monk
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Post by monk on Nov 15, 2018 11:47:21 GMT
Self made from comparing live play on the PC to the MP Builder. All were checked at Rank X only. And of course, subject to change if further changes are made.
Assault Rifles Halberd Max Clip Size: 18 to 32 (+14 increase) Max Ammo: 105 to 147 (+42 increase) Weight: 13 to 14 (+1 increase)
Falcon Damage: 560 to 724 (+164 increase) Max Clip Size:6 to 15 (+11 increase) Max Ammo: 45 to 50 (+5 increase) Weight: 15 to 17 (+2 increase)
Avenger S Damage 91 to 98 (+7 increase) Rate of Fire: 525 to 550 (+25 increase) Max Clip Size: 30 to 44 (+14 increase) Max Ammo: 375 to 394 (+19 increase) Weight: 13 to 14 (+1 increase)
Revenant Damage: 74 to 86 (+12 increase) Max Clip Size: 60 to 70 (+10 increase) Weight: 20 to 22 (+2 increase)
Sandstorm Damage: 500 to 540 (+40 increase) Max Clip Size: 14 to 12 (-2 decrease) Max Ammo: 158 to 150 (-8 decrease) Weight: 18 tp 20 (+2 increase)
Sweeper Damage: 140 to 150 (+10 increase) Weight: 13 to 14 (+1 increase)
Thokin Damage 76 to 72 (-4 decrease) Max Clip Size: 30 to 54 (+24 increase) Max Ammo: 375 to 400 (+25 increase) Weight: 15 to 17 (+2 increase)
X5 Ghost Damage: 63 to 89 (+26 increase) Weight: 10 to 11 (+1 increase)
Pistols Charger S Damage: 68 to 77 (+9) Rate of Fire: 650 to 700 (+50)
Equalizer Damage: 85 to 89 (+4 increase)
Hornet Damage: 121 too 134 (+13 increase) Max Clip Size: 24 to 28 (+4 increase)
Predator S
Damage: 94 to 113 (+19 increase) Rate of Fire: 450 to 500 (+50 increase) Max Clip Size: 15 to 24 (+9 increase) Max Ammo: 131 to 144 (+13 increase)
Scorpion No Change
Sidewinder No Change
Talon No Change
Shotguns Hesh No Change
Katana S
Damage 798 to 854 (+64 increase)
Reegar Carbine Damage: 108 to 126 (+18 increase) Rate of Fire: 525 to 640 (+115 increase)
Scattershot No Change
Venom No Change
Sniper Rifle Indra Damage: 116 to 132 (+16 increase) Rate of Fire: 500 to 550 (+50 increase) Max Ammo: 219 to 248 (+29 increase)
Isharay Max Ammo: 18 to 20 (+2 increase)
Lanat Damage: 911 to 1056 (+145 increase) Max Ammo: 25 to 28 (+3 increase)
Shadow Damage: 106 to 112 (+6 increase)
Vanquisher Damage: 720 to 732 (+12 increase) Rate of Fire: 90 to 95 (+5 increase) Weight: 23 to 25 (+2 increase)
Viper S Damage: 732 to 780 (+48 increase) Rate of Fire: 90 to 93 (+3 increase) Max Ammo: 30 to 38 (+8 increase)
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SassaMFG
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Post by SassaMFG on Nov 15, 2018 15:08:32 GMT
Not bad... Could have been better, but not bad... Might try Revenant and X5 Ghost later...
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Post by vanelsa on Nov 15, 2018 15:10:32 GMT
Thanks for doing this. We Xbox users are eagerly await these changes, as we’re still stuck on the March 2018 stats “update.”
Falcon looks intruiging; if only I could aim better with it. Wish they did the same for the Venom.
Any tests on reload time changes for these weapons? That’s not a stat that’s viewable in the MEA Builder or in-game. Isharay’s clip size increase means nothing if the thing continues to reload so slowly.
Any thoughts on which weapons made out best with these changes?
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Post by Deleted on Nov 15, 2018 17:01:45 GMT
Thank you monk , for putting this post together.
Sorry to see the Shadow not get a bigger clip size … though the damage boost might result in the same outcome.
Another thing not immediately apparent … and perhaps not possible in a server-side update … is extending the range of the Equalizer.
Sad to see the accuracy (pellet spread) of the Talon left untouched (unless this is another thing that is not readily apparent).
Glad to see the Viper get some love. I never felt that rate of fire was an issue with either the Viper or the Vanquisher, but have mostly preferred the Viper (despite the smaller clip size), because it had a faster reload speed and did more damage with each shot. With the Vanquisher even heavier than before, I think my preference for the Viper will continue.
