Let Me Calibrate Your Gun =D
#101
Posté 25 mai 2012 - 04:15
weapons:
valiant 1
powers:
Tactical Cloak: Damage (4), Recharge Speed (5), Sniper Damage (6)
Proximity Mine: N/A
Hunter Mode: Power Recharge (4), Rate of Fire (5), Damage (6)
Networked AI: Weapon Damage (4), headshots (5), Weapon Damage (6)
Advanced Hardware: Durability (4), Shield Recharge (5), Fitness Expert (6)
woo thanks man!
#102
Posté 25 mai 2012 - 04:16
StarStruck010 wrote...
Alright Grimy, I've been playing with your calculator (very nice btw) and working on finding thee best build I can for my QI (and when she should move from valient to paladin). So let's see what you can do with her (and what rank paladin I need to not loose out to my valient 1 with the 6/3/6/6/5 spec she's running)
Quarian Infiltrator
TC4(Damage)
SG6(Damage,Capacity,Damage)
Sab6(backfire,Explosive,Tech)
QD5(damage/capacity,power damage)
Fit5(durability,shield)
rank 3 paladin > rank 1 valiant in damage per shot, when you get sniper damage rank 6 tactical cloak with the valiant
oh yeah, nvm I see it now.
yeah it's a good build, you didn't get weapon damage which is important on the paladin.
you won't be able to 1 shot anything without a rank 9 paladin on a maxed weapon damage geth infiltrator using every consumable available to him.
IE it's not possible on a quarian.
depending on the rank of your paladin you may want some weapon damage to ensure you can 2 shot kill unshielded infantry.
but once your paladin rank gets high enough, weapon damage won't matter at all.
Modifié par Grimy Bunyip, 25 mai 2012 - 04:40 .
#103
Posté 25 mai 2012 - 04:17
Grimy Bunyip wrote...
I don't like that homing abilities are dodgeable by the enemy in this game
AI can dodge them unless they're a brute or a cannibal or something.
A cerberus trooper is going to try and barrel roll out of a proximity mine, but the massive blast radius is going to hit them.
i don't like that half the time I fire throw, warp, or concussive shot, the enemy just dodges it and I get nothing out of casting the ability.
Since this weekend is a promoting weekend, I'll try out a build that maxes the prox mine and give it another go. If its as powerful as you say, I'll try to adjust my style to use it, I just have to not be so aggressive
#104
Posté 25 mai 2012 - 04:18
Salarian Infiltrator
Tactical Cloak: Damage, Recharge Speed, Sniper Damage.
Salarian Operative: Weapon Damage, Headshot Damage, Weapon Damage.
Weapon: Valiant II with Extended Barrel and Armor Piercing mod.
Thanks in advance. =)
#105
Posté 25 mai 2012 - 04:23
david_demos484 wrote...
geth infiltrator
weapons:
valiant 1
powers:
Tactical Cloak: Damage (4), Recharge Speed (5), Sniper Damage (6)
Proximity Mine: N/A
Hunter Mode: Power Recharge (4), Rate of Fire (5), Damage (6)
Networked AI: Weapon Damage (4), headshots (5), Weapon Damage (6)
Advanced Hardware: Durability (4), Shield Recharge (5), Fitness Expert (6)
woo thanks man!
don't bother with weapon damage on the valiant, you won't even be able to eliminate a cerberus trooper on gold with a single body shot even if you get it.
same goes for headshots.
RoF isn't very useful on the valiant IMO, since all your shots will be fired within the cloak window already.
power recharge is useless on infiltrators, so don't get that.
granted accuracy is equally worthless on a valiant haha.
so is the 10% weapon damage on rank 6 hunter mode.
consider getting only 3 ranks in hunter mode if you intend to use just your valiant.
and dump the points in proximity mine or something.
likewise swap out network AI for some power damage & proximity mine points.
#106
Posté 25 mai 2012 - 04:25
It's very distracting.
#107
Posté 25 mai 2012 - 04:29
Grimy Bunyip wrote...
david_demos484 wrote...
geth infiltrator
weapons:
valiant 1
powers:
Tactical Cloak: Damage (4), Recharge Speed (5), Sniper Damage (6)
Proximity Mine: N/A
Hunter Mode: Power Recharge (4), Rate of Fire (5), Damage (6)
Networked AI: Weapon Damage (4), headshots (5), Weapon Damage (6)
Advanced Hardware: Durability (4), Shield Recharge (5), Fitness Expert (6)
woo thanks man!
don't bother with weapon damage on the valiant, you won't even be able to eliminate a cerberus trooper on gold with a single body shot even if you get it.
same goes for headshots.
