Particle rifle+N7 Destroyer = INFINITE DEATH
#51
Posté 16 août 2012 - 11:07
#52
Posté 16 août 2012 - 11:08
#53
Posté 16 août 2012 - 11:17
#54
Posté 16 août 2012 - 11:22
I wouldn't use the PR on most classes, and its not a good 'on the go' weapon since it relies on cover and a rev time heavily, but it sure is nice if you find the right niche w/ it.
Modifié par FlowCytometry, 16 août 2012 - 11:24 .
#55
Posté 16 août 2012 - 11:22
#56
Posté 16 août 2012 - 12:45
#57
Posté 16 août 2012 - 12:49
#58
Posté 16 août 2012 - 12:49
#59
Posté 16 août 2012 - 01:00
I agree with the op that the ppr is great with the destroyer, but it doesn't have to be used exclusively with him or some other tank...
I use my ppr I with pierce and mag all the time on a salarian engineer. It does wonders on platinum. Energy drain set for shield and damage resistance and a decoy and you can shoot that thing all day.
Now back to the destroyer. Why does everyone load him up and make the recharge rate go way negative when using the ppr? If you keep your recharge rate near 0, then if you overheat the ppr you can just turn off dev mode and wait for 2-3 seconds and turn it back on. Voila you are back in business instead of waiting for the 5 second weapon cooldown.
The ppr is deadly even at lvl I in the right hands.
#60
Guest_MastahDisastah_*
Posté 16 août 2012 - 01:03
Guest_MastahDisastah_*
I used magazine size+barrel and AP ammo IV...incendiary are good, but I wanted to try that 25% more damage and I think you can notice the difference, I also used the assault rifle amp gear.
The good thing is that equipping only the PPR if you overheat you just need to disable devastator mode and re-enable it. It's even faster than waiting for the short recharge (1.5 sec cooldown with PPR X).
PS: on platinum is even better than gold because you have even less small enemies hopping/dodging around, on gold, on the other hand, you DO need incendiary rounds to panick the basic troopers which travels in packs.
Modifié par MastahDisastah, 16 août 2012 - 01:05 .
#61
Posté 16 août 2012 - 01:04
#62
Guest_Lathrim_*
Posté 16 août 2012 - 01:06
Guest_Lathrim_*
Stritt57 wrote...
Now back to the destroyer. Why does everyone load him up and make the recharge rate go way negative when using the ppr? If you keep your recharge rate near 0, then if you overheat the ppr you can just turn off dev mode and wait for 2-3 seconds and turn it back on. Voila you are back in business instead of waiting for the 5 second weapon cooldown.
Because you can stop shooting when there's ~5 "bullets" left and pass the need to reload.
Modifié par Lathrim, 16 août 2012 - 01:06 .
#63
Posté 16 août 2012 - 01:17
Most of the time I do stop between 5-15, but if there is a lot going on or I'm not paying attention then it does happen.
It happens to everyone (if you claim you never overheat it then you're full of crap!). It may only be once or twice a match, but if it does happen at the wrong time it can be deadly to you or your teammates.
#64
Posté 16 août 2012 - 03:04
ill_eyggro wrote...
kicsimalac wrote...
Now my particle rifle X has...
I'll stop reading right now... That's just to much bragging
Well, the clip size now goes up with weapon level, and this is why I wrote it. Anyway all I can say is good for you
#65
Posté 16 août 2012 - 03:12
#66
Posté 16 août 2012 - 04:54
Jack Crapper wrote...
Kenadian wrote...
Lathrim wrote...
kicsimalac wrote...
Lathrim wrote...
Kalas321 wrote...
I love it. I got tired of running out of ammo. Fire ammo is better though.
This. Incendiary Rounds are far better for the Particle Rifle.
That is good aswell, but the warp ammo handles shields aswell.
AFAIK Warp Rounds net you a general damage bonus, nothing special against shields and/or barriers.
AFAIK Warp only gives bonuses to health, barriers and armour. It weakens armour as well and gives a damage bonus to lifted enemies.
AFAIK Warp Ammo gives the largest general bonus of 35% (Warp Ammo III). It obviously does do add'l damage to Barriers, but as to how much, I don't know. It also weakens armor. Don't know about health.
Is this not correct?
I've tried both out, and it's hard for me to come to a good conclusion. I did find Warp Ammo worked really well for me. I do also like Incendiary, which I've used more of lately. Will try again tonight with Warp Ammo vs Reapers.
Tried Warp Ammo vs Incendiary Ammo vs Reapers with my HSo. Incendiary does in fact melt everything faster, due to the stacking DOT. Not only this, but Incendiary Ammo also has the benefit of causing panic to unprotected organics, and things will still die after you're done shooting. A few times with Warp Ammo, I ran out of ammo and left a target with 1 bar of health or armor. Very annoying.
I had presumed the 50% armor weakening + the 35% straight damage bonus would somehow allow Warp Ammo to surpass the DPS with Incendiary. Now I know better.
#67
Posté 16 août 2012 - 05:30
Modifié par kicsimalac, 16 août 2012 - 05:30 .
#68
Posté 17 août 2012 - 03:13
Pensrule1985 wrote...
This setup sounds nice. I'll respec and try it. Thanks for the post OP
How do you like it?
#69
Posté 17 août 2012 - 03:23
I'll try it once I level mine up some. It's only level I at the moment.
#70
Posté 17 août 2012 - 03:30
Piranha fills the exact same niche against bosses. I still disagree. PPR is junk. Ramp up kills you.
#71
Posté 17 août 2012 - 03:37
#72
Posté 17 août 2012 - 03:47
Lord Rosario wrote...
Now I just need the Particle Rifle... >.<
Same.*sigh*.
Modifié par CrissRiot, 17 août 2012 - 03:48 .
#73
Posté 17 août 2012 - 03:57
Pedactor wrote...
Terrible against Mooks.
Piranha fills the exact same niche against bosses. I still disagree. PPR is junk. Ramp up kills you.
What are you saying? Melts them to the ground in 3 secs if you point your glorious laser beam at them
#74
Posté 17 août 2012 - 04:00
kicsimalac wrote...
Pedactor wrote...
Terrible against Mooks.
Piranha fills the exact same niche against bosses. I still disagree. PPR is junk. Ramp up kills you.
What are you saying? Melts them to the ground in 3 secs if you point your glorious laser beam at them
On bronze? What?
Oh you have an X, so your uncharged beam works. So the PPR is great against mooks at X. LOL.
I have it at II. It's terrible against mooks and the charge up leaves you out of cover and on top of that, rotten-egg reload animation of 3 seconds.
Ramp-up needs halved, base damage doubled, multiplier at 2x.
Boom, great gun. Still has crap range and ridiculously long reload of doom, but I'll take that tradeoff.
Modifié par Pedactor, 17 août 2012 - 04:00 .
#75
Posté 17 août 2012 - 04:04





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