As someone who frequently plays as--and plays with others who frequently play--the Turian Ghost Infiltrator, I'll try to give an unbiased analysis of the various Assault Rifles. That said, by some cruel twist of fate, I've yet to unlock the Cerberus Harrier or Typhoon, but the potential of the prior is not unknown to me.
Avenger, Vindicator, Mattock, Phaeston: As per their rarity, these weapons serve only as placeholders for high-ranked Rares and URs. The Mattock and Phaeston both have their obvious applications, but there are better choices. I'm also not going to cover the Mattock's ability to perform well with a macro. Knowing the weapons you have access to, I wouldn't recommend them over the others.
Collector Rifle: While it's not necessarily a bad weapon, it's sorely lacking in damage compared to the Harrier. Whereas the Phaeston was a step up from the Avenger, the Collector Rifle feels like a step up from the Phaeston. With the Harrier at your disposal, the Collector Rifle really doesn't offer anything but a more reliable ammo capacity.
Argus: I want to like the weapon, but the unfortunate truth is that it suffers from the same issue as the Revenant. Your shots will be somewhat unreliable due to the bullet spread, leaving you with a weapon whose realistic damage output at a distance is outshined by the alternatives.
Falcon: Sadly, due to the low rate of fire, the Falcon's role as an explosive projectile weapon is outshined by its successor, the Striker. You can still make use of the Falcon, but you won't see the same crowd control and stunlocking capability.
Geth Pulse Rifle: The Geth Pulse Rifle is a super soaker; it has damage comparable to the Avenger, and has nothing but a large clip, low weight and perfect accuracy to show for it. It's a decent support weapon for power-oriented classes; you are not one of them.
Revenant: I feel like I should at least honor Mass Effect 2's king among kings, despite its fall from grace. All of the stability in the world doesn't prevent the Revenant bullet spread, which ultimately ruins any chance it has at being a precision weapon. Without precision, you have a weapon that can only be used reliably in close-to-mid range, and one that renders your headshot bonus (almost) pointless. To its credit, the weapon excels at taking out enemies with large hit boxes, such as Brutes, Praetorians and Atlases. If you're a big fan of shotguns, you might find enjoyment in the Revenant, but you'd be limiting your potential.
Striker Assault Rifle: People can scoff all they want at the weapon, but having anywhere from a 130% damage boost to 227.5% at any given time during the match, excluding your choice of equipment, really brings out the potential of this weapon. The Striker has the ability to make a joke out of troops and stagger Phantoms, but in the hands of a Turian Ghost, it can also shred bosses at a speed almost comparable to the Harrier. It acts as both a utility weapon and a damage dealer, giving it a large advantage over the competition.
Saber: Some people call this the Sniper Rifle of Assault Rifles. While I can understand where they're coming from, I wouldn't fully agree with that comparison. The Saber has one big advantage over Sniper Rifles: It doesn't have a scope. Some might view this as a disadvantage, but anyone who is familiar with and/or good at hitscanning knows that a scopeless weapon is just as deadly as a scoped one, especially one that can fire from the hip with excellent accuracy. You won't be able to hide behind your camper van and shoot at grunt-level enemies all day, but with the Ghost's mobility, you should be spending a good amount of time on the front lines. As for the damage itself, it gets outclassed by the Striker and the Harrier, but a good shot can compensate for it by frequently hitting weak spots.
Particle Rifle: Remember what I said about sustained fire from the Geth Pulse Rifle? The Prothean Particle Rifle takes that concept and makes good use of it. The projectile animation can be debilitating at first, but the weapon has everything the Geth Pulse Rifle offers (excellent accuracy and a large clip) as well as good damage output. The weapon has two notable downsides, both of which are hardly an issue. First, the weight, which is irrelevant. Second, the long reload animation, which can be avoided by firing in bursts, and waiting for the gun to automatically recharge ammo. While your gun is "recharging," you can take out weaker targets with your heavy melee, at a chance to gain the +30% weapon damage from Melee Synergy.
Typhoon: Unfortunately, I don't have access to the Typhoon, nor have I seen its use on a seasoned Turian Ghost player. I'll withhold commenting on it until then.
