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Set Phasers to Suck; The Particle Rifle's Stats


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#126
Killahead

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Have tried it out some more now and it definitely does a lot more damage after the first 50 rounds, it has to be more than double, maybe four times as much damage like someone said it does in single player. Once you get to that point, it actually is a pretty good gun, I melted phantoms on gold like nobody's business, and I wasn't using a human/ turian soldier, I was using a batarian sentinel, and my particle rifle is only at level 1. The thing is that this makes you have to anticipate every encounter to charge it up first, or you leave yourself exposed while doing minimal damage. A major drawback, but also what makes the gun unique. I think the "death ray" should be activated earlier, if anything. Either that or an increase to the damage it does before it activates, if it's possible to distinguish the damage done before and after the 50 rounds without a patch.

Modifié par Killahead, 12 juillet 2012 - 05:55 .


#127
ArtGerhardt

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I unlocked the Particle Rifle last night and took it for a spin on silver with a Human Soldier, spec'ed with adrenaline and grenades in mind.

It's kinda awkward to use, but it does to decent damage even without adrenaline. I equipped the clip and AP mods and it drilled down pyro's pretty fast after it charged up a bit.

My biggest complaints are that adrenaline doesn't refill the heat sink, it only brings it to one unit and it still needs to recharge to get decent damage from it. Also, if you run it down to 0, the reload time is way to long. If you hit reload in cover, you cannot cancel it, move out of cover, or fire any powers for at least 3.5 seconds. At that point, you have one unit in the heat sink and it still needs to recharge.

It's effectiveness increases by at least 200% when use an ammo mod. Cyro, incindiary, and distruptor ammo turn into different colors of paint with this gun. Explosive paint.

Modifié par ArtGerhardt, 12 juillet 2012 - 05:59 .


#128
Killahead

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ArtGerhardt wrote..

It's effectiveness increases by at least 200% when use an ammo mod. Cyro, incindiary, and distruptor ammo turn into different colors of paint with this gun. Explosive paint.


I actually haven't tried it out with ammo mods yet, will go and do that now.

#129
rmccowen

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zeypher wrote...

particle rifle in single player has a 4X multiplier when it cranks up to death star mode.

The OP forgot to mention one line from stats, which is protheandmgmultiplier. Which is 4 and activates for charged up beams

If that's true, the numbers do look a little better. At level X it hits 85.6 damage per round after the first 50, which means you get 1070 damage out of those first 50 rounds and 11128 out of the next 130 (assuming you're running an Extended Magazine, and why wouldn't you?)

DPS on those last 130 rounds is 1141, which would be nicely competitive with the Harrier X; obviously more if you can get consistent headshots.

We'll have to wait for someone to post its full stats, I guess. Any PC users around here feel like firing up their Coalesced editor?

#130
CheetahZ1

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The PR was probably the best AR in single player. The only AR that might've been better is a GPR with Incendiary Burst, but I doubt it.

Now this assuming that the above poster is correct with the 4x damage multiplier while charged (which honestly seems reasonable as the gun does ass damage before the charged). That's roughly the third highest automatic weapon DPS in the game.

Now combine that with a large clip size and it becomes decent.

The only thing is, and this is all speculation, is if AR works with the gun, it can get another free 180 shots in charge mode along with a damage bonus. Supposing perfect conditions if you can stay up and keep all bullets the damage will be pretty nuts. Especially since the thing has perfect accuracy.


Ninja'd doesn't work. Now I don't really care about the gun. It's an okay auto, but it's still meh like all the other ones. Revvy will probably work better.

However, being a solid gun with one class, and being okay with the others is one thing.

Now we have to actually come to the reality aspect. If you get caught with your pants down, you're going to have to work much harder to save yourself with a PR than the Hurricane and the Harrier. Also, when you have to return to cover, you lose a whole lot of DPS.

In all honesty, the gun is by no means terrible, and I can't truly judge it without trying or at least seeing it in action with one of my friends whose pretty good at making weapons most people see as "meh" look pretty good

In conclusion, the gun looks decent enough to be Rare tiered. It seems to be very situational to maximize its power while the other great auto weapons are at their maximum efficiency much more often.

Modifié par CheetahZ1, 12 juillet 2012 - 06:11 .


