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#51
MacGarrus

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denarius15 wrote...

         c. Krogan
        1) Sample Build
           a) Tech Armor: 1-3, 4b, 5a, 5b
           B) Incinerate: none
           c) Lift Grenade: 1-3, 4a, 5b, 6b
           d) Krogan Berserker: 1-3, 4a, 5a, 6b
           e) Rage: 1-3, 4b, 5b, 6b
           f) This is a non-powers build, as there are no cool downs one may equip the heaviest of weapons.  Grenades as always should be reserved for massed troops and boss level enemies.  This type of grenade can be used to set off biotic detonations on targets that may have been primed by teammates. 
              - Krogans have a special ability called rage.  If you kill two (must be trained) or three melee kills within 30 seconds you will go into a rage for 30 seconds time.  This may be kept up with additional melee kills.  When in enraged you receive a bonus to your melee, but more importantly damage protection.  Enraged Krogans are much harder to kill and able to act as tanks for the rest of the team.  This doesn't mean your invulnerable, just harder to kill.  Melee attacks aren't recommended on higher difficulties unless used on the weakest enemies, e.g. husks, or troopers. While it's great, don't become so enamored of getting into a rage mode at the cost of becoming a liability to the team.
        2) Gun: Widow or Black Widow with piercing and damage mods.  Secondary weapon of Reegar Carbine with piercing and damage mods.


I ran a Krosent built similarly to yours for a long time and found it lacking in a few ways. The melee did too little damage, this made the second problem worse and meant you had to finish off anything you smashed with a gunshot, follow up melee or TA detonation. The second problem is you're never in Rage mode often enough, you'll usually be shooting enemies since your melee's too weak to kill and as such you're missing out on a major component of Krogan dominance. These two problems can be overcome by replacing the Fitness Expert evo with Pure Rage. You're losing about 300 shields and health but gaining the massive damage melee bonus and a further bonus to melee and DR by being able to use Rage more often. Win/win.

The weapon choice seems iffy too, the rifles are okay but lack in effectiveness on latter difficulties and pale in comparison to other tools. The Krogan Sentinel benefits best from a Falcon without a doubt, especially since the Omniblade mod came out. The stagger makes Phantoms free points, keeps fire off you while you move around and spreads ammo power goodness over a wide area. The Reegar is an excellent choice since it has a hidden benefit specific to Krogans and other heavies: it keeps firing during stun animations. You'll not be losing out in damage output when you're stunned while using the Reegar, since you'll be using Falcon/Heavy Melee to sweep mooks away, the Reegar's low ammo is mitigated completely since its' high damage is reserved for bosses.

Krogan tactics should be take point, bulldoze through enemies with liberal application of heavy melees, Lift Grenades and Falcon fire, heavy melees are the key to your survival, getting the extra Damage Reduction from Rage as well as swating trash aside quickly with it. Shooty bosses can be dealt with using the Reegar from cover or by tanking them with repeated heavy melee use while teammates shoot them to death, Banshees should either be escaped from or killed on stairs/a ramp.

As for whether Tech Armor should be specced Power or Melee damage bonus, that's preference. Both are extremely good equally, I just prefer the melee bonus myself.

Lift Grenades also don't detonate Biotic Explosions, only prime them by lifting enemies.

I'm not saying your build isn't good, just offering substitutes.

#52
silencekills

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 It's good info.

Honestly though, I know I would never have taken the time to read through the entire thing, even when I was just starting out.

#53
EricPhail

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Question: No love for the Indra?

#54
denarius15

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MacGarrus wrote...

denarius15 wrote...

         c. Krogan
        1) Sample Build
           a) Tech Armor: 1-3, 4b, 5a, 5b
           B) Incinerate: none
           c) Lift Grenade: 1-3, 4a, 5b, 6b
           d) Krogan Berserker: 1-3, 4a, 5a, 6b
           e) Rage: 1-3, 4b, 5b, 6b
           f) This is a non-powers build, as there are no cool downs one may equip the heaviest of weapons.  Grenades as always should be reserved for massed troops and boss level enemies.  This type of grenade can be used to set off biotic detonations on targets that may have been primed by teammates. 
              - Krogans have a special ability called rage.  If you kill two (must be trained) or three melee kills within 30 seconds you will go into a rage for 30 seconds time.  This may be kept up with additional melee kills.  When in enraged you receive a bonus to your melee, but more importantly damage protection.  Enraged Krogans are much harder to kill and able to act as tanks for the rest of the team.  This doesn't mean your invulnerable, just harder to kill.  Melee attacks aren't recommended on higher difficulties unless used on the weakest enemies, e.g. husks, or troopers. While it's great, don't become so enamored of getting into a rage mode at the cost of becoming a liability to the team.
        2) Gun: Widow or Black Widow with piercing and damage mods.  Secondary weapon of Reegar Carbine with piercing and damage mods.


