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Different ammo types?


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#1
lord vaalic

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What are the advantages of each? Warp, Inferno, Disrupter, Cryo. Which ones does everyone like best?

#2
Adamski_707

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Disruptor rips shields and can stun synthetics
Cryo can freeze targets whose defences (armour sheilds etc) are down
Incendiary burns through armour and organics
Armour piercing does what it says on the tin and adds extra damage over all
Shredder does extra vs organics
Warp (never used it) but i think it just packs a greater punch overall especialy against biotic barriers?

Did i miss any?

I myself like disruptor and armour piercing

Modifié par Adamski_707, 16 février 2010 - 02:51 .


#3
IndomitusRex

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Adamski_707 wrote...

Disruptor rips shields and can stun synthetics
Cryo can freeze targets whose defences (armour sheilds etc) are down
Incendiary burns through armour and organics
Armour piercing does what it says on the tin and adds extra damage over all
Shredder does extra vs organics
Warp (never used it) but i think it just packs a greater punch overall especialy against biotic barriers?

Did i miss any?

I myself like disruptor and armour piercing


Pretty close, but AP ammo works only on armour and health, while Warp works against all.

#4
Adamski_707

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IndomitusRex wrote...

Pretty close, but AP ammo works only on armour and health, while Warp works against all.


I always thought it was an overall small increase and a huge increase vs armour. oh well =P

#5
Grand_Commander13

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IndomitusRex wrote...

Pretty close, but AP ammo works only on armour and health, while Warp works against all.

Warp works against Health, Armor, and Barriers but not Shields.  Unfortunately Shields are the most common defense in the game, and you can always switch to Warp ammo for the last mission.

#6
D4rk50ul808

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Disruptor ammo overheats synthetic weapons, stuns them, and shreds shields (weakest type of protection). It makes fighting Geth/Mechs MUCH easier.



Inferno is only real useful if you have no way to stop regeneration on higher difficulties. The damage it deals is over a 3 second timer, not sure if it stacks. Either way its most effective on slow firing weapons.



Cryo is nice if you are a debuff based class that can strip defenses quickly, not so much if you can 1 shot things. I prefer direct damage over effects that only work on Health because at that point all my biotics will work as well or better than the freezing effect.



AP does mass damage to Health and Armor. It unforunately doesn't help with Barrier which most collectors and the tougher human enemies use.



Warp doesn't work on Shields but they are weak. It does slightly less overall damage than AP but affects Barriers which makes it IMO a better overall ammo type to use. It also gets a good damage boost if you shoot things that are being affected by a biotic power. Works great with Singularity, Reave, Pull, and Slam.

#7
blank1

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So much bias here! I'll give it to you raw (yes, that is what she said, etc).



Disruptor Ammo -- Deals extra damage to shields and synthetics, can stun synthetics, and also has a chance to overheat weapons on either synthetics or organics. It's highest level adds +60% damage to shields and synthetics (Geth and mechs)



Incendiary Ammo -- Deals extra damage to armor, and can light unprotected (No armor, shields or barrier) enemies on fire, which causes them to panic and break out of cover. Synthetics HP bars are resistant to this fire damage. Contrary to popular belief, Incendiary Ammo does no extra damage to health -- it just makes enemies panic when lit on fire. It deals up to +60% damage over 3 seconds to health, but against armor, it deals the 60% upfront, as in not a DoT.



Shredder Ammo -- Deals extra damage to HP bars against organics only. When they're down to health, if its not a robot, it takes extra damage basically... Geth and Mechs are resistant. Can do up to 80% extra damage.



Armor Piercing Ammo -- Deals extra damage to HP bars and armor. Up to 70% extra damage can be done to armor defenses and HP bars.



Warp Ammo -- Deals extra damage to HP bars, armor, barriers, and enemies under the effect of a biotic power. Its versatility is balanced out by having a slightly smaller damage bonus, up to 50%.



Cryo Ammo -- Has a chance to freeze unprotected enemies whenever they are struck. Frozen enemies take more damage, and can be insta-killed with a physics attack, such as concussive shot, throw, slam, or with a warp detonation. Cryo Ammo has no damage bonus in and of itself.

#8
Caarage

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warp ammo is my choise of ammo since soldier/infiltrator gets huge bonuses to weapon damage
from other talents.

shields can always be droped with distruptors and health reg is squad members job like samaras reave and mirandas warp. Also mirand has the +15% squads weapon damage bonus.

warp isn't a bad choise to use as squad ammo.
this works especialy well with zaeed and legion with their +50% wep dmg boost.

Adrenaline rush: +140%
Commando: WD +15%
Commando: PD +15%
Warp ammo: +50% (+100% under the effect of biotic's)
Weapon upgrades:+50%
sniper rifle headshots upgrade:+50%
Visor. +10% hedshots
armor pieces that mod the dmg even more


around +400% extra dmg at best with snipers.
that's a devastating ammount of increase with widow

I was playing on insanity difficulty with my infiltrator and dropped the human reaper with widow only.
That one is a heavy weapon in my book :P

Modifié par Caarage, 23 mars 2010 - 12:58 .


#9
Razyx

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I like Incendiary (1st) and Warp (2nd) and no more... the shield goes down faster than a sneeze with a mate and overload (+bullets).

Otoh the "bosses" or tricky enemies always have armor so I'm served. Cooldown for powers..., ammo is not a power in my mind so no time to change them.

#10
Stengahpolis

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Necro Ammo - Resurrects old threads. Lower levels don't add anything useful.