luckystarr
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Games: Mass Effect Trilogy, Mass Effect Andromeda
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Post by luckystarr on Apr 24, 2017 12:18:47 GMT
dashing in and out of enemy range to maketh shields Thanks for the pro tip!
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Post by niroz on Apr 24, 2017 12:19:05 GMT
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. Ah - nice. Thanks for the clarification.
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luckystarr
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Post by luckystarr on Apr 24, 2017 12:27:13 GMT
if you put on a + 4 capacity booster you can have 8 on the map at the same time Is it really an advantage? I remember from playing Talon Merc in ME3 that his mines were quite powerful, but only a as a big grenade. He relied heavily on his ability to detonate his own mines at will just by spamming them. Or did they improve the trip detector in ME:A so that the mines can actually be triggered by mooks with a higher than 10% probability?
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treoir
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Post by treoir on Apr 24, 2017 12:40:43 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? Yes - if your aim is decent, you get the weak point multiplier and the scope multiplier from single shot sniper rifles, giving them a significant boost over anything else, while keeping your fragile body a nice safe distance from the action. But you had implied that you had no preference about such issues, so my post was mostly just an attempt to flush some of those issues from cover. (That three digit rating, by the way, represents unmodded dps - for rank X common/uncommon/rare and for random rank with uncommon weapons - and problems deciding proper dps for burst fire weapons (burst fire reduces dps significantly below advertised values) and explosive fire weapons (explosive fire raises dps significantly when firing into closely packed crowds) were my reasons for not including them there.)
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Post by hobocommand3r on Apr 24, 2017 12:52:39 GMT
if you put on a + 4 capacity booster you can have 8 on the map at the same time Is it really an advantage? I remember from playing Talon Merc in ME3 that his mines were quite powerful, but only a as a big grenade. He relied heavily on his ability to detonate his own mines at will just by spamming them. Or did they improve the trip detector in ME:A so that the mines can actually be triggered by mooks with a higher than 10% probability? Its easy to get enemies to trip them with the rank 4 radius evo. In this. Very different from cain mines in that regard. But yeah placing 8 at the same time is more of a gimmick and something to do for fun, not the most optimal strategy, it's more optimal to launch them when you see enemies grouped up so you know you'll hit multiple enemies and not just 1 doge. I just mentioned it to demonstrate that you can actually have 8 at the same time with a lvl 4 booster, it's more of a fun thing to do than the best sstrategy. But it would be a way to bypass the issue of exploding eacch others tripmines with multiple inusrgents. The advantage of 8 mines though is that you can collect more between rounds and get more from packs. You can't do the self detonate trick from me3 anyway since you can have as many on the map as your max inventory, so to start self deontating you'd need to spam packs and you'd run out fast. But since there are so few armored heavy units in this compared to me3 it doesn't really matter, you generall only need 2-3 to take out a bunch of mid tier units like destined, annointed, etc. For the fiends and hydras you don't really have high ennough grenade capacity to do meaningful damage unless you have a high level booster on.
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luckystarr
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Origin: l-LuckyStarr-l
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Post by luckystarr on Apr 24, 2017 13:10:38 GMT
burst fire reduces dps significantly below advertised values I imagine the advertised number is burst fire rate. If we also knew the burst delay (minimal time before the next burst can be shot) and reload time, calculating effective DPS would be trivial. As for AoE weapons - good point. I liked Hornet in ME3 despite its rather strong recoil. The new Hornet has a much milder recoil but overall feels very weak. I guess its per-shot damage is just too low, even when I'm going for headshots. Same with Halberd - Mattock is more predictable and reliable. IMO. If someone else has a different experience - please correct me. P. S. Is there any weapon in ME:A similar to Saber in ME3?
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Post by tservo on Apr 24, 2017 15:08:38 GMT
Asari Adept, Human Infiltrator, Angara Avenger, and Human Vanguard for 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
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Post by KLGChaos on Apr 24, 2017 16:29:31 GMT
Just a PSA for Human Adept players... Remember, you can end Singularity early by using it a second time and start the cooldown. Many Adepts I've played with seem to forget that and leave it sitting in empty space.
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Post by luckystarr on Apr 24, 2017 18:47:19 GMT
Just a PSA for Human Adept players... Remember, you can end Singularity early by using it a second time and start the cooldown. Many Adepts I've played with seem to forget that and leave it sitting in empty space. But you can no longer spec Singularity to detonate upon expiration, can you?
