KLGChaos
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
Origin: KLGChaos
XBL Gamertag: KLGChaos
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Post by KLGChaos on Apr 22, 2017 22:25:29 GMT
The Asari Adept is great, and a lot of fun to play, but she's definitely not for everyone. She's the epitome of the glass cannon, meaning she puts out a LOT of damage, but relies heavily on killing for survival, especially when specced for shield eating lance. An enemy out of range of her Annihilation field merely needs to sneeze in her direction and she's on death's door. If you can keep killing, and using your movement, you can stay alive indefinitely. But you stop for a moment and you can kiss your butt goodbye.
I saw one video where a guy had his best and fastest gold match ever with her and he still ended up going through all 5 medigels and a couple revive kits--- and he had a pocket Insurgent too boost his shields.
I enjoy playing her, but definitely prefer more sturdy classes.
I really want the Duelist. She's the only kit I don't have. I frickin' got the Architect to rank X already, but haven't gotten one rank for her.
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strikerzxt
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Post by strikerzxt on Apr 22, 2017 22:27:00 GMT
Can anyone explain Stealth Grid? I tried searching for it but couldn't find out what exactly it is. I thought I was doing something very wrong as I kept exiting stealth immediately but it seems that's just a graphics bug (found out about it here). It seems I can't figure this power out without the animation.
What exactly does it do and how do I use it?
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Abramsrunner
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Origin: Abramsrunner
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Post by Abramsrunner on Apr 22, 2017 23:36:51 GMT
Salarian Architect with Sweeper.
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Post by Pearl on Apr 22, 2017 23:59:08 GMT
Can anyone explain Stealth Grid? I tried searching for it but couldn't find out what exactly it is. I thought I was doing something very wrong as I kept exiting stealth immediately but it seems that's just a graphics bug (found out about it here). It seems I can't figure this power out without the animation. What exactly does it do and how do I use it? It's kinda like a weaker Tactical Cloak, except it also affects any teammates standing within a certain radius when you use it, and it uses grenade charges instead of relying on a cooldown.
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Post by burnsidhe on Apr 23, 2017 1:02:58 GMT
Asari Adept, played like a Fury. Increased radius and debuff evolutions, and you have something that makes lts and bosses much easier to deal with as long as someone's supporting you. Plus the booms to get rid of the minions and dogs.
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Post by spacev3gan on Apr 23, 2017 2:31:25 GMT
Human Infiltrator.
Now if you don't have decent guns, then go Asari Adept/Human Adept/Human Vanguard until you get them guns.
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kalas
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freelance honey badger.
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Post by kalas on Apr 23, 2017 4:30:23 GMT
human female infiltrator. even avenger works fine as the gun. most of my damage comes from sticky grenades.
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luckystarr
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Origin: l-LuckyStarr-l
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Post by luckystarr on Apr 23, 2017 6:29:52 GMT
Which range will you be fighting from, mostly? Do you make heavy use of powers, light or no use of powers, or somewhere in between? Do you usually fight from cover or not? (Can you stand still long enough to keep reloading until you succeed when you play off-host?) Are you using weapons for mostly body damage or headshot/weakpoint damage? Or do you mostly apply status effects with them (using ammo boosts)? (Or do you use them in some other way - for stagger, for aoe damage, or for something else - do your selected skills favor any kinds of weapons?) Do you need low cooldowns or is that not really an issue for you? An interesting set of questions, I like your systemic approach! But you're asking as if I'm picking a kit for specific gameplay, but really it's the opposite: I'm trying to figure out how to make every character awesome. So the answer to all the above questions is: whatever works for the particular character and loadout. The beauty of this game is the variety of significantly different ways you can play it. Even the same character can sometimes be specced and equiped for different play styles. I want to try everything that kills fast! How reliable is your aim? It's OK. Average, I guess; not terrible. It's not very fast, though - I struggle landing headshots on moving humanoids with sniper rifles. Otherwise hitting weakspots is no problem. Generally speaking how many weapons and mods have you unlocked (you can see your unlocks under multiplayer prestige > collections) and how high have you ranked them? Ugh. Not many. But I get something new every day (almost)! I've got all commons and uncommons, of course. I don't have Hesh, Lanat, Sandstorm and Sweeper. Of the URs I only have Soned I.
