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M-11 suppressor's silencer actually does something mechanically?


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37 réponses à ce sujet

#1
Operator m1

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Just took a glance at the wikia, and apparently someone posted this about the silencer: 'This means that shooting enemies with this weapon does not attract attention to the player'.

 

Is this true? Weapon report is a factor in aggro?



#2
Salarian Master Race

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As I tend to attract attention from every enemy on the map simply for existing, I doubt it would make any difference


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#3
Deerber

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Yes.
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#4
Mgamerz

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It does. However if you kill an enemy it does nothing as it alerts all of the enemy team that someone has died. If I recall it gives you 4 seconds of being able to shoot before they are notified.


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#5
Operator m1

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Wow news to me. Another reason to like this gun I guess.



#6
Mgamerz

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If they still get line of sight to you they'll know you are there. Which in order to shoot an enemy is almost required.



#7
Olivia Wilde

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The M11 Supressor does not draw aggro based on sound (I believe that's what it's supposed to do)



#8
Operator m1

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Well on the subject of head-poppers, I'm fairly certain cranial trauma system grants more damage on headshots than the heavy barrel.

 

Is this true?

 

edit: while I'm at it, is there any other wonky behavior between cranial trauma system, passive headshot multipliers, targeting VI gear, and consumables I should know about, like some of those not stacking with others, etc?



#9
justinman114

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"The M-11 Suppressor sucks."

 

-Straight from the Wiki.

 

Seriously though I think it's my least favorite gun in the game (not including commons/uncommons).



#10
Operator m1

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"The M-11 Suppressor sucks."

 

-Straight from the Wiki.

 

Seriously though I think it's my least favorite gun in the game (not including commons/uncommons).

 

Dunno who's the fool that would put that on a wiki. I should eat them.

 

Out of the heavy pistols capable of dropping mooks in short order, it's the only one that combines that power, with fire rate, and stability. I very much hope it makes a comeback with the N7 valiant in andromeda, hopefully with extra stopping power, and a 10 round clip to free up a mod.

 

Anyway, back to my question:

 

Well on the subject of head-poppers, I'm fairly certain cranial trauma system grants more damage on headshots than the heavy barrel.

 

Is this true?

 

edit: while I'm at it, is there any other wonky behavior between cranial trauma system, passive headshot multipliers, targeting VI gear, and consumables I should know about, like some of those not stacking with others, etc?


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#11
Alfonsedode

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Well on the subject of head-poppers, I'm fairly certain cranial trauma system grants more damage on headshots than the heavy barrel.

 

Is this true?

 

edit: while I'm at it, is there any other wonky behavior between cranial trauma system, passive headshot multipliers, targeting VI gear, and consumables I should know about, like some of those not stacking with others, etc?

yep, sure, take a look at my HS mechanics thread

 

The CTS multiplies (1.4*) the HS bonus (4 in the suppressor case) instead  of being just an additive bonus like the heavy barrel



#12
Pheabus2009

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It would be more useful if they actually introduced a working stealth mechanism like from Splinter Cells or MGS. Currently all enemies know your position from half of the map away, so clearly the "silencer" thing won't make a difference.



#13
afgncaap7

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That could be useful..............except it requires you to use that weapon.


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#14
Ahglock

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It would be more useful if they actually introduced a working stealth mechanism like from Splinter Cells or MGS. Currently all enemies know your position from half of the map away, so clearly the "silencer" thing won't make a difference.


Everyone knowing your location makes sense given future communication capabilities. I'd like a power or item that disrupts comms to stop that in MEA. Maybe make it a silent rider to existing powers in the engineer and infiltrators skill set.

#15
Ahglock

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I'm starting to like this gun.  The silent feature seems pointless but on my stasis classes I can get headshots reliably.  It has a quick rate of fire, is stable, does decent damage, not bad.  Its ammo and weight are its weaknesses, but while i may run to reload a bunch each match its fun to play.  On my asari vanguard, I stasis/headshot almost as much as I charge.



#16
Alfonsedode

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I'm starting to like this gun.  The silent feature seems pointless but on my stasis classes I can get headshots reliably.  It has a quick rate of fire, is stable, does decent damage, not bad.  Its ammo and weight are its weaknesses, but while i may run to reload a bunch each match its fun to play.  On my asari vanguard, I stasis/headshot almost as much as I charge.

dont forget to put mag extension and CTS



#17
filippopotame

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dont forget to put mag extension and CTS

Do you really feel the extended mag is useful ? It adds very few rounds to the total numer you carry and a bigger mag isn't as usefull as a scope, a piercing mod or a power amp. Well the extended mag is probably better on a marksman because of the fire rate.



#18
Excella Gionne

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Just use it in SP. That's where it shines the most.



#19
Mgamerz

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Just use it in SP. That's where it shines the most.

If you're talking about the Citadel intro area (until wrex) that's cause the enemies have lower health and shields than the rest of the DLC and normal game.

#20
RayD3MSoC

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If you're talking about the Citadel intro area (until wrex) that's cause the enemies have lower health and shields than the rest of the DLC and normal game.

 

 

No...it is VERY strong in SP.  It is one of the few weapons I can reliably beat max difficulty Shepard clones in the Armax Arena (on insanity) with.  The lack of ammo just seems to matter more in SP.

Does anyone know what the differences are between this weapon in SP and MP?



#21
capn233

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If you're talking about the Citadel intro area (until wrex) that's cause the enemies have lower health and shields than the rest of the DLC and normal game.

 

He is talking about everywhere since the SP Suppressor has radically different damage stats:

 

Damage: 383.3 - 412.2


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#22
Excella Gionne

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No...it is VERY strong in SP.  It is one of the few weapons I can reliably beat max difficulty Shepard clones in the Armax Arena (on insanity) with.  The lack of ammo just seems to matter more in SP.

Does anyone know what the differences are between this weapon in SP and MP?

Well, they both have different stats. The SP version has higher DPS and is actually stronger than a level X Carnifex(probably even at Level I). I'm not so sure about the headshot multiplier though. I think it has a higher headshot multiplier in MP than in SP, but overall, you want the SP version for most situations. It practically shames the Carnifex's existence in SP.



#23
peddroelm

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"The M-11 Suppressor sucks."
 
-Straight from the Wiki.
 
Seriously though I think it's my least favorite gun in the game (not including commons/uncommons).



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#24
capn233

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I think it has a higher headshot multiplier in MP than in SP,

 

HS multiplier is the same in both modes.

 

SP Suppressor is one of the best guns in that mode and is arguably better than the Arc Pistol there (even though the latter inherited MP stats in Dec 2012).



#25
RayD3MSoC

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HS multiplier is the same in both modes.

 

SP Suppressor is one of the best guns in that mode and is arguably better than the Arc Pistol there (even though the latter inherited MP stats in Dec 2012).

 

I don't think that is arguable at all...  I love the Arc Pistol for it's space age feel and hate the 007 gun for being so pedestrian by comparison, but I have begrudgingly accepted that the suppressor is better.  There is always MP at least...

 

The Venom also seems quite a bit stronger in SP than in MP.  Does anyone know the numbers on that?