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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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#76
peddroelm

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himegoto wrote...

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.


1 . No - using disruptor rounds will not turn sticky grenades into a tech power.. They don't get the bonus from tech vulnerability (memory might fail me here).. 
2 . ..
3.. Nope ... 

#77
himegoto

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Hi peddro, me again :)

How will the AP rounds work in relation on the sticky nades? Is it going to have the same properties (more damage dealth to armors) on the grenade?

#78
peddroelm

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himegoto wrote...

Hi peddro, me again :)

How will the AP rounds work in relation on the sticky nades? Is it going to have the same properties (more damage dealth to armors) on the grenade?


Ammo consumables used have no influence on the damage the actual sticky grenade do when they explode (they could set up combo which the sticky grenade explosion can detonate - but the actual damage of the sticky grenade does not change) ...

In this case AP ammo's percent of the base of the equipped weapon will be applied to target on sticky grenade impact it the target is down to health//armor (AP ammo does 0 damage vs shields & barriers)...

#79
himegoto

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peddroelmz wrote...

himegoto wrote...

Hi peddro, me again :)

How will the AP rounds work in relation on the sticky nades? Is it going to have the same properties (more damage dealth to armors) on the grenade?


Ammo consumables used have no influence on the damage the actual sticky grenade do when they explode (they could set up combo which the sticky grenade explosion can detonate - but the actual damage of the sticky grenade does not change) ...

In this case AP ammo's percent of the base of the equipped weapon will be applied to target on sticky grenade impact it the target is down to health//armor (AP ammo does 0 damage vs shields & barriers)...

Thanks.
Then it seems ammo properties (fire and ice and electric...) would still be the way to go to work with tech combos. Is the prime time on those also 3 seconds?
Pretty sure what you mean by base damage of the equipped "shotgun" is only the base of one single pellet  :(

#80
TheKillerAngel

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How would a GI use sticky grenades?

#81
peddroelm

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TheKillerAngel wrote...

How would a GI use sticky grenades?


? GI s don't have sticky grenades .