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luckystarr
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Post by luckystarr on Apr 23, 2017 6:33:28 GMT
Grenades or no grenades? My instinct is to skip grenades that don't detonate combos, but my instinct is often wrong.
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TormDK
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"No Fear! No Pity! NO REMORSE!"
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by TormDK on Apr 23, 2017 7:52:04 GMT
Grenades or no grenades? My instinct is to skip grenades that don't detonate combos, but my instinct is often wrong. It would depend on your playstyle. I spec'ed my Human female soldier for conclussive shot, and my male one for 'nades. I like nades better, since they are great for clearing a bunch of enemies, or just generally for alot of damage NAOW! (4 nades go boom) Conclussive shot is nice for detonations, but for me - thats about it.
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KLGChaos
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
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XBL Gamertag: KLGChaos
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Post by KLGChaos on Apr 23, 2017 11:36:50 GMT
Grenades or no grenades? My instinct is to skip grenades that don't detonate combos, but my instinct is often wrong. The grenades deal a lot of damage (1000 base) to an area, which takes about 3/4ths of the health away from a basic enemy on Silver. Upgraded they can kill outright and deal a lot of damage on gold. Plus I think you can hold 6 of them with the right upgrades. If you've good aim with them or have good timing when you cook them, they can be devestating. That said, they don't detonate anything. I've actually been having a hard time deciding between taking 6b Fortify on my Turian Soldier for the AoE stun and prime with 4a in munitions training (weapon damage) or grabbing a few ranks in grenades and taking 4b in munitions for 2 extra grenades and carry weight.
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"No Fear! No Pity! NO REMORSE!"
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by TormDK on Apr 23, 2017 11:53:26 GMT
Grenades or no grenades? My instinct is to skip grenades that don't detonate combos, but my instinct is often wrong. The grenades deal a lot of damage (1000 base) to an area, which takes about 3/4ths of the health away from a basic enemy on Silver. Upgraded they can kill outright and deal a lot of damage on gold. Plus I think you can hold 6 of them with the right upgrades. If you've good aim with them or have good timing when yoi cool them, they can be devestating. That said, they don't detonate anything. I've actually been having a hard time deciding between taking 6b Fortify on my Turian Soldier for the AoE stun and prime with 4a in munitions training (weapon damage) or grabbing a few ranks in grenades and taking 4b in munitions for 2 extra grenades and carry weight. Why would you ever want to turn fortify off? That makes no sense to me.
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KLGChaos
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
Origin: KLGChaos
XBL Gamertag: KLGChaos
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Post by KLGChaos on Apr 23, 2017 12:31:17 GMT
The grenades deal a lot of damage (1000 base) to an area, which takes about 3/4ths of the health away from a basic enemy on Silver. Upgraded they can kill outright and deal a lot of damage on gold. Plus I think you can hold 6 of them with the right upgrades. If you've good aim with them or have good timing when yoi cool them, they can be devestating. That said, they don't detonate anything. I've actually been having a hard time deciding between taking 6b Fortify on my Turian Soldier for the AoE stun and prime with 4a in munitions training (weapon damage) or grabbing a few ranks in grenades and taking 4b in munitions for 2 extra grenades and carry weight. Why would you ever want to turn fortify off? That makes no sense to me. The cool down is really short and the AoE stun is useful for getting out of situations where you're surrounded. You turn it off, stun surrounding enemies, get some breathing room and reactivate.
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Post by Pounce de León on Apr 23, 2017 17:29:59 GMT
Characters with good buffs to the Vanquisher, or Asari Adept would have been my pick. I like Human Sentinel though. I didn't like the kit, but I tried again with my new Revenant - that played out nicely.
