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Need some information on ammo equipment before starting Gold pls!


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17 réponses à ce sujet

#1
Dreamcleaver

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1. Which ammo types can prime or detonate (or both) Tech/Biotic explosions?

I guess the old trinity of Incendiary/Cryo/Distruptor works? What about Warp and some of the new ammo types like Phasic for example?

Also does Cryo ammo work similar to Cryo Blast? Does it only freeze and prime unprotected targets?

2. Which ammo type to take on which character?

I guess ammo types that are good to prime/detonate are to be taken on skill users (Engi, Biotics) while for DPS characters something like armor piercing or drill rounds? Incendiary is good for just damage?

3. What level of ammo equipment to take for Gold?

Will I be okay if I just use up my level 1 equipment (never used ammo on Silver) or should I use something better?

Thx in advance.

#2
xtorma

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If you biotic prime, use warp.
Phasic is for shields.
fire ammo is nice for explosions.
ap is for armor.
cryo is for falcon
explosive is for the garbage can
disruptor is for stagger
on gold take whatever you have, higher the better. better ammo will boost your score.

#3
darkpassenger2342

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cryo ammo is pretty useless compared to the rest, but its pretty cool with the 2 dark channel characters imo.

#4
Dreamcleaver

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Does Incendiary prime/detonate fire powers?

For example Incinerate/Flamer/Inferno Grenade -> Inc Ammo

or

Inc Ammo -> Incinerate/Inferno Grenade?

#5
Swan Killer

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1. No ammo type can prime or detonate biotic explosions. Cryo and Incendiary Ammo III-IV's can prime for cryo/fire explosions. Phasic and drill ammo are mainly for snipers and wall hackers, not for techs/biotics. Explosive rounds are still kind of a mistery, what they meant to do...

2. Biotics: Warp ammo mainly, it does insane damage on primed targets and weakens armor. If you have Warp, you might wanna consider a taking advantage of the warp+incendiary ammo cheese.

Pretty much Warp ammo is good on anybody, soldier, infiltrator...whatever.

Drill rounds are awesome on Geth, because of the wall hax.
Phasic rounds are good for snipers, somewhat bypasses the shield gate = you can OSK enemies on higher difficulties.

3. II-III are usually fine. IV is overkill on Gold. If you want to prime targets for explosions though, I highly recommend III-IV's.

Anything is better than nothing, but don't be surprised if your teammates will not be too enthusastic if you equip level I Explosive rounds.

Modifié par tivesz, 20 janvier 2013 - 12:23 .


#6
xtorma

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Dreamcleaver wrote...

Does Incendiary prime/detonate fire powers?

For example Incinerate/Flamer/Inferno Grenade -> Inc Ammo

or

Inc Ammo -> Incinerate/Inferno Grenade?


Doesn't work with flamer.

#7
Shinnyshin

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Dreamcleaver wrote...

Does Incendiary prime/detonate fire powers?

For example Incinerate/Flamer/Inferno Grenade -> Inc Ammo

or

Inc Ammo -> Incinerate/Inferno Grenade?


As far as I know, no ammo detonates.  Worth noting, though, that Incendiary is probably the most valuable ammo type. You can do some dirty, dirty things with it--especially if you have warp--so be a lil' stingy with 'em imo.

#8
adi21

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You should use level IV ammo on platinum, III on gold, I/II on silver and explosive on bronze(or shifty looking PUGs), maybe even cryo. At least, that's what I'd recommend, there's no point in hoarding higher level equipment.

Modifié par adi21, 20 janvier 2013 - 12:26 .


#9
Swan Killer

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Dreamcleaver wrote...

Does Incendiary prime/detonate fire powers?

For example Incinerate/Flamer/Inferno Grenade -> Inc Ammo

or

Inc Ammo -> Incinerate/Inferno Grenade?


No ammo type can detonate. But... Incendiary ammo+Arc Grenades for example. Big boom!

Modifié par tivesz, 20 janvier 2013 - 12:26 .


#10
Dreamcleaver

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Ok so I first use ammo to prime (inc/distruptor) and then detonate with a power.

Except with Warp ammo where I prime first with a Biotic power.

Use Phasic on snipers to pass shield gate and Drill on mainly geth or whoever I wanna shoot through cover with.

Got it. Thx.

#11
Dreamcleaver

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So explosive rounds are a mystery?

Based the description they should be pretty awesome on full auto weapons (AR/SMG).

#12
xtorma

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Dreamcleaver wrote...

So explosive rounds are a mystery?

Based the description they should be pretty awesome on full auto weapons (AR/SMG).


they only explode when ya stop firing from what ive read.