I ran a Krosent built similarly to yours for a long time and found it lacking in a few ways. The melee did too little damage, this made the second problem worse and meant you had to finish off anything you smashed with a gunshot, follow up melee or TA detonation. The second problem is you're never in Rage mode often enough, you'll usually be shooting enemies since your melee's too weak to kill and as such you're missing out on a major component of Krogan dominance. These two problems can be overcome by replacing the Fitness Expert evo with Pure Rage. You're losing about 300 shields and health but gaining the massive damage melee bonus and a further bonus to melee and DR by being able to use Rage more often. Win/win.

The weapon choice seems iffy too, the rifles are okay but lack in effectiveness on latter difficulties and pale in comparison to other tools. The Krogan Sentinel benefits best from a Falcon without a doubt, especially since the Omniblade mod came out. The stagger makes Phantoms free points, keeps fire off you while you move around and spreads ammo power goodness over a wide area. The Reegar is an excellent choice since it has a hidden benefit specific to Krogans and other heavies: it keeps firing during stun animations. You'll not be losing out in damage output when you're stunned while using the Reegar, since you'll be using Falcon/Heavy Melee to sweep mooks away, the Reegar's low ammo is mitigated completely since its' high damage is reserved for bosses.

Krogan tactics should be take point, bulldoze through enemies with liberal application of heavy melees, Lift Grenades and Falcon fire, heavy melees are the key to your survival, getting the extra Damage Reduction from Rage as well as swating trash aside quickly with it. Shooty bosses can be dealt with using the Reegar from cover or by tanking them with repeated heavy melee use while teammates shoot them to death, Banshees should either be escaped from or killed on stairs/a ramp.

As for whether Tech Armor should be specced Power or Melee damage bonus, that's preference. Both are extremely good equally, I just prefer the melee bonus myself.

Lift Grenades also don't detonate Biotic Explosions, only prime them by lifting enemies.

I'm not saying your build isn't good, just offering substitutes.


Thanks for chiming in.  More and varied builds are definitely useful for people.  I don't personally run any melee builds in platinum.  Too easy to get killed with all the bosses running around.  Still, props to anyone that can.  As for the lift grenades you might want to recheck them.  They can both prime and detonate. 
http://masseffect.wi...ki/Power_Combos
http://social.biowar...3/index/9629730

#55
ReverendBeast

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You deserve many kudos for your effort!
Thanks for sharing!

#56
denarius15

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EricPhail wrote...

Question: No love for the Indra?


I keep trying to use it, but just don't care for it.  It just seems to have less DPS than other options for the builds I want to put it on.  It's an alright gun certainly, but that list I created wasn't about all the guns one could take into a gold or plat match, just "some" of the top ones.  I'd say works best on the Turian Soldier, N7 Destroyer, and any of the Infiltrators.  They seem to get the most out of it.  I've friends who use that gun fairly consistently so it's definitely viable.

#57
DarklighterFreak

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good job buuuuut.... no salarian infiltrator Black Widow build? I am disappoint ;)

#58
Mzzl

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Sesca5 wrote...

Sweet guide! Commenting so I can remember where this is.


On a completely off topic note: Your profile picture is nice. How do you upload a custom profile picture?

#59
denarius15

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Weapons Guide Part I

Several people have made comments on various guns so I thought I'd put together some information regarding all of the ones that I personally believe are viable on Gold and Platinum difficulties.  I'll post the information in three parts so it isn't really long. This information is just my personal opinion. Other people may have recommendations that differ from mine and are entirely valid. On a side note any DPS for the listed guns are at X in most cases. Two of them are listed at the rank I have them and are noted as such.


General Tips:
Head shots: Generally when shooting an enemy one "should" be going for head shots. They have a x2.5 multiplier. If one uses the cranial trauma system, it can multiply headshot damage by a further 1.4.  People often work on and develop the skill for these in Bronze and Silver.
Note however that boss level enemies are not affected by them. Specifically, Geth Primes, Atlases, Brutes, and Banshees. Because of this alone I never choose "head shot" evolutions on any builds I use. The lesser enemies are quickly taken out as it is with regular un-augmented head shot(s) even on Gold and Platinum difficulties.

Stability mods: I'm not a big fan of stability mods, or even the Stabilization Module for armor.  It makes certain guns easier to use. But in so doing you've reduced the potential DPS you could have had without. I personally feel that any kick on a weapon should be compensated for. The Turian soldier, and Turian sentinel have the ability to reduce this kick so make such weapons easier to use.

Scope mods: Again I'm not a big fan of these for a reason similar to what I expressed above.  Making a gun easier to use at the expense of lowering your DPS with it isn't the best way to go. It does however have the advantage of tightening the bullet spread of a gun. I will use it on certain guns for particular builds, but not very often.


class Information:
Certain classes are better with guns than others because of the abilities they can spec into. These are the pertinent ones that aren't shared with any other classes.

