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Armor Piercing ammo is the best special skill for all 6 classes


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#1
padaE

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That is not a fact, it is a law. The first Mass Effect 2 law..Here, the reasons for every class:
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Soldier : Soldiers are meant to solve problens with bullets. When it comes to the new skill some think of Reave, I did, because it's excellent to take down defenses and Soldier doesn't have any biotic skill. Other think of Barrier. Both are wrong. Why? Because you don't need them. Adrenaline Rush is the power you need. Its better to use it twice than Reave once. So, even with all three ammo types, AP must be your choice. With Disruptor Ammo as alternative for Geth. Even with Incendiary ammo that is close to AP ammo, all other skills won't match the play style of a great soldier.
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Vanguard : It took years of reserach and careful observation to reach this conclusion, but its unmistakable. AP Ammo is the choice. There was a great debate between AP ammo and Barrier. That is because Incendiary Ammo is great for the Vanguard, while Barrier would add an alternative for the Vanguard crazy rush. What alternative? Well, when you are behind enemys lines with everyone shooting at you you want to charge at them not only to close in for the kill but to recover your shield. So sometimes even if you don't want to you have to charge because otherwise is 'Critical Mission Failure'. Barrier would offer the alternative to recover your shields without having to Charge. So, why not Barrier then? Because after thousands of tests it was clear that the huge recharge time for this kind of skills make them not worth it. You will notice that it's better to charge twice than to use Barrier once. So, like the soldier, even with Incendiary Ammo, AP is the choice. Reave would be interestin to weak enemys before charging, however, you don't need that.
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Adept: No much to say here. You have all powers you need, and AP ammo + AR later in the game add a lacked (most of the time not needed) firepower for the Adept.
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Engineer: Same as the adept
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Infiltrator: Pretty much the same of the Adept and Engineer. With sentinel you will be taking enemys down fast, nothing better than having AP ammo to do the job
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Sentinel: This is an interesting class. It wasn't found one specific way to play with this class. There are some ways to play with it without losing its total effectiveness. However, AP will be always the choice as long as there is a gun to fire. There was some argue if Shredder Ammo wouldn't be better due how easy you can take enemys defenses. But as the strongest enemys don't even have healthy, just armor, AP is the choice.
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After this, you could have some questions, like:
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Why not Warp ammo?
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Warp ammo is good, it has the advantage to deal a bonus damage to Barriers. However, its not needed. It doesn't matter what class you are. Taking down barrier is easy. And considering the strongest enemys, making more damage to armor is better than make less damage in more things.
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So the other power are useless?
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Some are, but other will do just fine. When you choose AP ammo over the other you are making your character the most effective as it can posibly be. In some cases the difference are not big. For exemple the soldier, you will do just fine with Incendiary Ammo and another bonus skill, like the awesome Slam. But you wont be as effective as a Soldier with AP ammo.
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Note: As I have previously stated, choosing AP Ammo is to you run like EDI, always at optimal capacity. However, thats not just what is needed. Having the right skill built, the right weapons and the right teammates by yourside (I won't talk about this cause the Second Mass Effect 2 law is in there) is also needed.
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Well, I guess thats everything. This is the first Mass Effect 2 Law:
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Armor Piercing ammo is the best special skill for all 6 classes in Mass Effect 2.
.
Newton would be so jealous.

Modifié par padaE, 18 février 2010 - 06:53 .


#2
padaE

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fixed

Modifié par padaE, 18 février 2010 - 06:55 .


#3
Salotus

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Wall o'text.
Your not considering Dominate. I find it far the best power on Insanity as I can take over the guy with the flame thrower and watch him do all the work for me.
Although against those heavily armoured bosses, ap probably is the safe bet.

Modifié par Salotus, 18 février 2010 - 06:55 .


#4
EleventhLokust

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Armor Piercing ammo is very good, but I think your point is somewhat lost in the unreadable wall of text.

#5
padaE

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Yes, for some reason it become a stone wall. But I fixed it, Isn't it right now?

#6
Salotus

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padaE wrote...

Yes, for some reason it become a stone wall. But I fixed it, Isn't it right now?


Ya. It's good now.

#7
WillieStyle

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If there were a way to keep enemies "affected by Biotics" for at least 29% of the time, then Heavy Warp Ammo would become superior to Tungsten Ammo. I'm not sure it's feasible to do that though.



