I wanted to discuss the Krogan ability to get back up after getting "killed" once, specifically all the ways to prevent it. If they are ragdolled this shouldn't happen. Then there are ammo abilities that also prevent it.
To the point I had read on the forum that Phasic / Proton rounds would prevent the second wind but didn't ever recall trying it. The other day I switched out my squad to them in the tunnels on Feros for the 3 Krogan portion just to see. The short of it is that it seemed to work.
I don't know if there is a "rule," but is it any ammo that has a special dying effect that prevents it? Do they need to be killed specifically by the ammo's DOT or the weapon damage to get it, rather than a separate effect killing them while the DOT is running? I notice sometimes I have an ammo that should prevent it and it doesn't seem like it really works. Just looking for some clarity.
The toxic ammo is supposed to prevent regen, via the "toxic damage" method, but it seemed like sometimes Krogan would get back up when I was shooting at them with Polonium (unclear if killing blow might have been something else). I haven't used Snowblind in ages so I don't remember if it is supposed to work. Sledgehammer rounds are supposed to be impact, but are "coated in Polonium" and do toxic damage and are supposed to stop regen, but I also rarely run them (except maybe for the Thorian part of Feros).
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*edited again for Noveria tests...
Ammo that prevents "second wind"
Incendiary and Inferno
Phasic and Proton
Cryo and Snowblind
Radioactive Rounds
Chemical and Polonium
High Explosive
Ammo that sounds like it might, but doesn't
Sledgehammer





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