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Weapon/Armor mods + Ammo


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#1
BloodyMares

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So, after a dozen reads on Wiki and some guides, I still have questions about some upgrades.

Can somebody tell me what mods/rounds are effective only for Shepard and what can be used for squad? I read on Wiki that squad doesn't seem to have problems with recoil so there is no need to have more than 1 kinetic coil/stabilizer. Also, I haven't seen squad melee at all, they just shoot or wait for a cooldown so I guess any melee upgrades are useless. I'd like to put some exoskeleton on Wrex so he could smash everything... Also does Improved Sighting do any good? Can anyone name other upgrades that are useless on squad/Shepard.

 

Same for ammo. It seems that only Tungsten/Shredder/Polonium rounds have any use.

 

I have so many 'useless' (IMO) mods in my inventory and would like to figure out what to keep. Is there a reason to keep more than 1 item of same type?

 



#2
Farangbaa

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Anything recoil/accuracy related on squadmates is useless. Just equip them with scram rails or, if that's your thing, heat sinks. (I never do this, only use scram rails or whatever comes before that on the lower levels). Unlike some people say, squadmates weapons do overheat. Equip the worst damage dealer with a combat scanner.

In the beginning I use ammo that's appropriate for the enemy. After like level 30 I completely stop caring and just equip everyone with Polonium/Sledgehammer rounds. And scram rails. Did I mention scram rails yet?

As for armor, the only useful ones are (for both Shepard and squad:

Medical interface/exoskeleton
Stimpacks/kinetic buffer/kinetic exoskeleton
energized plating



Also, scram rails.

#3
BloodyMares

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Thanks. What about melee bonuses (Motorized Joints, Combat Exoskeleton)? Do squadmates melee in some instances and I just don't see it? If not, why add these upgrades at all?



#4
ahsari2014

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Try this. Take a pistol. 2 x. Frictionless materials number ten. And high explosive rounds number ten. You can take down enemies with one or two shots. And blast them of their feet. The biggest fun is this ; sometimes enemies will be blast away into walls. Sometimes you see them sticking out of the walls. Its just something i noticed .

#5
ahsari2014

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Medical exoskeleton. And combat skeleton or kinectic exoskeleton.

#6
Farangbaa

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Thanks. What about melee bonuses (Motorized Joints, Combat Exoskeleton)? Do squadmates melee in some instances and I just don't see it? If not, why add these upgrades at all?


For in case you (Shepard) wants to melee.

I do think Wrex melees from time to time btw, just like Ashley, but only when the enemy gets close to them.

#7
KrrKs

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I do think Wrex melees from time to time btw, just like Ashley, but only when the enemy gets close to them.

Garrus does this too, sometimes.

But so far I have only seen this when Rachni attacked and got really close (which usually killed the squadmate). Thorian creepers or husks usually stop right outside their melee range.

 

About ammo, afaik all types are effective (as in: their intended effects work) on squadmates.



#8
BloodyMares

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Garrus does this too, sometimes.

Thorian creepers or husks usually stop right outside their melee range.

 

Damn it! Because of that, Feros is a pain in the a.s.s. for me. It's rare that my squaddies are surrounded by them, usually one creeper stands in front of them and pukes all over because they can't hit them. What good does their melee attack then? Only varren come really close. Oh well.

2 more question about ammo.

1) Are incendiary/polonium/cryo rounds good for synthetics? Or tungsten are the best choice against them? 

 

2) Is there a difference between chemical/incendiary rounds from game mechanics perspective? It says that Polonium rounds do +44-55% Toxic damage and 5-8 dps for 5 seconds. Inferno rounds do 15-21 dps and -20-28% target accuracy. It sounds like toxic damage is only good to slow regeneration. What target accuracy penalty do? If I hit a sniper with inferno round he won't be able to snipe me? Or if I'm fighting a bunch of enemies they begin to miss? What is better? Toxic or fire rounds? And against who?
And what about cryo? Do they have any use against something?



#9
RedCaesar97

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2 more question about ammo.
1) Are incendiary/polonium/cryo rounds good for synthetics? Or tungsten are the best choice against them?

 

Tungsten is the best choice for synthetics.

 

 

2) Is there a difference between chemical/incendiary rounds from game mechanics perspective? It says that Polonium rounds do +44-55% Toxic damage and 5-8 dps for 5 seconds. Inferno rounds do 15-21 dps and -20-28% target accuracy. It sounds like toxic damage is only good to slow regeneration. What target accuracy penalty do? If I hit a sniper with inferno round he won't be able to snipe me? Or if I'm fighting a bunch of enemies they begin to miss? What is better? Toxic or fire rounds? And against who?
And what about cryo? Do they have any use against something?


Toxic/Incendiary/Cryo/Phasic is good for dealing killing blows to Krogan so they do resurrect with more health once they "die" once, since they will dissolve/burn/freeze/disintegrate instead. Other than that, Shredder Ammo is better for organics since it deals a lot more damage.

 

At least that is my experience.

 

And note that husks are considered organic in case you were wondering.



#10
BloodyMares

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So basically they do the same? No reason to keep all of them? The reason I'm bothering with that it's because in ME2 and ME3 different ammo suit different situations. Cryo/Shredder ammo freeze/shreds husks/varren/other unprotected enemies. Disruptor ammo is good against shields, Incendiary burn through armor, stun and stop health regeneration etc. If in ME1 ammo types don't have much of a difference between them then why add so many?

