I'm only posting this thread after failing to find an answer by searching. I remember reading a while back that AP ammo is bugged and only works on your starting weapon and does nothing on your second one. Did BW ever patch this or is it still an issue? And on that note, is there a rule of thumb for determining which weapon is your starting weapon? It seems like it depends on the individual weapons rather than which of the five types they are, or maybe it's entirely random. Maybe it's by whichever weapon is heavier? I don't know.
AP rounds still bugged?
#1
Posté 22 juillet 2015 - 07:20
#2
Posté 22 juillet 2015 - 07:41
#3
Posté 22 juillet 2015 - 07:43
This is not true.
In platinum I will often equip 2 weapons because ammo boxes are stingy. I know from switching weapons that the AP ammo does apply to both
#4
Posté 22 juillet 2015 - 07:44
Edit: and boy, you must have been away a while! XD
- Alfonsedode aime ceci
#5
Posté 22 juillet 2015 - 07:45
AP Ammo applies appropriately to both weapons in my experience, OP. The only AP ammo bug I know of is that combining AP ammo with AP mods on the weapon result in a loss of damage (or something to that effect). I'm sure our ME3 Resource Thread has all the data on this.
I forget all the reasons and don't know if they're still completely valid, but I almost never apply AP ammo and AP mods in the same game.
#6
Posté 22 juillet 2015 - 08:36
Triple Escape is talking about an old bug (which is now fixed) about the piercing (and possibly damage bonus) attribute of AP Ammo.
A "primary" weapon is defined by two attributes:
->For the unmaxed manifest, the "primary" weapon was defined as the weapon of higher level.
Ex: A player with a level 8 scorpion but a level 3 Harrier will start with the scorpion at the beginning of the game.
->In the event of equal leveled weapons, the primary weapon is defined as the weapon in the top box
Ex: 
- Note the placement of the Avenger? I'm certain weapons in that box are regarded as "primary" weapons. Pistols have the lowest priority and are regarded as secondary weapons unless it is of a higher level.
This old bug caused the AP ammo bonus to be only granted to the "primary" weapon at the start of the game. For Example, if a player had a level 10 Scorpion but a Level 4 Saber (with no piercing mods), then the saber lacked the ability to penetrate for the rest of that game. Because of the nature of this old bug, I am not very certain about this but the secondary weapon (Saber in this example) still received a damage bonus from using AP ammo (against non armored enemies) but lacked the penetration and armor bonus against armored enemies.
- Deerber aime ceci
#7
Posté 22 juillet 2015 - 09:10
Thanks for the info, everyone. I quit a few months after Reckoning (after BW stopped doing balance changes or patches) and just came back a couple months ago. All this time, I've been operating under the assumption that AP rounds were still bugged, and since I could never figure out what the "primary" weapon was, I never used them on two-weapon kits. Glad to hear that they fixed it after all.
#9
Posté 22 juillet 2015 - 09:28
Secondary weapons do not show Ammo Rounds being applied to the weapon, but they actually are. They just don't have the ammo indicator that they've been applied with ammo rounds.
#10
Posté 22 juillet 2015 - 10:40
The only AP ammo bug I know of is that combining AP ammo with AP mods on the weapon result in a loss of damage (or something to that effect).
I heard about this, but only in reference to shotguns. Is there any other types of weapons which suffer from this?
#11
Posté 22 juillet 2015 - 10:55
I heard about this, but only in reference to shotguns. Is there any other types of weapons which suffer from this?
The % amount of damage lost by shooting through cover on weapons eqipped with piercing mods applies even if you use AP/Drill ammo. If you don't use piercing mods on the weapon, those ammos do 100% damage through cover (includes double hits). The exception to the rule are innate piercing weapons like Widow, Javelin, Black Widow, Crusader and Executioner, which always do 100% damage through cover.
- Grim68 aime ceci
#12
Posté 22 juillet 2015 - 11:19
I don't really see the need for two weapons anyway. You can only carry one Claymore at a time.
Haha. I like using the Scorpion as a secondary for phantoms and hoards of mooks on weapon classes like the Tsol, but the Scorpion is one of the first URs I maxed, and I'm not quite finished with my manifest yet, so it's nice to know I'll still be able to use AP ammo on my Typhoon IX with the Scorpion.
#13
Posté 22 juillet 2015 - 11:24
Thanks for the info, everyone. I quit a few months after Reckoning (after BW stopped doing balance changes or patches) and just came back a couple months ago. All this time, I've been operating under the assumption that AP rounds were still bugged, and since I could never figure out what the "primary" weapon was, I never used them on two-weapon kits. Glad to hear that they fixed it after all.
I'm pretty sure this bug was fixed long before you quit
Just saying. Glad to see people still coming back though ![]()
I don't really see the need for two weapons anyway. You can only carry one Claymore at a time.
Mark my word, my friend, mark my word:
YET.
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I heard about this, but only in reference to shotguns. Is there any other types of weapons which suffer from this?
All the weapons are affected, except the ones with innate penetration capabilities.
#14
Posté 22 juillet 2015 - 11:27
Haha. I like using the Scorpion as a secondary for phantoms and hoards of mooks on weapon classes like the Tsol, but the Scorpion is one of the first URs I maxed, and I'm not quite finished with my manifest yet, so it's nice to know I'll still be able to use AP ammo on my Typhoon IX with the Scorpion.
If the AP ammo bugged out on your Scorpion it wouldn't matter much anyway.
