Mass Effect 3: Is Amplified Concussive Shot (Concussive Shot with Amplification evolution) worth using?
#26
Posté 07 septembre 2012 - 10:35
#27
Posté 08 septembre 2012 - 06:21
#28
Posté 14 décembre 2012 - 04:10
When using the Amplification evolution with Incendiary Ammo, Concussive Shot can prime and detonate its own fire explosions. You need to shoot one Concussive Shot to prime the target for a fire explosion. Then on each subsequent Concussive Shot, it will detonate the fire explosion and then immediately prime the target again for another fire explosion.
This only works on Health and Armor. It does not work on Shields and Barriers.
#29
Posté 14 décembre 2012 - 01:31
The Soldier is officially a caster class now
Modifié par known_hero, 14 décembre 2012 - 01:31 .
#30
Posté 14 décembre 2012 - 05:38
#31
Posté 16 décembre 2012 - 03:15
capn233 wrote...
I'm going to have to try this again. I took my original Soldier through Leviathan yesterday and for some reason it seems like the Fire Explosions are somewhat unreliable, at least on health. Still overall more powerful than it was.
Bump.
Does anyone know the mechanics of Amplified Concussive Shot? My specific question is if the ammo power damage portion of it is based on the base weapon damage of the current weapon (which would make it work like the ammo power mechanic of Sticky Grenades)? That would also imply that on low damage per shot weapons it might not have a 100% prime chance.
#32
Posté 16 décembre 2012 - 03:35
capn233 wrote...
capn233 wrote...
I'm going to have to try this again. I took my original Soldier through Leviathan yesterday and for some reason it seems like the Fire Explosions are somewhat unreliable, at least on health. Still overall more powerful than it was.
Bump.
Does anyone know the mechanics of Amplified Concussive Shot? My specific question is if the ammo power damage portion of it is based on the base weapon damage of the current weapon (which would make it work like the ammo power mechanic of Sticky Grenades)? That would also imply that on low damage per shot weapons it might not have a 100% prime chance.
I used the Typhoon and the Venom shotgun when I ran through Omega, and I had 100% prime chance.
#33
Posté 16 décembre 2012 - 06:03
Just tried it with:capn233 wrote...
capn233 wrote...
I'm going to have to try this again. I took my original Soldier through Leviathan yesterday and for some reason it seems like the Fire Explosions are somewhat unreliable, at least on health. Still overall more powerful than it was.
Bump.
Does anyone know the mechanics of Amplified Concussive Shot? My specific question is if the ammo power damage portion of it is based on the base weapon damage of the current weapon (which would make it work like the ammo power mechanic of Sticky Grenades)? That would also imply that on low damage per shot weapons it might not have a 100% prime chance.
1) Shuriken only
2) Concussive Shot specced for Radius - Recharge Speed - Amplification.
3) No points in passive.
4) 1-point only in Incendiary Ammo
Seems to work 100% of the time: 1st Concussive Shot primes, each subsequent Concussive Shot detonates and primes again. I recorded a video, will try to post it shortly.
What is your cooldown? If you are waiting too long between detonations, the prime can go away. I believe most tech/combat powers prime for only about 3-3.5 seconds. So unless you are very close to 0% weapon weight, you should be able to prime and detonate quite frequently.
#35
Posté 16 décembre 2012 - 09:05
known_hero wrote...
^Now, that's just silly.
The Soldier is officially a caster class now
The other five classes can use any gun of their choice as well as cast powers.
The soldier is an okay caster, but is a brillant weapons master.
Relax. The sentinel, adept and engineer haven't been out casted by the soldier.
Even the Infiltrator and Vanguard haven't been out casted by the soldier.
#36
Posté 16 décembre 2012 - 10:51
The other issue is that when I went back just to see if I could get the detonations, I was not running an ammo power on Aria. Previously she was running either Incendiary or Cryo and I think either of those may have been manipulating the priming.
In any event, if we forget about the priming business, I am still curious about the damage mechanics of amplification. A test that might be interesting is looking to see if there is a damage difference between firing CS scoped and unscoped with a sniper rifle, or switching between weapons with different base damages. All of those things change the ammo damage from a sticky grenade.
Modifié par capn233, 16 décembre 2012 - 10:53 .
#37
Posté 17 décembre 2012 - 04:07
Abraham_uk wrote...
known_hero wrote...
^Now, that's just silly.
The Soldier is officially a caster class now
The other five classes can use any gun of their choice as well as cast powers.
The soldier is an okay caster, but is a brillant weapons master.
Relax. The sentinel, adept and engineer haven't been out casted by the soldier.
Even the Infiltrator and Vanguard haven't been out casted by the soldier.
The soldier shouldn't have ANY casting abilities!!!!
The ONE thing that made the Adept unique in ME2 was blah blah blah. Don't mind me. I'm just venting.
Modifié par known_hero, 17 décembre 2012 - 04:08 .
#38
Posté 17 décembre 2012 - 05:39
#39
Posté 17 décembre 2012 - 09:10
#40
Posté 18 décembre 2012 - 01:37
PnXMarcin1PL wrote...
Amplified Conc is decent with inferno ammo. I know its strange to read something like that, but when you master how to use it, it just takes down 3-6 health bars per detonation oO sp mode
What is there to master? Just keep spamming it until the enemy is dead.
Modifié par known_hero, 18 décembre 2012 - 01:37 .