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by triaxos on Apr 24, 2017 19:05:04 GMT
1. Which range will you be fighting from, mostly? 2. Do you make heavy use of powers, light or no use of powers, or somewhere in between? 3. 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?) 4. 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?) 5. How reliable is your aim? 6. Do you need low cooldowns or is that not really an issue for you? . 7Generally 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? 1. Depends: Midrange with Revenant-TSol, mid- to longrange with Raptor-Huntress, shortrange with Equalizer-/Scattershot/Ruzad-HVanguard (and yes, vanquisher is unlocked, but rarely used) 2. Huntress: Incendiary Ammo + Throw -> Fire Explosion, so yes 2. HVanguard: Depends on mood. Vanguard is specced out of Nova (just 1 Point), so Either it's charge + punch or charge + shockwave + shoot + whatever 2. TSol: Turbocharge ... 3. Hvanguards don't need cover, TSol can do a whle without, Huntress without cover is usually waiting for a revive 4. HVanguard uses Ruzad for homeopathic additional melee-damage, Huntress pyromaniac needs some incendiary for fire-explosions and loves some occasional headshots. TSol relies on revenant using entire body as target 5. Yes! 6. Huntress and Vanguard are specced to reduce cooldowns as far as possible. Additional gear (power efficiency for huntress) is useful. Bonus stats will help as soon as they level up 7. Uncommons almost all at X, Rares somewhere in between I and III; gear very few uncommon. But bought all items so far despite only using the biotic amp and the juggernaut shield
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Post by q5tyhj on Apr 24, 2017 19:20:31 GMT
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. Ah ok, I had noticed that the number you can have active appeared to change from game to game sometimes, but I hadn't figured out the rhyme or reason to it. Very good to know, thanks for that.
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Post by KLGChaos on Apr 24, 2017 19:25:08 GMT
Just a PSA for Human Adept players... Remember, you can end Singularity early by using it a second time and start the cooldown. Many Adepts I've played with seem to forget that and leave it sitting in empty space. But you can no longer spec Singularity to detonate upon expiration, can you? You can. I'm specced for explosion and it blows up when I end it early. You can actually use it on a group, use shockwave for a combo and then end singularity early for a final boom (if they don't get knocked out of it).
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treoir
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Post by treoir on Apr 25, 2017 2:25:33 GMT
1. Which range will you be fighting from, mostly? 2. Do you make heavy use of powers, light or no use of powers, or somewhere in between? 3. 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?) 4. 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?) 5. How reliable is your aim? 6. Do you need low cooldowns or is that not really an issue for you? . 7Generally 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? 1. Depends: Midrange with Revenant-TSol, mid- to longrange with Raptor-Huntress, shortrange with Equalizer-/Scattershot/Ruzad-HVanguard (and yes, vanquisher is unlocked, but rarely used) 2. Huntress: Incendiary Ammo + Throw -> Fire Explosion, so yes 2. HVanguard: Depends on mood. Vanguard is specced out of Nova (just 1 Point), so Either it's charge + punch or charge + shockwave + shoot + whatever 2. TSol: Turbocharge ... 3. Hvanguards don't need cover, TSol can do a whle without, Huntress without cover is usually waiting for a revive 4. HVanguard uses Ruzad for homeopathic additional melee-damage, Huntress pyromaniac needs some incendiary for fire-explosions and loves some occasional headshots. TSol relies on revenant using entire body as target 5. Yes! 6. Huntress and Vanguard are specced to reduce cooldowns as far as possible. Additional gear (power efficiency for huntress) is useful. Bonus stats will help as soon as they level up 7. Uncommons almost all at X, Rares somewhere in between I and III; gear very few uncommon. But bought all items so far despite only using the biotic amp and the juggernaut shield So... some basic principles: sniper rifles are best for long range, and can be useful at closer ranges (especially if you do not mind scoping in briefly for your shots). The vanquisher is the sniper rifle with the highest damage per clip. Meanwhile, assault rifles and pistols tend to be best when rapid fire is a benefit - if you are using ammo boosts to apply status effects and/or if you have a per-hit stacking debuff, you probably want one of these (though I have read that a few shotguns also work this way). Pistols tend to be superior to assault rifles for mid range, and the equalizer has the highest damage per clip of any pistol (but cannot damage anything beyond mid range). That said, the Revenant has higher damage per clip and higher damage per second than the equalizer. The downside is that the revenant needs to be reloaded and is only slightly better, so the equalizer tends to be favored by low cooldown power classes if they work close range. The thokin has even higher dps (but much lower damage per clip) than the revenant, but it sprays its ammo so you need to use it up