#131
Cyonan

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rmccowen wrote...
If that's true, the numbers do look a little better. At level X it hits 85.6 damage per round after the first 50, which means you get 1070 damage out of those first 50 rounds and 11128 out of the next 130 (assuming you're running an Extended Magazine, and why wouldn't you?)

DPS on those last 130 rounds is 1141, which would be nicely competitive with the Harrier X; obviously more if you can get consistent headshots.

We'll have to wait for someone to post its full stats, I guess. Any PC users around here feel like firing up their Coalesced editor?


The numbers in the MP version is the same. It gets a 4x damage modifier.

#132
Elecbender

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Not concluding anything until you say what the charged mode damage is.

#133
IronRush

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What about infinite ammo?
Are you guys remember that? It is an big advantage.
they can buff it yes, this is a UR weapon, but not soo much.

#134
Killahead

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Cyonan wrote...

rmccowen wrote...
If that's true, the numbers do look a little better. At level X it hits 85.6 damage per round after the first 50, which means you get 1070 damage out of those first 50 rounds and 11128 out of the next 130 (assuming you're running an Extended Magazine, and why wouldn't you?)

DPS on those last 130 rounds is 1141, which would be nicely competitive with the Harrier X; obviously more if you can get consistent headshots.

We'll have to wait for someone to post its full stats, I guess. Any PC users around here feel like firing up their Coalesced editor?


The numbers in the MP version is the same. It gets a 4x damage modifier.


Thought as much. Still think the damage before the 4x kicks in should be increased, as of now you are forced to take the extended mag, meaning that you really just have one mod slot for this gun. On gold it is completely useless before the modifier kicks in. Sure, it doesn't take long before it does, but long enough to get you kill should you try to face an enemy while charging the gun instead of anticipating the encounter and have the 4x damage ready when you aim in. The latter strategy works, but doesn't feel natural in the heat of battle.

Again, it's what makes the gun unique and for that I like it, but a small tweak is in order.

Modifié par Killahead, 12 juillet 2012 - 06:17 .


#135
bobwill

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And, now you know why the Protheans lost. :-)

#136
himohillo

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bobwill wrote...

And, now you know why the Protheans lost. :-)


Protheans used Particle Rifles, this cycle uses M8 Avengers. No wonder we needed Crucible.

#137
LeonLionHart

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Father Superior wrote...



You are being really narrow-minded. "Shoot, deal damage, end of story" is the overly simplified equation for guns and it is not clear enough to be any real argument. What about the Scorpion? That doesn't do the damage immediately, does that make it a bad gun? What about the Javelin? It can only fire one shot per reload and that one shot is almost always eaten up by shield-gate. Because the Javelin can do the most damage per shot, does that make it the best gun? No, because you are forgetting that there are more factors than just damage when judging a gun's usefulness. The Particle Rifle has infinite ammo, perfect accuracy and a relatively high rate of fire. That alone would make it fairly useful, but to top it off, it also gets a significant damage increase after the sustained fire of 50 rounds, leaving 50/130 leftover with the supercharged damage. This makes it unique from the other weapons and requires strategy to use to its full potential.



Correction #1: The Javelin cannot do the most damage per shot, that would be the M300 Claymore.
Correction #2: Unless you are referring to Bronze or Silver matches, the Particle Rifle's stats (As presented by OP) just don't stand up to par, and will most likely have you the subject of much reviving in an attempt to reach it's full potential through charge-up.
Correction# 3 And... sorry, but when it comes to Gold matches (and soon to be platinum) a weapons damage is VERY much the most important and defining factor in it's usage. Quite frankily we don't have time for you to stand behind a wall and charge a shot while we hammer away at a Banshee with our Sabers and Widows.

Of course you will most likely be proven wrong in the coming balance adjustments anyway, so why do I even bother? <_<

PS: If your a bronzy/silver kinda guy, then the particle rifle is probably for you. Move up to Gold and your attitude will change really quick. 

#138
rmccowen

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Killahead wrote...

Still think the damage before the 4x kicks in should be increased, as of now you are forced to take the extended mag, meaning that you really just have one mod slot for this gun. On gold it is completely useless before the modifier kicks in. Sure, it doesn't take long before it does, but long enough to get you kill should you try to face an enemy while charging the gun instead of anticipating the encounter and have the 4x damage ready when you aim in. The latter strategy works, but doesn't feel natural in the heat of battle.

