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Post by inert on Dec 22, 2016 18:23:48 GMT
Remind me to carry you through some gold games. No one should have to grind bronze for 99k packs. We also need to get you a Claymore fast, so I can indoctrinate you into our cult turn you into a 1337 player. In the interest of accuracy, my grind model is a two-tier approach:
Step 1: bronze --> for a couple of 33K packs Step 2: silver --> for the 99K pack using up the consumables obtained in Step 1. Step 3. return to Step 1
But I did not have enough time lately to play more than three or so games per night, so that hugely compounds the problem, because that's not grinding, that's a mockery of grinding!
We could always do a Plat carry, that changes your model to: Step 1: Plat --> one 99k pack, one 33k pack Step 2: return to step 1, also claymore.
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Post by Deleted on Dec 22, 2016 19:16:03 GMT
In the interest of accuracy, my grind model is a two-tier approach:
Step 1: bronze --> for a couple of 33K packs Step 2: silver --> for the 99K pack using up the consumables obtained in Step 1. Step 3. return to Step 1
But I did not have enough time lately to play more than three or so games per night, so that hugely compounds the problem, because that's not grinding, that's a mockery of grinding!
We could always do a Plat carry, that changes your model to: Step 1: Plat --> one 99k pack, one 33k pack Step 2: return to step 1, also claymore. I'll need to play a Praetorian Kit to extract from that. With a perma stealth cloak. Perhaps a Scion summon for the Ability #2. That Cerberus turret thing? I want it as my gun. Plus, a Geth Bomber as a Grenade.
EDIT: And, oh, lookie here, I was trying to figure out if Eviscerator is spelled with s or c, but apparently it's both! Claymore's description says it does "tremendous amount of damage", the little thinggie on Kalence shows triple on LI of what Evi does on LX. Does it shoots more than once per game?
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Post by q5tyhj on Dec 22, 2016 19:29:45 GMT
For almost all powers, the difference between 200% and 175% cooldown is going to be completely negligible. Like, a fraction of a second. A Batarian Vanguard with Blade Armor turned on (Blade Armor applies a cooldown penalty) goes from 3.64 second cooldown on Biotic Charge at 200%, to a 4 second cooldown at 175%.. So about a 1/3 of a second difference. On the other hand, since your Omniblade is only level 1 and your Blade Attachment is level 5 (so +30% melee vs +25% melee), this may be one of those rare cases where the better mod isn't worth even a negligible cooldown penalty. But once your omniblade has leveled up even once or twice it's going to be no contest. Well, additional snag is that if I put a shotgun on, the build recommends carrying Acolyte, for stuff you cannot just charge and beat down into submission, so the Acolyte on level I even with the LWM will increase the penalty even further. I do think that the penalty applies correctly to the Eviscrator, because I could see noticeable difference on the speed with which my Nova Guard played before and after I would take the skill that increased his carrying capacity, which I attributed to his Evicerator becoming lighter. Maybe it was placebo effect.... But again, even if your ULM is only level 1, adding Acolyte I only adds a further .08 second penalty to Biotic Charge's cooldown- just a tiny, tiny, tiny difference, one that would be virtually impossible to notice in-game. But you almost never need/want a secondary weapon anyways, and any build that recommends two guns is immediately suspect. Figure out which one of these weapons you're actually using on enemies you can't charge/melee, and leave the other at home. As for the weight penalty glitch- the Eviscerator is definitely a non-DLC weapon that benefits from the weight glitch. That is to say that you can use any of the mods, without the weight penalty... unless/until someone joins your lobby after you've selected that kit, in which case the weight penalty gets re-applied. Next time you're in the lobby, try this: select your Batguard, chose the loadout with Eviscerator and the Omniblade, then go to the character screen and look at the cooldown time on Biotic Charge... then switch to a different kit, switch back to the Batguard, and go look again: you now have a penalty-free Omniblade... until someone joins your game/lobby. So if you're relying on getting the weight-glitch, you don't want to finalize your kit/loadout until after everyone has joined your lobby (and I think you need to switch kits, then switch back, to make sure the weight glitch has taken effect).