  Batarian Enforcer: Increases a weapons damage and spare ammo depending on evolution choices. Very handy for weapons that run out of ammo often.
  Turian Veteran: Increases a weapons damage and stability depending on evolution choices. Useful for those weapon with a kick.
  Devastator Mode: Increases a weapons damage, rate of fire, and magazine size depending on evolution choices.
  Hunter Mode: Increases a weapons damage, accuracy, and rate of fire depending on evolution choices.
  Marksman: Increases a weapons accuracy, and rate of fire.


Terms:
AOE (Area Of Effect):
- All AOE weapons can apply ammo effects on any enemy within the blast radius.
- All AOE weapons stagger most opponents. This is especially useful for hunters and phantoms.
- Never equip piercing mods on an AOE weapon, as it has no effect.

Charged Guns:
 - Charged guns do the full damage only when charged. The display in the weapons selection screen
reflects the charged state.
 - Running, melees, and using powers can be done while charging any gun capable of doing so.
   -- This can be taken advantage of. Here are two instances...
      --- During a vanguard charge (power), charge your gun and release upon impact.
      --- Start charging your gun during a melee and release upon completion for an additional shot.
 - Certain events will caused a charged gun to fire off.
   -- Falling, climbing ladders, or going over barriers (this doesn't cause it to fire but will restart the charge)
   – Taking cover
   -- Reviving a team mate or working on a device (this is important as it will stop whatever your doing and you'll have to restart it). Release the charge before doing either.
   -- Being staggered
      --- To which the gun firing is a good thing. It can save you if this happens.
 - Charging after a cloak will remove the cloak, but one may start the charge before a cloak without a problem.

Projectile Weapons:
 - These guns fire projectiles that take time to hit a target. This must be considered when firing the gun.
 - Often one must "lead" a target in order to score a hit.
   -- Leading is a concept of aiming and firing at where the target will be as opposed to where it currently is.
 - These weapons are susceptible to lag so if your connection to the host is a bad one your going to miss a lot of shots.

VROF (Variable Rate Of Fire):
 - These guns all have a wind up. Meaning as one continues to fire the rate of fire will increase and thus the gun will do more damage. Due to the time it takes to wind up these guns you will be out in the open for a period of time. Be sure to take that into account.



*** Uncommon/Silver ***

M-5 Phalanx
Mods: Piercing and damage
Ammo: Any of them, depends on the build
class: Extremely light gun and thus an option for classes that require a 200% cool down.
Reload Cancel DPS: 486
Notes:
- Manufactured by the Alliance thus is a human gun for people who like to do all one race with appropriate weapons type of matches.

M-9 Tempest
Mods: Heat sink and high velocity barrel
Ammo: Any of them, but given it's fully auto ability Disruptor for tech bursts is a good option.
class: Best used on the Turian Soldier because of it's kick
Reload Cancel DPS: 552.2
Note: Probably not the best idea to use disruptor ammo if one is going to use a biotic class.

M-13 Raptor
Mods: Piercing and damage
Ammo: Any of them, depends on the build
class: Perhaps best used on some of the caster classes such as engineers where a 200% cool down
isn't required.
Reload Cancel DPS: 483.1
Notes:
- May be hip fired with minimal damage penalty
- The Raptor is a human manufactured gun for people who like to do all one race with appropriate weapons type of matches.

M-96 Mattock
Mods: Piercing and damage
Ammo: Any of them, depends on the build
class: Perhaps best used on some of the caster classes such as engineers where a 200% cool down isn't required.
Reload Cancel DPS: 730.2

Phaeston
Mods: Piercing and damage
Ammo: Any of them, but given it's fully auto ability Disruptor for tech bursts is a good option.
class: Perhaps best used on caster classes. It's lighter than the Mattock so it will result in a better cool down.
Reload Cancel DPS: 456.5
Note:
- Probably not the best idea to use disruptor ammo if one is going to use a biotic class.
- The Phaeston is a Turian manufactured gun for people who like to do all one race with appropriate weapons type of matches.

Modifié par denarius15, 26 septembre 2012 - 04:03 .


#60
denarius15

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Weapons Guide Part II

*** Rare/Gold ***

Acolyte
Mods: Capacity and damage
Ammo: Any of them, depends on the build
class: Many builds can use this gun, but it is perhaps best suited to biotic classes with powers that only effect unshielded health based targets.
Reload Cancel DPS: 201
Notes:
- The Acolyte is an AOE weapon.
– Bouncing the bullets will cause a larger AOE than a direct shot.
- The Acolyte is a charged gun. Unlike the other guns of that sort is can ONLY be fired when in its charged state.
- The Acolyte is a projectile weapon.
- The Acolyte is best suited for damaging shields/barriers. It does more damage (500%) to them than any other gun to date.
- The ammo from this gun can be bounced into areas out of LOS (Line Of Sight).
- The Acolyte is an Asari manufactured gun for people who like to do all one race with appropriate weapons type of matches.