RoF isn't very useful on the valiant IMO, since all your shots will be fired within the cloak window already.
power recharge is useless on infiltrators, so don't get that.
granted accuracy is equally worthless on a valiant haha.
so is the 10% weapon damage on rank 6 hunter mode.
consider getting only 3 ranks in hunter mode if you intend to use just your valiant.
and dump the points in proximity mine or something.
likewise swap out network AI for some power damage & proximity mine points.
Wow good thing im gonna promote lol. I'll def try your build. So if I am around 100,000 a match on gold with my build what do you think your build will give me?
Thanks btw best topic I have seen on the boards yet
#108
Posté 25 mai 2012 - 04:36
Grimy Bunyip wrote...
rank 3 paladin > rank 1 valiant in damage per shot, when you get sniper damage rank 6 tactical cloak with the valianthow did you run your spec, isnt that 4/6/6/6/5?
oh yeah, nvm I see it now.
yeah it's a good build, you didn't get weapon damage which is important on the paladin.
you won't be able to 1 shot anything without a rank 9 paladin on a maxed weapon damage geth infiltrator using every consumable available to him.
IE it's not possible on a quarian.
Yeah I was looking at a Space Ghost build (massive damage from Sabotage, and keeping TC cooldown as small as possible) but I don't want to go from an acceptable sniper/objective capper/medic to medic/caster. I came to the conclusion that I should give her another run when I get the paladin 4 (comparing to my valient 1 setup). Also the 15% Shield recharge would be nice so I can abuse the shield gate more often.
Also It looks like I can ALMOST get to the point were I can 1 bodyshot and sabotage Centurians, but not quite, looks like I'll have to learn how to aim.
Thanks Again Grimy
#109
Posté 25 mai 2012 - 04:39
david_demos484 wrote...
Grimy Bunyip wrote...
david_demos484 wrote...
geth infiltrator
weapons:
valiant 1
powers:
Tactical Cloak: Damage (4), Recharge Speed (5), Sniper Damage (6)
Proximity Mine: N/A
Hunter Mode: Power Recharge (4), Rate of Fire (5), Damage (6)
Networked AI: Weapon Damage (4), headshots (5), Weapon Damage (6)
Advanced Hardware: Durability (4), Shield Recharge (5), Fitness Expert (6)
woo thanks man!
don't bother with weapon damage on the valiant, you won't even be able to eliminate a cerberus trooper on gold with a single body shot even if you get it.
same goes for headshots.
RoF isn't very useful on the valiant IMO, since all your shots will be fired within the cloak window already.
power recharge is useless on infiltrators, so don't get that.
granted accuracy is equally worthless on a valiant haha.
so is the 10% weapon damage on rank 6 hunter mode.
consider getting only 3 ranks in hunter mode if you intend to use just your valiant.
and dump the points in proximity mine or something.
likewise swap out network AI for some power damage & proximity mine points.
Wow good thing im gonna promote lol. I'll def try your build. So if I am around 100,000 a match on gold with my build what do you think your build will give me?
Thanks btw best topic I have seen on the boards yet
oops I spoke too soon.
you still want SOME weapon damage on your valiant IF you're fighting reapers.
cannibals can take 3 body shots if you get no weapon damage at all.
personally I'd still avoid the weapon damage and just pick up some rail amp or ammo power when facing reapers.
or just rely on your proximity mine to help you finish off those cannibals.
of course you can dump said weapon damage when you start ranking up your valiant.
Modifié par Grimy Bunyip, 25 mai 2012 - 04:42 .
#110
Posté 25 mai 2012 - 04:39
TC6: DMG/Rech./BP
PM5: Radius/Debuff
ED6: Radius (may change this)/Drain/AB (for CQC)
SO6: Cap.+Power/HS/DMG
F3
I'm not sure about the last rank on the passive. I'm considering putting those points into the last rank of PM, for more crowd control DMG. I'm using the choke+shredder on the Claymore, but was considering swapping out the shredder mod for the EB (all rank 5). I know that technically fitness isn't essential on infiltrators, but I'm using those 3 ranks as a security blanket (lol), for the time being at least.
