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Post by ALTBOULI on Aug 14, 2021 19:27:36 GMT
On Insanity I think warp or AP (would say AP slightly better)
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Post by sjsharp2010 on Aug 14, 2021 19:58:02 GMT
Seeing as I enjoy using all of them I'm not sure how I'd answer this. I will say I generall yuse Inciendiary Warp an dArmou rpiercing most though but when playing Vanguard I enjoy using Cryo Ammo most as freeze an smash makes for a good combo.
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Post by ALTBOULI on Aug 14, 2021 20:17:21 GMT
Seeing as I enjoy using all of them I'm not sure how I'd answer this. I will say I generall yuse Inciendiary Warp an dArmou rpiercing most though but when playing Vanguard I enjoy using Cryo Ammo most as freeze an smash makes for a good combo. Well what would you typically use on Insanity? The poll was targeted towards the the harder difficulties (were ability/weapon/power optimisation is more important)
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Post by sjsharp2010 on Aug 14, 2021 21:26:53 GMT
Seeing as I enjoy using all of them I'm not sure how I'd answer this. I will say I generall yuse Inciendiary Warp an dArmou rpiercing most though but when playing Vanguard I enjoy using Cryo Ammo most as freeze an smash makes for a good combo. Well what would you typically use on Insanity? The poll was targeted towards the the harder difficulties (were ability/weapon/power optimisation is more important) I don't pla yon Insanity difficult yso I don't know.
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Post by Deleted on Aug 14, 2021 22:01:09 GMT
Depends on Shepard's class and on the individual mission. I chose disruptor because there are a lot of missions, even on Insanity, where you are facing a lot of shields instead of armor and, once you strip the armor off Loki mechs (which can be done in one shot with either reave or warp), disruptor messes them up as well.
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Post by RedCaesar97 on Aug 15, 2021 0:14:15 GMT
Depends on the mission. Disruptor is best for synthetics (can stun), Incendiary is best for organics (can cause panic, stop Krogan/Vorcha health regen). Disruptor can also overheat enemy weapons.
The best ammo powers in ME2 are Incendiary, Disruptor, and Cryo since they have crowd-control abilities. I see some people have voted for AP Ammo, but you only use it for the damage, and the damage is actually not as useful as you may think. Ammo power damage is based off of base weapon damage, not total weapon damage. You get better damage from weapons based on distance and defense multipliers. Crowd-control abilities from the big three ammo types make them the most useful.
Warp's extra damage to biotically-lifted enemies is good, but not nearly as useful.
In the end I chose Disruptor Ammo. It is good all around for all enemy types and makes for a good squad ammo power.
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Post by midnightwolf on Aug 15, 2021 0:40:00 GMT
Got to be Incendiary for me. Mostly because I LOVE setting shit on fire, but also because it works on all enemy types. Plus, I may be a tad sadistic and enjoy watching them panic.
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Post by sugarless on Aug 15, 2021 3:01:01 GMT
Incendiary. I play on insanity and adapt to each mission (changing squad and/or bonus powers) which is easier when you're playing soldier with all that smorgasbord of ammo powers to choose from. Sometimes you have to go with whatever you've got which is better than nothing.
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Post by ALTBOULI on Aug 15, 2021 3:55:45 GMT
Interesting takes and so far the poll is completely different than I thought it would be 🤔
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Post by michaeln7 on Aug 15, 2021 8:22:33 GMT
I'd say Incendiary, with Warp and Disruptor tied for second.
Overload abounds, what with Miranda and Garrus, so an anti-shield ability is not lacking. Incendiary panics organic enemies and stops their health regen while dealing extra damage to armor.
Unless you're committed to bringing Jacob with you on every mission AND squadding out his Incendiary Ammo, you have no way of replicating or approximating all that.
Best of all, it does all that with just a single point.
Warp Ammo is the most versatile, but has no secondary effects. You can't go wrong with a 50% damage boost against 3 out of 4 life-meters. The squad version means only 35%, but it's handy for squadmates like Miranda, Mordin, Kasumi, Samara, Tali, and Legion.
Disruptor Ammo fries shields, overheats weapons, and stuns synthetics.
It's similar to Incendiary Ammo in the sense that it can provide multiple effects simultaneously, but you have to invest to minimum of Rank 3 to get them all.
My most powerful combination I've tried is squadded Disruptor (Zaeed) and Inferno for myself, with Zaeed and Garrus both using the Incisor. I use a Disruptor-equipped SMG then switch to Inferno-equipped shotgun.