Without the bonus damage from Biotics, I agree, AP Ammo is superior to all other bonus skills.

It is especially superior to Shield-type bonus skills like Geth Shield Boost because of their VERY long cooldwons and piddling bonuses to shields. If you absolutely must boost your shields, just use upgraded Unity.

#8
SmilingMirror

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I recently learned that Warp Ammo "detonates" just like warp does. Meaning the damage bonus you get doubles when they're being pulled or reave. I definitely would also want Energy Drain more on an Adept to round that class out anyways.

Besides, squad ammo prevents the need of wasting points on this bonus skill.

I could also use Garrus for AP ammo if I really need it.

So no, it depends on what build your using, and while AP ammo is definitely an upper tier skill, I would not say its the best for every situation.

Modifié par SmilingMirror, 18 février 2010 - 07:33 .


#9
Hellraisin

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Best ammo power, yes, though I still like warp. I don't think 20% is that huge of a difference with all the weapon and armor upgrades and skill bonuses. for example, extra 100 plus dmg per sniper shot with AP isn't going to kill a scion any faster than warp ammo on insanity, still 4 shots.



As for best skill, it's really depend on your playstyle and class. I went with ammo on infiltrator and soldier, dominate with engineer, reave with sentinel.

#10
Axx Bytehoven

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I tried AP ammo on my Insanity/Soldier run, I went back to Heavy Reave 4, and then did squad disruptor, incendiary & cryo ammo. I found Reave came in more handy when I had to be very careful to survive. Stack up Reave with Warp, Overload, Dominate and my Soldier might not have needed to fire a single round.

#11
Kronner

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AP ammo is overrated and totally useless for Vanguards.

#12
padaE

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Kronner wrote...

AP ammo is overrated and totally useless for Vanguards.

.
I really don't desagree with you. AP ammo is kind of useless for Vanguard. However, all other skills are even more useless.
.
So, you can choose how to say its. AP ammo is the best bonus skill for Vanguard or the less useless. 

#13
Kronner

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padaE wrote...

Kronner wrote...

AP ammo is overrated and totally useless for Vanguards.

.
I really don't desagree with you. AP ammo is kind of useless for Vanguard. However, all other skills are even more useless.
.
So, you can choose how to say its. AP ammo is the best bonus skill for Vanguard or the less useless. 


Nah, Reave (heavy til I get Samara, Area when I have her) is a lot better and more useful.

#14
davidshooter

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The damage bonus for warp ammo is double when the target is in a biotic field?



Is there a source for that info?




#15
Hellraisin

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I just read the thread with confirmation from Bioware on bonus damage from Warp Ammo on enemies affected by biotics, it does 100% more dmg with heavy warp ammo, so clearly for adept, that's the way to go.

#16
padaE

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Kronner wrote...

padaE wrote...

Kronner wrote...

AP ammo is overrated and totally useless for Vanguards.

.
I really don't desagree with you. AP ammo is kind of useless for Vanguard. However, all other skills are even more useless.
.
So, you can choose how to say its. AP ammo is the best bonus skill for Vanguard or the less useless. 


Nah, Reave (heavy til I get Samara, Area when I have her) is a lot better and more useful.

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I don't think so. In some key moments, maybe. But they are far to few to consider Reave as an option. Why you want to take the enemy defenses down with it if you can do it with a close shotgun shot? Its pointless, the same goes for the soldiers. 

#17
thisisme8

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davidshooter wrote...

The damage bonus for warp ammo is double when the target is in a biotic field?

Is there a source for that info?


http://social.biowar...index/1211317/3

Eric ****nan wrote...

Warp Ammo does double damage to
targets affected by biotics. What this means is that the extra damage
from Warp Ammo is doubled, not the entire damage from the weapon + Warp
Ammo.

So if a normal shot from a weapon does 100 damage, then
a rank 1 Warp Ammo will do 15 bonus damage for a total of 115 damage.
Against targets affected by biotics, the bonus damage is doubled to 30,
for a total of 130 damage.

Warp Ammo, like all other ammo
powers, uses the weapon's base damage to calculate the bonus. They
never take any weapon bonuses into account, so in this case it doesn't
get more damage from a target who is in ragdoll.

