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AP Ammo and weapon mod questions


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#1
Rusted Cage

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Hey guys, I have a few questions about Armour Piercing ammo, cover penetration and weapon modifications. Any help would be good :)

 

1) With AP ammo I can shoot through light cover and some walls, but I don't know what mods I'd need to have in addition to AP ammo in order to shoot through thick cover like the corridor on Mars right after the Workbench.

If I added any further penetration mods, would they increase the damage of a gun equipped with AP ammo against Guardian Shields, or is it pointless to have both ammo and mods vs light cover?

 

2) If Shepard is getting his AP ammo from Garrus' squadmate evolution, would maxing out Garrus' AP ammo skill provide any benefit to Shepard beyond that which is granted in the rank 4 evolution?

 

3) Does equipping a Power Magnifier mod on a weapon grant a constant bonus, or does it only come into effect while that weapon is un-holstered?

 

4) Lastly, I'm planning on playing with a Viper sniper rifle through all three games. By using the Volkov line of sniper rifles in ME, I'm hoping to replicate a ME2 and 3 Viiper. By modding  it with Frictionless Materials and/or stability mods, could I achieve perfect accuracy without putting points into the ME1 skill?

 

I know this is a lot of questions, some of which you're all probably sick of answering. Any feedback would be great!



#2
RedCaesar97

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Some answers:

 

1) Penetration distance of mods and AP Ammo will stack with any native penetration distance of the weapon (if any). Widow, Black Widow, Javelin, and Executioner (and I think the Crusader) have some natural cover-penetration to varying degrees. Kishock has no penetration capabilities, except its projectile is large enough so it can hit Guardians through their shields.

 

It is pointless to have both AP Ammo and armor-piercing weapon mods to shoot through very light cover light Guardian shields. One or the other should suffice.

 

Penetration distance stacks, but I am not sure how the armor-weakening/ignoring stats work together. AP Ammo and the armor-piercing weapon mods will ignore a certain percentage of armor protection, but I am not sure if that is additive or if the game only takes one or the other. 

 

Also, when shooting through cover in single player, AP Ammo will deal -50% damage (there is no penalty in the multiplayer version of AP Ammo). Not sure how that stacks with mods.

 

 

2) Yes. Shepard will get more headshot damage/spare thermal clips, and more armor and health damage/cover penetration distance and armor ignoring. The Squad Bonus at rank 4 of Garrus' AP Ammo should reduce the effectiveness of ranks 5 and 6 on Shepard, but I am not sure if it does or not.

 

Last time I tested some Squad Bonus stuff, Jame's incendiary Ammo did indeed reduce the number of Spare Thermal clips on Shepard, but Ashley's Disruptor Ammo did not. I believe Corlist also tested Liara's Warp Ammo and found that the Squad Bonus evolution did not actually reduce anything on Shepard.

 

 

3) The Pistol/SMG Power Magnifier mod on Shepard will increase the power damage of Shepard's ammo powers, but only if the weapon is the currently-equipped weapon.

 

If Shepard is getting the ammo from a squadmate, the squadmate will need a Power Magnifier mod on a pistol/SMG to increase the damage for Shepard. Only Liara has that option in the main campaign (without modding); James and Ashley and Garrus do not have pistols or SMGs. 

 

 

4) No. Even with crouching and the two best accuracy mods, you will still have a lot of instability without any points dropped into the Sniper Rifle talent tree. You need to put points into Sniper Rifles and equip mods to increase the accuracy and stability of sniper rifles to the point that they will become extremely stable and pinpoint accurate. The Assassination Skill also increases the accuracy/stability.


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#3
RedCaesar97

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Some additional information about piercing here.


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#4
capn233

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Yeah, to add on in here:

 

Cover penetration adds together in a simple manner.  So 0.5m from AP ammo and 0.65m from a mod would make 1.15m of penetration distance.

 

The armor piercing effect from mods also adds together in a simple manner.  So 50% AP from ammo and 25% from a Piercing mod would give you 75% armor piercing.  All armor weakening effects also add together in a similar way.  Armor piercing and armor weakening are then essentially multiplied.  So your armor penalty term looks like

 

50*(1-Sum_ArmorPiercing)(1-Sum_ArmorWeakening)

 

I am not completely sure what cover penetration penalty is used in SP.  I assumed it takes the smallest penalty, but I doubt it was tested extensively.  The way the MP consumable interacts with mods may not be similar to how the SP power works as there are various odd differences that crop up from how they did the system.

 

Without SR training it is hard to hit anything accurately, even with the Spectre X rifle and dual Combat Optics X.  I tried it on my most recent adept with High Explosive rounds (for a grenade launcher), but it is still too inaccurate for anything outside point blank range.


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#5
Rusted Cage

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You two guys are consistently incredibly helpful, thank you so much for your help! :)



#6
Locoxx

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Guys, I have some questions regarding mod weapons, I am using the gibbed me3 for the xbox and I would like to know how I can edit the weight capacity penalty? I want to make my fav guns as light as possible without affecting the powers cooldown, anybody knows how to do this please?



#7
capn233

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I am not sure if that is possible.  I mean you could probably set the current level of each gun to X, but that doesn't really make them lighter like editing coalesced would do.