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Post by ALTBOULI on Aug 15, 2021 9:57:10 GMT
I'd say Incendiary, with Warp and Disruptor tied for second. Overload abounds, what with Miranda and Garrus, so an anti-shield ability is not lacking. Incendiary panics organic enemies and stops their health regen while dealing extra damage to armor. Unless you're committed to bringing Jacob with you on every mission AND squadding out his Incendiary Ammo, you have no way of replicating or approximating all that. Best of all, it does all that with just a single point. Warp Ammo is the most versatile, but has no secondary effects. You can't go wrong with a 50% damage boost against 3 out of 4 life-meters. The squad version means only 35%, but it's handy for squadmates like Miranda, Mordin, Kasumi, Samara, Tali, and Legion. Disruptor Ammo fries shields, overheats weapons, and stuns synthetics. It's similar to Incendiary Ammo in the sense that it can provide multiple effects simultaneously, but you have to invest to minimum of Rank 3 to get them all. My most powerful combination I've tried is squadded Disruptor (Zaeed) and Inferno for myself, with Zaeed and Garrus both using the Incisor. I use a Disruptor-equipped SMG then switch to Inferno-equipped shotgun. Nice breakdown 👍I think the most common enemy health types (especially on Insanity) are shields + health followed by Armour + health. I just did an ME2 playthrough (as a Sentinel) and I never found shields or barriers to be a problem, I rarely had to use overload for example as my weapons alone would take down the shields fast. Where things slowed down was when trying to down armour. Even with Warp it was noticeable how much longer it took to get rid of and some of the trickiest enemies like scion, Praetorians, YMIR mechs all have a lot of armour. For my playthrough I used Incendiary and Disruptor at the start , then switched to Warp ammo as soon as I could (got it before the Horizon mission with all those collectors to fight). Warp was good and imo felt like a step up from the other 2 ammo types but I still found armour was posing a bit of an issue. I ultimately switched to AP and used that throughout the rest of the game, found it to strip armour very well and beating the final boss was extremely easy as a result. Also I dont know if this is a bug or not but I take Zaeed with me a lot and I kept finding that his squad Disruptor ammo kept overwriting my AP ammo, so I would have to regularly keep re-activating the AP ammo as a result
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Post by Deleted on Aug 15, 2021 11:18:31 GMT
Also I dont know if this is a bug or not but I take Zaeed with me a lot and I kept finding that his squad Disruptor ammo kept overwriting my AP ammo, so I would have to regularly keep re-activating the AP ammo as a result Squad ammos are touchy that way. It resets if you die and sometimes when you change up weapons. Frsutrating for sure. I tend to set all my guns before starting the mission, which allows me to generally change my weapons without affecting the squad's ammo, but the reset still does occur if I die or othewise reload from a save (for example, if I took a break from the game mid-mission).
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Post by michaeln7 on Aug 15, 2021 12:13:47 GMT
Also I dont know if this is a bug or not but I take Zaeed with me a lot and I kept finding that his squad Disruptor ammo kept overwriting my AP ammo, so I would have to regularly keep re-activating the AP ammo as a result Squad ammos are touchy that way. It resets if you die and sometimes when you change up weapons. Frsutrating for sure. I tend to set all my guns before starting the mission, which allows me to generally change my weapons without affecting the squad's ammo, but the reset still does occur if I die or othewise reload from a save (for example, if I took a break from the game mid-mission). It depends on squad power usage settings. I usually let them override, because it's faster to override THEIRS, i.e. Inferno Ammo to replace Squad Disruptor Ammo.
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Post by Deleted on Aug 15, 2021 13:19:22 GMT
Squad ammos are touchy that way. It resets if you die and sometimes when you change up weapons. Frsutrating for sure. I tend to set all my guns before starting the mission, which allows me to generally change my weapons without affecting the squad's ammo, but the reset still does occur if I die or othewise reload from a save (for example, if I took a break from the game mid-mission). It depends on squad power usage settings. I usually let them override, because it's faster to override THEIRS, i.e. Inferno Ammo to replace Squad Disruptor Ammo. i also usually set the squad member, say it's Zaeed, with the Squad variant and give Shepard, if he has an ammo type) the heavy variants. That way Shepard can be using a different ammo than the rest of the squad and his has more punch.
