Modifié par capn233, 05 juillet 2012 - 10:25 .
Disruptor and Warp ammo
#26
Posté 05 juillet 2012 - 10:24
#27
Guest_Air Quotes_*
Posté 05 juillet 2012 - 10:24
Guest_Air Quotes_*
Yuanrang wrote...
You need to compare the damage between Tech Bursts and Biotic Explosions though. Besides, Tech Bursts are already insanely common. As long as there is a class that uses abilities that can detonate TBs around, and you are fast at priming targets, then there will be bursts galore. The problem is that they are not very strong, but they are spamable. That is sort of TBs niche, so disruptor ammo is quite frankly very unnecessary. The only time I use it is when I *know* I won't have someone detonating them, and those situations are god damn rare.Air Quotes wrote...
Mgamerz wrote...
Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot ThrowAir Quotes wrote...
Yuanrang wrote...
If Warp Ammo primed targets for Biotic Explosions, then you would definately see a clear nerf to either Warp Ammo or Biotic Explosions. If BEs were as strong as they are now, with a very strong Ammo power making them very common, then that would just make the WA+BE combination grossly overpowered.
Ironically, this is not a major problem with Tech Bursts because they are fairly weak and very easy to trigger, regardless. Disruptor ammo is not god's gift to an ammo-consuming player, either.
I'm fine with Warp ammo damage nerf. They could prime the target and triggering it would cause low force and damage multiplier explosions. Or even just stagger them.
Shuttle has arrived
Shoot Throw Shoot Throw Shoot Throw Shoot Throw
Extraction complete
Distruptor ammo. Shoot shoot shoot, incinerate, shoot shoot, overload, shoot, arc grenade, extraction complete.
Like I said, explosions with warp ammo could be weak. Or it could take quite a bit of shooting to prime a target. There are ways to make it balanced and fun. I'm not saying that warp ammo should cause warp-shockwave type of explosions.
Modifié par Air Quotes, 05 juillet 2012 - 10:25 .
#28
Posté 05 juillet 2012 - 10:30
IT most definitely strengthens otherwise terrible powers such as pull and singularity (As well as shock-waves lift ability. Missing anything here?)
It also causes targets armor to start absorbing 75% less damage as well.
Its the best ammo power for already AP weapons if you ask me.
#29
Posté 05 juillet 2012 - 10:35
Air Quotes wrote...
Mgamerz wrote...
Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot Throw Shoot ThrowAir Quotes wrote...
Yuanrang wrote...
If Warp Ammo primed targets for Biotic Explosions, then you would definately see a clear nerf to either Warp Ammo or Biotic Explosions. If BEs were as strong as they are now, with a very strong Ammo power making them very common, then that would just make the WA+BE combination grossly overpowered.
Ironically, this is not a major problem with Tech Bursts because they are fairly weak and very easy to trigger, regardless. Disruptor ammo is not god's gift to an ammo-consuming player, either.
I'm fine with Warp ammo damage nerf. They could prime the target and triggering it would cause low force and damage multiplier explosions. Or even just stagger them.
Shuttle has arrived
Shoot Throw Shoot Throw Shoot Throw Shoot Throw
Extraction complete
Distruptor ammo. Shoot shoot shoot, incinerate, shoot shoot, overload, shoot, arc grenade, extraction complete.
You're forgetting that Tech Bursts are not in the same damage magnitude as biotic explosions.
#30
Posté 05 juillet 2012 - 10:37
Bladedrummer wrote...
You're forgetting that Tech Bursts are not in the same damage magnitude as biotic explosions.
You also have to kill your target with the detonator. You don't with BE's. The battlefield would be insanity if WA primed targets.
#31
Posté 05 juillet 2012 - 10:40
#32
Posté 05 juillet 2012 - 10:40
#33
Posté 05 juillet 2012 - 10:48
Besides, warp ammo setting up BE would be ridiculously overpowered.
#34
Posté 05 juillet 2012 - 11:24
eran5005 wrote...
Tech ammo sets up bursts cause bursts are harder to get (you need the target to die from the power for the burst to happen), so ammo setting up for bursts is just a way to even out the field between BE and TB. And it still not even, since ammo is a consumable in MP while biotics are free of charge..
Incorrect. Tech bursts only need an electrical primer (such as Overload, Energy Drain, Disruptor Ammo, or Sabotage) followed by a direct damage or force power (such as Concussive Shot, Throw, Incinerate or Overload; Overload will not detonate Overload). You do not need to kill the target to detonate a tech burst.
Tech Bursts and Biotic Explosions deal the same amount of base damage, but certain Biotic powers such as Warp, Throw and Shockwave have evolutions that can increase the amount of explosion damage.