#111
Posté 25 mai 2012 - 04:41
with a valiant 2 with EB, you only need weapon damage on rank 4 salarian op OR weapon damage on rank 6 to 2 shot cannibals.zehcoutinho wrote...
Hey man, awesome thread. What can you tell me about this:
Salarian Infiltrator
Tactical Cloak: Damage, Recharge Speed, Sniper Damage.
Salarian Operative: Weapon Damage, Headshot Damage, Weapon Damage.
Weapon: Valiant II with Extended Barrel and Armor Piercing mod.
Thanks in advance. =)
you don't need both, just one or the other.
get ~2 more valiant ranks and you won't need either of the two.
headshot damage is also worthless except on primes
#112
Posté 25 mai 2012 - 04:46
your ED doesn't fully drain the shields of stuff like centurions and nemesis.liquid sleep wrote...
SI w/Claymore X
TC6: DMG/Rech./BP
PM5: Radius/Debuff
ED6: Radius (may change this)/Drain/AB (for CQC)
SO6: Cap.+Power/HS/DMG
F3
I'm not sure about the last rank on the passive. I'm considering putting those points into the last rank of PM, for more crowd control DMG. I'm using the choke+shredder on the Claymore, but was considering swapping out the shredder mod for the EB (all rank 5). I know that technically fitness isn't essential on infiltrators, but I'm using those 3 ranks as a security blanket (lol), for the time being at least.
but I suppose that doesn't matter with a claymore.
That's an interesting strategy, and I approve of it.
you got armour boost on ED, implying you want to tank.
I'd drop the headshot damage bonus and the damage bonus on salarian operative.
as i've mentioned before, the claymore deals so much damage on its own, you really don't need more.
And perhaps the capacity and power too for more shields in fitness.
Definitely drop bonus power, it only interferes with cooldowns, especially with heavy weapons like the claymore.
You only want to use it if you plan on cloaking, running at an enemy, casting 1 power, then running.
but cloak -> power -> shoot -> uncloak gets you more powers out faster in your build.
also your build doesnt emphasize power damage, so I wouldn't suggest bonus power at all.
so 4 ranks in TC
6 in PM
6 in ED
4 in salarian OP
6 in fitness.
that seems like a fitting build for a tanking claymore infiltrator.
Modifié par Grimy Bunyip, 25 mai 2012 - 04:47 .
#113
Posté 25 mai 2012 - 04:50
Grimy Bunyip wrote...
with a valiant 2 with EB, you only need weapon damage on rank 4 salarian op OR weapon damage on rank 6 to 2 shot cannibals.zehcoutinho wrote...
Hey man, awesome thread. What can you tell me about this:
Salarian Infiltrator
Tactical Cloak: Damage, Recharge Speed, Sniper Damage.
Salarian Operative: Weapon Damage, Headshot Damage, Weapon Damage.
Weapon: Valiant II with Extended Barrel and Armor Piercing mod.
Thanks in advance. =)
you don't need both, just one or the other.
get ~2 more valiant ranks and you won't need either of the two.
headshot damage is also worthless except on primes
Thanks for the input, I'll try it when I promote this weekend.
#114
Posté 25 mai 2012 - 04:54
Interesting about reducing the weapon damage from the passive. I'm still playing around with the build. With this weekend's promoting, I will try your recommendations and see how it goes.
Also for me it's usually Cloak > Power > Shoot > reload cancel + Shoot > repeat. My reasoning for the extra weapon damage for the Claymore was that generally half of my shots would be outside of cloak. But I just started with this build.
thx!
Modifié par liquid sleep, 25 mai 2012 - 05:04 .
#115
Posté 25 mai 2012 - 05:07
I use a stunlock human soldier for lulz in randoms, like so:
Adrenaline Rush: Hardening, Duration, Shield Boost
Concussive Shot: Force&Damage, Shatter
Frag: 3
Alliance Training: Damage&Capacity, Headshots, Weapon Weight
Fitness: Bottom row
Weapons: Falcon X, Carnifex X
This gives me a cooldown bonus of 125% as well as a secondary weapon for bigger enemies e.g. Atlas and such. What I'm wondering is if there's a better option for my secondary than the Carnifex? I mainly use the Falcon to stun an enemy, then follow up with Concussive to further the stun, followed by Falcon, repeat ad nauseum. The Carnifex is just basically for larger enemies that don't stun quite as easily.