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treoir
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Post by treoir on Apr 23, 2017 18:46:34 GMT
Which range will you be fighting from, mostly? Do you make heavy use of powers, light or no use of powers, or somewhere in between? Do you usually fight from cover or not? (Can you stand still long enough to keep reloading until you succeed when you play off-host?) Are you using weapons for mostly body damage or headshot/weakpoint damage? Or do you mostly apply status effects with them (using ammo boosts)? (Or do you use them in some other way - for stagger, for aoe damage, or for something else - do your selected skills favor any kinds of weapons?) Do you need low cooldowns or is that not really an issue for you? An interesting set of questions, I like your systemic approach! But you're asking as if I'm picking a kit for specific gameplay, but really it's the opposite: I'm trying to figure out how to make every character awesome. So the answer to all the above questions is: whatever works for the particular character and loadout. The beauty of this game is the variety of significantly different ways you can play it. Even the same character can sometimes be specced and equiped for different play styles. I want to try everything that kills fast! How reliable is your aim? It's OK. Average, I guess; not terrible. It's not very fast, though - I struggle landing headshots on moving humanoids with sniper rifles. Otherwise hitting weakspots is no problem. Generally speaking how many weapons and mods have you unlocked (you can see your unlocks under multiplayer prestige > collections) and how high have you ranked them? Ugh. Not many. But I get something new every day (almost)! I've got all commons and uncommons, of course. I don't have Hesh, Lanat, Sandstorm and Sweeper. Of the URs I only have Soned I. Ok... well... you left out lots of answers so I cannot really say for sure, but here is a ranking of weapons from "best to worst with all sorts of assumptions that can easily make all the difference so you should mostly ignore this ranking and besides you do not even have a Hesh yet"... I am also including a meaningless three digit score by each one of them - if you use a 10% damage mod on one of these, make sure to bump its score up by 10%: 996 Raptor autofire 976 Hesh shotgun (short range) 958 Indra autofire 913 Piranha autofire shotgun (short range) 905 Inferno single shot 888 Sidewinder single shot 867 Thokin autofire (short range) 744 Hurricane autofire (short range) 736 Vanquisher single shot 730 Revenant autofire (medium range) 701 Soned slow start autofire (medium range) 700 Valiant single shot 641 Equalizer autofire (short range) 583 Scattershot shotgun For an example of how answers to my earlier questions might matter - sniper rifles seem to have an advantage when shooting weak spots. Partially that might be the actual multiplier used, but partially that will be because your targets will often not be dodging (unless you are using an autofire weapon - then recoil can "help them dodge"). So, for example, on Gold, the Vanquisher is actually noticeably better than the Indra (and not only because of weakpoint multipliers but because you kind of like being in cover and reloading the thing). (Also, sniper rifles have another multiplier which kicks in when you use their scope.) Also, rank X on the ultrarares would bump their score up noticably. Also, I did not include any AOE weapons here, nor any burst fire weapons, for reasons which we are not prepared to discuss right now... I hope this helps, but honestly I do not see how this could be of any use to anyone.
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donkeyjote
N2
Singularity Fetishist
Games: Mass Effect Trilogy, Mass Effect Andromeda
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Post by donkeyjote on Apr 24, 2017 1:57:22 GMT
In Gold:
Human Soldier with Turbocharge 4a 5a 6b, Munitions Training 4a 5b 6a, and the Hurricane. That is if by strongest you mean outputting consistently a ton of damage in most situations. With the Hurricane you gotta play mid to short range all the time, but it's really no biggie cause with turbocharge on, and aiming weak spots, you'll melt everything in no time. Add a sidewinder with scope for the occasional turbocharged longer range headshots.
Or Turian Soldier, same evos for Turbocharge and Munitions Training, plus 5b in Fortify, and the Revenant.
Sniper, i.e. Vanquisher also works, but it's just too overpowered and plain boring -- this rifle, as well as the Black Widow and the Inferno, need a -25% damage nerf IMO. At least with the Hurricane you'll take some risks. But if you want to go the Vanquisher route, then the Human Infiltrator --with 5b in Munitions Training, and 4b 6b in Tactical Cloak-- is a beast, and you're very safe, but again it's boring currently. If they nerf sniper rifles, then it'll be fun in Platinum I guess; but honestly I think the cooldown on Tactical Cloak should be way longer.
Anyway, to me a strong kit is not necessarily a kit that dishes a ton of damage. I tend to prefer kits with utility and/or team support, buffs/debuffs, and good damage like the Salarian Operator or Human Engineer with elemental ammo and Elemental Tech (Offensive Tech 6a), or the Human Sentinel of course.