Fire and cryo explosions require setting the target on fire/freezing the target. The detonating power for a fire/cryo explosion must kill the enemy (unlike tech bursts).
Take the Saber/Viper/Carnifex/Paladin on a Human/Turian Soldier with Concussive Shot, slap on Disruptor Ammo and set off Tech Bursts every 2 seconds (shoot > Concussive Shot = Tech burst!).
#35
Posté 05 juillet 2012 - 11:35
Ronnie Blastoff wrote...
Warp ammo debuffs the target
[citation needed]
#36
Guest_Air Quotes_*
Posté 05 juillet 2012 - 11:37
Guest_Air Quotes_*
RedCaesar97 wrote...
eran5005 wrote...
Tech ammo sets up bursts cause bursts are harder to get (you need the target to die from the power for the burst to happen), so ammo setting up for bursts is just a way to even out the field between BE and TB. And it still not even, since ammo is a consumable in MP while biotics are free of charge..
Incorrect. Tech bursts only need an electrical primer (such as Overload, Energy Drain, Disruptor Ammo, or Sabotage) followed by a direct damage or force power (such as Concussive Shot, Throw, Incinerate or Overload; Overload will not detonate Overload). You do not need to kill the target to detonate a tech burst.
Tech Bursts and Biotic Explosions deal the same amount of base damage, but certain Biotic powers such as Warp, Throw and Shockwave have evolutions that can increase the amount of explosion damage.
Fire and cryo explosions require setting the target on fire/freezing the target. The detonating power for a fire/cryo explosion must kill the enemy (unlike tech bursts).
Take the Saber/Viper/Carnifex/Paladin on a Human/Turian Soldier with Concussive Shot, slap on Disruptor Ammo and set off Tech Bursts every 2 seconds (shoot > Concussive Shot = Tech burst!).
This. He knows what's up.
#37
Posté 05 juillet 2012 - 11:38
#38
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Posté 05 juillet 2012 - 11:40
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Icophesis wrote...
Although it doesn't prime biotics, it does do increased damage against lifted targets.
Wow. Who cares about lifted targets? They are already dead.
#39
Posté 18 mars 2013 - 06:17
Me vs Atlas using Harrier IX (magazine upgrade / extended barrel):
AP IV- 3 clips, Atlas = dead.
Warp IV- 4 clips, Atlas = almost broke through the shields...
Personally, I say AP rounds win.
#40
Posté 18 mars 2013 - 06:22
ToYz_R_RusH wrote...
I dunno, maybe I'm doing it wrong...
Me vs Atlas using Harrier IX (magazine upgrade / extended barrel):
AP IV- 3 clips, Atlas = dead.
Warp IV- 4 clips, Atlas = almost broke through the shields...
Personally, I say AP rounds win.
This guy.
#41
Posté 18 mars 2013 - 06:24
Topographer wrote...
ToYz_R_RusH wrote...
I dunno, maybe I'm doing it wrong...
Me vs Atlas using Harrier IX (magazine upgrade / extended barrel):
AP IV- 3 clips, Atlas = dead.
Warp IV- 4 clips, Atlas = almost broke through the shields...
Personally, I say AP rounds win.
This guy.
#42
Posté 18 mars 2013 - 06:27
cgtrfghj7 wrote...
Topographer wrote...
ToYz_R_RusH wrote...
I dunno, maybe I'm doing it wrong...
Me vs Atlas using Harrier IX (magazine upgrade / extended barrel):
AP IV- 3 clips, Atlas = dead.
Warp IV- 4 clips, Atlas = almost broke through the shields...
Personally, I say AP rounds win.
This guy.
#43
Posté 18 mars 2013 - 06:38
Against Health/Armor:
Warp: 15/25/35/60%
AP: 10/20/30/50%
Against Barriers:
Warp: 30/50/70/120%
AP: 0/0/0/0%
Note: All additive percentages
#44
Posté 18 mars 2013 - 06:40
TRUUU24 wrote...
cgtrfghj7 wrote...
Topographer wrote...
ToYz_R_RusH wrote...
I dunno, maybe I'm doing it wrong...
Me vs Atlas using Harrier IX (magazine upgrade / extended barrel):
AP IV- 3 clips, Atlas = dead.
Warp IV- 4 clips, Atlas = almost broke through the shields...
Personally, I say AP rounds win.
This guy.
That's only true because of the Atlas triple-shot bug and because Warp does not penetrate armor, while AP does.
