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


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#201
Roxlimn

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Graunt:



As I said, I never found Samara that much better. If you find that Samara works better for you, then keep on using her.

#202
padaE

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I find Samara a good teammate after she is loyal, with Reave. Its good to take down barriers, not as good as Warp I think.
.
I generally get her + Thane in the Collector Base, as Miranda is my default 1st and 2nd team leader.

Modifié par padaE, 19 février 2010 - 05:31 .


#203
Ulysseslotro

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WillieStyle wrote...

Each of your head shots without HAR did approximately 360-480 less damage than each of my Headshots with HAR.
Also, during AR, I"m taking 50-70% less damage than you are.  Barrier doubles shields.  So with Hardened Adrenaline Rush, the duration of shields when you use Adrenaline Rush is EXACTLY THE SAME as the duraion of your shields when you spam Barrier.  Only you're also getting a +100% damage boost. AND you're taking 50% less health damage. 
Adrenaline Rush >>>> Barrier. This is not debateable.


I am not disputing that HAR is > Barrier.  I agree it is better WHEN you have the health.  I use it constantly.

Here is what I know though
With Miranda I can get Headshot kills on Collectors with or without HAR + fully upgraded Widow + Inferno
Without Miranda I can kill or do 95% damage Headshots to a Collector without HAR + fully upgraded Widow + Inferno
This means without Miranda you can Headshot any injured Collector without HAR and get a kill.
This means bringing Miranda is optional if you are good at picking off injured collectors
This also means you do NOT always have to use HAR to get a kill in.
This also means HAR is best used efficiently against Boss targets rather than normal targets.

I have to wait 7 seconds to heal fully
If I am Injured I can not use HAR until I wait 7 seconds uninterupted

If I use Barrier I can get 2 more headshot kills in by the time you are able to HAR again.  Barrier gives you 100% shields back when you have NONE.  This means you can pop out of cover and kill without dieing.  Since you have already Killed LOTS of them already you don't have to worry so much about NOT having HAR up.  Barrier = 2-3 more kills faster.

Now because I spent 7-10 seconds blasting off 2 more collector heads I can sit around for 7 more seconds be fully healed and start HAR again without waiting for any cooldown.  7+7 = 14 seconds; well past the waiting for Barrier cooldown time (I'm only waiting for health regen because my health is down and barrier extra shields are down)


In a fight you might see this

Harbinger + 3 Collectors

HAR + Widow =  Injured Harbinger
HAR + Widow =  Injured or Killed Harbinger
HAR + Widow = Killed Harbinger
Wait 7 seconds for health
HAR + Widow = Kill Collector
HAR + Widow = Kill Collector
2nd Harbinger Spawns by Assuming Control
HAR + Widow =  Injured Harbinger
Wait 7 seconds for health
HAR + Widow =  Injured or Killed Harbinger
HAR + Widow = Killed Harbinger

In my style of fighting I'll see this

Harbinger + 3 Collectors
HAR + Widow =  Injured Harbinger
HAR + Widow =  Injured or Killed Harbinger
HAR + Widow =  Killed Harbinger
Barrier
Widow Headshot = Kill Collector #1
Widow Headshot = Kill Collector #2
Widow Headshot = Kill Collector #3

No 2nd Harbinger because I killed the Collectors faster.

#204
dynas2001

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newcomplex wrote...

Roxlimn wrote...

Also, Klixen, Varren, and Thresher Maw. Vanguards have more Armor+Health than Barrier. Commandos and Legionnaires have more Armor+Health than Barrier (since they don't have Barrier but Shields).

YMIR Mechs have significant amounts of Armor HP.

All that said, I don't believe AP Ammo is all that good for an Adept. They have Warp to deal with Armor, and once an enemy is in Health, it's more efficient to hit it with a power than it is to kill it with bullets.


=_=

You fight klixen, varren on two side missions.    Thresher maw is a unique encounter lol.

YMIR mechs have more sheild then health and armor put toghether.   

AP armor isn't good for ANYTHING.    In fact, any ammo is more or less sub-optimal on classes with powers already.    AP ammo yeilds LITERALLY ONLY 10% increase in damage over inciendary ammo, something vanguards and soldiers ALREADY HAVE.    And it doesn't stop health regen, nor does it stun organic enemies.    

Why on earth are you getting a special power for TEN PERCENT MORE DAMAGE?   



Doesn't AP give your bonus instantly vs Inferno which takes it over time? So if I nail you with 10 shots within that 3 seconds, the amo doesn't put you "MORE" on fire right?   It seems from playing it that AP shreads things to pieces, be it health or Armor must faster then Inferno rounds.

