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Headshot damage


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#1
LanceCucumber

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On the qmark for example. Would it be diminishing returns to stack all the headshot damage possible? Was thinking about using the eagle w cranial mod and all the headshot gear ony commute in.

#2
TheNightSlasher

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Depends on the faction you're up against. Since cranial trauma mod doesn't work against boss units, cerberus, geth, and to some extent collectors are your ideal faction. Late reaper waves have too many boss/mini-boss units and cranial trauma mod isn't very useful.

 

Going into a game with random enemy setting, you're probably better off with heavy barrel for your pistol. But take all headshot evos in marksman and passives. I'd also pick pistol amp over targeting VI.


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#3
Salarian Master Race

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Increasing normal damage will also increase headshot damage anyway


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#4
capn233

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Rail amps are in general more valuable than Targeting VI, if that is what you are asking.

 

Targeting VI is only an extra 5% additive damage in the case of a "headshot," which isn't practical or doesn't do as much damage as a double-body hit for several high hp units.

 

Of course if you want to focus down humanoids and calculate that you need a targeting VI with cranial trauma to save a shot or two, by all means.

 

If you want to figure some of this out the easy way

 

https://docs.google....C0s/edit#gid=17

 

follow the instructions to make a copy.

 

Overall most useful setup if you do:

 

TSol

Eagle - Cranial Trauma

AP / Drill

Targeting VI + Vulnerability VI

Stability


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#5
LanceCucumber

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What i was asking was basically if certain things were just wasteful, which i have received some good responses. 

 

Played a bit on the qmark last night, and was melting things and 20hs pretty quickly, didnt know if there was more potential out there. Played a match each with harrier/lancer/typhoon, but on the drive in was thinking about the cranial mod for pistols and the eagle.



#6
capn233

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Works pretty well on Eagle w/ MM.  Especially if you are running something else for high HP enemies like Atlases (Hurricane, Punisher).  Granted, if going Targeting VI you don't get any bonus when double hitting the Atlas, but DPS is already sky high on some of those SMGs under MM.

 

Targeting VI isn't completely horrible against some factions if you are low on amps.  I run it with various relatively accurate guns to save real amps from time to time.  I don't like it with any typical shotgun because a lot of them are still scoring some body hits at practical ranges and I want to buff as many pellets as possible.


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#7
Alfonsedode

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insert his Headshot thread link



#8
Salarian Master Race

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Outstanding!

 


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#9
Alfonsedode

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^great



#10
Mordokai

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Two of my favourite headshot builds:

 

Asari Adept

 

Turian Sentinel

 

First one is an easy mode, the second one requires some skill, but both are very powerful and much fun.



#11
Xen

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Speaking as someone who has done his 200 waves challenge more than 30 times, on the Quarksman I can't think of any setup where using headshot gear/mods is significantly more effective than using the normal ones, except that it gimps your boss DPS if you plan to exploit double hits. You're only getting an extra 5-10% additive damage bonus over the normal amps, which isn't much.

For example, my favourite on him, the Saber, on gold/ plat is going to take 1 headshot on regular non shielded mooks, 2 on shielded/barrier ones (or Dragoons, but only 1 need be a headshot), and 3 on (platinum) Possessed Captains. Swapping regular AR amps and gear for headshot stuff doesn't change any of those rounds to kill calculations.

I'd imagine that on some low damage, high fire rate automatic weapons, especially ones with higher headshot multipliers (Locust, Geth Pulse Rifle, Crainial Trauma Eagle) you can probably decrease the theoretical number of shots you need by 1 or 2 on some humanoid targets, but even then that would have a miniscule effect on TTK when you are firing 15-20 rounds per second. Usually the differences in damage are extremely small (on the optimal Quarksman-Eagle setup for instance it's less than 20 points difference between Heavy Barrel-Amp and Crainial trauma-VI headshots, when all targets have thousands of HP). 