#41
Posté 19 décembre 2012 - 11:11
known_hero wrote...
PnXMarcin1PL wrote...
Amplified Conc is decent with inferno ammo. I know its strange to read something like that, but when you master how to use it, it just takes down 3-6 health bars per detonation oO sp mode
What is there to master? Just keep spamming it until the enemy is dead.
Sure. Fire/etc detonations are things to master. You need to intuitevely see when you can send conc. for best effect and set an explosion. Previously I just wasted points for Carnage. Once I've learned to use conc shot, its more effective when it's amplified. Ofc I love Carnage power, but not for my build
Thats what I ment in my previous post.
Modifié par PnXMarcin1PL, 19 décembre 2012 - 11:13 .
#42
Posté 20 décembre 2012 - 04:37
Style. Style is what you master. I trained for two hours on how to keep even the most damaged enemies alive and on fire just so I could explode them with FE, all the while keeping steady tempo. All I can say that I still have much to learn.PnXMarcin1PL wrote...
known_hero wrote...
PnXMarcin1PL wrote...
Amplified Conc is decent with inferno ammo. I know its strange to read something like that, but when you master how to use it, it just takes down 3-6 health bars per detonation oO sp mode
What is there to master? Just keep spamming it until the enemy is dead.
Sure. Fire/etc detonations are things to master. You need to intuitevely see when you can send conc. for best effect and set an explosion. Previously I just wasted points for Carnage. Once I've learned to use conc shot, its more effective when it's amplified. Ofc I love Carnage power, but not for my build
Thats what I ment in my previous post.
The new incendiary CS is how you create a caster Soldier. You prime TBs/BEs etc. and do FEs; your team does whatever they've got. Steamrolls the game even faster than prepatch!
#43
Posté 21 décembre 2012 - 01:50
Easy. They both suck.
#44
Posté 21 décembre 2012 - 10:12
Locutus_of_BORG wrote...
Style. Style is what you master. I trained for two hours on how to keep even the most damaged enemies alive and on fire just so I could explode them with FE, all the while keeping steady tempo. All I can say that I still have much to learn.PnXMarcin1PL wrote...
known_hero wrote...
PnXMarcin1PL wrote...
Amplified Conc is decent with inferno ammo. I know its strange to read something like that, but when you master how to use it, it just takes down 3-6 health bars per detonation oO sp mode
What is there to master? Just keep spamming it until the enemy is dead.
Sure. Fire/etc detonations are things to master. You need to intuitevely see when you can send conc. for best effect and set an explosion. Previously I just wasted points for Carnage. Once I've learned to use conc shot, its more effective when it's amplified. Ofc I love Carnage power, but not for my build
Thats what I ment in my previous post.
The new incendiary CS is how you create a caster Soldier. You prime TBs/BEs etc. and do FEs; your team does whatever they've got. Steamrolls the game even faster than prepatch!
Style has it's priice
#45
Posté 22 décembre 2012 - 09:03
#46
Posté 19 février 2013 - 01:16
RedCaesar97 wrote...
Found this little gem while playing the Omega DLC.
When using the Amplification evolution with Incendiary Ammo, Concussive Shot can prime and detonate its own fire explosions. You need to shoot one Concussive Shot to prime the target for a fire explosion. Then on each subsequent Concussive Shot, it will detonate the fire explosion and then immediately prime the target again for another fire explosion.
This only works on Health and Armor. It does not work on Shields and Barriers.
I finally watched the video.
That is pretty crazy!
#47
Posté 21 février 2013 - 11:41
#48
Posté 21 février 2013 - 11:42
#49
Posté 22 février 2013 - 09:16
Gaw_Damnit wrote...
Amplified concussive shot needs to get patched. You should never have a priming power also act as the subsequent detonator. Super broken. Disabling that ability would make Carnage an actually interesting choice for the Soldier. Prime with Amplified Concussive Shot, detonate with Carnage.
You are correct. Priming and Detonating powers cannot be the same (for example, Warp cannot detonate Warp, and Overload cannot detonate Overload). Concussive Shot appears to be the exception, but only when amplified with Incendiary Ammo.
It is likely a bug, but it also may be working as intended. If I recall correctly, all ammo powers except Incendiary Ammo are applied before the weapon damage; Incendiary Ammo is applied after the bullet damage and it deals its damage over a period of time.
So what may be happening here is Incendiary Ammo being applied after Concussive Shot. So while the same power cannot both prime and detonate the same explosion, the priming aspect of Concussive Shot is likely happening after Concussive Shot hits, meaning that Concussive Shot is not considered the priming power (since Incendiary Ammo is applied after and not before Concussive Shot hits).
It should also be noted that this was only noticed after patch 1.04 which allowed you to detonate fire explosions before killing an enemy; previously the detonating power needed to kill the enemy to produce a fire explosion. Before patch 1.04, it was difficult to produce a fire explosion after setting up the enemy with Concussive Shot first.
#50
Posté 12 mars 2013 - 12:45
I was wondering if you tested out Concussive shot with cryo ammo amplification and the shatter evo(5th tier) on CS (which supposedly deals a huge amount of damage to frozen targets). I tried this and kept on spammin CS with cryo amplification, but was unsuccesful (or at least haven't seen any damage difference) with the shatter evo? Is this bugged, or am I just not seeing the damage?





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