close. ... Anyways ... on my vanguard I use an equalizer (and carry a scorpion for backup - occasionally for wave 3 or 6 upload / hacking - when hiding is not going to work, and often for the last 10-20 seconds or so of extraction). On shotgun missions, I switch to a Hesh with maybe a Venom for random chaos during extraction (I think I might prefer the piranha over the hesh but I need to rank it up to maybe rank 4 or 5 so it's not so heavy and also to improve its dps). But usually, the theoretical improved dps of the shotgun over a pistol is outweighed by the downtime and vulnerable moments needed for reloading the thing. I think I'd prefer a Scattershot or even a Disciple over a Ruzad, by the way, if I did not have so many other options. My huntress has been using a vanquisher, but I am thinking of changing her to a melee build (which probably means a vanguard-like loadout). But I've ranked mine up so that its weight is not a problem for me. The Widow is also a really nice sniper rifle, when you do not have anything better unlocked. You have to spend a lot of time reloading with it, sadly, and you do not ever want to miss with it, so in terms of overall effectiveness it's maybe half a vanquisher. But it hits hard and that combined with the weak point and scope multipliers make it a great weapon if you can stay in cover for the reloads. (This means you focus on the hard targets while your team takes down the red health bar enemies). Also, for bronze and silver missions, I tend to prefer an M-90 Indra or a Raptor. No weak point multiplier here, but they work reliably. I have not played soldiers enough to make even half-way decent recommendations for them. But if I could get a high ranked Soned, I think that that might become my favorite soldier weapon, despite its charge up time. Idk if any of this helps...
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Post by ssg0rbino on Apr 25, 2017 4:12:57 GMT
Human soldier, kineticist, Salarian operator, human adept
In my opinion
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Post by donkeyjote on Apr 25, 2017 9:03:24 GMT
I have not played soldiers enough to make even half-way decent recommendations for them. But if I could get a high ranked Soned, I think that that might become my favorite soldier weapon, despite its charge up time. Idk if any of this helps... The best weapon for the Human Soldier is the Hurricane. You want to take advantage of the per-hit stacking debuff, with Turbocharge 4a 5a 6b and Munitions Training 4a 5b 6a, this kit is totally insane and so good for headshots at lower mid range. Throw in elemental ammo and max out concussive shot for detonations, and you'll consistently score over 20K in Gold. I started playing this kit 2 days ago and Gold feels like Silver. I can't wait for Platinum!
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Post by treoir on Apr 25, 2017 14:25:10 GMT
I have not played soldiers enough to make even half-way decent recommendations for them. But if I could get a high ranked Soned, I think that that might become my favorite soldier weapon, despite its charge up time. Idk if any of this helps... The best weapon for the Human Soldier is the Hurricane. You want to take advantage of the per-hit stacking debuff, with Turbocharge 4a 5a 6b and Munitions Training 4a 5b 6a, this kit is totally insane and so good for headshots at lower mid range. Throw in elemental ammo and max out concussive shot for detonations, and you'll consistently score over 20K in Gold. I started playing this kit 2 days ago and Gold feels like Silver. I can't wait for Platinum! I had overlooked the Hurricane - it has noticeably lower dps than the sidewinder and the hornet (in the 10..15% range). However, it has almost double the damage per clip, which makes a big difference with turbocharge (since that loads your clip for you, and gives you some extra temporary capacity also - yes, you knew this already, I just like to think out loud to remind myself...). Also, the hurricane has a very fast rate of fire, almost that of the hornet (but with that extra clip size). So it's like 3/4 of a second to max out sustained fire on a target. (The hornet is like 0.02 seconds faster, but has barely over half the clip size). So... that choice totally makes sense. But the hurricane seems to spray all over the place, sort of like the Thokin - this gives me the impression it's a close range weapon (which can make cover a difficult issue). How do you deal with that?
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Post by niroz on Apr 25, 2017 14:32:10 GMT
I have not played soldiers enough to make even half-way decent recommendations for them. But if I could get a high ranked Soned, I think that that might become my favorite soldier weapon, despite its charge up time. Idk if any of this helps... The best weapon for the Human Soldier is the Hurricane. You want to take advantage of the per-hit stacking debuff, with Turbocharge 4a 5a 6b and Munitions Training 4a 5b 6a, this kit is totally insane and so good for headshots at lower mid range. Throw in elemental ammo and max out concussive shot for detonations, and you'll consistently score over 20K in Gold. I started playing this kit 2 days ago and Gold feels like Silver. I can't wait for Platinum! +1 in that Hurricane on h-soldier is pretty nuts. Def one of the kit setups that the Kett are crying for nerfs to.
