armor piercing vs cryo ammo
#1
Posté 23 novembre 2012 - 02:38
#2
Posté 23 novembre 2012 - 04:52
If you were going to pick an ammo power for the bonus, it would make more sense to go with Warp over AP for more damage. The only exception would be if you wanted to run primarily an SMG, and didn't have access to the high velocity barrel. In that case, you might prefer AP ammo.
#3
Posté 23 novembre 2012 - 08:17
#4
Posté 23 novembre 2012 - 08:24
#5
Posté 23 novembre 2012 - 08:43
Yes, but there is little point to run AP when you can mod basically every weapon for piercing, and it means giving up a bonus power that will be of greater benefit.jdmteggy4life wrote...
the chance of cryo explosions are still too low i think and also should do some extra dmg at least(i think).
Infiltrator puts out plenty of damage without having to worry about the exact damage bonus from the ammo power itself. And it isn't as if AP ammo can setup any sort of combos for damage whatsoever.
#6
Posté 23 novembre 2012 - 09:02
Last I checked, the changes to Cryo explosions did not make it to single player, but the changes to fire explosions did.Nitrocuban wrote...
Didn´t the changes to MP also affect SP and Cryo splosions are now a piece of cake?
#7
Posté 23 novembre 2012 - 11:22
I use the soldier the most and generally use incendiary ammo; switching to disrupter for geth missions or if an atlas shows up.
#8
Posté 23 novembre 2012 - 11:49
sentinel_87 wrote...
Slight thread hijack here. To both capn and RedCaesar, how would you rank the ammo powers in ME3 from of best to worst in terms of usefulness?
I use the soldier the most and generally use incendiary ammo; switching to disrupter for geth missions or if an atlas shows up.
Explosive Incendairy > Everything
#9
Posté 24 novembre 2012 - 12:40
Either Incendiary Ammo (especially with explosive burst) or Disruptor ammo is the best.sentinel_87 wrote...
Slight thread hijack here. To both capn and RedCaesar, how would you rank the ammo powers in ME3 from of best to worst in terms of usefulness?
I use the soldier the most and generally use incendiary ammo; switching to disrupter for geth missions or if an atlas shows up.
Since patch 1.04, you can now detonate fire explosions without needing to kill the target first, so Incendiary is probably the most useful now.
Disruptor Ammo will stun all but the boss-type characters (Atlas, Banshees, Geth Primes, Phantoms), whereas Incendiary Ammo will only panic Cerberus Troopers, Centurians, Guardians, and Nemesis, and Marauders. All Geth and the rest of the Reapers will not panic when set on fire.
You can prime fire explosions with Incendiary Ammo, and fire explosions gain a damage bonus to armor. You can prime tech bursts with Disruptor Ammo and tech bursts gain a damage bonus to shields. The lightning chains of Tech Bursts can stun or stagger most enemies it hits; not sure about fire explosions since I have not been detonating fire explosions a whole lot lately so I forget. Someone else will haved to comment on that.
I think overall it goes:
1) Incendiary Ammo. Extra damage to health and armor, can prime fire explosions, rank 6 explosive burst is awesome on most guns.
2) Disruptor Ammo. Extra damage to shields, can stun enemies even through shields, can set up tech bursts.
3) Cryo Ammo. Less useful than ME2, but can still freeze or chill enemies. Can prime cryo explosions. Can weaken armor.
4) AP Ammo or Warp Ammo. Take your pick.
#10
Posté 24 novembre 2012 - 07:20
Disruptor
Warp
AP
Cryo
With the caveat that the last three are nearly a toss up, and they all make some situational sense. If you have a specific role in mind, you should go with the one that serves that role the best.
Incendiary has the most damage potential when evolved to Explosive Burst and paired with a high rate of fire weapon. It is somewhat lackluster on slow rate of fire weapons, but it is ok. Fire Explosions being easy is just gravy, it was still the overall best before that change. It also can panic most enemies in the game.
Disruptor is probably second best. It can stun organics and synthetics alike, and set up Tech Bursts. Overall I think it is the best ammo for the Rannoch arc (Geth), but you can get some good damage from Incendiary against them as well, you just don't get any CC. In any event, Disruptor helps you bypass shield gate to the extent that you can in SP. Typically you will need to have damage the enemy's shields first, because otherwise you don't have enough damage to simply 1 shot an enemy.