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Post by inert on Dec 22, 2016 19:37:22 GMT
EDIT: And, oh, lookie here, I was trying to figure out if Eviscerator is spelled with s or c, but apparently it's both! Claymore's description says it does "tremendous amount of damage", the little thinggie on Kalence shows triple on LI of what Evi does on LX. Does it shoots more than once per game?
It's ammunition consists of pure hatred. At level 1, I think it has something between 6-10 shots. By level X it has 19. Single shot chamber, long reload time, but forgiving if you can reload cancel. It absolutely needs a smart choke upgrade to make it effective for more than about five feet of distance. Kits with improved accuracy turn it into a sniper rifle (Hunter mode, Marksman, etc), drawing all the pellets in a tight circle. Adrenaline rush and Marksman both auto-reload your weapon, which makes a double-shot Claymore a huge draw on the HSol, TSol and Quarksman. RoF bonuses can also speed the reload cancelling process, making the gun fire fairly often. It's a fantastic weapon overall, and easily could have been an Ultra Rare.
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Post by Deleted on Dec 22, 2016 19:47:02 GMT
Well, additional snag is that if I put a shotgun on, the build recommends carrying Acolyte, for stuff you cannot just charge and beat down into submission, so the Acolyte on level I even with the LWM will increase the penalty even further. I do think that the penalty applies correctly to the Eviscrator, because I could see noticeable difference on the speed with which my Nova Guard played before and after I would take the skill that increased his carrying capacity, which I attributed to his Evicerator becoming lighter. Maybe it was placebo effect.... But again, even if your ULM is only level 1, adding Acolyte I only adds a further .08 second penalty to Biotic Charge's cooldown- just a tiny, tiny, tiny difference, one that would be virtually impossible to notice in-game. But you almost never need/want a secondary weapon anyways, and any build that recommends two guns is immediately suspect. Figure out which one of these weapons you're actually using on enemies you can't charge/melee, and leave the other at home. As for the weight penalty glitch- the Eviscerator is definitely a non-DLC weapon that benefits from the weight glitch. That is to say that you can use any of the mods, without the weight penalty... unless/until someone joins your lobby after you've selected that kit, in which case the weight penalty gets re-applied. Next time you're in the lobby, try this: select your Batguard, chose the loadout with Eviscerator and the Omniblade, then go to the character screen and look at the cooldown time on Biotic Charge... then switch to a different kit, switch back to the Batguard, and go look again: you now have a penalty-free Omniblade... until someone joins your game/lobby. So if you're relying on getting the weight-glitch, you don't want to finalize your kit/loadout until after everyone has joined your lobby (and I think you need to switch kits, then switch back, to make sure the weight glitch has taken effect). Okay, I see how the bug occurs, thank you.
In terms of the batman, the article I was looking at was this oldie Ode to Batman:
www.reddit.com/r/MECoOp/comments/12lck1/batarian_charger_warlord_batarian_brawler_build/
The author used Acolyte as a sidearm to strip down Phantoms and Banshees prior to the charge, and a shotgun when s/he can't melee after the charge. I can see wanting to backpedal after a charge at times just like a Novaguard, and let a shot out instead of melee on some bosses/multiple bosses, and the idea of a Vanguard charging up Acolyte after a charge with a fatalistic disregard appeals to my feminine side, but the pragmatic side of me disagrees... But I assume (because yeah, thinking while typing is how we roll on the Internet, and why it is ever so awesome) that the better way is to think before you charge, and use Acolyte till you can be reasonably sure that you can go role-play the pile driving machinery safely now.
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Post by inert on Dec 22, 2016 19:53:40 GMT
Nothing wrong with carrying a sidearm, provided it makes sense.
That said, the vast majority of my builds use only one weapon. When I do carry a sidearm it's usually an acolyte to strip shields or deal with phantoms on a kit that has difficulty doing so. Alternatively, I may carry a SMG if my primary weapon is the acolyte on a build. In most cases the cooldown penalty doesn't budge as a result. However, as q5tyhj mentioned, cooldowns aren't so terribly important. I used to use a Claymore on my FQE and I didn't have a problem getting out powers when I needed to. I prefer the Arc Pistol now, but that was more because I was constantly running out of shotgun amps. Definitely pay attention to your cooldown, but don't fret over the difference between 200% and 150%.