Disciple
Mods: Many, it depends on the build, but most commonly piercing and damage. Damage may be swapped for melee on certain builds.
Ammo: Any of them, depends on the build
class: This is the lightest shotgun so it can perhaps is best used for vanguards that require a high cool down. when used on one the charge evolution of weapon synergy is useful for a head shot directly after a charge.
Reload Cancel DPS: 416.8
Notes:
- The Disciple is an Asari manufactured gun for people who like to do all one race with appropriate weapons type of matches.

M-37 Falcon
Mods: Capacity and damage
Ammo: Any of them, depends on the build.
class: This is a heavy gun, it is perhaps best suited to soldier and some sentinel classes where cool down isn't important.
Reload Cancel DPS: 199
Notes:
- The Falcon is an AOE weapon.
- The Falcon is a projectile weapon.
- The ammo from this gun can be bounced into areas out of LOS (Line Of Sight).

Geth Plasma Shotgun
Mods: Damage, and either capacity or melee (dependent on the build)
Ammo: Any of them, depends on the build.
class: Good choice for melee classes, but also definite options for both the Geth Engineer and the Geth Infiltrator.
Reload Cancel DPS: 492.2
Notes: Because of its many abilities this is one of the most useful and popular guns available.
- The GPS is a charged gun.
- The GPS is a projectile gun.
-- Shots from the GPS curve (slightly) to correct for target movement, if the target was highlighted in red at the time of the shot. This somewhat alleviates the problems associated with it being a projectile gun.
- Do not equip the follow mods (they will have no effect): piercing, or choke
- The GPS ignores armor damage reduction (thus useful for armored opponents) and shield gate.
- The GPS will stagger most opponents. This is especially useful for hunters and phantoms.
- The GPS can't score head shots.
- The Geth Plasma Shotgun is a Geth manufactured gun for people who like to do all one race with appropriate weapons type of matches.

Geth Pulse Rifle
Mods: Piercing and damage. It is entirely viable to replace the damage mod with a scope to tighten the bullet spread.
Ammo: Any, but disruptor for tech bursts is probably best
class: Caster classes, most especially the engineers
Reload Cancel DPS: 413.6
Note:
- This gun is fairly low powered in regards to DPS. However, if combined with disruptor ammo and a class able to capitalize on that for tech bursts it can be made effective. Outside of that particular setup I wouldn't use it on the higher difficulties.
- The Geth Pulse Rifle is a Geth manufactured gun for people who like to do all one race with appropriate weapons type of matches.

Graal Spike Thrower
Mods: Damage and choke, the choke may be swapped out for melee or capacity
Ammo: Any, but piercing has a reduced effect only causing additional damage
class: Many, perhaps best for soldier, and some sentinel however given its weight
Reload Cancel DPS: 476.3
Notes:
- The Graal is a charged gun.
- The Graal is a projectile weapon.
- The Graal is very accurate and may be used at distance.
- The Graal ignores armor damage reduction making it very useful for armored targets.
- The Graal is a Krogan manufactured gun for people who like to do all one race with appropriate weapons type of matches.

Kishock Harpoon Gun
Mods: Damage and capacity
Ammo: Any of them, depends on the build
class: Soldiers, Infiltrators, and some Sentinels
Reload Cancel DPS: 419.6
Notes: Weird gun in general, it has idiosyncrasies
- The Kishock is a charged gun.
- The Kishock is a projectile weapon.
- Head shots with the Kishock do +300% damage unlike other guns.
- Does not penetrate cover equipping a mod or ammo for it is not going to change this.
- Does ignore armor damage reduction and thus is useful for armored opponents.
- It will pierce through a guardians shield.
- Causes only part of it's damage upon impact, the rest is a DOT effect representing bleed damage
- May be hip fired without penalty
- The Kishock is a Batarian manufactured gun for people who like to do all one race with appropriate weapons type of matches.

M-6 Carnifex
Mods: Piercing and damage
Ammo: Any of them, depends on the build
class: Best used on caster classes where high cool downs are required
Reload Cancel DPS: 485.7

M-25 Hornet
Mods: Heat sink and high velocity barrel
Ammo: Any of them, depends on the build
class: Best used on caster classes where a high cool downs are required
Reload Cancel DPS: 616.5
Notes:
- This gun has a bit of a kick, but it can be compensated for. Unfortunately that makes it a fairly close range gun when used by anyone other than a Turian. One trick to aim at the feet of the target. Because of the kick it will generally end up doing a head shot by the time the clip is expended.
- The Hornet is a Cerberus manufactured gun for people who like to do all one race with appropriate weapons type of matches.

