vonSlash wrote...
Strict31 wrote...
I used to love the Revenant in ME2, but in ME3, unless I'm rocking a Turian or some stability mods or something that increases accuracy, Only the broad side of a barn needs to fear me. I've used it well with a Human Soldier and some recoil compensation, but again, these are very specific builds and mods.
The Revenant's only flaw is its abysmal accuracy. The recoil may look bad due to the screen shake, but it actually only kicks straight up at a reasonable rate, and with a bit of practice can be compensated for almost entirely, since the screen shake doesn't actually effect the reticule, just your perception of the reticule. Also, the Revenant can fire sustained bursts or even entire clips at a time without putting the user in too much danger so long as you tailor your strategy to your targets (for example, don't stand in the open and try to empty a clip into that Atlas or Cerberus Turret. Take cover and hipfire it instead - the gun won't lose much accuracy, and the enemy fire will often hit your cover, dealing you reduced damage if you get hit at all. Similarly, don't sit in cover if the enemy you're trying to kill is only a few meters away, as you won't need the extra accuracy and the extra mobility can be useful in close quarters) The Revenant does require you to fight at close range, but so long as you keep the enemies within its maximum effective range (which is about the same as Shockwave's, or double that against Brutes and Atlases), then you can take advantage of its power without wasting ammo or time.
Also, to make the most of the Revenant's prodigious DPS, you need Barrel Extension and Piercing Mod. Perhaps after the Earth DLC is released, you could make use of High-Velocity Barrel and a mod of your choice (assuming that doesn't increase weight too dramatically), but until then, the gun's damage output is simply too low if you try using the scope, the clip upgrade, or the stability dampener (which, as I explained before, you don't even need).
Recoil (or more accurately in this game, muzzle climb), for me, is not a problem. I've learned how to use it to my advantage on so many weapons.
With the Rev, the problem is fire spread. The rounds do not go where the reticle is. This becomes quite apparent in the SP shooting range. The only way to counter this is to use either a class or a mod or a consumable that increases the weapon's accuracy.
It's kinda like firing an M-2 .50 cal in real life. Even if the weapon is fired from a fixed mount, the bullets still have a spread.
I've got pretty good trigger control in games like this, and can cap off a single round with automatic fire weapons if I want. In the shooting range, capping off a single round with the Rev, you'll see that this one round does not hit the target where your reticle rests on the target. At any range.
On a Turian character, because they all have Turian Stability, this is not a problem. Or with powers like Marksman. But without those specific powers, you need a mod or a consumable to perform the same function.
From your post, you seem to already know that accuracy is the problem, not recoil...like I say,m I know how to make recoil work to my benefit. That's just an acquired skill on the part of the player. But the only way to fix the inherent inaccuracy of the weapon is with specific builds and/or mods.
I was equiping the Human Soldier with the Rev X, with the penetration mod and the extended barrel mod, along with a stabilization consumable. I'd hit Adrenalin Rush to increase rate of fire substantially, and I was doing pretty good damage to targets slightly beyond medium range. I could even get good hits on targets that were nearly in the category of long range if I'm shooting from cover.
Yes, the accuracy problem diminishes as an issue at close range. But at close range, the lengthy reload time becomes a liability. I guess perhaps you could get around that with a reload-cancel.
*shrugs*