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UPDATED 2- "free" TBursts - Sticky Grenades apply ammo consumable damage and effects on hit based on active weapon )


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#51
corlist

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neteng101 wrote...

Peddro - I do think I know why stickies are behaving this way. It likely is exactly the same projectile as launched by the Scorpion thus ammo powers being applied. Maybe you should try out the Scorpion for comparison.


Scorpion tests have been done numerous times. They only apply the ammo effect when it sticks on the target, just like the sticky grenade. One difference is that when the scorpion round explodes it cannot detonate combos.

Modifié par corlist, 24 septembre 2012 - 12:07 .


#52
neteng101

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corlist wrote...

Scorpion tests have been done numerous times. They only apply the ammo effect when it sticks on the target, just like the sticky grenade. One difference is that when the scorpion round explodes it cannot detonate combos.


That makes sense then - Disruptor Ammo can't detonate, but Sticky Grenades can.  So it looks like stickies got reprogrammed a bit (explosion damage/detonation) but kept the ammo effects.

#53
Lives Must Die

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I actually found this out last night using a Widow (M98) on a human infiltrator. Worked well against Geth with a few different types of ammo, but the disruptor ammo was pretty good. Glad I was right when I thought I was creating tech bursts on my own.... good to know someone has recently tested it. I'm definitely speccing into these stickies more often :)

#54
Shampoohorn

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Is it possible that Concussive Shot evolution 5 is not completely broken, but instead applies ammo effects in a similar fashion to Stickies? I.e. Chance and damage are based on the players active weapon?

I don't think anyone's ever tested CS, and most forum posters just assume the bug is common knowledge and probably never spec into it.

#55
peddroelm

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Shampoohorn wrote...



Is it possible that Concussive Shot evolution 5 is not completely broken, but instead applies ammo effects in a similar fashion to Stickies? I.e. Chance and damage are based on the players active weapon?

I don't think anyone's ever tested CS, and most forum posters just assume the bug is common knowledge and probably never spec into it.


currently out of respec cards ... 


EDIT  - tested it with valiant and disruptor ammo IV .. Does not work .. Waste of disruptor ammo and 2 respec cards ...

Modifié par peddroelmz, 26 septembre 2012 - 05:34 .


#56
Shampoohorn

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peddroelmz wrote...

Shampoohorn wrote...
Is it possible that Concussive Shot evolution 5 is not completely broken, but instead applies ammo effects in a similar fashion to Stickies? I.e. Chance and damage are based on the players active weapon?

I don't think anyone's ever tested CS, and most forum posters just assume the bug is common knowledge and probably never spec into it.


currently out of respec cards ... 


EDIT  - tested it with valiant and disruptor ammo IV .. Does not work .. Waste of disruptor ammo and 2 respec cards ...

But for science!

Sympathies.  I'd give you all my respec cards if I could.

Thanks for checking it.

Modifié par Shampoohorn, 26 septembre 2012 - 07:14 .


#57
K_Os2

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Is there a tl;dr?

#58
Pedactor

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Sticky Grenades do function very well when launched when ADS from a SR though.............

#59
Kama45

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peddroelmz wrote...
ATTENTION - FIRING STICKY GRENADES WHEN THE ACTIVE WEAPON IS A SNIPER RIFLE WILL CAUSE THE AMMO_DAMAGE (which is calculated off weapon base damage to receive the HIP FIRE PENALTY) ... (always use the scope for those sticky grenades  when using a powerfull 1 shot SR   )


You remind me of Einstein. 

#60
Ciam

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I actually love those nades with my Human Infiltrator. Sticky+Harrier+Fire Ammos = Fire Explo everywhere (I even got a killstreak in gold one time like that).

I personnally cloak then sticky then cryoblast cause of the delay on nades. It is also so nice to spam ur nades in cloak on a big pack of mobs, the first one setting the fire explo and the others detonating it.

#61
himegoto

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If I were to use the Scorpion with the new HV barrel, does it base off the damage after all the additive stacks? Since the Scorpion applies effect well and has a decent damage and low cooldown.

Another question not so related but I've been searching for a while now -- Is evo 5 of Sticky nades additive or multiplicative?

#62
peddroelm

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himegoto wrote...