More practically, you aren't going to attain 100% accuracy on most of your bursts. Some rounds will hit the body or miss, and if that happens you are losing out entirely to the vanilla amps and gear. Meanwhile, you're always losing out against some targets without head/critical hitboxes (Ravagers, Bombers, Turrets) and pretty much every boss not named Geth Prime (but you should just nuke that cheating toaster scumbag on site, anyway).


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#12
Deerber

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Speaking as someone who has done his 200 waves challenge more than 30 times, on the Quarksman I can't think of any setup where using headshot gear/mods is significantly more effective than using the normal ones, except that it gimps your boss DPS if you plan to exploit double hits. You're only getting an extra 5-10% additive damage bonus over the normal amps, which isn't much.

For example, my favourite on him, the Saber, on gold/ plat is going to take 1 headshot on regular non shielded mooks, 2 on shielded/barrier ones (or Dragoons, but only 1 need be a headshot), and 3 on (platinum) Possessed Captains. Swapping regular AR amps and gear for headshot stuff doesn't change any of those rounds to kill calculations.

I'd imagine that on some low damage, high fire rate automatic weapons, especially ones with higher headshot multipliers (Locust, Geth Pulse Rifle, Crainial Trauma Eagle) you can probably decrease the theoretical number of shots you need by 1 or 2 on some humanoid targets, but even then that would have a miniscule effect on TTK when you are firing 15-20 rounds per second. Usually the differences in damage are extremely small (on the optimal Quarksman-Eagle setup for instance it's less than 20 points difference between Heavy Barrel-Amp and Crainial trauma-VI headshots, when all targets have thousands of HP). 

More practically, you aren't going to attain 100% accuracy on most of your bursts. Some rounds will hit the body or miss, and if that happens you are losing out entirely to the vanilla amps and gear. Meanwhile, you're always losing out against some targets without head/critical hitboxes (Ravagers, Bombers, Turrets) and pretty much every boss not named Geth Prime (but you should just nuke that cheating toaster scumbag on site, anyway).

 

What happened to QMR?!?!

Also, in case the OP wants to delve more into headshot mechanics and get the ultimate technical knowledge:

 

http://forum.bioware...r-tests-welcome

 

 

(and that's totally not because I haven't linked that in months and I'm feeling nostalgic...)


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#13
Evil

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Headshot damage boosts worked best on burst fire weapons in my experience, as killing mooks in one burst instead of two is a noticeable improvement in TTK.

 

Partner the burst fire gun with a Good SMG to deal with bosses like CAPN223 suggested and you've got a valid way to use your targeting VI's while still being effective.

 

 

You'll need to get the burst fire guns recoil under control to make this work though, since you need as many of the bullets as possible to be hitting the targets face to get one burst kills reliably.



#14
Onewomanarmy

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Rail amps are in general more valuable than Targeting VI, if that is what you are asking.

Targeting VI is only an extra 5% additive damage in the case of a "headshot," which isn't practical or doesn't do as much damage as a double-body hit for several high hp units.

Of course if you want to focus down humanoids and calculate that you need a targeting VI with cranial trauma to save a shot or two, by all means.

If you want to figure some of this out the easy way

https://docs.google....C0s/edit#gid=17

follow the instructions to make a copy.

Overall most useful setup if you do:

TSol
Eagle - Cranial Trauma
AP / Drill
Targeting VI + Vulnerability VI
Stability

I can use this advice as well, I'm really bad at choosing equipment cause I think it's confusing, so thank you, this looks like it will work :)

#15
Shampoohorn

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On the qmark for example. Would it be diminishing returns to stack all the headshot damage possible? Was thinking about using the eagle w cranial mod and all the headshot gear ony commute in.


Yes, definitely diminishing returns but it's still fun to try it out. Try the drell infiltrator plus suppressor and assassinate all the mooks. I recall a few great games as a headshot turian soldier with the talon.

Do you know about corlist's damage calculator? It will generate ttk values for any weapon/kit/gear combo you choose.