What are the best weapons for your squadmates?
#1
Posté 29 mai 2013 - 02:27
#2
Posté 29 mai 2013 - 03:22
Basically, Typhoon is awesome because it's overpowered especially in an NPC's hands where the stability isn't an issue. But the Particle Rifle kicks it's ass because although it's damage starts out low, it very quickly escalates until it outdamages everything else. Add in cryo/incendiary ammo and it's an annihilation machine. Not so good in the hands of a PC though.
There's also the Falcon which is apparently very good in NPC hands with ammo mods.
For submachinegunners, the Hurricane is apparently the best. And the glass cannon Liara with warp ammo apparently obliterates with it.
#3
Posté 30 mai 2013 - 01:39
I've also heard very good reviews of the Adas on squadmates, though I've not tried it myself.
For pistols, many claim that the Executioner is the way to go if you have it. I can't say I've noticed that myself yet, though as I said, I'm mostly bringing assault rifle-weilding squaddies. I haven't personally noticed one pistol standing far above the rest on NPCs.
For SMGs, Hurricane if you have it (I don't). Blood Pack Punisher otherwise. Squaddies have excellent accuracy and don't have to deal with recoil issues, so you just want the straight DPS.
On snipers, I think conventional wisdom is the Javelin or Widow. I like the Krysae on Garrus, both for RP reasons and for proccing ammo powers over multiple baddies.
I have no opinion on shotguns, as I don't let James use his (Typhoon is too good), and I never really bring Tali anywhere except the one required mission. I like Piranha on Shepard, but I have no idea if that's the best choice for NPCs.
#4
Posté 30 mai 2013 - 04:40
Unfortunately the Krysae is **** on NPC's 'cause they tend to hit walls more than enemies. The Javelin, Widow and Black Widow, though, are excellent for NPC snipers because... they tend to hit walls more than enemiesbillpickles wrote...
On snipers, I think conventional wisdom is the Javelin or Widow. I like the Krysae on Garrus, both for RP reasons and for proccing ammo powers over multiple baddies.
#5
Posté 31 mai 2013 - 03:16
#6
Posté 01 juin 2013 - 12:24
#7
Posté 01 juin 2013 - 03:12
WillieStyle wrote...
Is it just me of are shotguns simply terrible on squad mates? I gave James the Piranha a few times, and even with a smart choke, he'd either charge in on Ravagers/Turrets and get killed in seconds, or he'd end up shooting the ground in front of him more than enemies.
Yep, that's why I only let him use the Typhoon. Every once in awhile, he'll revert back to his shotgun after a cut scene or using a weapon bench. The difference is drastic...he goes from mowing enemies down to being a (mostly dead) paperweight. I wish it would let you de-equip his shotgun slot entirely...
#8
Posté 02 juin 2013 - 09:03
#9
Posté 08 juin 2013 - 03:52
Best Choice: Wraith w/ Smart Choke & SG High Velocity Barrel (2 shots, good range and damage)
Inbetween: Crusader w/ Shredder Mod & SG High Velocity Barrel (Demolishes armored targets, great range, inherent penetration)
Pretty Good: Claymore w/ SG High Velocity Barrel and either Smart Choke or SG Omni Blade (Wrex is nigh unstoppable with this setup)
#10
Posté 08 juin 2013 - 05:52
Malisin wrote...
Basically, Typhoon is awesome because it's overpowered especially in an NPC's hands where the stability isn't an issue. But the Particle Rifle kicks it's ass because although it's damage starts out low, it very quickly escalates until it outdamages everything else. Add in cryo/incendiary ammo and it's an annihilation machine. Not so good in the hands of a PC though.
I must have missed this memo. I use the particle rifle all the time, paired with incendiary ammo R6 (explosive burst evolution). Seems to get the job done quite nicely.
#11
Posté 08 juin 2013 - 10:20
#12
Posté 08 juin 2013 - 10:28
Possibly. I just wonder if the ramp-up modifiers are bugged on squadmates.Locutus_of_BORG wrote...
Squadmates seem to hit harder with the Typhoon than the PR for me. Maybe the AI shoots longer bursts with the Typhoon than the PR?
I am thinking that the squadmates do not have any ramp-up time--or rather they get the ramp-up bonuses before the Typhoon is ramped up.
