Armor piercing ammo VS Warp Ammo VS Incindiary Ammo
#1
Posté 02 février 2010 - 11:04
#2
Posté 02 février 2010 - 11:05
#3
Posté 02 février 2010 - 11:08
#4
Posté 02 février 2010 - 11:10
#5
Posté 02 février 2010 - 11:11
#6
Posté 02 février 2010 - 12:27
This means blood pack and mech enemies get torn through like they aren't there. Any enemy with no extra protection gets torn apart too. Super-size enemies (gunships, thresher maw, Pants) all use an armour bar too.
All you need is something to deal with shields/barriers.
#7
Posté 02 février 2010 - 12:37
But I wasn't being very scientific other then counting bullets.
#8
Posté 10 juin 2010 - 08:43
Dannok1234 wrote...
Just me or is there really no difference in the damage done to armor and health by inferno and AP ammo. I did a couple of quick tests on some mech's but they died from the same number of shots regardless of which ammo I used.
But I wasn't being very scientific other then counting bullets.
This may be the case, but don't forget the fact that inferno ammo causes the target to get burned and dance around wildly while the fire is still inflicting damage. This concept is really proven on the easiest difficulty were you can shoot a normal enemy down to half life left and the inferno ammo will usually burn him the rest of the way.
Armor piercing ammo inflicts health damage by cutting through the armor, but on health alone, there is only slightly above normal damage, but remember, unlike inferno, enemies hit with AP ammo will still be able to return fire.
#9
Posté 10 juin 2010 - 08:48
Incendiary Ammo is very effective, but mostly against organic enemies and not much else.
Armor-Piercing Ammo is decent, but it's like Incendiary Ammo without the panicking.
Overall, I'd personally recommend Warp Ammo. It's useful in the final mission and flexibility is always good when perfecting your Shepard's build.
#10
Posté 10 juin 2010 - 08:49
But seriously. Warp and Incendiary ammo also stop enemies from regenerating. And on Hardcore and Insane that's no small thing. Warp is nice if you just need a boost to damage and don't want to bother changing your ammo every now and then. Incendiery is good at making enemies jump around screaming. Never really used AP ammo. After trying it, I decidet to invest my points in something else. But it depends on how you play and what style of fighting you prefer.
#11
Posté 10 juin 2010 - 09:29
#12
Posté 10 juin 2010 - 10:00
Warp: 50% damage bonus to everything (double against barriers? and people under effects of biotics)
AP: 80% to armor and health
Incendiary: 60% damage over 3 seconds if organic target is lit on fire (not always and does not effect synthetics at all) stop regeneration
So essentially it comes down to which way you fight. AP ammo is superior to incendiary in pure damage output hands down when facing armor and health, but organics the panicking is useful to take fire off of shepard and to stop regen. Between warp and AP, warp is the jack of all trades while, ap is more specialized. I usually play with AP as a soldier because i can switch to disruptor ammo for large amounts of shields and i usually play with squadamate who have powers to help rid enemies of barriers and shields. Otherwise if your squadmates don't have a lot of shield/barrier lowering abilities then id recomend warp because its just the all around ammo ability.
#13
Posté 10 juin 2010 - 11:55
jgordon11 wrote...
Ammos:
Warp: 50% damage bonus to everything (double against barriers? and people under effects of biotics)
AP: 80% to armor and health
Incendiary: 60% damage over 3 seconds if organic target is lit on fire (not always and does not effect synthetics at all) stop regeneration
So essentially it comes down to which way you fight. AP ammo is superior to incendiary in pure damage output hands down when facing armor and health, but organics the panicking is useful to take fire off of shepard and to stop regen. Between warp and AP, warp is the jack of all trades while, ap is more specialized. I usually play with AP as a soldier because i can switch to disruptor ammo for large amounts of shields and i usually play with squadamate who have powers to help rid enemies of barriers and shields. Otherwise if your squadmates don't have a lot of shield/barrier lowering abilities then id recomend warp because its just the all around ammo ability.
Actually, AP ammo is 70%. ALso, I don't think Warp Ammo does double against barrier (just peeps affected by biotics). Other than that, your post is spot on.
#14
Posté 11 juin 2010 - 02:38
FourSixEight wrote...
Warp Ammo is good for pretty much everything. You can't really go wrong with it.
Incendiary Ammo is very effective, but mostly against organic enemies and not much else.
Armor-Piercing Ammo is decent, but it's like Incendiary Ammo without the panicking.
Overall, I'd personally recommend Warp Ammo. It's useful in the final mission and flexibility is always good when perfecting your Shepard's build.
For my Soldier, I have Squad Disruptor and Squad Warp (Bonus Power).
1. Typically I'll stick Warp on the Revenant and on squaddie guns and use Disruptor (if I need it) on my sniper rifle. I often have either Miranda or Kasumi (they have Overload) so I often don't need Disruptor at all even on my sniper rifle.
2. For Geth and Mechs squad switch to Squad Disruptor on all weaps.
With this config on my Soldier I don't waste any points on buying Inferno ammo (taking bonus Warp Ammo instead) and can max out most other things.
Modifié par JohnnyBeGood2, 11 juin 2010 - 02:41 .
#15
Posté 07 mars 2012 - 04:23





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