Also, I like to pair this build with Cryo Ammo because it makes the Falcon+Concussive combo even better. Does it make a huge difference if I use Cryo Ammo 1, 2, or 3? It doesn't seem to, but I just want to make sure if there is.
#116
Posté 25 mai 2012 - 05:20
Adrenaline Rush: Hardening->Duration->Shield Boost
Concussive Shot: 3
Frag Grenades: Radius->Max Grenades->Armor Piercing
Alliance Training: Damage & Capacity->Headshots->Weapon Damage
Fitness:Durability->Shield Recharge
Weapons:
Striker VII
Mods: Stability V & AP IV
Phalanx VI
Mods: Barrel V & AP II
My main question is what is the best mod setup for my Striker? The Stability mod is kind of necessary to keep it under control easily but I'm curious if the AP IV mod is the best choice for me or if I'd get better performance out of my Barrel III or Extended Magazine V mods.
Thanks in advance!
#117
Posté 26 mai 2012 - 07:20
chutzpah jenkins wrote...
Aiyo grimy, it's chiken
I use a stunlock human soldier for lulz in randoms, like so:
Adrenaline Rush: Hardening, Duration, Shield Boost
Concussive Shot: Force&Damage, Shatter
Frag: 3
Alliance Training: Damage&Capacity, Headshots, Weapon Weight
Fitness: Bottom row
Weapons: Falcon X, Carnifex X
This gives me a cooldown bonus of 125% as well as a secondary weapon for bigger enemies e.g. Atlas and such. What I'm wondering is if there's a better option for my secondary than the Carnifex? I mainly use the Falcon to stun an enemy, then follow up with Concussive to further the stun, followed by Falcon, repeat ad nauseum. The Carnifex is just basically for larger enemies that don't stun quite as easily.
Also, I like to pair this build with Cryo Ammo because it makes the Falcon+Concussive combo even better. Does it make a huge difference if I use Cryo Ammo 1, 2, or 3? It doesn't seem to, but I just want to make sure if there is.
swap rank 6 weapon weight for weapon damage (rank 4 isn't enough) or slap on a rail amp 3 to 3 shot cannibals with falcon.
keep headshots, it's actually making the difference between whether or not you'll kill certain enemies in a single headshots, like cerberus soldiers.
unless you only intend to use this on bosses like brutes, then go for power damage.
#118
Posté 26 mai 2012 - 07:26
Riot Inducer wrote...
Here's what I've been running on my Human Soldier lately:
Adrenaline Rush: Hardening->Duration->Shield Boost
Concussive Shot: 3
Frag Grenades: Radius->Max Grenades->Armor Piercing
Alliance Training: Damage & Capacity->Headshots->Weapon Damage
Fitness:Durability->Shield Recharge
Weapons:
Striker VII
Mods: Stability V & AP IV
Phalanx VI
Mods: Barrel V & AP II
My main question is what is the best mod setup for my Striker? The Stability mod is kind of necessary to keep it under control easily but I'm curious if the AP IV mod is the best choice for me or if I'd get better performance out of my Barrel III or Extended Magazine V mods.
Thanks in advance!
don't get AP on the striker, it's an explosive weapon, it doesn't headshot and doesn't really pierce walls or anything.
Get barrel.
after you grab extended barrel, you should only go for weapon damage on BOTH rank 4 and 6, or neither.
getting only one won't make a difference on how many shots it takes to kill an infantry unit with the striker.
grab weapon rank 6, but not rank 4 on the passive for the phalanx
dropping headshot rank 5 will prevent you from 4 headshotting a cannibal.
But IMO that's not too important, since 4 headshots in a row is hard to pull off.
but that's the info you asked for
#119
Posté 26 mai 2012 - 08:59
Grimy Bunyip wrote...
Maria Caliban wrote...
Salarian Infiltrator
Weapon -
Widow X w/ Aim V + Damage V
Powers -
Tac Cloak (6): Damage, Recharge, Bonus
Proximity Mine (5): Damage, Damage Taken
Energy Drain (6): Damage, Recharge, Damage
Salarian Infiltrator (6): Damage and Cap, Power Damage, Sniper Rifles
Fitness (3)
Double damage evolutions on energy drain is pointless, you'll be 1 shotting shields regardless.
How about turrets?
Also, Maria can 1-hit Geth Hunter's Shields with Power Amp equipment with that build.
