPS at 411) so i would assume the geth SMG would ramp up to a RoF that would bring it somewhat close to that. b
Well, you know what they say about what happens when you assume.
The GSMG actually has a lower max RoF than the GPR (800 vs. 900), and combined with it's lower damage per shot gives it a Burst DPS of 281. It's one of the worst weapons in the game. Hell, the Shuriken out DPS's it.
Let's not even talk about what happens when you throw armor into the mix.
#98
Posté 15 avril 2012 - 01:04
And BTW- it's just fun to spam a lots of bullets when farming on FBW - you actually have to duck only when Prime is coming. Rockets? You can just shoot them down. Hunters - aim for the head and they are not problem. Pyros? Strip the shields for your local damage dealer and he will thank you. Primes? If you can paint them with disruptor ammo, overload and that's it. Prime is targeting you? Switch to your trusty Carnifex and finish him from behind the cover.
Modifié par niripas, 15 avril 2012 - 01:09 .
#99
Posté 15 avril 2012 - 01:19
Craquehead wrote...
Well, you know what they say about what happens when you assume.
The GSMG actually has a lower max RoF than the GPR (800 vs. 900), and combined with it's lower damage per shot gives it a Burst DPS of 281. It's one of the worst weapons in the game. Hell, the Shuriken out DPS's it.
Let's not even talk about what happens when you throw armor into the mix.
as far as i know the RoF of 800 for the geth SMG is the base, remember its firing speed ramps up with sustained fire, quick example, i just rattled of 2 clips that had a clip capacity and a heat sink, so with 180 shots plus the heat sink, assuming the heat sink is only ever applied to a shot once (not sure if this is how it actually works or not) there are 261 shots in the clip, in 2 tests those clips took 11.31s and 12.43s. which both come out to RoFs of 1384 and 1259, both significantly higher than 800. and in 2 tests with a human soldier using adrenaline rush just before the end of a clip to make it a 2 straight clip test of 522 shots, the 2 times were 21.72 and 20.68, which come out to 1442 and 1514, even higher over a longer time. so that significantly bumps its DPS to the point where it would actualy be comparable to the GPR. and you could make it better by giving it to a geth and getting a geth weapon damage boost and a RoF increase through his skills
feel free to correct any of my math if i messed it up. i iz only humans
#100
Posté 15 avril 2012 - 01:27
Craquehead wrote...
BraveLToaster wrote...
I'm still not sold on the Geth SMG being better for this than slower more powerful weapons. Carnifex with Disruptor III seems to shock on pretty much every shot.
Hell, shotguns might be the best option for this, since they bypass the shield gate, have multiple pellets applying the effect, and require less time exposed.
This is my experience too - The slower the RoF, the more likely the ammo effect gets applied to your target. I have no problem whatsoever reliably setting up tech bursts with a Carnifex. At least that gun is useful vs. Armored targets. The Geth SMG does the minimum of 5 damage per shot. It's trash.
while the carnifex and other slow firing weapons may shock on every shot, the geth SMG allows you to more quickly make up for any misses. and shotguns true pass the shield gate and require less time exposed, but we're talking about using the geth SMG to put disruptor rounds into foes that are further away, not all of your shotguns pellets are going to hit the target. and as far as being out of cover, if you spamming energy drain or overload or concussive shot fast enough, the all of the tech bursts going on will render most of the enemies incapable of firing upon you, against geth your only real threat is when a pyro pops around a corner. at we're not talking about using the geth SMG for doing massive damage to the targets, especially against armor, we're talking about using it to set up tech bursts for yourself and teammates





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