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Concussive Shot (SP-only) - did they make it good?


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#1
Gromnir

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Haven't played for about a year and am starting an insanity playthrough with soldier.

It seems that concussive shot has been drastically improved from last time I played:
1) - Base damage doubled(!) from 100 to 200
2) - Rank 5 shatter evolution is said to affect chilled targets now, not just frozen
3) - Amplification seems to actually work now, applying ammo power effects
4) - Changes in the way that power combos work

Combined with its low cooldown, concussive shot looks really powerful now.  Running CS: R4 (radius)=>R5 (shatter)=>R6 (amplification) with incendiary ammo looks like it could go really well when combined with squadmates running cryo powers.

#2
Locutus_of_BORG

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CS went from the worst power in ME2 to one of the best powers in ME3. It still doesn't do much base damage, but in SP it basically makes the "Caster Soldier" possible (Amplification + proper ammo power). In MP, the Shredder evolution makes it great against Dragoons and Phantoms, which are two of the cheesiest enemies in MP, in addition to being a decent detonator power.

#3
capn233

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Amplification always worked in SP. It is just that the effects of Warp, AP and Disruptor Ammo didn't do much of anything except give bonus damage to certain protections.

With the change to Fire and Cryo Explosions, Amplified CS w. Incendiary or Cryo ammo is very good. Especially Incendiary since it is possible to chain FE's on armored targets just by spamming CS. It is basically the only power that can prime and detonate a combo continuously.

#4
RedCaesar97

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Gromnir wrote...
It seems that concussive shot has been drastically improved from last time I played:
1) - Base damage doubled(!) from 100 to 200
2) - Rank 5 shatter evolution is said to affect chilled targets now, not just frozen
3) - Amplification seems to actually work now, applying ammo power effects
4) - Changes in the way that power combos work


1) The base damage does not mean much for single player since it is very low. You should not be using Concussive Shot for damage, but rather as a combo detonator and crowd-control power.

3) Amplification always worked in single player. It never worked in multiplayer and was eventually removed from multiplayer and replaced with a Hammer evolution.

More information about Amplification here.

4) The changes to power combos, specifically for detonating fire explosions and cryo explosions, really benefited Concussive Shot, particularly with Incendiary Ammo. As capn233 wrote:

capn233 wrote...
Amplification always worked in SP. It is just that the effects of Warp, AP and Disruptor Ammo didn't do much of anything except give bonus damage to certain protections.

With the change to Fire and Cryo Explosions, Amplified CS w. Incendiary or Cryo ammo is very good. Especially Incendiary since it is possible to chain FE's on armored targets just by spamming CS. It is basically the only power that can prime and detonate a combo continuously.


Chaining fire explosions using only Concussive Shot on armored targets and health targets. It does not work on barriers or shields. 

#5
Gromnir

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RedCaesar97 wrote...
1) The base damage does not mean much for
single player since it is very low. You should not be using Concussive
Shot for damage, but rather as a combo detonator and crowd-control
power.


With the increase of damage from 100=>200, the base DPS of concussive shot favors comparably to a lot of other damaging powers.  200 damage every 5 seconds at R1 compared to Carnage, Overload, Incinerate, Warp etc.  This is before even looking at combos or CC capabilities.

RedCaesar97 wrote...
3) Amplification always worked in single player. It never
worked in multiplayer and was eventually removed from multiplayer and
replaced with a Hammer evolution.


I'm going to have to disagree with this.  Testing on the Citadel shooting range showed that no additional damage was done to the shield, health, or armor dummies regardless of the type of ammo equipped.  The same number of uses of CS was required to destroy each of these dummies with no ammo or any of the ammos.  There was no barrier dummy to test.

This is no longer the case, and difference in damage between no/inapplicable ammo and an applicable ammo is very apparent.

Modifié par Gromnir, 07 juin 2013 - 01:09 .


#6
RedCaesar97

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Gromnir wrote...
With the increase of damage from 100=>200, the base DPS of concussive shot favors comparably to a lot of other damaging powers.  200 damage every 5 seconds at R1 compared to Carnage, Overload, Incinerate, Warp etc.  This is before even looking at combos or CC capabilities.

But those powers gain a damage bonus to different defenses, which is multiplied off the total power damage. This is why Overload can completely remove some weak shields, even if you do not have a lot of power damage behind it. Damage multipliers listed here.

Concussive Shot has a 400% multiplier to barriers, meaning it deals 4x its total damage if it hits Barrier. However, all barriers in the game are stronger than Concussive Shot.

That damage + quick cooldown will certainly mean a lot more if it hits health, but not against defenses.

Gromnir wrote...

RedCaesar97 wrote...
3) Amplification always worked in single player. It never
worked in multiplayer and was eventually removed from multiplayer and
replaced with a Hammer evolution.


I'm going to have to disagree with this.  Testing on the Citadel shooting range showed that no additional damage was done to the shield, health, or armor dummies regardless of the type of ammo equipped.  The same number of uses of CS was required to destroy each of these dummies with no ammo or any of the ammos.  There was no barrier dummy to test.

This is no longer the case, and difference in damage between no/inapplicable ammo and an applicable ammo is very apparent.

I do not recall seeing those tests you mentioned.

I do know that amplified concussive shot with cryo ammo froze enemies. The problem with the other ammo powers is that their ability to stun (Disruptor Ammo) or set on fire (Incendiary Ammo) was never useful since the enemy was frequently knocked down which made the point of stunning/setting on fire completely moot. 

#7
Locutus_of_BORG

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The important thing is that FEs are now incredibly easy to spam using CS and Incendiary Ammo. It gives Soldiers unparalleled burst damage options over what they originally had.

Modifié par Locutus_of_BORG, 07 juin 2013 - 02:54 .


#8
capn233

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The other important thing is that ammo power damage doesn't work right in the Citadel shooting range.

#9
Gromnir

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Excellent point on the multipliers RedCaesar, at 400% CS does more damage against barriers than many other powers. It will do more damage to barriers than overload, energy drain, or warp and has a faster recharge on top of that. Though energy drain has the very serious advantages of being AoE (base) and recharging the user's shields. That all barriers in the game are strong enough to withstand this is an indicator that these enemies are meant to be tough.

I'm not saying it's the end-all of powers, just that it went from a weak cc-only power to a formidable and versatile power. With incendiary ammo, it can bring serious pain to barriers, armor, and health.