M-76 Revenant
Mods: Piercing and damage, damage may be swapped out for a scope to tighten the bullet spread
Ammo: Any of them
class: Turian Soldier, N7 Destroyer
Reload Cancel DPS: 671.4
Notes:
- One of the higher DPS ARs (assault rifles)
- The gun is heavy and isn't a good choice for any caster class.
- Movement speed is reduced while firing. Krogans and Batarians aren't affected by this, but don't make the best choices for the gun due to bullet spread.
- The bullet spread is very wide. So unless your close to mid ranged your going to miss most of your shots. This is somewhat alleviated by the two recommended classes. A Geth with Hunter Mode can also tighten the bullet spread but I wouldn't generally recommend it's use for them.
-- Because of the close range nature of the gun you will not want to use it on the weaker classes.
- Because of the high DPS I see many people trying to use it on a variety of classes. Let me reiterate you can only really use it on the two recommended classes. Putting this particular gun on an Asari Adept for instance is a good way to get kicked from a Gold or Plat game.

M-98 Widow
Mods: Piercing and damage
Ammo: Any of them, depends on the build
class: Soldier, sentinels, and infiltrators
Reload Cancel DPS: 442
Notes:
- This is a high damage weapon. Not in actual DPS, but rather per shot. Because of this it is possible to take out certain enemies in one or two shots. One of the best builds to use it on is a Salarian Infiltrator in the following cycle: cloak, energy drain, fire.
- The Widow has innate penetration abilities allowing it to bypass the shield of a guardian.

M-300 Claymore
Mods: Choke, and damage. Damage can be swapped out for piercing depend on ammo availability.
Ammo: Piercing or warp dependent on mod selection
class: Many of them, but due to its weight should be left off caster classes
Reload Cancel DPS: 668.1
Notes:
- This is the most damaging gun in the game on a single shot bases. It is possible to one shot many of the lower level enemies even on Gold and Platinum.
- Really shines when combined with cloak, debuffs, or adrenaline rush.
- Designed and produced by humans but initially used solely by Krogans, for people who like to do all one race with appropriate weapons type of matches.

N7 Piranha
Mods: Choke and damage, damage may be swapped out for piercing depending on ammo availability
Ammo: Piercing or warp dependent on mod selection
class: Many of them
Reload Cancel DPS: 1043.4
Notes:
- Maxed out is a fairly light gun. And can be a good choice for some of the caster classes.
- It has a wide spread and thus is extremely close range. The choke mod will extend this somewhat to a mid range. The Destroyer, Geth, and Turian Soldier can alleviate this to an extent extending it's range further.
- Yes, it's good at least for now. It's also pretty easy to use. Between the weight and the DPS of the gun many people are using it for most of their classes. However, as good as it is I try not to use it on that many classes. One reason is because I don't want it to keep getting nerfed. But also because there are other really decent guns and builds to use besides one that uses a Piranha.  Putting the Piranha on all your builds is boring and limits how you play the various types of classes.
- Produced by the N7 program and of human manufacturing for people who like to do all one race with appropriate weapons type of matches.

Reegar Carbine
Mods: Piercing and damage, damage could be swapped for capacity
Ammo: Piercing, incendiary, and cryo are probably best to compensate for its reduced damage to
armor
class: Soldiers, Sentinels, Infiltrators, Vanguards
Reload Cancel DPS: 3748.1
Notes:
- Do not equip the choke mod as it will have no effect. The range on this gun is preset and can't be extended.
- Close range gun, this can't be changed with mods or class selection.
- Currently is the highest DPS weapon in the game.
- Movement speed is reduced while firing, though Krogans and Batarians aren't affected by this penalty.
- Does additional damage to shields/barriers in particular (200%)
- Does less damage to armor in particular (50%), thus makes the piercing mod a requirement.
- The Reegar is a Quarian manufactured gun for people who like to do all one race with appropriate weapons type of matches.

Striker Assault Rifle
Mods: Capacity and damage
Ammo: Any of them, depends on the build
class: Human Soldier, Batarian Soldier, Turian Soldier, and Turian Sentinel
Reload Cancel DPS:
Notes:
- The Striker is an AOE weapon.
- The Striker is a projectile weapon.
- The Striker is a VROF weapon.
- Unfortunately this gun burns through ammo very quickly. Because of this having a human soldier who can instantly reload (adrenaline rush) or a Batarian soldier who has more ammo is useful.
- The gun has a kick to it, thus it makes both of the Turians a good choice for controlling the weapon.
- Barrage Upgrade gear might be considered when using this gun for the increase to ammo capacity and the decrease in recoil (two of the Striker's biggest problems).

