Kurupt87 wrote...
by synths i assume he means mechs, so robots with armour, an annoying combination if you have disruptor and inferno ammo. although the "practical" issue doesnt really swing it for me, takes about a second to switch ammo types, and about a second for the cd so you can HAR again.
i would however, agree that ap ammo on soldier is better than inferno. cc doesnt matter, you want to pop up and kill something fast, and then duck back down. with vanguard its very handy having them dance around right infront of you, because then you have cover named Blue Suns Trooper keeping you safe.
Your right, I read a bit fast, it was the mixed in with organics he was talking about. I'll have to agree that yeah you get a marginal increase in damage in those cases. But that doesn't really make AP ammo a better choice, unless of course you spec in and out of ammo powers as a soldier based on your mission.
Just general musings here on pro's and cons and what you can do with some ammo types.
Let's take a soldier with the following ammo powers. Warp, Disruptor and Inferno. Let's see what he loses out or gains compared to a soldier that has taken AP ammo instead.
Inferno soldier will be able to stay out of cover longer against organics because they will not shoot at him as much, it's common for enemies to clump up a bit and thus he'll hit more then one in the Inferno AOE fairly often, letting him kill them faster as they don't duck behind cover or shoot back at him forcing him to seek cover. Against enemies that regain health, the inferno ammo will ensure that they do not gain anything back should they try to hide. (which would completely overshadow the extra damage from AP) On the other hand his shots are doing slightly less damage per shot. From a Revenant it might mean he'll have to fire as much as 2-3 shots more per enemy, something the CC will give him plenty of time to do. For me, this one goes to Inferno, since it does not waste your bonus talent and any gains are so small you'll be very hard pressed to see them, and quite possibly get overall slower kill time due to cover etc.
Against Mech's that are mixed in with organics and he doesn't bother to change ammo, he will lose out 10% against the armor, which with the revenant would be about 2 damage.70% the health damage is small(Sounds more impressive then it is), but here he will indeed need to take 2-3 shots more and does not gain anything from it, unless there are other organics near by that gets stunned. So got to agree that in some of these cases this will be a win to the AP ammo soldier, he'll save a couple of bullets per mech. However again, he's spent 10 points in order to save a couple of bullets, 10 points that could be better spent on something else. Which brings me to..
Warp ammo. Since our Inferno soldier didn't spend his bonus on AP he can take Warp ammo. Warp ammo works better then AP against collectors (If you don't mind the loss of CC from not using inferno). Rumination888 actually has a video showing how the infiltrator will use 1 shot less using Warp ammo against a Harbinger then he does using AP ammo (With the widow). So here another win for the Inferno+Warp soldier. Since AP ammo does nothing against barriers and only armor/health. 20% more damage to health from the AP ammo is completely negated by the fact that you've been doing 50% more damage to their barriers.
Defense health ratio for most enemies appear to be 1:1. (Not counting boss types with 2 layers of defense and health)
Anyway thats my reasoning. (I don't really bother with a bonus power on a soldier usually)