The Arc Projector! (New Heavy Weapon from Cerberus Network)
#151
Posté 10 mars 2010 - 04:51
#152
Posté 10 mars 2010 - 05:01
I can now run around and shock people to death! Yay!
Though the limited ammo is also making use of the gun.. only as a last resort which I think is the main idea of the Heavy Weapons anyway.
#153
Posté 10 mars 2010 - 05:14
Also, anyone have info on the M-920 Cain? I purchased/used it once, and it won't fire again... was it a glitch or is it one of those "prototype failure" type things... The area that usually shows ammunition etc allways says 59% after that, and wont charge/won't fire.
#154
Posté 10 mars 2010 - 05:30
Ulquiorra_Schiffer wrote...
This reminds meof the Arc Caster from District 9, Both share a similiar design and paintjob and both fire lightning as a weapon.Huh if only the targets exploded like they don in District 9.
No, just no, District 9 was a horrible movie and it's complete rape of known physics was even worse with it's Lightning/Tesla Gun. People don't explode when struck by lightning many magnitudes higher in thunderstorms. The worse that should of happen is they die from internal searing and burning.
#155
Posté 10 mars 2010 - 05:42
xEntropYxToucHx wrote...
Dunno how well this works. Anyone have it/used it yet?
Also, anyone have info on the M-920 Cain? I purchased/used it once, and it won't fire again... was it a glitch or is it one of those "prototype failure" type things... The area that usually shows ammunition etc allways says 59% after that, and wont charge/won't fire.
No its not a glitch, the M-920 only fires if its at 100%. The heavy weapon power cells give you a certain percentage amount. Once you get to 100 percent the gun will fire once but thats it. This is probably to counter-act the fact the M-920 is so ridiculously powerful.
#156
Posté 10 mars 2010 - 06:07
There are two kinds of husks. The ones created by dragon teeth (which are supposed to be developed by the geth or heretics) and the ones found near collectors (which don't use dragon teeth). I guess the ones in the screenshot are the latter.Madmoe77 wrote...
Has anyone counted the fingers on the husk in the screen shot? Three fingers on each hand. Could there be an off chance that these are quarian husk? I mentioned this earlier but no one has yet responded.
Modifié par AngryFrozenWater, 10 mars 2010 - 06:08 .
#157
Posté 10 mars 2010 - 06:12
#158
Posté 10 mars 2010 - 06:40
JMan71 wrote...
xEntropYxToucHx wrote...
Dunno how well this works. Anyone have it/used it yet?
Also, anyone have info on the M-920 Cain? I purchased/used it once, and it won't fire again... was it a glitch or is it one of those "prototype failure" type things... The area that usually shows ammunition etc allways says 59% after that, and wont charge/won't fire.
No its not a glitch, the M-920 only fires if its at 100%. The heavy weapon power cells give you a certain percentage amount. Once you get to 100 percent the gun will fire once but thats it. This is probably to counter-act the fact the M-920 is so ridiculously powerful.
it also makes the other heavy weapons useless... you don't get enough ammo for any of them to be used against regular toops, and they do jack all to bosses, but the Cain kills everything in the room in one hit... making VERY useful. I am interested to see how effective this lightning gun is!
#159
Posté 10 mars 2010 - 09:06
#160
Posté 10 mars 2010 - 11:37
Foreign Honor wrote...
Yep, restarting the whole system, turning the Xbox off then on fixed it.
I can now run around and shock people to death! Yay!
Though the limited ammo is also making use of the gun.. only as a last resort which I think is the main idea of the Heavy Weapons anyway.
Is it confirmed that this will take down multiple targets? If it does, it seems perfect for use against the husks on the derelict reaper, maybe even on the collector ship.
#161
Posté 10 mars 2010 - 12:04
Like the Shotgun, these free DLC's seem to be created to fix small tactical disadvantages of some classes. Which I think is a nice way to design gamefixes, sounds much better than "Ability X is now 3% more accurate"
#162
Posté 10 mars 2010 - 12:24
#163
Posté 10 mars 2010 - 12:38
That part of the image is not in the DLC though.Kaylord wrote...
Cool! New armor without helmet! =)
#164
Posté 10 mars 2010 - 01:06
#165
Posté 10 mars 2010 - 03:05
AsheraII wrote...
That part of the image is not in the DLC though.Kaylord wrote...
Cool! New armor without helmet! =)
Sorry, it was irony. I am still so fed up with those forced-helmet dcl-armors they threw at us. And I couldn´t care less about heavy weapons, of which there already exist more than of any other weapon class in the game.
#166
Posté 10 mars 2010 - 06:55
#167
Posté 10 mars 2010 - 06:57
Warlokki wrote...
CN is pretty nice idea, free DLC is always good. Just, please, PLEASE, add a feature that automatically fills your power cells when you return to Normandy. I rarely use heavy weapons, because i try to save them for a bad day... and then i forget to use them... there's rarely need for heavy weapons, if specced right and you use right tactics. More ammo for heavy weapons would make them more useful. (BTW, picking up power cells fills up your normal ammo too, snipers usually don't get full ammo, however.)
Hmmmm.....ME2's heavy weapon ammo system. <_<
Power cells are pretty abundant throughout the missions, but HW ammo capacity is limited early on as it's dictated by the research that opens up larger power cell storage. But what you're saying has been discussed at length as one of the clear down sides of Bioware having chosen to gut the inventory for ME2 when all that needed was for it to be streamlined into a function that took salvage and overstock and automatically coverted them into useful items like Probes, Medi-gel, Normandy fuel reserves.........and YES.......Ammo Clips and Power Cells.
