OniGanon wrote...
cruc1al wrote...
Instead, I'll test the disruptor ammo, warp ammo, AP ammo and incendiary ammo - squad version for each, and I'll record the time and shots taken to go from 100% protection to 0% health. After that, I'll test the time taken to kill the mech if you change the ammo from disruptor to AP/incendiary/warp once the shields are down (and back to disruptor once the armor is down, maybe).
At least, that's what I think I'll do, we'll see how it goes.
Oh man, looking forward to seeing that test. A lot of people seem to say not to take a bonus ammo for Infiltrator, but that advice is on the assumption one has the Widow that oneshots things regardless of ammo type.
Why Squad versions though? IMO testing Heavy versions may be more useful.
I tried testing the ammo types against the Mech, starting with 100% shields and ending up with 0% health. It takes very long to kill the mech, and it gets quite close. That changes the damage multiplier. Plus, there's not much to be gained by looking at how well sniper rifles compare agianst shields, since they're not built for that purpose. Therefore I felt it's more useful to test the different ammo types against an unshielded mech.
Perhaps I'll do a video later about how the Viper comapres to Vindicator or the Tempest at a constant distance.
The difference between the squad version and the heavy version is not that great, and I think people more often use the squad version of the non-bonus ammo powers. Hence I'm doing the squad versions. If you want to find out what the heavy version would do, you can estimate it from my results (or I can do that for you).
I'm putting a video up soon. It won't include the time taken to kill the mech, but it will include the shots fired. It's not a video about killing speed, it's about the differences between the ammo powers and how ammo powers affect damage generally.