Even so, the squad variant will cancel if the player dies or otherwise reloads the game. Sometimes, but not always, Shepard's ammo type will stay active... so it's easy to just not notice that the squad will be shooting just regular ammo after a reload. Upon resuming, I usually reactivate the squad ammo first and then re-override it with Shepard's (but that can be tough to do if resuming after dying because the battle will be raging on while Shepard and one squad mate will have to cool down after re-setting each ammo type. For big battles (like, say the Collector Ship), I usually reload from my previous save so I have time to do all of that again before triggering the start of the battle.
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Post by sjsharp2010 on Aug 15, 2021 13:36:18 GMT
Squad ammos are touchy that way. It resets if you die and sometimes when you change up weapons. Frsutrating for sure. I tend to set all my guns before starting the mission, which allows me to generally change my weapons without affecting the squad's ammo, but the reset still does occur if I die or othewise reload from a save (for example, if I took a break from the game mid-mission). It depends on squad power usage settings. I usually let them override, because it's faster to override THEIRS, i.e. Inferno Ammo to replace Squad Disruptor Ammo. Yea hgenerally I tend to power up any qsuadmates qammo first then power up mine. The squad ammo is useful if you're bringing along a character tha tdfoesn't use a specialized ammo such as Miranda or EDI but it can be a right pain if you prefer using your own ammo power.
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Post by Deleted on Aug 15, 2021 17:47:53 GMT
Ammo powers in ME2 went from being "very important" to "my gameplay loop doesn't give AF about ammo".
Obviously I don't skip them, and I do use them, but I have always used party composition to deal with different defenses so ammo is a secondary/bonus situation, not something I need or count on.
So, I chose Disruptor also. Incendiary is a good choice too, and if I am playing Adept I also like Warp. AP, in my memory, always disappointed me.
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Post by fredlc on Aug 15, 2021 19:52:18 GMT
In my experience largely as a soldier, it's incendiary.
Because while you absolutely need both incendiary and disruptor (on insanity at least), incendiary is more widely necessary.
I am currently in the early game of an adept PT on insanity in which I chose warp ammo. So far, not really impressed with it, because I really miss the panic effect over organics. The weaker weapons of an adept might be making it harder to be impress me, methinks...
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Post by FiendishlyInventive on Aug 15, 2021 19:58:36 GMT
For me on Insanity, Shredder and Armour Piercing, everything else can take a hike.
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Post by ALTBOULI on Aug 15, 2021 20:44:57 GMT
For me on Insanity, Shredder and Armour Piercing, everything else can take a hike. Shredder for Insanity? Care to explain It has the highest base damage but only applies to one health type (if enemies have barrier, shields or armour you would need to strip that away first)
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Post by ALTBOULI on Aug 15, 2021 21:08:27 GMT
Still pretty surprised by the poll so far, I remember this question has previously come up numerous times in the past including in the original forums, usually AP and Warp are far in the lead ahead of the other ammo types based on Rank 4 for each weapon type:
AP:
Tungsten Ammo Advanced tungsten carbide rounds in discarding sabots increase the damage done by armor piercing ammo. Recharge Time: 1.50 seconds Duration: lasts until overridden by another ammo power. Armor and Health Damage: +70.00% weapon damage
Squad Armor Piercing Ammo Time spent custom gunsmithing allows the entire squad to gain the effects of armor piercing ammo. Recharge Time: 1.50 seconds Duration: lasts until overridden by another ammo power. Armor and Health Damage: +50.00% weapon damage
- Good against 2 health types
Warp:
Heavy Warp Ammo Further increases damage done by warp ammo, which now tears flesh and metal like a miniature disruptor torpedo. Effective against barriers. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power Damage: 50.00% of weapon damage
Squad Warp Ammo In an impressive feat of sustained biotic concentration, you can grant the effects of warp ammo to the entire squad. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power Damage: 35.00% of weapon damage
Effective against Barriers/Armour/Health
- Good against 3 health types
Incendiary
Inferno Ammo An explosive charge spreads the ammunition's payload on impact, potentially igniting the target and all nearby enemies. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power Fire Damage: 60.00% of weapon damage over 3.00 seconds Blast Radius: 3.00 meters
Squad Incendiary Ammo Each member of your squad gains the effect of your incendiaries, allowing you to spread pain and panic in a very literal crossfire. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power Fire Damage: 40.00% of weapon damage over 3.00 seconds
Effective against health and armour, the explosive effect of Inferno Ammo can only be triggered when hitting health but the explosive effect of Inferno Ammo may panic secondary enemies through armor/barriers/shields (this only works for the explosive effect - normally, protected enemies won't panic). I believe all synthetic enemies are immune to panic and also some organic enemies like husks, abombs, Klinx
- Good against 2 health types
Disruptor
Heavy Disruptor Ammo This ammunition's electromagnetic properties can cause synthetics to critically overload and explode. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power Shield and Synthetic Damage: +60.00% of weapon damage Synthetic Overload Duration: 3.00 seconds Weapon Overheat Duration: 6.00 seconds
Squad Disruptor Ammo Each member of your squad gains the Disruptor Ammo's effects, allowing you to catch synthetics in deadly crossfires. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power Shield and Synthetic Damage: +40.00% of weapon damage Synthetic Overload Duration: 3.00 seconds Weapon Overheat Duration: 6.00 seconds
Disruptor Ammo does bonus damage to all shields and also to the health of synthetics (e.g. mechs and geth) but not to the armor of synthetics (or the armor on other enemy type). The other effects of Disruptor Ammo such as overheating weapons and overloading synthetics only apply once all protection (i.e. shields, barriers, and armor) has been removed; in other words when shooting at the red health bar only.