I'm not actually complaining but some of the things Bioware did just don't add up. Okay they gutted the inventory because some thought it too cumbersome. Fine........but then they provided the Normandy with a useless trash compactor in the Starboard Cargo Hold where Zaeed and his big mouth are just taking up space. With all overstock being sent automatically to the Normandy, that would have been a perfect area to store and convert overstock into items that we wanted or needed. I understand some of Bioware's logic for gutting the inventory but it seems like they ignored that the Normandy could serve a useful function in the absence of an inventory.
As it stands, power cell overstock like everything else is converted into a standard 100 credits. Some gamers like that, others don't. So even though there are power cells everywhere, most of them won't be used at all.
Modifié par Halo Quea, 10 mars 2010 - 07:00 .
#168
Posté 10 mars 2010 - 07:05
Modifié par Maestro Vivaldi, 10 mars 2010 - 07:06 .
#169
Posté 10 mars 2010 - 07:23
theshadowcult wrote...
JMan71 wrote...
xEntropYxToucHx wrote...
Dunno how well this works. Anyone have it/used it yet?
Also, anyone have info on the M-920 Cain? I purchased/used it once, and it won't fire again... was it a glitch or is it one of those "prototype failure" type things... The area that usually shows ammunition etc allways says 59% after that, and wont charge/won't fire.
No its not a glitch, the M-920 only fires if its at 100%. The heavy weapon power cells give you a certain percentage amount. Once you get to 100 percent the gun will fire once but thats it. This is probably to counter-act the fact the M-920 is so ridiculously powerful.
it also makes the other heavy weapons useless... you don't get enough ammo for any of them to be used against regular toops, and they do jack all to bosses, but the Cain kills everything in the room in one hit... making VERY useful. I am interested to see how effective this lightning gun is!
For real! I did a normal run after Insanity, so just for kicks, I kept the Cain handy. I was doing Grunt's mission, and avoiding spoilers, when I went to the fight in the last room, I fired the Cain once and just walked back out. None of the baddies even got a shot off.
#170
Posté 10 mars 2010 - 07:43
Maestro Vivaldi wrote...
With unlimited Heavy Weapon ammo the game will be too easy !
That all depends on the level of difficulty that you're playing on.
Heavy weapons are truly for those of us playing on hardcore and insanity. Anything below that, and you don't even need to ever pull a HW out at all. But on hardcore and insanity........*whew*. Heavy Mechs, Scions, Pretorians and flanking enemies.......they all take an a whole new level of nasty. It of course doesn't help that your squad AI seem to lose IQ points on those modes but heavy weapons are used far more frequently at the higher settings.
I couldn't imagine getting through Insanity without them, and more ammo would certainly be useful. And when you start running out of HW ammo and see them STILL COMING TOWARDS YOU, you know you're in trouble.
#171
Posté 10 mars 2010 - 07:47
#172
Posté 10 mars 2010 - 07:51
cruc1al wrote...
I don't feel that the current Insanity setting requires heavy weapons, but they do indeed come in handy. However the ammo available now is enough for me, I almost never deplete it unless I just want to wreak havoc even though I don't need to. That said, it would be cool to have a mission where you have access to lots of heavy weapon ammo and chances to change your heavy weapon You would be attacked by vastly more, or more powerful, opponents than normally - and it would be guaranteed that you can't survive without heavy weapons. That's a DLC I'd like to see.
I'd like it if we could equip our squad mates with them. Then I wouldn't have to worry about ammo at all! lol!
#173
Posté 10 mars 2010 - 07:59
I'm playing on Normal, hit an unprotected enemy (no armour or shields) with the Arc Projector and it didn't kill him.
Given that I have to expose myself to fire to use the weapon, the least it could do is kill the thing I am pointing at.
It seems very under-powered for a Heavy Weapon.
#174
Posté 10 mars 2010 - 08:07
voteDC wrote...
I like the look of the Arc Projector but as a weapon I find it fairly poor.
I'm playing on Normal, hit an unprotected enemy (no armour or shields) with the Arc Projector and it didn't kill him.
Given that I have to expose myself to fire to use the weapon, the least it could do is kill the thing I am pointing at.
It seems very under-powered for a Heavy Weapon.
Based on the email that comes with it, I think its usefulness is against shields and synthetics. I tested it out on Hardcore in a small room with 3-4 geth troopers in it. Fired one shot into the middle of the room. When the smoke cleared, there were only two mostly dead geth left.
Modifié par Occams Razor 17, 10 mars 2010 - 08:07 .
#175
Posté 10 mars 2010 - 08:17
It does seem likely that it is a specilised piece then but I'd rather fire the Cain into that same room and have all dead Geth, instead of one or two still alive, perhaps still able to shoot and kill me.Occams Razor 17 wrote...
Based on the email that comes with it, I think its usefulness is against shields and synthetics. I tested it out on Hardcore in a small room with 3-4 geth troopers in it. Fired one shot into the middle of the room. When the smoke cleared, there were only two mostly dead geth left.
I suppose if you are going on a mission where you know you are going to be facing a lot of Geth than its usefulness does become more pronounced.




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