 

For now the only useful ammo in my experience are:

1) Tungsten/shredder against synthetic/organic enemies;

2) Radioactive against biotic/tech enemies;

3) Hammerhead/Sledgehammer for crowd control ability on shotguns and toxic damage against krogan and those with immunity.

4) Proton rounds, if equipped on weapons with high basic damage weapons/sniper rifles can damage/kill enemies with high shields.

5) High Explosive for its damage/AoE/knocking enemies out of cover. Basically personal Mako cannon,

 

Inferno/Polonium/Cryo rounds become obsolete if you have sledgehammer rounds. 'Target Accuracy Penalty' is still a mystery for me. Snowblind slow down fire-rate extremely and even though weapon gains +20-28 dmg bonus and won't overheat its DpS becomes terribly low and with that this ammo type loses to others.

 

If I'm wrong, please correct me.



#11
KrrKs

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Personally I have usually one squadmember equipped with Inferno and/or Kryo ammo, as this will get an (additional) DOT on Targets or bypass some of their shields.

I'm not sure about the "reduced accuracy", but sometimes I think that (humanoid) enemies hit with Cryo rounds will indeed miss more often.

 

Snowblind is great (or "ok-ish"; this is actually the only use I found for it), when you don't have assault rifle training, but want to use one. The lower ROF is beneficial as accuracy does not decrease so fast and the rifle doesn't overheat. So you can actually hit your target longer, doing more damage in the end.


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#12
capn233

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The ammos work the same for the squad as they do for Shepard.  What to use is up to your preference.  Some of it will come down to what is available, and that partly depends on how much you try to max XP (since drops are dependent on level).

 

All things being equal, Tungsten VII does the best damage to synthetics, and Shredder VII does the best damage to organics.  From a pure damage perspective it makes some sense to stockpile these when they start dropping (possibly also V and VI versions as well) and switch them back and forth for Shepard and the party dependent on the enemy you face on each mission.  Armor Piercing and Anti-Personnel Rounds do the same thing, but have a lower bonus.

 

Of course, all things aren't really equal, and some of the niche ammos do make sense in some situations.

 

As Red said, some of the ammos prevent Krogan "second wind," and in theory should be fire (incendiary / inferno), cryo, or toxic (chemical / polonium / sledgehammer), and apparently proton / phasic (dunno why).  However, if the Krogan is ragdolled they aren't supposed to be able to go into second wind and should just die no matter the ammo.

 

Going through the specialty ammo by class:

 

Incendiary / Inferno - not too bad, if you notice Incendiary VII does more damage than Inferno VIII, but IIRC Inferno VIII has a better accuracy penalty.  Honestly if you want to be lazy equipping everyone with Inferno makes sense to me and I will do that sometimes, especially by late game.

 

Shield Bypass - This is where distinctions start to get muddy.  The standard shield bypass ammos are Phasic and Proton.  These deal reduced damage, but have relatively good shield bypass stats.  Sometimes I might use them as a change of pace, but I personally think they don't make sense except possibly against a couple Geth enemies, and even then many times it makes more sense to use Tungsten.  I am not sure if there is some break on some SR w/ Assassination that favors shield bypass.  Supposedly prevents Krogan second wind (don't think I tested / noticed that but I don't run this often).  Cryo Ammo is a special case in that it has more modest shield bypass, no damage penalty, but also has an accuracy penalty.  I think it is a decent choice if you don't have a whole lot of other options, plus it is neat seeing stuff freeze and explode into snowflakes.

 

Cold Ammo - Touched on briefly above with Cryo.  The "higher" level is Snowblind, which I never use anymore.  The rate of fire penalty is a killer on ARs and Pistols, which are the weapons I favor.  It might be ok on a dual Rail VII SR or SG.  Just don't think about putting them on ARs or Pistols because there is no way to make up the DPS loss from the ROF penalty.

 

Toxic Ammo - Chemical and Polonium do toxic damage, which just means it is a barrier to health regen.  The enemy basically has to waste regen ticks going through the toxin before they can regen HP.  Your party can be affected by enemy toxic attacks as well (Rachnic, Thresher Maws, Creepers).  Decent for preventing second wind on Krogan, ok against organics on side missions.  Useless vs Geth.  Sledgehammer is a special case which is supposed to deal a little toxic damage.  More in a second.

 

High Impact - Hammerhead and Sledgehammer rounds.  I actually find these slightly more useful on squadmate AR's for a little CC.  Most of the decent SGs and SRs already have enough weapon force for ragdolling the annoying enemies anyway, but if you slap Sledgehammer on squaddie ARs they can do respectable CC against Creepers.

 

High Explosive - I think this is mainly a gimmick, but if you want a squaddie with no SR training to have a grenade launcher, you can consider it.  I have never had a positive experience with Master Marksman pistol or Master Overkill AR's running HE compared to just running a more normal ammo.  Can use on untrained SG if you want.  I don't bother with it most of the time.

 

Radioactive Rounds - Some other rounds talk about radiation sickness, but they are really Toxic.  The only one in this class is really Radioactive Rounds, which are an early game ammo that supposedly increases enemy cooldowns.  The issue is that it only works after they have already cast a power, and I don't find it all that noticeable.  But if you are doing side missions early game and don't have anything else, it is better than running Armor Piercing on a squad gun or no ammo at all.


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