Another way to
look at it is that Warp Ammo, against targets affected by biotics,
increases weapon damage by 30/50/70/100% for ranks 1/2/3 and the heavy
evolved. In this case, it is the highest damage increase for weapon
powers, but it requires an extra step for you to use a biotic on the
target.


Modifié par thisisme8, 18 février 2010 - 07:51 .


#18
rumination888

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padaE wrote...

Kronner wrote...

padaE wrote...

Kronner wrote...

AP ammo is overrated and totally useless for Vanguards.

.
I really don't desagree with you. AP ammo is kind of useless for Vanguard. However, all other skills are even more useless.
.
So, you can choose how to say its. AP ammo is the best bonus skill for Vanguard or the less useless. 


Nah, Reave (heavy til I get Samara, Area when I have her) is a lot better and more useful.

.
I don't think so. In some key moments, maybe. But they are far to few to consider Reave as an option. Why you want to take the enemy defenses down with it if you can do it with a close shotgun shot? Its pointless, the same goes for the soldiers. 


You're gonna be killing an enemy in the same time span with SQUAD incendiary ammo as you would with personal AP ammo when you're using a shotgun. Atleast Reave will allow you to use your cooldown on something else when you can't Charge.

And increasing your maximum shields is only a small part of the advantage that Barrier/Geth Shield brings. The other, main advantage is that it completely refills your shields. All of it. At rank 1.

#19
padaE

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 And increasing your maximum shields is only a small part of the advantage that Barrier/Geth Shield brings. The other, main advantage is that it completely refills your shields. All of it. At rank 1. 

.
So does Charge, with half of the cooldown. 

#20
rumination888

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padaE wrote...

 And increasing your maximum shields is only a small part of the advantage that Barrier/Geth Shield brings. The other, main advantage is that it completely refills your shields. All of it. At rank 1. 

.
So does Charge, with half of the cooldown. 


I wasn't referring specifically to Vanguards when I said that.

For Vanguards, I prefer a rank higher than 1 since Charge will refill your Barrier/Geth Shield's extra shielding as well.

#21
padaE

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rumination888 wrote...

padaE wrote...

 And increasing your maximum shields is only a small part of the advantage that Barrier/Geth Shield brings. The other, main advantage is that it completely refills your shields. All of it. At rank 1. 

.
So does Charge, with half of the cooldown. 


I wasn't referring specifically to Vanguards when I said that.

For Vanguards, I prefer a rank higher than 1 since Charge will refill your Barrier/Geth Shield's extra shielding as well.

.
Its a valid choice, not the best one though. 

#22
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don't call it ammo piercing, call it TUNGSTEN.



tungsten rounds blow out huge chunks of blood and gore when you shoot your enemies. more than any other ammo type or weapon does. so tungsten makes ME2 look like L4D2.



TUNGSTEN wins

#23
rumination888

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padaE wrote...

rumination888 wrote...

padaE wrote...

 And increasing your maximum shields is only a small part of the advantage that Barrier/Geth Shield brings. The other, main advantage is that it completely refills your shields. All of it. At rank 1. 

.
So does Charge, with half of the cooldown. 


I wasn't referring specifically to Vanguards when I said that.

For Vanguards, I prefer a rank higher than 1 since Charge will refill your Barrier/Geth Shield's extra shielding as well.

.
Its a valid choice, not the best one though. 


I consider it the best choice when my death count = 0 and theres less overkill from the Claymore.

Modifié par rumination888, 18 février 2010 - 08:15 .


#24
davidshooter

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Thanks to all who answered my warp ammo question.

#25
sinosleep

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rumination888 wrote...
I wasn't referring specifically to Vanguards when I said that.
For Vanguards, I prefer a rank higher than 1 since Charge will refill your Barrier/Geth Shield's extra shielding as well.


IMO, all the shield spells are useless since when you are on cool down you are rarely doing anything woth a damn any way. As such, you may as well just wait for your shields to refresh on their own than wasting an 8-12 second cooldown on it. I didn't record any vids of the charge + barrier bonus, but trust me, unless you are only charging one guy (and at that point it's not needed) it's going to give you all of 1 extra second of protection. Here's a vid of how long a lone vorcha takes down a heavy barrier/GSB/fort on insanity. 

Here it is.

By itself it kills all heavy shield abilities in a second, imagine multiple enemies.