Here is my Widow-wielding SI build, any advice?
#120
Posté 26 mai 2012 - 09:07
Turrets have 2025 armor and 2025 shields.Shika wrote...
Grimy Bunyip wrote...
Maria Caliban wrote...
Salarian Infiltrator
Weapon -
Widow X w/ Aim V + Damage V
Powers -
Tac Cloak (6): Damage, Recharge, Bonus
Proximity Mine (5): Damage, Damage Taken
Energy Drain (6): Damage, Recharge, Damage
Salarian Infiltrator (6): Damage and Cap, Power Damage, Sniper Rifles
Fitness (3)
Double damage evolutions on energy drain is pointless, you'll be 1 shotting shields regardless.
How about turrets?
Also, Maria can 1-hit Geth Hunter's Shields with Power Amp equipment with that build.
Here is my Widow-wielding SI build, any advice?
cannibals have 2025 health.
lemme figure out the rest, and yeah you can 1 shot shields on certain units with power amp
but I try not to let that factor into my calculations.
since consumables are fairly precious IMO, I don't get many especially since I buy psp's
so you'll need a combination of armor piercing or extra damage to 1 shot the armor.
but anything that can 1 shot the health of a cannibal can 1 shot the health of turret
the heavy damage on ED drain is really only for power amp builds.
otherwise radius-shields-damage or damage-shields-armor boost is better.
Which is what I'd go with, since after over 300 psp's and over 200 spectre packs, i only have a stockpile of like 30 or 40 power amps or something.
the rest is fine is as it is, minimum weapon damage as it isn't necessary.
make sure you drop barrel on widow too.
You saw maria's build right? it may in fact be better to drop sniper damage if you're using the widow to down infantry and aren't interested in brute/ravager/atlas/banshee slaying.
I personally wouldn't though.
Modifié par Grimy Bunyip, 26 mai 2012 - 09:13 .
#121
Posté 26 mai 2012 - 09:21
Asari Sniper Adept 66066. Stasis bubble optimised for +150% damage, passive + 10% weapon damage, Paladin 1 with scope and barrel. Mainly Reapers or Cerberus.
Asari Justicar 66066. Bulwark build - Tank. Passive 20% headshot damage and 10% weapon damage. Saber IV (scope and stability) or Talon 1 (scope and barrel).
Oh and may I say thank you....calibrating would be wonderful
Modifié par john-in-france, 26 mai 2012 - 09:22 .
#122
Posté 26 mai 2012 - 10:39
Grimy Bunyip wrote...
Turrets have 2025 armor and 2025 shields.
That's the point in a full damage Energy Drain build
My ED does 2046 damage to shields, so turrets mean nothing to me as I can cloak -> ED -> shoot
#123
Posté 26 mai 2012 - 12:25
Grimy Bunyip wrote...
don't get AP on the striker, it's an explosive weapon, it doesn't headshot and doesn't really pierce walls or anything.
Get barrel.
after you grab extended barrel, you should only go for weapon damage on BOTH rank 4 and 6, or neither.
getting only one won't make a difference on how many shots it takes to kill an infantry unit with the striker.
grab weapon rank 6, but not rank 4 on the passive for the phalanx
dropping headshot rank 5 will prevent you from 4 headshotting a cannibal.
But IMO that's not too important, since 4 headshots in a row is hard to pull off.
but that's the info you asked for
Awesome, thanks for the help! Will probably rebuild with those specs since it's a promotion weekend anyways.
#124
Posté 26 mai 2012 - 01:00
john-in-france wrote...
Asari Vanguard Huntress 66066. Stasis bubble optimised for +150% damage, passive 20% headshot damage, + 10% weapon damage. Currently use Barrel and choke mods on the Graal X. All enemies.
Asari Sniper Adept 66066. Stasis bubble optimised for +150% damage, passive + 10% weapon damage, Paladin 1 with scope and barrel. Mainly Reapers or Cerberus.
Asari Justicar 66066. Bulwark build - Tank. Passive 20% headshot damage and 10% weapon damage. Saber IV (scope and stability) or Talon 1 (scope and barrel).
Oh and may I say thank you....calibrating would be wonderful
currently your graal will do 1110 damage per shot, a bit more than you need to kill anything in 2 uncharged body shots or 1 charged body shot.