Now, if you will excuse me, I've got some weapons to check out …
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Post by monk on Nov 15, 2018 19:42:14 GMT
From randomly done tests since the change, the following are my personal experience only:
Avenger S Appears to be viable for Gold and Platinum play as an alternative to having a PAW (Siphon), especially if you obtain a Siphon variant version. This is because the increased damage and clip size allows it to output a noticable amount of damage unlike before, whilst still retaining a good priming rate when used with Ammo mods. Some may wonder what about the X5 Ghost. Well, the X5 Ghost has a larger clip and is more accurate over extended firing times over longer distances. This is fine on Gold or less, but unservicable in Platinum due to the time needed to reach point accuracy over range would expose yourself to returning fire and being flushed out before you can deal the damage you would want from the X5 Ghost on Platinum.
X5 Ghost As above, viable for Gold and Platinum, especially if you haven't got a PAW (Siphon) variant yet. Unlike the Avenger S, you have a much larger clip and ammo pool, meaning it more closely matches the PAW in not needing to reload. And any reloading doesn't require a length period of time. However, as described above in the Avenger S, to get the most from the X5 Ghost, you need a bit of extended firing to get the most from it. Without this extended firing, the Avenger S or possibly another Assault Rifle can server you just as well in terms of accuracy. So you may wish to look for an AR with higher damage output. However, for stealth builds, especially those with Stealth Grid who undergo assassination styles of play (taking on one at a time and cloaking around a target to obtain safety and optimum firing distance and location), then the X5 Ghost can serve very well as you reduce the time needed to reload and reach an ammo crate.
Isharay Unfortunately, other than the ammo increase, there doesn't appear to be any other change. So it remains a Stealthers choice of weapon who undergo Assassination style of play during missions and is a viable alternative to the Kishock Harpoon Gun (Single Shot high damage weapon). But if you play as another other style, the single shot per clip is still a heavy limitation. And with more and more players learning to use powers in combination with weapons which stagger enemies around (not to mention bad connections), getting a decent headshot will be tough, so you're really just getting a bit more damage than most other Sniper Rifles, but overall lose out when compared to those having 2 or more shots per clip (that would allow you a second, third or fourth attempt) at removing a target. Not impressed. It needs more, but unsure on how to best go about it without it treading on the toes of other weapons. Personally, on a non Stealeher, I would not even take into Gold play. Especially when there are other SR available.
Vanquisher Those who are aiming towards a Black Widow (Siphon), will like the Vanquisher. Whilst it doesn't have the same multiplier when getting a Weak Point hit, the difference is a minimal in most cases. In fact, I would dare say that the Vanquisher is now like a Black Widow lite. High Damage per shot, 4 shots per clip, and a large ammo pool. But only at Gold Rare rating. Whilst you can take down a Krogan Berserker on Platinum with decent aim on a Black Widow (3 shots to the head cause them to rage, then aim for the neck for Weak Point kill), the Vanquisher can almost achieve the same outcome (you need one reload or a use of power to eliminate). But the key difference, is the Vanquisher is much easier to obtain a Siphon variant for a newer player.
Equalizer The update needs to give this a bit more I feel. I tried this on the first day of the change, and it's just as bad as before. I think the issue is twofold: The slowish firing rate and damage output is simply not worth the hassle of going in close on Platinum difficulty, so it is not Platinum viable in the slightest. It's sort of viable in Gold, but requires a tanky type of character to use it well. The main issue is once again the range of the weapon. If it was around 20% to 25% longer in range, it probably would be the weapon of choice for many engagements since most obstacles that players and enemies take cover behind are separated by a distance that is just outside the Equalizers range. So only for the tanks still really, whom may find better solace in other weapons however.
Unfortunately that's all the weapons I've tried so far, as they are also my previously used weapons, so I have a better feel for them since upgrading to UR weapons and how the Rare weapons now compare. Anyone tried other weapons and used them in Gold/Platinum matches?
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Post by gnperdue on Nov 16, 2018 0:02:41 GMT
Wow, I look forward to being able to play with this, this looks great. Some nice AR and Pistol buffs.
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Post by Deleted on Nov 16, 2018 0:19:02 GMT
I've tried the Vanquisher, Ghost, Viper and *took* the Halberd but didn't use it on two different gold matches on Sandstorm. Was happy with the ones I tried, aim to take the Katana and Charger out next. Using the Juggernaut as a constant … so as to not confuse myself with the difference between one of my gun bunnies versus a power broker.