A thought: the amount of time it takes the Particle Rifle to kick into high-damage mode is about the same amount of time it takes to empty an entire Harrier clip, with the Extended Magazine--with passives that's probably 5000+ damage downrange in the time it takes the PR user to finish getting ready to fight.

I think the charge time has to be shorter.

#139
jamesfrom818

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Clearly the solution is to nerf the Avenger.

#140
LeonLionHart

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jamesfrom818 wrote...

Clearly the solution is to nerf the Avenger.


This.

#141
Father Superior

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MrFuddyDuddy wrote...

I wanna see this thing take out an Atlas on Gold, bare with no amps or passives and it would take something like 140 seconds of continuous fire to solo one, let alone like 5 or 6 in the later waves.


Do you have any idea how long it would take to take down a Gold Atlas solo without any other outside help like amps with other guns? Still a long f*cking time. And with the Particle Rifle, you don't need to constantly run to an ammo box while the Atlas slowly regenerates its shields back. Just because something isn't a gun for solo runs doesn't mean it isn't a good gun, it just means it fits into a different niche.

#142
SinerAthin

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Father Superior wrote...

MrFuddyDuddy wrote...

I wanna see this thing take out an Atlas on Gold, bare with no amps or passives and it would take something like 140 seconds of continuous fire to solo one, let alone like 5 or 6 in the later waves.


Do you have any idea how long it would take to take down a Gold Atlas solo without any other outside help like amps with other guns? Still a long f*cking time. And with the Particle Rifle, you don't need to constantly run to an ammo box while the Atlas slowly regenerates its shields back. Just because something isn't a gun for solo runs doesn't mean it isn't a good gun, it just means it fits into a different niche.


I take an Atlas down just fine with my Reegar, Claymore, Harrier etc.

#143
Killahead

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rmccowen wrote...

Killahead wrote...

Still think the damage before the 4x kicks in should be increased, as of now you are forced to take the extended mag, meaning that you really just have one mod slot for this gun. On gold it is completely useless before the modifier kicks in. Sure, it doesn't take long before it does, but long enough to get you kill should you try to face an enemy while charging the gun instead of anticipating the encounter and have the 4x damage ready when you aim in. The latter strategy works, but doesn't feel natural in the heat of battle.

A thought: the amount of time it takes the Particle Rifle to kick into high-damage mode is about the same amount of time it takes to empty an entire Harrier clip, with the Extended Magazine--with passives that's probably 5000+ damage downrange in the time it takes the PR user to finish getting ready to fight.

I think the charge time has to be shorter.


Although it would take away some of its uniqueness, I agree that this is probably the best way to make this rifle viable for gold (not to mention platinum!).

#144
scheherazade

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spudspot wrote...

I can't really tell... I don't know the difficulty and how many other squadmates are targetting that Atlas, but it seems to drop fairly quick once its shields are down. Maybe there's a multiplier against armor as well? Armor damage reduction would otherwise be really crippling to the gun, even with mods.


Wow, that was painful to watch.

-scheherazade

#145
WaffleCrab

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IMHO only thing going for it over other AR's(not counting striker and falcon sadly :S ) is its rate of applying ammo powers... which... is not good if you already got falcon or striker at X. considering how heavy it is >_< as it is now, that gun should be uncommon :S

#146
Pedactor

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bobwill wrote...

And, now you know why the Protheans lost. :-)


Javik was from the end of the Prothean-Reaper war.

This wasn't even close to what they were using.  It was designed around not needing ammunition, not around being powerful because they had no supply lines. 

#147
Pyro666999

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Dokteur Kill wrote...

Wow. That's absolute arse.

Unless the charge up mechanism at least triples the per-shot damage, the charge up isn't going to help you at all against gold-level armoured enemies. It's actually so weak that even piercing mod doesn't really do much to help you against armour.


The armored bosses are actually the only exsception, they're slow andbig so you can discharge the whole thing into it at once, do it 2-3 times and it's dead -..-

#148
Creakazoid

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So is it verified for certain that the damage multiplier is actually actively in use and not just "there" for multiplayer?