I am also thinking that they keep the ramp-up modifiers even after they stop firing.
I would have to actually stop and observe squadmates using the Typhoon to determine if any of the above is true or not, but that would mean sitting back and not doing anything. I prefer running around and being an idiot in combat.
Modifié par RedCaesar97, 08 juin 2013 - 10:32 .
#13
Posté 08 juin 2013 - 11:08
#14
Posté 09 juin 2013 - 01:34
From what I recall, the Incisor was never bugged in ME2, squadmates in ME2 were just so accurate with the Incisor that they landed all headshots with it, which made it seem overpowered. I will have to search the forums to see if that was actually the case, or if i am just misremembering it.Deathsaurer wrote...
I think the damage is simply bugged on them like the Incisor in ME2
#15
Posté 09 juin 2013 - 02:11
#16
Posté 09 juin 2013 - 01:27
#17
Posté 09 juin 2013 - 02:29
#18
Posté 09 juin 2013 - 03:31
Locutus_of_BORG wrote...
Squadmates seem to hit harder with the Typhoon than the PR for me. Maybe the AI shoots longer bursts with the Typhoon than the PR?
squadmates are unaffected by the recoil
they can use extended barrel on the Typhoon and gain superior damage output to Shepard
well, James specifically
Garrus isn't too hot with the Typhoon
#19
Posté 09 juin 2013 - 04:26
UnknownMercenary wrote...
Garrus isn't too hot with the Typhoon
What? Full damage specced Garrus is insane with it.
#20
Posté 09 juin 2013 - 06:47
#21
Posté 09 juin 2013 - 08:49
Perhaps. The devs commented specifically on the damage penalty thing, so at least in the current version it has a penalty.Athenau wrote...
There was definitely a time where it didn't have the damage penalty (I verified by looking at coalesced.ini). But they probably patched it out.
#22
Posté 13 juin 2013 - 03:08
Squaddies do have ramp up time, at least visually. But that shouldn't be a factor in and of itself, since both the Typhoon and PR are ramp up weapons.RedCaesar97 wrote...
Possibly. I just wonder if the ramp-up modifiers are bugged on squadmates.Locutus_of_BORG wrote...
Squadmates seem to hit harder with the Typhoon than the PR for me. Maybe the AI shoots longer bursts with the Typhoon than the PR?
I am thinking that the squadmates do not have any ramp-up time--or rather they get the ramp-up bonuses before the Typhoon is ramped up.
I am also thinking that they keep the ramp-up modifiers even after they stop firing.
I would have to actually stop and observe squadmates using the Typhoon to determine if any of the above is true or not, but that would mean sitting back and not doing anything. I prefer running around and being an idiot in combat.
#23
Posté 14 juin 2013 - 09:01
PPR does not seem to get quite as ridiculous results, at least from squaddies.
This is based purely on the eyeball test. I have no math to back it up.
#24
Posté 15 juin 2013 - 05:24
billpickles wrote...
All I know is James and Garrus tear up Banshees and Atlases so fast with the Typhoon that I barely have a chance to join in the fun. And that's on Insanity.
PPR does not seem to get quite as ridiculous results, at least from squaddies.
This is based purely on the eyeball test. I have no math to back it up.
Yeah, once their shields/barriers are down, they literally go down in seconds on Insanity. And you don't even need to upgrade the Typhoon, either. Since that kind of spoils the fun for me, I don't bother equipping squaddies with it any more, though.
#25
Posté 21 juin 2013 - 06:18
ewhalen wrote...
Since single player is so easy as is, and squaddies do fine with anything high-powered, I prefer to pick weapons on RP grounds. E.g. I give Kasumi (in Armax) the Locust and Suppressor, Garrus the Phaeston and Viper, etc.
Same here, though I temper that to some degree with the role I've given them. Current playthrough (with a Shotgun/Carnage Soldier), has James as OffTank with Raider/Argus and Edi as the detonator to my (and James') Carnage, with Hurricane+ULM/PowerAmp and Eagle+ULM/PowerAmp.
However, from a previous playthrough, I can verify that Ash is sick with the Adas, especially on the geth missions, and it's RP-appropriate too with her geth hatred.





Retour en haut