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Zerfidius
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Origin: Zerfidius
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Post by Zerfidius on Apr 24, 2017 2:42:44 GMT
My vote is for whatever the host is playing.
Otherwise -- having only played about half the kits so far -- I'd say the assdept and the infiltrators are the most straightforward killers. The assdept seems like a gimped ME3 Fury but the high number of liftable (health bar) mooks makes up for her poorer Throw cooldown and the game's weaker combo damage.
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Post by TwelvGaugeApostl on Apr 24, 2017 6:44:06 GMT
I would say weapons platform characters. I don't get the hype about asari adept, biotic combos and powers do jackshit for damage. She only scores high because she gains a lot of assists from splash damage. Human soldier, turian soldier, angaran insurgent, all infiltrators generally shit on everything else. If you have a good shotgun (Talon VIII here, Scorpion for ranged+armored) and spec her right, she actually handles things very competently. I went away from Shield-Lance and specced Vortex/Radius and cooldown reductionz. You need to master dashing in and out of enemy range to maketh shields (40% increase when enemies in Annihilation) anything you can strip shields of become floating babies, Talon loves floating babies. Her speed and the fluidity with which she moves really sets her apart - when you get into the zone with her - she is nigh on unstoppable.
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Post by biotichazard on Apr 24, 2017 6:56:10 GMT
Asari Adept and Human Adept are the two strongest builds by far. Which gun? Any. Just make sure to add some special ammo so you can also get tech combos along with your biotic combo. As everyone said, the Asari Adept is the new Fury but more durable. The human adept is like ME3's but the singularity + shockwave combo is so much more devastating than ME3. Set your shockwave for radius and you can easily trigger half a dozen biotic explosions in one combo. I'm actually leaning towards the human adept being the stronger of the two.
Tsol with piranha is pretty devastating too. Angara Avenger is probably the funnest to play. I love that spike and grenade stick combo.
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Post by biotichazard on Apr 24, 2017 7:05:10 GMT
Yeah, after some thought, the human adept is definitely stronger than the asari adept. I spent this weekend ranking the HA up to 20. The human adept is a boss killer. He/she can take down the Ascendant so easily. Take down the orb, singularity, shockwave, shoot, pull to put that chump into imbalance, shoot some more. I can usually take down the ascendant by myself with that one cycle.
The AA can get a lot more single combos running around, but when it comes to killing bosses and mini bosses, she's actually ordinary. One boom and then she has to rely on her gun. Singularity is really good against bosses and minibosses. After you get your first multi-booms, singularity sits there and strips their shields and seems to hold them a little. I'm not sure if the last part is real, but it sure seems to do that against the krogans, nullifier, and the kett's miniboss.
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KLGChaos
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
Origin: KLGChaos
XBL Gamertag: KLGChaos
Posts: 639 Likes: 1,009
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Post by KLGChaos on Apr 24, 2017 10:17:01 GMT
Yeah, after some thought, the human adept is definitely stronger than the asari adept. I spent this weekend ranking the HA up to 20. The human adept is a boss killer. He/she can take down the Ascendant so easily. Take down the orb, singularity, shockwave, shoot, pull to put that chump into imbalance, shoot some more. I can usually take down the ascendant by myself with that one cycle. The AA can get a lot more single combos running around, but when it comes to killing bosses and mini bosses, she's actually ordinary. One boom and then she has to rely on her gun. Singularity is really good against bosses and minibosses. After you get your first multi-booms, singularity sits there and strips their shields and seems to hold them a little. I'm not sure if the last part is real, but it sure seems to do that against the krogans, nullifier, and the kett's miniboss. I'll have to give Human Adept a try along with Human Soldier (to see how it compares with Turian). I will say that the Turian Soldier is pretty great on Gold, especially with an ammo consumable. Went into a random Gold for the first time yesterday (we somehow still got Outlaws in Firebase Zero), so I equipped a level 2 Incendiary, a level 2 pistol amp, and went to town with my Equalizer and Thokin. It was a lot of fun. I set up a ton of fire combos for my team mates and could pretty much sit in cover. I sat closer than the rest of the team and used myself as a distraction. Worked well. With Fortify and Cover I was pretty much invulnerable and only had to watch out for Berserkers spamming flak cannon. Other damage I'd just regenerate extremely quickly. When the Hydras came, I'd unload my equalizer, recharge with Turbocharge, unload again and then switch to the Thokin. By then it was dead or close to it. Looking forward to more of a challenge, though.