#149
Father Superior

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LeonLionHart wrote...

Father Superior wrote...



You are being really narrow-minded. "Shoot, deal damage, end of story" is the overly simplified equation for guns and it is not clear enough to be any real argument. What about the Scorpion? That doesn't do the damage immediately, does that make it a bad gun? What about the Javelin? It can only fire one shot per reload and that one shot is almost always eaten up by shield-gate. Because the Javelin can do the most damage per shot, does that make it the best gun? No, because you are forgetting that there are more factors than just damage when judging a gun's usefulness. The Particle Rifle has infinite ammo, perfect accuracy and a relatively high rate of fire. That alone would make it fairly useful, but to top it off, it also gets a significant damage increase after the sustained fire of 50 rounds, leaving 50/130 leftover with the supercharged damage. This makes it unique from the other weapons and requires strategy to use to its full potential.



Correction #1: The Javelin cannot do the most damage per shot, that would be the M300 Claymore.
Correction #2: Unless you are referring to Bronze or Silver matches, the Particle Rifle's stats (As presented by OP) just don't stand up to par, and will most likely have you the subject of much reviving in an attempt to reach it's full potential through charge-up.
Correction# 3 And... sorry, but when it comes to Gold matches (and soon to be platinum) a weapons damage is VERY much the most important and defining factor in it's usage. Quite frankily we don't have time for you to stand behind a wall and charge a shot while we hammer away at a Banshee with our Sabers and Widows.

Of course you will most likely be proven wrong in the coming balance adjustments anyway, so why do I even bother? <_<

PS: If your a bronzy/silver kinda guy, then the particle rifle is probably for you. Move up to Gold and your attitude will change really quick. 


Read my sig. Do you think I play Bronze/Silver<_
  • #1: I'm not going to bother doing the math right now, but I'm fairly sure that the Geth Infiltrator tailored for damage can put out the most damage in a single shot using the Javelin, though most of the time it is negated by shield gate. The sole reason people think the Claymore does more damage per shot is because it is blessed with the power to ignore shield gate. If you were to remove shield gate, Javelin would be the ultimate WMD.
  • #2: The stats also say that my Arc Pistol does more damage than my Carnifex. I guess that makes the Carnifex useless because the Arc Pistol does more damage per shot and has a higher fire rate, according ot the stats at least. The stats also say that my GPS has a lower accuracy than my Graal. Guess the GPS is obsolete now, considering the two have very similar damage outputs, according to the stats. And would you look at that, the Krysae has a lower damage output than the Widow and the Kishock! Guess that means that using the Krysae means sacrificing some damage, huh? Well, at least that's what the stats say.
  • #3. Weapon damage is not the sole thing that wins Gold matches, you still need accuracy, capacity and low weight for power usage (often the key component to winning Gold). If you have a Harrier or Widow you'll dish out a lot of damage, but you're gonna be sorry when you run out of ammo, expose yourself to fire and find the area you were trying to keep clear overrun. And check your elitist 'tude, you have no right to be condescending towards someone you don't know. I have a Widox X and Saber IX, I think I know a thing or two about those guns and I can tell you with certainty that power doesn't always mean more damage done, it just mean damage per shot. It may not seem like it without paying close attention, but you can strip down a Atlas/Prime's shields more reliably using a GPSMG than you can with a one-shot gun like the Widow.
  • It was bad enough that you felt the need to be an condescending, elitist d-bag without any idea who you were talking to in your "corrections", but did you really need to put the cherry on top of the a**hole sundae by saying "You'll probably get proven wrong in the balance changes anyway hurr durr"? Seriously, you need to start saying no to the ice cream and start choking down a nice low-fat piece of humble pie. Maybe two.

    #150
    BoomDynamite

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    Pyro666999 wrote...

    Dokteur Kill wrote...

    Wow. That's absolute arse.

    Unless the charge up mechanism at least triples the per-shot damage, the charge up isn't going to help you at all against gold-level armoured enemies. It's actually so weak that even piercing mod doesn't really do much to help you against armour.


    The armored bosses are actually the only exsception, they're slow and big so you can discharge the whole thing into it at once, do it 2-3 times and it's dead -..-

    Pyro's.