Modifié par denarius15, 24 septembre 2012 - 04:24 .


#61
denarius15

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Weapons Guide Part III

*** Ultra-rare/Black ***

Black Widow
Mods: Piercing and damage
Ammo: Any, piercing or warp are probably the best though
class: Soldier, some Sentinels, and Infiltrators
Reload Cancel DPS: 440.14
Notes:
- A high powered sniper rifle. It doesn't have the same single shot ability that a Javelin or even the Widow have but generally has higher DPS due to it having 3 shots per clip.
- It is used in similar fashion to how the other two are used though no pattern on its usage stands out quite as much. Or perhaps it might go: cloak, power, fire, fire, fire
- The Black Widow has innate penetration abilities allowing it to bypass the shield of a guardian.
- Mine is only at two so I don't use it much, preferring the Javelin and the Window personally.
- The Black Widow is manufactured by the Alliance and thus of human design for people who like to do all one race with appropriate weapons type of matches.

Cerberus Harrier
Mods: Capacity and damage. Damage may be swapped for piercing based on ammo selection
Ammo: Any of them, depends on the build used
class: Many of them
Reload Cancel DPS: 909.19
Notes:
- It's a bit heavy but can be used on many casters that don't require a 200% cool down. In many cases recharge speed evolutions should be chosen if one plans on using this weapon for them.
- Ammo, your biggest drawback. Your going to run out of it, and it's going to happen often.
-- Equipping Thermal Clip gear can help offset this.
-- Equipping this gun on a Batarian Soldier helps alleviate this issue.
-- An N7 Demolisher makes ammo issues incidental with her pylon.
- The Harrier is a Cerberus manufactured gun for people who like to do all one race with appropriate weapons type of matches.

Javelin
Mods: damage and capacity
Ammo: Any, piercing or warp are probably the best though
class: Soldier, some Sentinels, and Infiltrators (Geth Infiltrator probably being the best)
Reload Cancel DPS: 575.78
Notes:
- This is one of the highest damage weapons in the game. Not in terms of DPS but in regards to a single shot. The only gun that does more damage in this regard is a Claymore. Because of its damage it is possible to kill many enemies in one or two shots even on gold and platinum.
- One of the best builds to use it on is a Geth Infiltrator using the following pattern: cloak, proximity mine, fire.
- The Javelin has the ability see through objects, e.g. walls, barriers, floors, etc. Anything it sees which is purple can be shot.
-- This gun in particular is able to kill enemies out of LOS easily.
- If piercing ammo is equipped penetration distances will be increase, but at the cost of lowering the penetration damage.
- The Javelin is a Geth manufactured gun for people who like to do all one race with appropriate weapons type of matches.

M-11 Wraith
Mods: Piercing and damage, damage can be swapped for choke ammo type should reflect this
Ammo: Any of them, depends on the build
class: Many of them, light enough to equip on cast builds that don't require a 200% cool down
Reload Cancel DPS: 672.63
Notes:
- This a long range shotgun. Well longer range than any other in the list aside from the Crusader. It has quite a punch to it, though not near what a Claymore does. That is partially made up for by having two bullets as opposed to one in the clip. What's nice is the weight it much lighter allowing more classes to use this gun in particular.

M-77 Paladin
Mods: Capacity and damage, Damage mod can be swapped for piercing depending on ammo availability
Ammo: piercing or warp depending on mod selection
class: Caster classes are best
Reload Cancel DPS: 603.52
Note:
- This is a high damage pistol and may be used at range.
- Not much ammo here, you have to make your shots count. If your a good aim this is an awesome weapon, if your not there are better choices.

M-90 Indra
Mods: Piercing and damage
Ammo: All of them, depends on the build
class: Many of them, light enough to equip on caster builds that don't require a 200% cool down
Reload Cancel DPS: 617.96
- This is a fully automatic sniper rifle and has a bit of a spread to the bullets.
- This gun perhaps best works out best with the Geth Infiltrator, N7 Destroyer, and Turian Soldier. Anyone able to tighten up the bullet spread for accuracy.
- The Infiltrators get a large bonus to the gun by use of their cloak. The bonus from a cloak cycle will last approximately 2 seconds after the cloak is gone. This is enough time to use up most of the clip on the gun.

M-99 Saber
Mods: Piercing and damage
Ammo: Any of them, depends on the build
class: Soldiers, some sentinels, Infiltrators
Reload Cancel DPS: 583.68
Notes:
- Nice solid gun, often described as the sniper rifle of the assault rifle class.
- Performs much better with any class that has an increased rate of fire, such as the Destroyer, Geth, and Turian Soldier.
- The Saber is manufactured by the Alliance and thus of human design for people who like to do all one race with appropriate weapons type of matches.