Cerberus Harrier: I know I don't need to sing its praises (though I wish the RNG Gods would lighten up a bit), so I'll stick to a short recap. It's an Assault Rifle with high damage, a fast reload speed, and a rate of fire you'd expect from an Assault Rifle. It has everything an Assault Rifle enthusiast could ask for, minus a bearable ammo capacity. Disregarding the frequent trips to ammo depots, this weapon will ensure that you stay on the front lines, mowing down anything and everything you set your sights on. In addition, if you frequently use Stimpacks, you can kill two birds with one stone when you use a Thermal Clip. Every cloud has a silver lining, right?
That covers all of the Assault Rifles, but I'd like to delve a bit into mods.
Stability Dampener: Not worth it. Most stability issues should be resolved by your passive boost from Armiger Legion. It also won't do anything to prevent bullet spread.
Magazine Upgrade: I'll assume I don't have to tell you that the Harrier's biggest drawback is the ammo capacity. You can use the Magazine Upgrade to give yourself more ammo, but you'll still be making frequent trips to ammo depots. The Magazine Upgrade also positively affects the Particle Rifle, giving you more fire time before you have to wait on the recharge.
Piercing Mod: Normally, I would say "this is a given, regardless of your choice of firearm." However, the High-Velocity Barrel does its job better. If you haven't maxed the High Velocity Barrel, use the Piercing Mod. If you have, use the alternative.
Extended Barrel: Extended Barrel is an excellent mod, giving a well-received boost to Assault Rifle damage. Unfortunately, it takes up the same slot as the High-Velocity Barrel. If you had to choose one, the choice should be obvious. Still, the Extended Barrel pairs well with the Armor Piercing mod.
Precision Scope: I wouldn't recommend scopes on any of the Assault Rifles, unless you have trouble aiming. Having a scope limits your field of view, and uses one of your two mod slots. Even if you wanted to use a scope, I would recommend the Thermal Scope over this.
Thermal Scope: As previously stated, I don't recommend using a scope. However, my opinions don't reflect the majority opinion, and I can understand if you want to use one. The Thermal Scope is particularly effective when fighting Cerberus, as it'll allow you to see through the oh-so-common smoke grenades. It pairs well with the Piercing Mod and High-Velocity Barrel, where the latter will add a total of 100 weight to your weapon.
High-Velocity Barrel: This is a given, regardless of your choice of firearm. There, I said it. When maxed, this mod disregards 90% of an armored enemy's damage reduction, on top of being able to punch through light cover and a few walls/corners. This is what makes you a boss slayer. By not using this mod, you'd be limiting your damage potential.
Omni-Blade: You'd be surprised at how much melee potential the class has. If you've gone full melee fitness, your heavy melee can be very destructive. Assuming you picked up Melee Synergy at Rank 6, you can use this to boost your Assault Rifle damage even higher. As such, the Omni-Blade stands as a good choice for a mod. It pairs very well with the High-Velocity Barrel; this is my preferred mod combination on the Saber and Striker.
Compressed tl;dr VersionI didn't think this would become such a lengthly post, so I'll summarize everything I've said, in case you don't feel like reading today.
Avenger, Vindicator, Mattock, Phaeston: They serve as stepping stones to better weapons. I don't recommend them.
Collector Rifle, Argus, Falcon: Each one has a niche, but that niche is filled better by the alternatives.
Geth Pulse Rifle: Super Soaker 3000. This isn't the weapon for you.
Revenant: Its high bullet spread makes its use problematic. It's good at filling big targets with bullets, but I'd recommend a more accurate weapon over it.
Striker: In the hands of a Turian Ghost, it combines crowd control with raw power, making it an all-around excellent weapon choice.
Saber: Precision weapon whose niche is to be a Sniper Rifle that gains the benefits of being an Assault Rifle. It also lacks a scope, which I personally consider to be an advantage.
Particle Rifle: Does what the Geth Pulse Rifle does, plus damage. The downsides are easily ignored.
Typhoon: I'm not the right person to ask about it. The RNG Gods have me pegged, and will continue giving me Scorpion upgrades.
Harrier: It does the best at being a staple Assault Rifle. It gets the job done, just as it always has. Ammo capacity can be a hindrance, but the damage potential is worth it.
Mods: High-Velocity Barrel is a given. The Thermal Scope and Omni-Blade are excellent secondaries. If you don't have the High-Velocity Barrel, you can use the Piercing Mod and Extended Barrel to adequate success. Magazine Upgrade pairs well with the Harrier and the Particle Rifle.
To anyone who actually put the effort into reading all of this, second opinions are welcome.
Modifié par SparkeeLecaro, 19 octobre 2012 - 08:06 .