#13
Toxichobbit

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Warp Ammo gives the highest damage buff. It also gains a second damage buff against any target primed by a biotic power (the description of the ammo says lifted targets, but it's wrong). Obviously it's useful on most biotic characters, especially those with long lasting and AOE powers. It also has an armour weakening effect, giving a damage buff to anyone hitting an armoured target affected by warp ammo.

Armour Piercing ammo has the second highest damage bonus as well as piercing Guardian's shields/cover and reducing the damage reduction penalty from armour. I tend to use it on weapon classes where your using a gun that needs mods other than armour piercing (for example, I like to use a magazine upgrade and extended barrel on the Typhoon, which means i have no armour piercing from the mods - the AP ammo makes up for this).

Incendiary Ammo has the joint second highest damage buff and gets bonus damage against armour. It can also set up fire explosions, so use it on characters that have good detonator powers. Against smaller unshielded/armoured enemies it can make them panic, so it has decent crowd control too. Fire explosions will detonate before biotic detonations, if both have primers on the same target, so it can mess up a biotic team (although most that i've met love the fire explosions enough not to care :)). Incendiary ammo also currently has a bug where it does significantly more damage when used on a target that is affected by Warp (the power, not sure about the ammo type). I can't remember the exact details of this, as I don't tend to take advantage of bugs like this as they eventually get fixed.

Disrupter Ammo sets up Tech Bursts, which can be detonated by any damaging power. It also has a chance to stun smaller enemies (human sized). It can mess with biotic explosions though, as Tech Bursts will detonate before a biotic power if both have primed the same target, so be careful using it in a team with a lot of biotics. It also has a small damage bonus and slows down enemy shield/barrier regeneration. It works well with Tech characters.

Cryo Ammo is mostly for crowd control, as it will freeze smaller enemies and slow everything else. Frozen targets can be exploded for a cryo explosion. It also reduces the armour damage penalty for all damage against the target, not just the damage from your shots. It can't freeze, but can slow a target with shields/barriers and gives no damage bonus. As stated, it works well on AOE and rapid fire weapons (Falcon was the example, but it's also good on the Accolyte, Scorpion, Striker, Locust etc).

Drill Ammo gives you better cover penetration than Armour Piercing ammo, but gives a smaller reduction to the armour penalty and a smaller damage boost. I tend to use it if I run out of AP ammo, or if i'm playing on a map where I know i'll be able to shoot through walls. It needs to be comboed with specific weapon mods/powers to be effective - basically you want to be able to see through the walls and stack as much peircing as possible (without sacrificing other aspects such as damage) then play on a map where you'll get plenty of opportunity to shoot enemies through walls.

Phasic has a huge damage boost against shields/barriers, but currently has a bug where it can reduce the effectiveness of anyone damaging a target with armour that's been hit by phasic rounds - I can never remember the exact mechanics of this bug, but it shouldn't be too hard to find with a forum search. It has the smallest standard damage boost and slows enemy shield/barrier regeneration like Disrupter.

Explosive ammo is, imo, terrible. It has no damage bonus and the explosion does a percentage of damage based on your weapons damage per shot (caped at 250 damage) and has a 1 second delay (I think) after your shot hits before it explodes. If you hit the enemy with another shot before the explosion detonates then it's reset and you need to wait another second. Obviously this means it's literally useless with any weapon that hits more than once per second, as you'll constantly be delaying the explosion. It'd only be of any use on slow firing high damage weapons. I have heard it's good on the Scorpion, but i've never tested it.

I think all of this is right, but i'm going off of memory. If I got any wrong i'm sure someone will correct me.

Modifié par Toxichobbit, 20 janvier 2013 - 12:56 .


#14
Dreamcleaver

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^
Thank you.

#15
Dreamcleaver

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Would Cryo ammo work well with the lv6 evo on Incinerate that deals 100% more damage on chilled/frozen enemies?

#16
P51Mus7ang

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If you are running a kit with Arc, run Disruptor but only if there are no biotics in the team

#17
Toxichobbit

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Dreamcleaver wrote...

Would Cryo ammo work well with the lv6 evo on Incinerate that deals 100% more damage on chilled/frozen enemies?


Yes, it would. However, your then restricting whichever kit your using to needing cryo ammo to operate at full effectiveness. if your ok with this, go for it. Personally, i'd only do that combination on kits that have a cryo power - using the power and the ammo to ensure that everything that comes near me gets the slow/freeze effect for my Incinerate. It  also means that if I don't want to use (or have run out of) Cryo ammo, I could still use the kit to it's max potential without respecing Incinerate.

#18
pawatt6

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I clearly asked the wrong question in a similar thread. This post is more of a bookmark for me! Thanks everyone for the help and thanks to op for the question that I needed answering!

Smiley