M-358 Talon
Mods: Damage, and capacity. Capacity can be swapped for piercing dependent on ammo selection.
Ammo: All of them, depends on the build
class: Many of them, generally a good choice for caster classes that don't need a 200% cool down
Reload Cancel DPS: 675.64
Notes:
- This is the highest damage pistol currently. In fact it's damage both in a single shot and in DPS considerations outstrips many other guns in all classes.
- It's fairly lightweight so when at a high enough level can be equipped on many of the caster classes.
- It's biggest downfall is the lack of range. It can be used a close to mid range, but unlike choices like the Carnifex and Paladin doesn't work well at distance.

N7 Typhoon
Mods: Piercing and damage
Ammo: Any of them, though Cryo, Piercing, and Incendiary are probably best
class: Soldiers, some sentinels
Reload Cancel DPS: 546.2 (at II)
Notes:
- The Typhoon is a VROF weapon.
- Has innate cover penetration, thus can penetrate light cover such as a guardians shield.
- This gun in particular shines the most under the care of an N7 Destroyer.
- This gun has a bit of a kick to it. Using it while in cover is recommended unless equipped with a stability mod or on a Turian.
- Produced by the N7 program and of human manufacturing for people who like to do all one race with appropriate weapons type of matches.

Particle Rifle
Mods: Capacity and piercing
Ammo: Incendiary
class: Soldiers, some sentinels, Infiltrators
Reload Cancel DPS: 965 (at IX)
Notes:
- The particle rifle is a VROF weapon.
- This rifle has infinite ammo which automatically resupplies after use. But, if you take it down to 0 it has a long reload time. Moreover reload cancel doesn't work on this gun. Don't burn out the ammo if you can help it. Stop firing when it gets low, but before it goes to 0. Maybe 20ish? Until your good at it. If that seems hard stop a little earlier. You'll get the knack for when to stop after using it enough.
- This gun in particular works very well for the Destroyer, the Batarian Soldier, and the Turian Soldier.

Scorpion
Mods: Capacity and damage
Ammo: Any of them, depends on the build
class: Soldiers, some sentinels, Infiltrators
Reload Cancel DPS: 488.54
Notes:
- The Scorpion is an AOE weapon.
– Unlike the other AOE weapons there is a 100% priming chance on a direct hit even with level 1 ammo types.
- The Scorpion is a projectile weapon.
- This gun is very good at taking out lesser enemies including phantoms. However it lacks the DPS to be effective against boss level enemies.
- It is quite effective is fired into a spawn point and can easily take out all of the non-boss enemies in short order.
- Because of its lack of effectiveness on boss enemies I would personally recommend it be used as a side arm on a class where weight isn't very important. Unfortunately its too heavy to generally be used on classes with powers able to deal with those enemies.
- The Scorpion is a Salarian manufactured gun for people who like to do all one race with appropriate weapons type of matches.


*** Promotional***

N7 Crusader
Mods: Damage and capacity
Ammo: Any of them, depends on the build
class: Soldiers, some sentinels, Infiltrators
Reload Cancel DPS: 809.89
Notes:
- The Crusader is unlike any other shotgun because it fires a single slug as opposed to multiple projectiles of some sort.
- The Crusader has built in piercing abilities enabling it to shoot through a guardians shields.
- It has the longest range of any shotgun enabling it to be used at distance. With the smart choke it can target things across the map.
- Produced by the N7 program and of human manufacturing for people who like to do all one race with appropriate weapons type of matches.

N7 Eagle
Mods: Piercing and damage
Ammo: Any of them, depends on the build
class: Any including the caster classes
Reload Cancel DPS: 506.49
Notes:
- The Eagle is the only fully automatic pistol in the game.
- Very light weapon
- Really shines when using any class that can increase its rate of fire.
- This gun isn't as awful as many would think. There are perhaps other guns that perform better in many respects, but that doesn't mean this gun isn't decent or viable on higher difficulties.
- Produced by the N7 program and of human manufacturing for people who like to do all one race with appropriate weapons type of matches.

N7 Hurricane
Mods: Heat Sink, and high velocity barrel
Ammo: Any of them, depends on the build
class: Any class that doesn't require a 200% recharge
Reload Cancel DPS: 905.30
Notes:
- This gun has a higher rate of fire than any other. Because of this the various ammo’s that prime are more likely to do so. Making this probably the best gun for power combo setups from ammo.
- The Hurricane has a significant kick to it. It can be compensated for if one doesn't aim in. If one still does then they should consider equipping it on a Turian or perhaps the use of stability mods or consumables.
- The Hurricane used 2 ammo per shot.
- Certain classes namely the Destroyer (depending on evolution choices) using one will be left over with a single bullet. When this happens the gun will not automatically reload. It must be manually done.
- Produced by the N7 program and of human manufacturing for people who like to do all one race with appropriate weapons type of matches.

