As the title say. AFAIK, accuracy is 100% on squad mates so modding scopes and such does nothing. I've also read that extra ammo is usefule since it lessens the number of reloads they have to do. Usually I mod for extra ammo and extra damage, but I'm not sure which to go for on my sqaddies.
Which weapon attributes/mods are useful for squad mates?
#1
Posté 07 octobre 2014 - 05:59
#2
Posté 07 octobre 2014 - 07:06
I wouldn't call their accuracy perfect. It's very good but they do still miss from time to time.
Ammunition mods are useless as far as I know,
Extra damage is the best option, and maybe piercing mods to help with Guardian shields
#3
Posté 07 octobre 2014 - 07:07
Accuracy isn't really 100% for squadmates, although they do have their own accuracy stats for each weapon. I don't think they worry about stability though, which is different.
Magazine mods can increase their burst length and time in between reloads.
It just depends on what you have unlocked and what weapon and squadmate you are talking about.
ARs
Tend to give them damage barrel and piercing. Mo' damage, mo' better, and it helps for when they shoot at targets behind objects.
SRs
Same as ARs for the most part. Give them piercing and damage barrels if you have them.
SMGs
Depends on the weapon and squadmate. If they have a good damage power they might get a power magnifier, but most of the time you are using them for combos and the power mag makes little difference. HVB is helpful for doing a little more damage to armor, or go damage barrel if you want them to do more mook and shield damage and you plan to use an armor weakening effect on armored targets (ie Warp, Cryo Blast, Warp Ammo, Cryo Ammo)
Pistols
Similar to SMGs, but you have more options. Would look towards Cranial Trauma or Heavy Barrel if you can get them earlier, especially on the higher damage per shot pistols. Power Mag depends on if they have a decent damage power, otherwise they will get piercing.
Shotguns
Usually the best combination here is Smart Choke and probably either High Caliber Barrel or High Velocity Barrel. For something like the Claymore, SC and Shredder might be a bit better early, same with the Wraith. Wrex is a slight exception in that he is the only squadmate worth equipping a melee mod on.
#4
Posté 07 octobre 2014 - 11:25
Extended ammo clips are useful. Spare ammo clips are not. Don't equip ammo mods on Sniper Rifles or Shotguns, they do nothing for squadmates.
DO equip extended ammo clips on the Prothean Particle Rifle if you have it. That boosts damage tremendously for those of your squad who can use the PPR by allowing the squad to fire the PPR long enough to get the powered up beam.
Accuracy boosts in general are useless; stability mods don't do anything for the squad, unless they have a second component, like the damage boost for one of the accuracy boost sniper rifle scopes.
Note that your squad will shoot at targets obscured by cover whether or not the weapon they use has armor piercing. AP mods are therefore useful for them.
#5
Posté 08 octobre 2014 - 09:01
Depends how you use your squad and how they use their weapons.
If you're relying on Biotics then a power amplifier with an extended barrel would be your best option.
AR/SR users are better off focusing on rate of fire damage and accuracy. So Extended barrels/Thermal clips/Spare shot/Heat sink/Head trauma module.
SMG's don't have enough power IMO not without taking headshots and I don't see them do that too often without the SR.
Shotguns are more difficult to judge. GPS and GTS can be charged and I know Tali does charge them when you give one of those two and I've caught james taking his time to aim with a katana. Smart choke increases accuracy by reducing spread (Not sure if this increases range by default.) and with an extended barrel for damage its well worth it.
Pistols have the same problem as above Arc/Scorpion are virtually useless for Squaddies. Avoid DLC weapons with the exception of the silenced pistol and the M7. Giving James the AR that fires explosive rounds for instance makes the weapon even worse than what it already is.
One more thing, ammo powers have a percentage chance to stun/panic/explode/freeze etc. The more rounds you can pump out the higher the chances 4% of 1000 is a lot more than 4% of 100.
#6
Posté 12 octobre 2014 - 05:05
Pistols have the same problem as above Arc/Scorpion are virtually useless for Squaddies
I disagree on the Arc Pistol. Squadmates fire it with it's maximum fire rate and score Headshots after ca. every 3rd or 4th shot.
This thing is a beast against mooks -maybe even more than the Silencer, because of the larger magazine.
#7
Posté 12 octobre 2014 - 08:23
Thanks for the answers. If we continue on the topic, how does fire rate work for squaddies. If we look at two extremes in fire rate: How would they do with Revenant vs Sabre?
#8
Posté 12 octobre 2014 - 08:33
They use Sabre like a sniper rifle in my experience. One shot, then back to cover. With Revenant they at least make some long bursts. I find high RoF weapons working better with them. Typhoon is downright OP, you can just grab popcorn and watch how your squad destroys anyone.
An example:





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