If I were to use the Scorpion with the new HV barrel, does it base off the damage after all the additive stacks? Since the Scorpion applies effect well and has a decent damage and low cooldown.

Another question not so related but I've been searching for a while now -- Is evo 5 of Sticky nades additive or multiplicative?


ammo consumable damage is calculated on BASE weapon damage .. (weapon damage bonuses will have no effect (HVB)) ..

Scoprion is pretty bad at applying ammo effects (must score direct hits - targets hit by sticky explosion will not get ammo consumable damage) ...

evo 5 of Sticky nades is multiplicative 

#63
himegoto

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peddroelmz wrote...

himegoto wrote...

If I were to use the Scorpion with the new HV barrel, does it base off the damage after all the additive stacks? Since the Scorpion applies effect well and has a decent damage and low cooldown.

Another question not so related but I've been searching for a while now -- Is evo 5 of Sticky nades additive or multiplicative?


ammo consumable damage is calculated on BASE weapon damage .. (weapon damage bonuses will have no effect (HVB)) ..

Scoprion is pretty bad at applying ammo effects (must score direct hits - targets hit by sticky explosion will not get ammo consumable damage) ...

evo 5 of Sticky nades is multiplicative 

Thanks. But back to square one again :(
Is the Valiant still your go-to for applying ammo effects and in use with this Sticky nades mechanic?

#64
peddroelm

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himegoto wrote...
ack to square one again :(
Is the Valiant still your go-to for applying ammo effects and in use with this Sticky nades mechanic?


haven't played much ME3 lately (XCOM addict) - but yes Valiant has extremly high chance to apply ammo effects ..

#65
lzjblade

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Nice one!Would you mind me translate and reship it to an another forum?

#66
peddroelm

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lzjblade wrote...

Nice one!Would you mind me translate and reship it to an another forum?


why would I ?!

#67
ValorOfArms777

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anther reason to remove hipfire penalties on "snipers"

#68
lzjblade

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peddroelmz wrote...

lzjblade wrote...

Nice one!Would you mind me translate and reship it to an another forum?


why would I ?!

appreicated:lol:

#69
peddroelm

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bump updated OP due to the latest disruptor,phasic ammo and javelin buffs

#70
himegoto

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bumping again for the awesome numbers.

does the javelin damage apply however if I toss the nade and then do a quick scope in anywhere, or do I HAVE to scope in (the targets?) when tossing the nade?

#71
peddroelm

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himegoto wrote...

bumping again for the awesome numbers.

does the javelin damage apply however if I toss the nade and then do a quick scope in anywhere, or do I HAVE to scope in (the targets?) when tossing the nade?


you have to thow the grenade while scoped in

#72
lfc19titles

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Just so I am clear

you are saying using sticky grenades with distrupter ammo will cause tec bursts correct?

its related to your shot from your sniper rifle

therefore, if you have a a jav, zoomed in, throw the grenade, it will do incredible damage?

I have tons of the phasic rounds but ever used them, do they also cause tech bursts when thrown? or do they just do loads more damage than disr ammo?

#73
peddroelm

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lfc19titles wrote...

Just so I am clear

you are saying using sticky grenades with distrupter ammo will cause tec bursts correct?

its related to your shot from your sniper rifle

therefore, if you have a a jav, zoomed in, throw the grenade, it will do incredible damage?

I have tons of the phasic rounds but ever used them, do they also cause tech bursts when thrown? or do they just do loads more damage than disr ammo?


phasic rounds will do more damage vs shields//bariers than disruptor ammo but won't set up tech bursts..

#74
Moonwish

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peddroelmz wrote...

 (fact that stickies apply ammo effects on contact doen't seem so game breaking to me) ...



Sounds like another really messed up Bioware code. They said they deleted the Concussive shot's same effect (apply ammo effect) because they can't do that.... looks like there are some real issues at the developers.

#75
himegoto

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peddro:

- By using Disruptor rounds on the QI, is it going to make the sticky nades a tech power, and receive the benefits of the rank 6 "tech vulnerability" evo on Sabotage? Or cyro or incendiary rounds?

- If it does become a tech power with ammo powers, is it going to be a level 1 combo?

- Did you ever release a list of guns of which are more likely or less likely to apply ammo powers?

Thanks again.