N7 Valiant
Mods: Piercing and damage
Ammo: Any of them, depends on the build
class: Soldiers, some Sentinels, and Infiltrators
Reload Cancel DPS: 736.43
Notes:
- Quick reload
- Fast rate of fire
- Negligible kick
- One of the highest DPS of the sniper rifle class. Though the per bullet damage is small. You won't be one shoting anything on the higher difficulties, even when scoring a head shot. But it does put out a lot of bullets and that's where the DPS comes in.
- Produced by the N7 program and of human manufacturing for people who like to do all one race with appropriate weapons type of matches.

Modifié par denarius15, 24 septembre 2012 - 07:46 .


#62
denarius15

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DarklighterFreak wrote...

good job buuuuut.... no salarian infiltrator Black Widow build? I am disappoint ;)



Salarian Infiltrator
Tactical Cloak 1-3, 4b, 5a, 6b
Proximity Mine 1-3, 4a, 5a
Energy Drain 1-3, 4a, 5a, 6a
Salarian Operative 1-3, 4a, 5a, 6b
Fitness 1-3
Gun: Black Widow (piercing and damage), Widow (piercing and damage), or Javelin (capacity and damage)  Use one of the two possible cycles repeatedly.  Cycle one: cloak, energy drain, fire.  Cycle two: cloak, proxy mine, fire.  Cycle one is used for shielded or trooper level enemies.  Cycle two is used for massed enemies and armored targets.  With the Black Widow you would repeat shots until the cool down allows a repeat of the cycle.

Modifié par denarius15, 24 septembre 2012 - 06:57 .


#63
JustinSonic

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Uhh...warp ammo?

Edit: nevermind, it just wasn't spaced out. Missed it.

Modifié par JustinSonic, 24 septembre 2012 - 06:59 .


#64
reamde

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Super! Good job, OP.

#65
nokori3byo

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Thanks for this. It's hugely helpful and a great read.

I think it would make a great think even better if you added some info on spawn control as that's what I (still treading noob waters) am currently trying to get a handle on. I know there are other guides for that, however.

#66
denarius15

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nokori3byo wrote...

Thanks for this. It's hugely helpful and a great read.

I think it would make a great think even better if you added some info on spawn control as that's what I (still treading noob waters) am currently trying to get a handle on. I know there are other guides for that, however.


Check this thread:
http://social.biowar...index/10037557 


As for controlling them, it's easy.  Know the spawn point locations.  Make sure that you or a team mate are where you don't want them to come in.  Also make sure you leave a place open for them to go, or they'll spawn next to someone anyhow.

For example:
Say there are 4 spawn locations (A-D).  Decide which location you want them to spawn at.  In this example we'll say point C.  One team mate each get near or in all the other points (A, B, and D).  The fourth person goes to which ever team mate is closest to C and waits.  You then let the wave start and some number of people go to point C.

It's not very easy to control them after the initial wave as people will move and can't always get back into place.  I suppose if everyone knew them well, you could always move into some sort of other configuration before each wave (if you couldn't get back to the initial setup).  Additionally, part of a team could always keep a given assigned space while the others did all the killing.  Maybe change up after each couple of waves to ensure enough rockets for emergencies.

While you being in a spot allows for the greatest chance of supression, just looking at one allows for a chance to supress it.  So if there are multiple locations and not enough team mates to cover them look at the others.  The game doesn't like to (though it will) spawn enemies where you can see them pop in.  

As for knowing them well enough to control them for a speed run, just focus on Glacier.  The other maps are too big, and take too long.  Glacier is the prefered map for them, though White is a fairly close runner up.

Modifié par denarius15, 27 septembre 2012 - 12:11 .


#67
denarius15

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Updated the Multiplayer Guide to reflect patch 4 updates. As of this writing they aren't actually in effect. I'm making assumptions that the corrections will actually work as posted.
http://social.biowar.../index/14311106

I'm going to move the weapons guide to a different thread so that people can find it easier and will maintain any updates I do there. I'll post the link here as soon as I have it up.

#68
denarius15

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Ok, moved the weapons guide to a new thread and updated it for the fourth patch.
http://social.biowar.../index/14323357

#69
Trishharas

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Great info. This is truly helpful.

#70
MittelBienchen2

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Wird es hierzu und zum Weapons Guide noch ein Update geben?

Wäre prima, denn diese beiden Threads finde ich gerade auch für die neuen Spieler äußerst nützlich und man könnte bei Anfragen darauf verweisen.

#71
nikko73

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Good job..well done!

#72
DEADLINE2000

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Great post :). I printed the OP part of page ie copied it to word :)

#73
JediHarbinger

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Ya got ballz son

Modifié par JediHarbinger, 15 mai 2013 - 04:38 .