Warp has the highest stat damage boost, and it is the best for squeezing all the damage out of a Widow or Javelin, especially against armor. It is also good for weapons that need the armor weakening properties. Unlike AP ammo, the armor weakening will apply to damage taken to the target from other squad members' weapons. You also get bonus damage to targets primed for biotic explosions (it claims lifted targets, but it is any target that is primed). Biggest downside is that it has to be taken as a bonus power, or requires Liara as a squad member with some of her talent points invested here (not my preference, as I would rather max Warp, Singularity, and even Stasis and Passive).
AP ammo does good damage, but the actual damage lags behind Warp. It is the only ammo that grants cover penetration, but the proliferation of weapon mods that allow this may make this advantage less important. Other than Incendiary, this is the best ammo vs armor for the very low damage per shot weapons.
The issue with Cryo Ammo in this game is not so much the ammo itself, but rather the mission designs. In ME2 there were multiple missions where you had to deal with many melee creatures (Horizon, Tuchanka missions, Derelict Reaper, Quarian Crash Site) and this ammo was great for CC'ing these creatures. And unlike in ME3, Husks would be killed when frozen. I did a run in ME3 as a Cryo Soldier (and with a full load of basic weapons), and while you can get by, I don't feel that it is really worth doing outside of novelty. I would always recommend Cryo Ammo in ME2 for Derelict Reaper, since it makes the core fight a whole lot easier, but because of the changes for ME3, it really just isn't worth recommending over Incendiary or even Disruptor.
#11
Posté 24 novembre 2012 - 01:50
If I gave the locust or eagle to squad mates and put squad cryo ammo on them would they do a decent job of freezing basic enemies so Shepard can deal with larger threats? I generally consider squad mates a mobile power platforms in combat for Shepard to use as needed.
In multiplayer I put cryo ammo on the locust and found it very good for freezing enemies with just health. I'm assuming here that because of its high rate of fire it has a greater chance of freezing targets.
#12
Posté 24 novembre 2012 - 06:09
capn233 wrote...
Cryo Ammo, if only for the fact that it is in your vanilla skillset and does not require spending your bonus talent on it. Overall, I prefer Disruptor Ammo on the infiltrator.
If you were going to pick an ammo power for the bonus, it would make more sense to go with Warp over AP for more damage. The only exception would be if you wanted to run primarily an SMG, and didn't have access to the high velocity barrel. In that case, you might prefer AP ammo.
The only issue with Warp Ammo for an infiltrator is "lore". Yes some players actually think it's breaking the game's lore for a non-biotic Shepard to have any biotic power (including warp ammo). Those kind of players would probably go for armour piercing ammo over warp ammo.
However warp ammo makes more sense in terms of gameplay.
#13
Posté 24 novembre 2012 - 11:19
sentinel_87 wrote...
Thanks for the views on ammo powers everyone. Second question regarding gameplay with ammo powers.
If I gave the locust or eagle to squad mates and put squad cryo ammo on them would they do a decent job of freezing basic enemies so Shepard can deal with larger threats? I generally consider squad mates a mobile power platforms in combat for Shepard to use as needed.
In multiplayer I put cryo ammo on the locust and found it very good for freezing enemies with just health. I'm assuming here that because of its high rate of fire it has a greater chance of freezing targets.
Generally squadmates are better off with their own ammo powers, Garrus has wallhaxing with penetrating ammo, widow/bw + a piercing mod. Liara has armor debuffing with warp ammo (good idea to give her a smg to benefit from that), James has god tier explosive incediary ammo, and Ashley has stuning/protection stripping disruptor ammo. All thats left is EDI, Javik, and Kaiden. I guess on those 3 its fine since some ammo is better than none.
Also locust is a bad choice on squadmates, check out the squadmates weapon thread for more info.
For squadmate SMGs
Blood pack punisher > N7 Hurricane > Tempest > Hornet > Locust > Shuriken > Geth Pulse SMG.





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