- Good against 1 health type
Shredder
Improved Shredder Ammo Your ammo now delivers the ultimate in grievous wounds to fleshy targets. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power. Health Damage: +80.00% weapon damage
Squad Shredder Ammo The entire squad now gains the effect of Shredder Ammo, making short work of organic opponents. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power. Health Damage: +60.00% weapon damage
- Good against 1 health type
Cryo
Improved Cryo Ammo The apex of cryogenic rounds, this ammunition freezes targets more frequently and for a longer duration. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power. Freeze Duration: 7.00 seconds
Squad Cryo Ammo Your entire squad gains the cryo ammo's effects, letting you incapacitate large groups or relentlessly hammer one target. Recharge Time: 1.50 seconds Duration: Lasts until overridden by another ammo power. Freeze Duration: 5.00 seconds
The freezing effect will work on any enemy with a health bar once all other protection layers (shields, barriers, or armor) are removed.
- Good (kind of) against 1 health type
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Post by fredlc on Aug 16, 2021 9:25:27 GMT
Maybe the answer to that question should be qualified? I mean, potentially warp could be the best, for working against everything except shields - that is why I chose it as an adept. But as a soldier, you necessarily have to have incendiary, cryo and disruptor. So, adding another type yet feels redundant, you are already covered in that regard toolwise, and other types of powers are more versatile. So maybe warp for non soldiers? Gotta say that, now that I'm using warp against vorcha, it feels much weaker than incendiary, for failing to stop their regeneration... so much for being good against 3 types of health... Anyways, I feel that question is very situational and doesn't have a true all-encompassing answer... ... but if it did, it would be incendiary! Regards .
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Post by FiendishlyInventive on Aug 16, 2021 10:18:13 GMT
My point being I played most of the game on Insanity with the Mattock and Armour Piercing only, I only ever switched when I unlocked Shredder that I used for the back half of the game, much also a similar situation for the sequel but only Armour Piercing.
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Post by ALTBOULI on Aug 16, 2021 13:18:21 GMT
Maybe the answer to that question should be qualified? I mean, potentially warp could be the best, for working against everything except shields - that is why I chose it as an adept. But as a soldier, you necessarily have to have incendiary, cryo and disruptor. So, adding another type yet feels redundant, you are already covered in that regard toolwise, and other types of powers are more versatile. So maybe warp for non soldiers? Gotta say that, now that I'm using warp against vorcha, it feels much weaker than incendiary, for failing to stop their regeneration... so much for being good against 3 types of health... Anyways, I feel that question is very situational and doesn't have a true all-encompassing answer... ... but if it did, it would be incendiary! Regards . Of course, there's no silver bullet and its all very situational my curiosity is in regards to what people typically fall back on as the default ammo, you have answered as much in ur response above
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nannerb
N2
Games: Mass Effect Trilogy, KOTOR, Mass Effect Andromeda, Mass Effect Legendary Edition
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nannerb
Mass Effect Trilogy, KOTOR, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by nannerb on Aug 16, 2021 15:16:30 GMT
My favorite ammo type in ME2 is incendiary ammo because of the splash damage. Most of the enemies that charge towards you are equipped with armor (LOKI, FENRIS, krogan, klixen, husks) so it's important to be able to strip their armor quickly before being overwhelmed/flanked
I'm a little surprised warp ammo hasn't received any votes
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