The Batguard doesn't need an acolyte - Charge should be enough to stagger a phantom and shotguns are usually more than capable for stripping shields..
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Post by Deleted on Dec 22, 2016 20:09:47 GMT
Awesome, I will try something heavier than the Stapler of Pending Doom on him! To be fair, I've met a precocious Phantom that did not miss a bit and executed him after the charge (and after me capping a whole bunch of Phantoms in a happy, happy fun time liberating spree), but I will go with a pro move and say it was the off-host lag.
Anyway, the main thing is, thanks for the cool-down clarification, numbers are very hard not to fixate on. I think I will be more prone to experimenting then.
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Post by q5tyhj on Dec 22, 2016 20:23:41 GMT
^ sounds like you were the victim of some standard Phantom nonsense: if you charge them while they're doing their bubble thingy, they won't be staggered and will immediately tickle you in the tummy. All the sync-kill enemies (Phantom, Banshees, Scions, etc.) have different routines and triggers that dictate when they can sync and when they're safe to charge/melee. There should still be an article/video by Deerber in the Resource Library on sync routines and specifically how to play Vanguard against them safely, probably worth checking out.
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Post by q5tyhj on Dec 22, 2016 20:25:22 GMT
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Post by inert on Dec 22, 2016 20:26:37 GMT
Yep, although the phantom is tricky as they can cancel their animations quickly and a bit of lag can cause some awkward moments.
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Post by Deleted on Dec 22, 2016 20:31:41 GMT
^ sounds like you were the victim of some standard Phantom nonsense: if you charge them while they're doing their bubble thingy, they won't be staggered and will immediately tickle you in the tummy. All the sync-kill enemies (Phantom, Banshees, Scions, etc.) have different routines and triggers that dictate when they can sync and when they're safe to charge/melee. There should still be an article/video by Deerber in the Resource Library on sync routines and specifically how to play Vanguard against them safely, probably worth checking out. Yep. I have not seen the vid, but I read a fair bit about it, as well as, erm... experimented personally, on my day one coming from the Novaguard who rolls off to Batman who apparently is too proud to, and found out the hard way that Brutes can sync (in addition to everything normally listed). I was so stunned with that exciting discovery, I just lay there and refused to go on living. Also, Banshees who twinkle out of non-existence right behind you and proceed to sync are really, really mean.
EDIT: Zut, I really just want to go home and play the game
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Post by Cirvante on Dec 23, 2016 0:01:57 GMT
Claymore's description says it does "tremendous amount of damage", the little thinggie on Kalence shows triple on LI of what Evi does on LX. Does it shoots more than once per game? It is a thing of beauty. Nothing else comes even close to the might of the High Lord.
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Post by The Biotic Trebuchet on Dec 23, 2016 0:32:21 GMT
Claymore's description says it does "tremendous amount of damage", the little thinggie on Kalence shows triple on LI of what Evi does on LX. Does it shoots more than once per game? It is a thing of beauty. Nothing else comes even close to the might of the High Lord.a Turian Soldier with ANY weapon might want to argue with that Statement...