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Post by hobocommand3r on Apr 24, 2017 11:17:59 GMT
One of the few things I'd like to try in this game would be 4 insurgents while at least 1 has a +4 power cell booster on since that means you can have 8 tripmines on the map at the same time (it works i've tested it). I belive that would be a faceroll like no other especially if it was on zero or the new remnant room. if I'm the only insurgent on zero with 8 tripmines it's allready a mass murder, I can only imagine if there were 4.
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Post by niroz on Apr 24, 2017 11:44:30 GMT
One of the few things I'd like to try in this game would be 4 insurgents while at least 1 has a +4 power cell booster on since that means you can have 8 tripmines on the map at the same time (it works i've tested it). I belive that would be a faceroll like no other especially if it was on zero or the new remnant room. if I'm the only insurgent on zero with 8 tripmines it's allready a mass murder, I can only imagine if there were 4. You sure that works man? I distinctly remember throwing down trip mines and having them trigger another insurgent's mines in the game. Also, have my trip mines detonate when they'd lay there's down.
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luckystarr
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Post by luckystarr on Apr 24, 2017 12:13:24 GMT
Ok... well... you left out lots of answers I know, but only those to which the answer is "Whatever, I don't have a preference". I am also including a meaningless three digit score by each one of them - if you use a 10% damage mod on one of these, make sure to bump its score up by 10%: 996 Raptor autofire 976 Hesh shotgun (short range) 958 Indra autofire 913 Piranha autofire shotgun (short range) 905 Inferno single shot 888 Sidewinder single shot 867 Thokin autofire (short range) 744 Hurricane autofire (short range) 736 Vanquisher single shot 730 Revenant autofire (medium range) 701 Soned slow start autofire (medium range) 700 Valiant single shot 641 Equalizer autofire (short range) 583 Scattershot shotgun Very interesting! I can already hear grumbling among the Vanquisher lovers. Is Raptor really a full-auto rifle? That would mean I was using it the wrong way all along. Took me a while to figure out Indra is full-auto, so no big surprise. I hate Indra with a passion, by the way, and I was trying it out on a soldier class with turbocharge. How come you placed it so high, what's your reasoning? For an example of how answers to my earlier questions might matter - sniper rifles seem to have an advantage when shooting weak spots. The way I see it, single-shot and semi-auto sniper rifles have an inherent advantage over full=auto weapons simply due to their high per-shot damage. You only have to aim one shot carefully into a weak spot, and boom - you've dealt 600-1400 damage times the weak spot multiplier. A full-auto weapon may (and probably will) have a higher paper DPS after you account for reloads, but to utilize that DPS you need to land every single bullet on target which is not very realistic unless you're shooting a Hydra. And landing every bullet into a weakspot is even less realistic. I did not include any AOE weapons here, nor any burst fire weapons, for reasons which we are not prepared to discuss right now Way to ignite the spark of curiosity! When will we be prepared?
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hobocommand3r
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Mar 22, 2017 13:40:14 GMT
March 2017
hobocommand3r
hobocommand3r
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Post by hobocommand3r on Apr 24, 2017 12:16:16 GMT
One of the few things I'd like to try in this game would be 4 insurgents while at least 1 has a +4 power cell booster on since that means you can have 8 tripmines on the map at the same time (it works i've tested it). I belive that would be a faceroll like no other especially if it was on zero or the new remnant room. if I'm the only insurgent on zero with 8 tripmines it's allready a mass murder, I can only imagine if there were 4. You sure that works man? I distinctly remember throwing down trip mines and having them trigger another insurgent's mines in the game. Also, have my trip mines detonate when they'd lay there's down. It seems to be based on whoever has the highest capacity in the lobby. If your highest capacity is 4 then only 4 can be on the map befre they start exploding. But if you put on a + 4 capacity booster you can have 8 on the map at the same time. I've tried it and that's how it works. The sniper lane on fb zero was rigged with 8 tripmines and it was glorious.
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