#15
Posté 23 juillet 2015 - 01:24
If the AP ammo bugged out on your Scorpion it wouldn't matter much anyway.
Right, but since my Scorpion is a higher level, having both weapons would make the Scorpion the default weapon which would make AP ammo ineffective on the Typhoon.
#16
Posté 23 juillet 2015 - 10:38
The % amount of damage lost by shooting through cover on weapons eqipped with piercing mods applies even if you use AP/Drill ammo. If you don't use piercing mods on the weapon, those ammos do 100% damage through cover (includes double hits). The exception to the rule are innate piercing weapons like Widow, Javelin, Black Widow, Crusader and Executioner, which always do 100% damage through cover.
I'm afraid I didn't get it?
What is the Problem?
- Do you mean that all weapons (except for those with initial penetration) suffer more % of reduced damage through cover when Ammo and Mods are combined?
- Or is the problem, that AP/Drill Ammo does not suffer "% of reduced damage", until I use a mod that does?
- And all Weapon with inital Penetration NEVER suffer "% of reduced damage"?
- Does the "penetration range" still stack from AP/Drill Ammo and the Weapon Mod?
cheers
a confused scrub ![]()
#17
Posté 23 juillet 2015 - 10:51
I'm afraid I didn't get it?
What is the Problem?
- Do you mean that all weapons (except for those with initial penetration) suffer more % of reduced damage through cover when Ammo and Mods are combined?
- Or is the problem, that AP/Drill Ammo does not suffer "% of reduced damage", until I use a mod that does?
- And all Weapon with inital Penetration NEVER suffer "% of reduced damage"?
- Does the "penetration range" still stack from AP/Drill Ammo and the Weapon Mod?
cheers
a confused scrub
No, yes, yes and yes.
- Quarian Master Race et nico_wolf aiment ceci
#18
Posté 23 juillet 2015 - 11:16
#19
Posté 23 juillet 2015 - 03:35
The % amount of damage lost by shooting through cover on weapons eqipped with piercing mods applies even if you use AP/Drill ammo. If you don't use piercing mods on the weapon, those ammos do 100% damage through cover (includes double hits). The exception to the rule are innate piercing weapons like Widow, Javelin, Black Widow, Crusader and Executioner, which always do 100% damage through cover.
Thank you, but I told about another thing. If you combine APIV ammo with AP mod on shotguns you will get only 65% ignoring defenses of armored targets. Actually, I never check this for my-self because I heard this from my friend so I trust him.
PS: and sorry for possible mistakes, I'm not native speaker.
#20
Posté 23 juillet 2015 - 03:43
Thank you, but I told about another thing. If you combine APIV ammo with AP mod on shotguns you will get only 65% ignoring defenses of armored targets. Actually, I never check this for my-self because I heard this from my friend so I trust him.
PS: and sorry for possible mistakes, I'm not native speaker.
That is not true. Your friend apparently mistook the armor ignoring aspect of AP ammo with its penetration one, as the bug works exactly that way, but with the damage done through cover, not the one done to armored targets.
#21
Posté 23 juillet 2015 - 03:58
Thank you, but I told about another thing. If you combine APIV ammo with AP mod on shotguns you will get only 65% ignoring defenses of armored targets. Actually, I never check this for my-self because I heard this from my friend so I trust him.
PS: and sorry for possible mistakes, I'm not native speaker.
No, armor sundering values from piercing mods, ammo and debuffs stack with each other to a maximum of 100% (it's a bit complex because "weakening" and "piercing" are calculated differently). All you need know for your specific case is that putting APIV ammo on any weapon will give you the maximum value that you can attain at all times regardless of any other mods, debuffs etc. Your friend was mistaken.
However, if you use AP IV on a shotgun equipped with a shredder mod or HVB, the mod will make any hits through cover (or other enemies, including all hits after the first on multihit capable enemies like Atlases) suffer the % damage penalty that the mod applies, when without it you would get the typical 100% value universal to all AP and Drill ammo. The Crusader is an exception among shotguns, because it has innate piercing and 100% damage through cover at all times, regardless of mods or ammo. Adding mods, AP or drill ammo to it simply increases it's piercing distance and reduces armor DR effect (not that it has much of an effect on the weapon to begin with due to its high single projectile damage).
#22
Posté 23 juillet 2015 - 04:17
No, armor sundering values from piercing mods, ammo and debuffs stack with each other to a maximum of 90% (it's a bit complex because "weakening" and "piercing" are calculated differently).
That is actually not true. You can reach 100% armor sundering, it's not capped.
- Quarian Master Race aime ceci
#23
Posté 23 juillet 2015 - 04:43
Seriously? Armor piercing rounds were bugged? Well, I switched to Drill rounds a long time ago..I only use AP rounds when I am out of Drill / Incid / Warp ammo..which is never.
#24
Posté 23 juillet 2015 - 05:22
The % amount of damage lost by shooting through cover on weapons eqipped with piercing mods applies even if you use AP/Drill ammo. If you don't use piercing mods on the weapon, those ammos do 100% damage through cover (includes double hits). The exception to the rule are innate piercing weapons like Widow, Javelin, Black Widow, Crusader and Executioner, which always do 100% damage through cover.
That's the ticket. Thanks for the clarification, QMR.
#25
Posté 23 juillet 2015 - 05:29
That is actually not true. You can reach 100% armor sundering, it's not capped.
I've no idea what you're talking about. Why did you edit my post
?
- Deerber aime ceci





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