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Post by Ernie on Dec 23, 2016 1:54:32 GMT
Created a new alt account. With only 11 games (1 bronze, 7 silver, 3 gold) and a bit over 3 hours in game I have successfully upgraded my common weapons to lvlX, 5 of my common weapon mods to lvlV, unlocked 3 other common weapon mods with 5 more to go. All that using only starter packs. There could have been more, but I wanted one 60k pack (which gave me Falcon and SMG damage mod). After I finish with starter packs, I am going to move onto spectre packs since they can give three uncommons and a rare card (in comparison I could get three Veteran packs at the same price containing three uncommons without a single rare card). So far, I have found out I cannot play nowhere aggressively as I would like, I cannot rush enemies, cannot afford for the enemy to have a direct line of sight at me since I die so easily, Additional discoveries: - worst scrubs are on silver - curriers are doing gods work - the best way to contribute is to stay with the player who knows what's he doing and do whatever you can to not die much - and most importantly don't die in bad places (like huge open areas) - go around, kill stuff, see what you can kill easily (for example, I deal with brutes, abominations, engineers quite easily even as a quite disadvantaged player) that's the best way to contribute to taking down the wave budget - Right hand advantage ofhost is an illusion Edit: If any of the newbies wants to play with me on silver/gold, or if there are other fresh alt accounts, PM me to exchange Origin IDs
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Post by Pearl on Dec 23, 2016 2:43:32 GMT
Claymore's description says it does "tremendous amount of damage", the little thinggie on Kalence shows triple on LI of what Evi does on LX. Does it shoots more than once per game? It is a thing of beauty. Nothing else comes even close to the might of the High Lord. It even works well on kits that are decidedly average.
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Post by Deleted on Dec 23, 2016 4:28:28 GMT
Oh... I have another moment of complete bewilderment.
I went to try Lancer on my KroSoldier, and... that thing only has 38 charges, runs our of ammo in like a few geth, will not reload when you ran to the box, and seem to randomly get back to full if I kept pressing down the trigger insistently, does not react to any presses of R, then stopped in the end reloading altogether (at an awesome point when everyone unfathomably decided to just hold the extraction zone from the start), so... is that the no clips part of it? I ran half a game on melee and grenades trying to make the thing to go from zero to non-zero (idiotically I did double damage than on the whole night of working myself into a state on the Asari). And, to add insult to injury, the internet describes it as a Harrier with less damage and no ammo problems. Hints? Tips? Hugs?
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Post by Pearl on Dec 23, 2016 4:51:28 GMT
The Lancer does not use thermal clips. It uses an overheat mechanic similar to Mass Effect 1's, if you've played it. You get x number of shots before the gun overheats if you keep the trigger held, but if you keep an eye on the ammo counter and periodically release the trigger so the gun can cool off, you can avoid the overheat entirely and never have to worry about visiting an ammo box (unless you're playing a character that uses grenades). And if you do overheat the gun, just tap R, let that animation where your character pimp slaps the gun play out, and enjoy being able to shoot again.
You have to let the entire animation play out until you hear the hissing sound, if it gets interrupted at any time before then, you have to tap R and start the animation over again. Alternatively, if it's overheated and you don't want to wait for that 5-6 second animation to complete, you can use a Thermal Clip Pack to bypass it, but since you can only carry a limited quantity of them I don't recommend doing this unless it's an emergency.
note: The Collector SMG and Collector Sniper Rifle function the same way, so keep that in mind if you take those for a spin.
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Post by Deleted on Dec 23, 2016 11:26:22 GMT
^ This. When you've overheated your Lancer, Particle Rifle, Collector SMG or Collector Sniper Rifle you have to do it exactly as Pearl said. And keep in mind that while the cooldown animation is still going, you can only stand around or go normally - any other action like using a power, dodging, meleeing, going into hard cover, sprinting will interrupt the animation and you will have to do it all over.
As Pearl already said, using a Thermal Clip Pack circumvents the cooldown part and let's the gun recharge immediately - however bear in mind that it will still start at 1 ammo point and climb upwards from there...so if you hit a Pack and then start firing right away, your gun will be empty again in a matter of seconds. Better wait a few seconds before firing to be safe.
The safest way to let the gun cool down is hitting R and then just walking behind soft cover of some sorts to get out of the line of fire until you're good to go again.
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Post by Tonymac on Dec 23, 2016 13:41:59 GMT
Also, as you upgrade your lancer it will get better and better. It is a very fun gun to use on an infiltrator, because as you engage "tactical damage boost" the lancer will refill very rapidly.
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Post by Deleted on Dec 23, 2016 14:13:42 GMT
Awesome, thank you all. I did not recognize the mechanics from ME1, as it clearly showed overheat, and cooled the gun authomaticaly. I'll keep practicing, because Otherwise I have really liked it. I think I will try it on Geth Trooper, as someone has suggested a while ago. The wisdom of Evil suggestion has finally percolated to me after trying the gun. I've only played Geth once, but I have a feeling I can find the Flames button again.
