aeetos21 wrote...
Inferno causes 60% fire damage (damage to armor) over three seconds, AP is instant and if you plan on charging enemies you want something that will take them down quickly so you can focus on any non-frozen enemies nearby or line up to charge an enemy that your squad froze while you were dealing with the enemy you just killed.
As for the panic effect? Squad cryo means your squad is freezing targets this whole time. Add in the melee combo with the AP rounds (I know that was discussed somewhere on this thread) and you can easily "stunlock" two enemies to death in seconds.
No, it doesn't work that way.
It has been confirmed by the devs that the damage from DoTs is applied INSTANTLY to armor, shields, and biotic barriers. When it comes to health if an organic is hit by Inferno rounds they're basically dead, although not right away. They'll stand there in panic mode and a single melee is usually enough to finish them off.
As for the squad cryo effect, it's too unreliable to rely on extensively. Sometimes it doesn't work, or your squad can't hit the necessary enemies, or someone like Garrus will switch to AP ammo and screw up your plan. Inferno panic is a safety net that saves a Vanguard's life countless times.
And on another note, if we take AP ammo then we are forced to waste 3 points in Incendiary ammo to unlock Cryo ammo. That's a definite weakness right there.
The 10% damage is just not worth passing up on survivability -- and 3 squad points. Sorry.
Modifié par Iz Stoik zI, 25 février 2010 - 05:04 .