Aller au contenu

Photo

Geth trooper weapon


  • Veuillez vous connecter pour répondre
33 réponses à ce sujet

#26
q5tyhj

q5tyhj
  • Members
  • 2 878 messages

I wonder how much that difference is psychological, since on paper, the difference is completely negligible-

 

66066 with a Power Amp III does 520 damage/sec with Flamer, and has 1650 shields with 40% DR

65654 with a Cyclonic Mod III does 505 damage/sec with Flamer, and has 1900 shields with 30% DR

 

So the 66066 is slightly less survivable, and does negligibly more damage with Flamer (and that's with a Power Amp- the HM build's Flamer, without a Power Amp, is nearly as strong as the no-HM build's Flamer with one). The 65654 is also faster, sees farther, and gets the HM bonuses to its weapons as well. And has a free gear slot for extra missiles, ops packs, power damage, or whatever strikes your fancy. And as previously noted, he really doesn't need a Cyclonic, so once one is comfortable enough with the kit and the game in general to ditch the Cyclonic for a Power Amp, its game over between the the HM build and the no-HM build. But Max was right that there's any number of builds for the GT that ultimately work, and work well, so if the no-HM build works better for you, then this sort of min/maxing is irrelevant anyways. 



#27
BloodBeforeTears

BloodBeforeTears
  • Members
  • 527 messages

I wonder how much that difference is psychological, since on paper, the difference is completely negligible-

 

66066 with a Power Amp III does 520 damage/sec with Flamer, and has 1650 shields with 40% DR

65654 with a Cyclonic Mod III does 505 damage/sec with Flamer, and has 1900 shields with 30% DR

 

So the 66066 is slightly less survivable, and does negligibly more damage with Flamer (and that's with a Power Amp- the HM build's Flamer, without a Power Amp, is nearly as strong as the no-HM build's Flamer with one). The 65654 is also faster, sees farther, and gets the HM bonuses to its weapons as well. And has a free gear slot for extra missiles, ops packs, power damage, or whatever strikes your fancy. And as previously noted, he really doesn't need a Cyclonic, so once one is comfortable enough with the kit and the game in general to ditch the Cyclonic for a Power Amp, its game over between the the HM build and the no-HM build. But Max was right that there's any number of builds for the GT that ultimately work, and work well, so if the no-HM build works better for you, then this sort of min/maxing is irrelevant anyways. 

 

You are probably right that it was psychological.  I played more of a hit and run with the HM build, and felt more comfortable out in the open with the non-HM build.



#28
q5tyhj

q5tyhj
  • Members
  • 2 878 messages

You are probably right that it was psychological.  I played more of a hit and run with the HM build, and felt more comfortable out in the open with the non-HM build.

I often find this to be the case, especially if you're using a lower level Cyclonic, or a kit who has low base shields. It allows you to feel like you can play a certain way. And the margin for error is alot smaller if you've got HM and the Power Amp- it takes a pretty high level of experience/comfort with the game (enemy habits, spawns, etc.) to fully maximize the strategic advantages of HM. But its definitely worth the while to do so, because ultimately something with HM is always going to be better than the same thing without it.


  • BloodBeforeTears aime ceci

#29
123123123

123123123
  • Members
  • 353 messages

After some "empirical" testing for the Acolyte/Flamer GT build as discussed in this thread... (i.e. playing 4 x plat/giant/reaper pugs with same group of people: 2 w/ 6/6/0/6/6 + power amp IV, and 2 w/ 6/5/6/4/5 + (1 game shield cells / 1 game cyclonics).  All games played on PS3 (did not yet have the acolyte on my new PC manifest)).

 

Final Verdict = 6/6/0/6/6 with power amp IV does better than 6/5/6/4/5 with cyclonics/shield cells.  It simply kills faster and is more survivable (i.e. I got higher scores and died less with the 6/6/0/6/6 build).

 

Save HM for the infiltrator.

Lol



#30
SwoopIM

SwoopIM
  • Members
  • 456 messages

OP, since you are going with a flamer build, I would say Acolyte to strip shields, then burn, then Piranha for cleanup.  Claymore and Wraith (which you have) would be alternative choices.  As for the HM/no-HM debate, there are pros/cons for both.  I have gone back and forth.  Pick the one you are most comfortable playing with now, at this stage.  You can always re-spec later--as we have all done (multiple times?). 



#31
Deerber

Deerber
  • Members
  • 16 847 messages

Javelin GT is where it's at B)



#32
ClydeInTheShell

ClydeInTheShell
  • Members
  • 9 515 messages

You spelled 'Melee' wrong ;)


  • q5tyhj aime ceci

#33
LoneWolf3905

LoneWolf3905
  • Members
  • 415 messages

I simply ran with a shotgun on a full flamer build. Worked great.



#34
Xaijin

Xaijin
  • Members
  • 5 348 messages


I wonder how much that difference is psychological, since on paper, the difference is completely negligible-

 

66066 with a Power Amp III does 520 damage/sec with Flamer, and has 1650 shields with 40% DR

65654 with a Cyclonic Mod III does 505 damage/sec with Flamer, and has 1900 shields with 30% DR

 

So the 66066 is slightly less survivable, and does negligibly more damage with Flamer (and that's with a Power Amp- the HM build's Flamer, without a Power Amp, is nearly as strong as the no-HM build's Flamer with one). The 65654 is also faster, sees farther, and gets the HM bonuses to its weapons as well. And has a free gear slot for extra missiles, ops packs, power damage, or whatever strikes your fancy. And as previously noted, he really doesn't need a Cyclonic, so once one is comfortable enough with the kit and the game in general to ditch the Cyclonic for a Power Amp, its game over between the the HM build and the no-HM build. But Max was right that there's any number of builds for the GT that ultimately work, and work well, so if the no-HM build works better for you, then this sort of min/maxing is irrelevant anyways. 

 

The glaring issue here is snap cover versus high framerate setups. 44 works on consoles far more effectively because 30fps is as good as it's going to get.

 

On a modern and even modest PC, framerate is usually 60, 120 or 144.

 

ME3MP doesn't use delta timing for pants on head reasons known not even to the rachni queens, so that 40% DR + 40% DR snapping into cover bonus is literally life and death difference on a high grade PC unless you're using framerate locking software like certain braggy "pros" used to here-round these parts.

 

At 120 fps Insanity/Plat, AI target tracking occurs at 400% the rate it's supposed to thanks to no delta timing on the code, so enemies line up shots very quickly, and they insta-target all your sensitive glowy bits and you get .1s to get your ass out of fire before they start racking up hits.

 

With smart timing on your cover snaps (even if you don't stay in it) that +50% DR makes all the difference, especially as the host, and the only thing you lose is SOME locational cheating, unless you have surround sound, in which case you're losing almost nothing but slight damage potential by skipping hm.