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Post by Deleted on Jan 16, 2017 13:57:09 GMT
I have spent many a restless hour... erm, okay, an hour... trying to piece together something new to play with one of the new magic guns I am getting via Arsenal packs.
What I came up with was my Vorcha Sentinel with Reegar + thermal clip & shredder mods. My understanding is that his Flamer strips Armour (he is spec'd that way), and then this set up will work fairily well in close quarters?
I was also wondering if there is a kit that works well with the Geth SMG? By some reason I really like this weapon, but can't seem to beat good old Tempest and Locust on it (or it feels that way). I am trying it on my Turian Sentinel.
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Post by Deleted on Jan 16, 2017 14:19:39 GMT
I have spent many a restless hour... erm, okay, an hour... trying to piece together something new to play with one of the new magic guns I am getting via Arsenal packs. What I came up with was my Vorcha Sentinel with Reegar + thermal clip & shredder mods. My understanding is that his Flamer strips Armour (he is spec'd that way), and then this set up will work fairily well in close quarters? I was also wondering if there is a kit that works well with the Geth SMG? By some reason I really like this weapon, but can't seem to beat good old Tempest and Locust on it (or it feels that way). I am trying it on my Turian Sentinel. You used to be able to shoot the reegar and use flamer at the same time, IDK if they ever fixed that.
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Post by inert on Jan 16, 2017 15:48:44 GMT
I have spent many a restless hour... erm, okay, an hour... trying to piece together something new to play with one of the new magic guns I am getting via Arsenal packs. What I came up with was my Vorcha Sentinel with Reegar + thermal clip & shredder mods. My understanding is that his Flamer strips Armour (he is spec'd that way), and then this set up will work fairily well in close quarters? I was also wondering if there is a kit that works well with the Geth SMG? By some reason I really like this weapon, but can't seem to beat good old Tempest and Locust on it (or it feels that way). I am trying it on my Turian Sentinel. Any weapon that strips shields is good on a flamer kit like the vorcha. The Reegar does a great job of this (cause it's broken). The GPSMG is pretty weak. It can be bolstered on kits with weapon damage boosts. I think I did the challenge with it on the HSol back on Xbox (AR to reload the gun at peak ramp up while still firing). If I had to use it, I'd probably go Geth Engineer + incendiary, but I'd constantly be cutting down on the ramp-up with overload.
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Post by Deleted on Jan 16, 2017 15:58:05 GMT
I have spent many a restless hour... erm, okay, an hour... trying to piece together something new to play with one of the new magic guns I am getting via Arsenal packs. What I came up with was my Vorcha Sentinel with Reegar + thermal clip & shredder mods. My understanding is that his Flamer strips Armour (he is spec'd that way), and then this set up will work fairily well in close quarters? I was also wondering if there is a kit that works well with the Geth SMG? By some reason I really like this weapon, but can't seem to beat good old Tempest and Locust on it (or it feels that way). I am trying it on my Turian Sentinel. Any weapon that strips shields is good on a flamer kit like the vorcha. The Reegar does a great job of this (cause it's broken). The GPSMG is pretty weak. It can be bolstered on kits with weapon damage boosts. I think I did the challenge with it on the HSol back on Xbox (AR to reload the gun at peak ramp up while still firing). If I had to use it, I'd probably go Geth Engineer + incendiary, but I'd constantly be cutting down on the ramp-up with overload. Okay, I will set up my Vorcha with it and see if it's worth it yet, or I need to wait till Reegar & mods grows up a little. Another scum! I hope they will make a ramp up weapon that works great, because I dig the concept of the GPSMG.
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Post by frankiscrank on Jan 16, 2017 16:22:22 GMT
I was also wondering if there is a kit that works well with the Geth SMG? As always in those cases the correct answer is Turian Soldier. TSent is fine, but every caster kit interupts the (stupid) ramp-up.
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