#205
dynas2001

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WillieStyle wrote...


Your taking two squad mates that do nothing but spam warp 24/7 when you can do the same thing 40% more efficiently by taking reave and spaming it, a 3.5 cd versus a 9 second cd. And you didnt address any of my other points.

Every cooldown spent on Reave is one not spent on Adrenaline Rush or Tactical Cloak or Charge.
The oppurtunity costs of active bonus powers is too high (although in the case of Reave its still debateable whereas Barrier is just crap).

Tungsten Ammo gives you a dps boost without costing you global cooldwons that could be used on valuable class skills. That's why it's so valuable.


I took AP with my soldier about halfway through (switched from Dominate).   I re selected my skills and found things allot eassier. I put maxed out AP and the disrupter ammo's by rank 29 and only had 1 point wasted.  Very effective at slaughtering everything with a rev rifle. I hardly switched my rifle.

#206
sinosleep

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dynas2001 wrote...
Doesn't AP give your bonus instantly vs Inferno which takes it over time? So if I nail you with 10 shots within that 3 seconds, the amo doesn't put you "MORE" on fire right?   It seems from playing it that AP shreads things to pieces, be it health or Armor must faster then Inferno rounds.


http://social.biowar...8/index/1067808

Christina Norman wrote...

All damage over time effects do full damage immediately to armor, barrier, and shields


This applies to ammo powers as well. Incendiary ammo does it's armor damage instantly, the DOT only applies to health. 

#207
Omega-202

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sinosleep wrote...

dynas2001 wrote...
Doesn't AP give your bonus instantly vs Inferno which takes it over time? So if I nail you with 10 shots within that 3 seconds, the amo doesn't put you "MORE" on fire right?   It seems from playing it that AP shreads things to pieces, be it health or Armor must faster then Inferno rounds.


http://social.biowar...8/index/1067808

Christina Norman wrote...

All damage over time effects do full damage immediately to armor, barrier, and shields


This applies to ammo powers as well. Incendiary ammo does it's armor damage instantly, the DOT only applies to health. 


Which makes Inferno ammo essentially the same as Tungsten against armor and a higher utility ammo against health at the sacrifice of the damage being over time.  

I'll repeat: Sacrificing 10% damage (less after counting in your class power damage bonus, armor damage bonus pieces and MIranda bonus which don't contribute to the ammo boost)  for the panic and regen shutdown is NOT worth it.  

Especially when you could get an additional power instead.  

#208
Masseffectftwyaboi

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WARP AMMO

#209
newcomplex

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Squad warp ammo does the same average DPS then AP ammo.

Seriously, don't use it.

Single Warp ammo>>>>>>>AP ammo>>>>>>Squad warp ammo>>>>Squad AP ammo.   

Modifié par newcomplex, 19 février 2010 - 07:59 .


#210
SmilingMirror

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newcomplex wrote...

Squad warp ammo does the same average DPS then AP ammo.

Seriously, don't use it.

Single Warp ammo>>>>>>>AP ammo>>>>>>Squad warp ammo>>>>Squad AP ammo.   

Yeah but then I don't have to waste my bonus power on something so trivial as a 6% increase in weapon damage that only happens on certain bars.

You don't know true power until your firing and casting abilties at the same time my friend.

Besides, I really only want ammo powers because of the stun.

Modifié par SmilingMirror, 19 février 2010 - 08:02 .


#211
Kurupt87

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not a soldier myself, but for those arguing for barrier, surely geth shield boost with the tier 4 dmg version is considerably better? shield replenish when HAR isn't viable with a bonus 10% dmg on top, i know its not much but its better than a purely defensive ability. could also be used preemptively to give a permanent boost to dmg as long as you dont lose shields.

#212
Ulysseslotro

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Kurupt87 wrote...

not a soldier myself, but for those arguing for barrier, surely geth shield boost with the tier 4 dmg version is considerably better? shield replenish when HAR isn't viable with a bonus 10% dmg on top, i know its not much but its better than a purely defensive ability. could also be used preemptively to give a permanent boost to dmg as long as you dont lose shields.


It could be yes.  I don't really know for certain if someone with Geth Shield can clear a stage faster than someone with Barrier.  I haven't tested it so I am undecided.  I know that I do a 95% damage hits on collectors without Miranda or HAR.  Sometimes it just flat out kills them.  So 10% might make up the difference there.  I think if you have Miranda and Geth Shield up you will always be able to one shot them on Insanity without HAR, as long as you hit the head. 

Modifié par Ulysseslotro, 19 février 2010 - 09:19 .