It's all in the title really. I have an excess of Explosive Rounds and would like to use them in an effective or fun way.
Builds for Explosive Rounds?
#1
Posté 17 novembre 2015 - 10:23
#2
Posté 17 novembre 2015 - 10:49
Explosive Rounds effective
Alas those words can't be matched together, explosive rounds are by far the worst ammo. Like most of us, I have 765 of them.
About the fun part , if you're on PC you could use a Mgamerz's mod which suppress the explosion delay. It makes explosive rounds quite fun, and decently effective. See the ModMaker thread below on the first page.
Edit : just got 2 ER3 in a Spectre Pack.
! That will teach me for badmouthing them.
- Alfonsedode, Smehur, Saikyo_McRyu et 1 autre aiment ceci
#4
Posté 17 novembre 2015 - 11:51
4 Playing around:
Take something that can make use of the "aftershock". Ie sniper weapon like widow, kischock, that leaves a shieldgate;(/shotgun). Practice ur reload cancel while waiting 3 seconds for pumpkin to explode (explosive =max 250 damage, 3s). Works on Silver mook enemies.
For boss enemies,
U have to suffer it out.
No, unpriming of tech and biotic is a rumour spread by the uninformed.
#5
Posté 17 novembre 2015 - 11:56
I guess you can use them on character that focus on biotic/tech explosions. Despite what some people might say, they don't interfere with priming and detonating.
#6
Posté 18 novembre 2015 - 12:40
Explosive rounds are terrible (unmodded) and every other choice will function better.
Now, that said, here's a kit that's designed around blowing absolutely everything up. It can be fun, you can substitute the Venom/Falcon/Krysae for the Scorpion, but get something that explodes.
#7
Posté 18 novembre 2015 - 05:34
Oh, I've got a few...
Falcon
Venom
Striker
Scorpion
Krysae
Hydra Missile Launcher
Cobra Missile Launcher
Reaper Blackstar
M-99 Cain
M-77 Rocket Launcher
M-98 Grenade Launcher
Mass Effect 1
There, explosive rounds that are effective. ![]()
- Saikyo_McRyu, ark et m-99 saber aiment ceci
#8
Posté 18 novembre 2015 - 09:31
[...] use them in an [...] fun way.
Here I can help: Just equip them and the rest of the team will have a laugh watching you struggle to make them effective.
They can be mildly useful with their stagger effect in mind as additional CC at best.
- Alfonsedode aime ceci
#9
Posté 18 novembre 2015 - 10:04
Since both kits have many stagger powers which can be used to block doorways to slow a group, explosive ammo adds to the stagger fest. And can hit for up to edit: 1250 damage!!!(not 2500 my bad)
#10
Posté 18 novembre 2015 - 10:10
First of all, everyone has an excess of explosive rounds. This is for a reason. Given the way they work, you're best putting them on a hard-hitting single shot weapon and hope that they stagger something while you're attempting to reload. This is pretty much all they're good for IMO.
#11
Posté 18 novembre 2015 - 12:39
Kishock & Striker make good use of explosive rounds.
#12
Posté 18 novembre 2015 - 12:43
Kishock & Striker make good use of explosive rounds.
The striker?!
The same striker I have on Xbox?
The same striker I couldn't make effective with incendiary glitch?
How?
#13
Posté 18 novembre 2015 - 01:06
Guyz, guyz...
It's full of super-win. Best build. Will make explosive rounds sing. I am so totally not just screwing around because I'm bored.
- filippopotame aime ceci
#14
Posté 18 novembre 2015 - 01:59
Try this, it's decent : http://kalence.drupa...!24251353!F0.AG maximum stagger and crowd controll.
Keep the talon for the bosses.
#15
Posté 18 novembre 2015 - 03:03
I'd rather use Cryo I than Explosive III.
- Ashevajak, Oni Changas et Salarian Master Race aiment ceci
#16
Posté 18 novembre 2015 - 04:27
Alas those words can't be matched together, explosive rounds are by far the worst ammo. Like most of us, I have 765 of them.
About the fun part , if you're on PC you could use a Mgamerz's mod which suppress the explosion delay. It makes explosive rounds quite fun, and decently effective. See the ModMaker thread below on the first page.
Edit : just got 2 ER3 in a Spectre Pack.
! That will teach me for badmouthing them.
Without the delay, Explosive rounds look so cool that you don't even care about the lack of damage. Also, doesn't override other ammo priming..
#17
Posté 18 novembre 2015 - 05:07
If you want to maximize Explosive Round dps, you need a weapon that does as close to 833.33 damage per shot as possible. That way you're getting your maximum damage per explosion, every time. You need a class that can keep enemies together, ensuring the AoE effect hits at least three enemies at once. That way you're getting the maximum AoE damage, every time.
You can't take any class that seriously increases weapon damage, as generally that marginalizes the explosive ammo. Doing less than 10% of your damage from your ammo makes it essentially pointless. This functionally removes all infiltrators.
What you DO want is a class that increases rate of fire, allowing you to prime more targets more quickly. Ideally, you'll be priming nearly everything in sight, constantly.
That implies some gameplay changes; you can't fire constantly at one target. Instead you've gotta switch between multiple nearby targets, allowing each explosion to detonate before firing at them again, or you'll waste damage.
Given all these limitations, I'd probably use this: http://kalence.drupa.........53!F0.A.O
The marksman allows you to tag multiple enemies rapidly, the tactical scan allows you to take down single boss units rather than hordes of mooks. I mean...it won't work well, but it might work at all, y'know?
#18
Posté 18 novembre 2015 - 06:14
If you want to maximize Explosive Round dps, you need a weapon that does as close to 833.33 damage per shot as possible. That way you're getting your maximum damage per explosion, every time. You need a class that can keep enemies together, ensuring the AoE effect hits at least three enemies at once. That way you're getting the maximum AoE damage, every time.
You can't take any class that seriously increases weapon damage, as generally that marginalizes the explosive ammo. Doing less than 10% of your damage from your ammo makes it essentially pointless. This functionally removes all infiltrators.
What you DO want is a class that increases rate of fire, allowing you to prime more targets more quickly. Ideally, you'll be priming nearly everything in sight, constantly.
That implies some gameplay changes; you can't fire constantly at one target. Instead you've gotta switch between multiple nearby targets, allowing each explosion to detonate before firing at them again, or you'll waste damage.
Given all these limitations, I'd probably use this: http://kalence.drupa.........53!F0.A.O
The marksman allows you to tag multiple enemies rapidly, the tactical scan allows you to take down single boss units rather than hordes of mooks. I mean...it won't work well, but it might work at all, y'know?
I'd always been lead to believe that explosive ammo only primed after you had stopped shooting, hence my recommendation of using a single shot weapon. To be honest, I never bother using explosive ammo due it's all round uselessness, so I might try it with a marksman kit to see how that works out.
#19
Posté 19 novembre 2015 - 06:00
Volus Merc, Typhoon.
Really puts the screws to the Rippas.
#20
Posté 19 novembre 2015 - 06:01
Explosive rounds? Fun? Effective? You nearly made me choke on my sandwich, I hope you're proud of yourself.
- Salarian Master Race aime ceci
#21
Posté 20 novembre 2015 - 07:21
That HWSG X is a freakin' beast with (High) Explosive ammo. I trashed the geth's light SO hard on Feros that Christian Ble would be proud of my Shepard!





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