M-6 Carnifax: 6, 18 extra (24 total, 3 reloads) - 85.4 DMG - 145 RPM (512.4 DMG in 2.48 seconds)
M-5 Phalanx: 6, 24 extra (30 total, 4 reloads) - 109.8 DMG - 80 RPM (658.8 DMG in 4.5 seconds)
M-96 Mattock: 16 rounds, 64 extra (80 total, 4 reloads) - 50.4 DMG - 750 RPM (806.4 DMG in 1.28 seconds)
So if we round up and assume you don't keep that constant click-rate your looking at a full Mattock clip in 2 seconds. It does less dmg per shot but you can empty it rather quickly and has a good clip size for the style of weapon it is. That's all base dmg though, not counting the bonus dmg from upgrades and so forth. Pistols end up being 1024.8 and 1317.6 vs the mattocks 1249.92. So overall there very comparible 'per clip' but the Mattock wins on pure Speed if you ask me, Plus its got 45% vs barrier/shields the other 2 don't have. Sino's ingame testing was most likely based off time spend behind cover and the like.
Now that all aside I wanna say I've never been a big fan of the cryofreeze ammo (or any ammo mods, mostly cause I don't like the 'floating' ammo icon when you activate ethem). But after reading through here, and specifically your more recent play through (I think) Sinosleep I decided to give it a try. Gadda say I love it - besides just working REALLY WELL with squad, the whiter graphic and more angular look of the icon just kinda blends in with the guns better.
Thats kinda a silly reason to use something but oh well. My current setup which has been working great for me uses Area Charge though which most don't seem to find a good reason, if anyone wants to test out my reasons for it see what they think? Anyways builds basically...
Incendiary: Rank 2
Cryo Ammo: Rank 4 (Squad)
Charge: Rank 4 (Area)
Shockwave: Rank 3
Pull: Rank 1
Assault: Rank 4 (Champion)
(Bonus) Slam: Rank 4 (Heavy)
Area Charge as I was saying most don't seem to like but I've found it oddly easier to stay alive with then using Heavy. I think the reason is rather specifically the AoE hit thing it has going for it. When you charge into someone they stumble back regardless of protection (some units can't be of course). If you charge into a 2-3 enemies with a Heavy Charge, your knocking one back and that 1 second of slow helps you line up a shot but its to short to be TO effective for that and the other enemies are all shooting at you (ones near you). With Area Charge on impact all the guys get that stun animation so they can't shoot you. So generally I find for initial impacks of it I end up taking less direct damage unless you charge into the open with a lot of enemies. But thats just stupid and neither charge really helps you survive that heh.
As for the bonus, I just like slam for no good reason. Most stuff where I'd use an Area Pull I just charge or use Shockwave depending on the situation. I have 1 rank in pull 'cause of leftover points and its A, easier to setup squad-warps, and B it can make a fun combo with Slam.
-edit-
Back to the pistol vs mattoc comparison, fully upgraded of 50% dmg+piercing dmg amd 50% shield, 25% shield/armor (you can get AR to 60% I believe with DLC). Note: DPS doesn't factor in reload times.
Carnifax - in 2.48 sec.
Armor: 1281 (451.05 DPS)
Shield/Barrier/Health: 768.6 (309.91 DPS)
Phalanx - in 4.5 sec.
Armor: 1647 (432.66- DPS)
Shield/Barrier/Health: 988.2 (219.6 DPS)
Mattoc - in 1.28 sec.
Armor: 1653.12 (1291.5 DPS)
Shield/Barrier: 1572.48 (1228.5 DPS)
Health: 1209.6 (945 DPS)
As in can see, in a 'burst' of 1 second Mattoc winds out, given you can fire off them 12.5 rounds that fast.
Modifié par Adhin, 05 septembre 2010 - 03:27 .