For the SRs, used the vented barrel and the receiver. For the ARs and pistols, used (will use) the long barrel and receiver. For the shotguns, will use the short barrel and receiver.
Look forward to checking out the Shadow, to see if the damage boost offsets the small clip size.
Also the Avenger … I'm interested in seeing whether I prefer it to the Ghost … or the Valkyrie. Maybe combine it with the Halberd in a match and see how they compare.
Update … did the Katana and Equalizer as part of the dailies on Zero gold … a bit of a lag fest, but they seemed to do fine. Next match, same host, used the Halberd and Avenger. Avenger worked well. Halberd does a lot of damage, but you chew through ammo pretty fast, so the buff, while nice, doesn't really change the ammo issue much.
I'm off to read Annihilation, so will probably pick up tomorrow with the Shadow and Equalizer.
Update 2 … did the Shadow and Equalizer … Shadow still needs a bigger clip, the extra damage doesn't really make up for the small magazine size. Equalizer is OK, but you almost have to carry a magazine mod to give it a sufficiently large clip (which I did on the previous test mission), giving up the receiver and keeping a barrel mod. Tried the Indra on Aqua … still doesn't seem to do much damage using disrupter ammo II, vented barrel and receiver. Probably need to add a sniper rifle booster to make it effective. Was carrying the Reeger, so wanted the spare ammo. Used the Reeger for the close in fight, it was fine, but the short range is a real turn off for me.
Update 3 … Hornet and Predator … the two combined, chew through a lot of ammo. Hornet was and is fine, but concentrate on headshots. Predator, better, but headshots are still a must and I would never trade it for an uncommon Carnafex. Sweeper and Revenant. Revenant is OK up close, but still a "spray and pray" weapon, which I'm not a fan. Have not liked the Revenant in ME3 (SP or MP) nor MEA … after being a big fan in ME2. Sweeper … you can add a mag, but then can't shoot through cover or have a receiver, but very limited mag. It's light enough that you can carry two on most characters, a Siphon and a Concussive, then have a long barrel for extra damage, a receiver and simply swap them out when they overheat. Still highly accurate and headshots are easy … but also a must.
Update 4 … Falcon and Sandstorm … the extra damage on the Falcon is noticeable. The expanded clip is a huge boost. Still chew up a lot of ammo and the ballistic trajectory makes it a bit of a challenge for mid range critters behind cover … but the improvements are legit. The Sandstorm continues to evolve. With each adjustment, it becomes more and more like the Saber … for me, that's a good thing. Zoom aim headshots against targets at range. Won't ever be the close in weapon, but even with the weight increase, pretty easy to carry a decent close in weapon for most characters.
Overall, the Viper, Vanquisher, Ghost, Avenger, Falcon and Katana seem noticeably better, not sure the changes to the Halberd, Revenant, Reeger, Indra, Shadow, Predator or Equalizer are enough to increase their usage. Not a lot of difference in the Sandstorm, Sweeper or Hornet, but they worked out well before, so the slight improvement is a bonus.
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Post by Unicephalon 40-D on Nov 16, 2018 9:56:52 GMT
I tried Katana and Hornet... but unfortunately I didnt much notice difference as its been so long since I last time used those
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Post by gnperdue on Nov 16, 2018 20:35:49 GMT
Now with all the guns buffs we need a power damage buff and a combo damage buff, haha.
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Post by CHRrOME on Nov 17, 2018 14:06:06 GMT
What is with the arbitrary spare ammo count? What the hell is with them? It triggers the fucking daylights out of me. Gun has 50 round mag, give it 87 spare ammo Mag count, gee. Give it +3 mags or so, so spare ammo for a 30 round gun would be 90. Not some randomly number they pulled out of their asses. Also that +3 RPM for the Viper S is so noticeable... Shotguns like the shitana or crap-iple should fire faster, the animation clearly shows they normalize way faster than the game allows you to shoot. 80 RPM is yet another arbitrary number they pulled out of their hats.
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Post by CHRrOME on Nov 17, 2018 14:09:15 GMT
I tried Katana and Hornet... but unfortunately I didnt much notice difference as its been so long since I last time used those The Hornet is (and was) gold worthy at least, so long as you don't pretend to use it as your "main damaging power" due to the crap burst delay. The damage and RPM output equals good DPS if not for the killing factor of the 0.8s (?) burst delay.
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Post by gnperdue on Nov 18, 2018 4:01:36 GMT
Official numbers are up on the BioWare blog. Haven’t looked at them closely yet.
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