Drop the 20% headshot damage definitely
the 10% weapon damage is also droppable, you will still be able to kill anything in 2 uncharged or 1 charged body shot.
granted the 10% weapon damage will let you kill a stasised geth trooper in 2 body shots where only 5/6 of your pellets hit.
that's a very weird and trivial circumstance though, so yeah I'd drop the weapon damage.
don't drop the barrel, you need it or you'll start needing more than a charged body shot or 2 uncharged body shots to kill a cannibal.
you can't quite 1 body shot cerberus with your paladin 1.
Currently I'd recommend dropping weapon damage, definitely drop headshot damage.
but if your paladin ranks up, you might be in a weird scenario where you can start 1 shotting cerberus troopers with body hits and so forth, but you'll probably need the extra weapon damage.
so reconsider weapon damage when you rank up your paladin a bit.
onto your saber 4, you'll be doing extremely low damage, not even enough to kill something in a headshot.
an extended barrel will reduce the number of body shots to kill targets by:
4 -> 3 for cerberus troopers
5 -> 4 for cannibals
and 2 -> 1 headshots for cerberus troopers.
keep the current weapon damage upgrades, they're barely saving you an extra body shot per kill.
same for the headshot bonus, without it you wouldn't be able to 1 shot cerberus.
but the headshot bonus is mostly useless on the other factions.
now for the talon, you can kill most things in 3 shots, assuming everything lands
while normally i'd recommend dropping some weapon damage, since you're doing a bit of overkill on 3 blasts.
talon has much more spread when you aren't scoped
if you're scoping, I'd drop the headshot and weapon damage.
if not, i'd keep the weapon damage, probably not the headshot damage bonus.
#125
Posté 26 mai 2012 - 03:46
Grimy Bunyip wrote...
john-in-france wrote...
Asari Vanguard Huntress 66066. Stasis bubble optimised for +150% damage, passive 20% headshot damage, + 10% weapon damage. Currently use Barrel and choke mods on the Graal X. All enemies.
Asari Sniper Adept 66066. Stasis bubble optimised for +150% damage, passive + 10% weapon damage, Paladin 1 with scope and barrel. Mainly Reapers or Cerberus.
Asari Justicar 66066. Bulwark build - Tank. Passive 20% headshot damage and 10% weapon damage. Saber IV (scope and stability) or Talon 1 (scope and barrel).
Oh and may I say thank you....calibrating would be wonderful
currently your graal will do 1110 damage per shot, a bit more than you need to kill anything in 2 uncharged body shots or 1 charged body shot.
Drop the 20% headshot damage definitely
the 10% weapon damage is also droppable, you will still be able to kill anything in 2 uncharged or 1 charged body shot.
granted the 10% weapon damage will let you kill a stasised geth trooper in 2 body shots where only 5/6 of your pellets hit.
that's a very weird and trivial circumstance though, so yeah I'd drop the weapon damage.
don't drop the barrel, you need it or you'll start needing more than a charged body shot or 2 uncharged body shots to kill a cannibal.
you can't quite 1 body shot cerberus with your paladin 1.
Currently I'd recommend dropping weapon damage, definitely drop headshot damage.
but if your paladin ranks up, you might be in a weird scenario where you can start 1 shotting cerberus troopers with body hits and so forth, but you'll probably need the extra weapon damage.
so reconsider weapon damage when you rank up your paladin a bit.
onto your saber 4, you'll be doing extremely low damage, not even enough to kill something in a headshot.
an extended barrel will reduce the number of body shots to kill targets by:
4 -> 3 for cerberus troopers
5 -> 4 for cannibals
and 2 -> 1 headshots for cerberus troopers.
keep the current weapon damage upgrades, they're barely saving you an extra body shot per kill.
same for the headshot bonus, without it you wouldn't be able to 1 shot cerberus.
but the headshot bonus is mostly useless on the other factions.
now for the talon, you can kill most things in 3 shots, assuming everything lands
while normally i'd recommend dropping some weapon damage, since you're doing a bit of overkill on 3 blasts.
talon has much more spread when you aren't scoped
if you're scoping, I'd drop the headshot and weapon damage.
if not, i'd keep the weapon damage, probably not the headshot damage bonus.
Thank you Grimy
I left the Justicar 20% Headshot as is, simply because the power damage option doesn't work (bug) on the AJA, so I might as well have something that does.
Ummm, why doesn't headshot damage work on the other factions? Is it bugged?





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