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Post by niroz on Apr 25, 2017 14:51:42 GMT
Also, the hurricane has a very fast rate of fire, almost that of the hornet (but with that extra clip size). So it's like 3/4 of a second to max out sustained fire on a target. (The hornet is like 0.02 seconds faster, but has barely over half the clip size). So... that choice totally makes sense. But the hurricane seems to spray all over the place, sort of like the Thokin - this gives me the impression it's a close range weapon (which can make cover a difficult issue). How do you deal with that? The range on it is not as short as it seems - especially on kits with munition. Turbocharge also increases its effective range considerably.
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Post by gib on Apr 25, 2017 17:53:19 GMT
The question in this thread got me wondering.
Out of all the toons with turbocharge, which one is best for a straight up dps perspective?
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Post by JRandall0308 on Apr 25, 2017 18:31:47 GMT
Turian Soldier because you're not tempted to interrupt your dakka with a random other power like you are with humans or havok.
Edited to add: best sustained DPS is always from pure weapons fire. Always.
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freelance honey badger.
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Post by kalas on Apr 25, 2017 18:38:07 GMT
agara insurgent is pretty strong. got 32k in my last game
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Post by fenrir4life on Apr 25, 2017 18:40:11 GMT
Turian Soldier because you're not tempted to interrupt your dakka with a random other power like you are with humans or havok. Edited to add: best sustained DPS is always from pure weapons fire. Always. You're not wrong on that edit, but it's wrong that you're not wrong.
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Post by KLGChaos on Apr 25, 2017 19:38:43 GMT
Krogan Engineer!
But seriously, the KroGineer is fun. Just too bad she relies heavily on combos, which are weak (seriously, rank 6 Incinerate plus rank 3 Overload fire combo can't kill a mook on bronze), and an assault turret, which may just be the worst power in the game. And Rage... While it makes sense for a Krogan, it just doesn't syngergize well with the class. Basically it's 20 points wasted just to proc Rage when near death. I'm still leveling her, though, just in case Bioware somehow fixes combo problems. Long cooldown times on powers mskes it even worse.
I think most people have covered the really good classes. I'm actually hoping a future patch and better balancing changes that dynamic, though.
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Post by Schreiner on Apr 25, 2017 19:48:38 GMT
Turian Soldier because you're not tempted to interrupt your dakka with a random other power like you are with humans or havok. Edited to add: best sustained DPS is always from pure weapons fire. Always. i would argue that the human soldier can exceed the turian soldier's dps, at least with fully automatic weapons. if the turian soldier and human soldier stood side by side and unloaded multiple clips of the same weapon into a target dummy, the main difference would be that the tsol would literally just shoot the entire time, while the human soldier would throw out concussive shots in between bursts. concussive shot causes an almost nonexistent pause in weapon fire, but provides the burst damage from the concussive shot (~405 damage) as well as the detonation damage (off the top of my head based on how much i see mook hp bars drop, i would put this around 500-600 damage). specced into repeat concussion, that short term dps (~15-20 seconds) is even higher and limited only by the repriming internal cooldown of the ammo power.
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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
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Mar 26, 2017 16:21:26 GMT
March 2017
klgchaos
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
KLGChaos
KLGChaos
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Post by KLGChaos on Apr 25, 2017 20:02:57 GMT
Turian Soldier because you're not tempted to interrupt your dakka with a random other power like you are with humans or havok. Edited to add: best sustained DPS is always from pure weapons fire. Always. i would argue that the human soldier can exceed the turian soldier's dps, at least with fully automatic weapons. if the turian soldier and human soldier stood side by side and unloaded multiple clips of the same weapon into a target dummy, the main difference would be that the tsol would literally just shoot the entire time, while the human soldier would throw out concussive shots in between bursts. concussive shot causes an almost nonexistent pause in weapon fire, but provides the burst damage from the concussive shot (~405 damage) as well as the detonation damage (off the top of my head based on how much i see mook hp bars drop, i would put this around 500-600 damage). specced into repeat concussion, that short term dps (~15-20 seconds) is even higher and limited only by the repriming internal cooldown of the ammo power. Is Concussive Shot actually better than grenades? Just seems a handful of AoE that deals over 1000 damage would be a better choice. I've seen video that use both, though.
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