Try using the Black Widow with AP IV and Warp IV. You will notice the Warp IV doing more. And try warping the atlas first, then you'll notice the BW doing significantly more damage per shot, even if you warped it then used the BW with AP IV.
#45
Posté 18 mars 2013 - 07:08
RoZh2400 wrote...
TRUUU24 wrote...
cgtrfghj7 wrote...
Topographer wrote...
ToYz_R_RusH wrote...
I dunno, maybe I'm doing it wrong...
Me vs Atlas using Harrier IX (magazine upgrade / extended barrel):
AP IV- 3 clips, Atlas = dead.
Warp IV- 4 clips, Atlas = almost broke through the shields...
Personally, I say AP rounds win.
This guy.
That's only true because of the Atlas triple-shot bug and because Warp does not penetrate armor, while AP does.
Try using the Black Widow with AP IV and Warp IV. You will notice the Warp IV doing more. And try warping the atlas first, then you'll notice the BW doing significantly more damage per shot, even if you warped it then used the BW with AP IV.
Why on earth would I bring Warp rounds if I'm going to bring a character with warp? Warp + Inc. Rounds = WAAAY more powerful than warp + any other rounds. And unless the triple-shot bug affects the back of an atlas as well as the canopy, your first statement is incorrect.
#46
Guest_Air Quotes_*
Posté 18 mars 2013 - 07:10
Guest_Air Quotes_*
#47
Posté 18 mars 2013 - 07:42
Because warp round increase damage to target that already in Biotic PowerToYz_R_RusH wrote...
RoZh2400 wrote...
TRUUU24 wrote...
cgtrfghj7 wrote...
Topographer wrote...
ToYz_R_RusH wrote...
I dunno, maybe I'm doing it wrong...
Me vs Atlas using Harrier IX (magazine upgrade / extended barrel):
AP IV- 3 clips, Atlas = dead.
Warp IV- 4 clips, Atlas = almost broke through the shields...
Personally, I say AP rounds win.
This guy.
That's only true because of the Atlas triple-shot bug and because Warp does not penetrate armor, while AP does.
Try using the Black Widow with AP IV and Warp IV. You will notice the Warp IV doing more. And try warping the atlas first, then you'll notice the BW doing significantly more damage per shot, even if you warped it then used the BW with AP IV.
Why on earth would I bring Warp rounds if I'm going to bring a character with warp? Warp + Inc. Rounds = WAAAY more powerful than warp + any other rounds. And unless the triple-shot bug affects the back of an atlas as well as the canopy, your first statement is incorrect.
Warp (Power) Will weaken the target armor
AP mode Ignore some percent of target armor efficiency
Combine AP+Warp+Warp Round on Black Widdow / any powerful weapon will create an awesome significant damage.
correct me if i am wrong.:innocent:
#48
Posté 18 mars 2013 - 07:46
#49
Posté 18 mars 2013 - 07:50
#50
Posté 18 mars 2013 - 07:52
Ant_Ghoman wrote...
Because warp round increase damage to target that already in Biotic PowerToYz_R_RusH wrote...
RoZh2400 wrote...
TRUUU24 wrote...
cgtrfghj7 wrote...
Topographer wrote...
ToYz_R_RusH wrote...
I dunno, maybe I'm doing it wrong...
Me vs Atlas using Harrier IX (magazine upgrade / extended barrel):
AP IV- 3 clips, Atlas = dead.
Warp IV- 4 clips, Atlas = almost broke through the shields...
Personally, I say AP rounds win.
This guy.
That's only true because of the Atlas triple-shot bug and because Warp does not penetrate armor, while AP does.
Try using the Black Widow with AP IV and Warp IV. You will notice the Warp IV doing more. And try warping the atlas first, then you'll notice the BW doing significantly more damage per shot, even if you warped it then used the BW with AP IV.
Why on earth would I bring Warp rounds if I'm going to bring a character with warp? Warp + Inc. Rounds = WAAAY more powerful than warp + any other rounds. And unless the triple-shot bug affects the back of an atlas as well as the canopy, your first statement is incorrect.
Warp (Power) Will weaken the target armor
AP mode Ignore some percent of target armor efficiency
Combine AP+Warp+Warp Round on Black Widdow / any powerful weapon will create an awesome significant damage.
correct me if i am wrong.:innocent:
While what you said is true, the damage being done to the target would mostly be coming from the character that has AP rounds, not warp rounds. If you're going to be using the Warp power, inc. ammo will do more damage to a target than AP rounds, Warp rounds, or any combination of them. Well, technically, I guess it'd be the warp doing the damage, not the inc. rounds, but still... (I assume you're familiar with the warp + Inc. ammo bug?)





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