Does weight reduction matter on your squadmates?
#1
Posté 23 juin 2012 - 07:53
For example, should I slap ultralight materials on Liara's SMG, or will her powers have the same cooldown regardless?
Another example, can I give James the heaviest AR and shotty in the game and still expect the same cooldown rate?
Because their cooldowns aren't listed, I assume it doesn't matter, but I wanted to be sure.
#2
Posté 23 juin 2012 - 08:09
#3
Posté 23 juin 2012 - 08:31
masseffect.wikia.com/wiki/Squad_Members_Guide_%28Mass_Effect_3%29
Scroll down towards the bottom of this page and you'll see what each armor type for each squad members gives far as beneficial buffs. This can also be seen in game.
Modifié par Nightmare137, 23 juin 2012 - 08:32 .
#4
Posté 23 juin 2012 - 08:57
#5
Posté 24 juin 2012 - 12:50
#6
Posté 24 juin 2012 - 02:20
#7
Posté 24 juin 2012 - 11:55
capn233 wrote...
Yeah it doesn't matter. Personally I don't like that they made squadmates ignore weapon weight.
Me neither. Alot of the descisions with Shepard is which weapon is best for the weight. With squadmates, you just pile on the heaviest guns.
#8
Posté 24 juin 2012 - 04:32
Drayce333 wrote...
I just want to mention only heat sink, ultra light material and ammo capacity are useless to squadmates for mods.
Ammo mods arnt actually 100% useless to squad members. Although squad members can never run out of ammo they do actually have reload animations which are based around the clip size of the gun they use. With a bigger clip size from an ammo mod they would have to reload a lot less which does actually boost their general damage output.
ULM is the only useless mod for squad members, period.
Modifié par Nightmare137, 24 juin 2012 - 04:32 .
#9
Posté 24 juin 2012 - 04:36
#10
Posté 24 juin 2012 - 06:48
Accuracy, melee damage, weight, anything else? Don't bother putting it on a squad mate. Unless you've specifically built the squad mate out for melee (Vega).
#11
Posté 24 juin 2012 - 08:03
#12
Posté 24 juin 2012 - 08:53
Drayce333 wrote...
I said ammo capacity is useless for squadmates, not magazine capacity. Those are different mods.
For squad members:
- Damage Barrels of all kind = more damage
- Melee Mods of all kinds = more melee damage though squad members rarely have to melee
- Scope/accuracy mods of all kinds = less bullet spread
- Rounds per magazine & the heatsink = more time between how often they reload and determines how long they could end up sitting in cover between shots.
- Piercing Mods of all kinds = cover penetration and more damage to armored units
- ULM = useless since weight has no bearing on squad members
Modifié par Nightmare137, 25 juin 2012 - 02:44 .
#13
Posté 25 juin 2012 - 01:46
[*]Shotguns and Sniper rifles have a Spare Ammo Capacity mod rather than a Magazine Capacity mod which pistols, SMGs, and assault rifles have, the shotgun and sniper ammo mods are useless to companions since they have unlimited ammo. I even said this in my first post about pistol, smg, and assault are the only ones that work. Please read thoroughly next time. Stability is useless for companions since they do not suffer recoil as well.Nightmare137 wrote...
Drayce333 wrote...
I said ammo capacity is useless for squadmates, not magazine capacity. Those are different mods.
Fact that you keep referring to everything as mods is what's very confusing. Regardless I'll go ahead and list everything and how it works...
For squad members:In addition the Ammo powers capacity increase also factors in with the 4th bullet. ULM is the only useless mod for companions
- Damage Barrels of all kind = more damage
- Melee Mods of all kinds = more melee damage though squad members rarely have to melee
- Scope/accuracy mods of all kinds = less bullet spread
- Ammo Capacity of all kinds including the heatsink = more time between how often they reload and determines how long they could end up sitting in cover between shots.
- Piercing Mods of all kinds = cover penetration and more damage to armored units
- ULM = useless since weight has no bearing on squad members
- Stability mods = more stability on squad members weapons
#14
Posté 25 juin 2012 - 02:43
Well sorry, I forgot there were a different type of ammo mod for those 2 weapons. For some reason I was thinking they were all rounds per magazine, yes I know better, but I was on my short little break from work so I wasnt clear headed. I amended my post.Drayce333 wrote...
[*]Shotguns and Sniper rifles have a Spare Ammo Capacity mod rather than a Magazine Capacity mod which pistols, SMGs, and assault rifles have, the shotgun and sniper ammo mods are useless to companions since they have unlimited ammo. I even said this in my first post about pistol, smg, and assault are the only ones that work. Please read thoroughly next time. Stability is useless for companions since they do not suffer recoil as well.Nightmare137 wrote...
Drayce333 wrote...
I said ammo capacity is useless for squadmates, not magazine capacity. Those are different mods.
Fact that you keep referring to everything as mods is what's very confusing. Regardless I'll go ahead and list everything and how it works...
For squad members:In addition the Ammo powers capacity increase also factors in with the 4th bullet. ULM is the only useless mod for companions
- Damage Barrels of all kind = more damage
- Melee Mods of all kinds = more melee damage though squad members rarely have to melee
- Scope/accuracy mods of all kinds = less bullet spread
- Ammo Capacity of all kinds including the heatsink = more time between how often they reload and determines how long they could end up sitting in cover between shots.
- Piercing Mods of all kinds = cover penetration and more damage to armored units
- ULM = useless since weight has no bearing on squad members
- Stability mods = more stability on squad members weapons





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