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Post by Deleted on Nov 22, 2016 18:32:31 GMT
After a 2 years hiatus, and eventhough I've 1000+ hours into MP, I'm still trying to figure out what Stability represents.
What I think I understand: - Accuracy is the spread of your shot. If you point at one direction and the bullet goes to another and your gun is still, it's because it has poor accuracy. - Stability: if you point at one direction and the bullet goes to another because of recoil and "unstability", even if the gun is accurate per se.
I'm looking at Cyonan's spreadsheet; what is the value that could help me understand what weapon would need stability (mod or turian passive)? Recoil?
Maybe I'm missing something, looking forward to enlightment
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Post by Alfonsedode on Nov 22, 2016 19:08:35 GMT
stability is the recoil stuff, i dont think it has to do with accuracy. 100% stab is no recoil, and no akward reverse effect if u go over 100% Accuracy on the other hand can go over 100 % and then has an opposit effect For looking at cyonan spreadsheet and get the vocabulary i recommend u go to the numerical test subforum and find a thread i made with capn233 explanations : bsn.boards.net/thread/1780/ressource-thread-capn233-detailling-spreadsheets
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Post by Deleted on Nov 22, 2016 19:42:02 GMT
Haven't seen this thread, thank you. So I've to look for the "recoil" value. Let's say I'm trying to make some use of the N7 Valkyrie for instance. The weapon has a "0,6" Recoil value. If I understand correctly the Stability Damper would reduce the recoil by 0,70 (=70%?). So the weapon would have the same recoil has the Revenant (which has good recoil but awful accuracy?)? Are there weapons for which using stability mods and gear would be very effective? Or is stability as useful as Cryo Ammo I and Explosive Rounds III? Sorry if it's obvious or if I'm dead wrong, english -and maths- are not my native languages.
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Post by DistigousForest on Nov 22, 2016 19:57:31 GMT
Haven't seen this thread, thank you. So I've to look for the "recoil" value. Let's say I'm trying to make some use of the N7 Valkyrie for instance. The weapon has a "0,6" Recoil value. If I understand correctly the Stability Damper would reduce the recoil by 0,70 (=70%?). So the weapon would have the same recoil has the Revenant (which has good recoil but awful accuracy?)? Are there weapons for which using stability mods and gear would be very effective? Or is stability as useful as Cryo Ammo I and Explosive Rounds III? Sorry if it's obvious or if I'm dead wrong, english -and maths- are not my native languages. Blood pack punisher, Hurricane, I've used it on the Arc Pistol, Raider, Piranha off the top of my head Edit: others would be the Typhoon and Lancer
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Post by Deleted on Nov 22, 2016 20:04:50 GMT
Haven't seen this thread, thank you. So I've to look for the "recoil" value. Let's say I'm trying to make some use of the N7 Valkyrie for instance. The weapon has a "0,6" Recoil value. If I understand correctly the Stability Damper would reduce the recoil by 0,70 (=70%?). So the weapon would have the same recoil has the Revenant (which has good recoil but awful accuracy?)? Are there weapons for which using stability mods and gear would be very effective? Or is stability as useful as Cryo Ammo I and Explosive Rounds III? Sorry if it's obvious or if I'm dead wrong, english -and maths- are not my native languages. Blood pack punisher, Hurricane, I've used it on the Arc Pistol, Raider, Piranha off the top of my head Edit: others would be the Typhoon and Lancer Lancer? That's why I'm lost: looking at the spreadsheet, Lancer (and the Arc Pistol) has little to no recoil (but terrible accuracy, in the Lancer's case). Even the BPP wouldn't really need it. As for shotguns, I guess if you're using a shotgun you're close enough to your target anyway not to bother with recoil.
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Post by DistigousForest on Nov 22, 2016 20:08:54 GMT
Blood pack punisher, Hurricane, I've used it on the Arc Pistol, Raider, Piranha off the top of my head Edit: others would be the Typhoon and Lancer Lancer? That's why I'm lost: looking at the spreadsheet, Lancer has little to no recoil (but terrible accuracy). Even the BPP wouldn't really need it. Both have pretty insane muzzle climb. In my experience the BPP is best used as a paperweight or on the TSol so you can get that AP round to hit consistantly. The Lancer is quite accurate imo, but needs to be burst fired to keep the muzzle climb and bloom down. EDIT: Arc Pistol needs a slight adjustment after each burst, if you're going for headshots, and you don't have to worry about that adjustment with a stability mod.
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Post by Alfonsedode on Nov 22, 2016 21:28:29 GMT
i use it on the argus to make it an HS machine. I usually skip it when other addons are better. which is usually the case on SMGs. Hurricane and BPP can be more efficient with it if u don t want to CQC. I never looked at recoil values . But revenant clearly can be easier to use with it even if accuracy sucks much more Lancer needs mag and one barrel anyway Turians or stability mod / gear is really good on the valkyrie as u saw too
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Post by Clyde on Nov 22, 2016 21:41:03 GMT
There is nothing stable about me3 mp.
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Post by GrimBroom on Nov 23, 2016 2:11:12 GMT
There's a hidden feature in the game where if your teammates are spamming Electric Slash or Biotic Slash all over the place, then you suddenly get more stability than the most hardened Turian Veteran.
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Post by Deerber on Nov 23, 2016 2:30:16 GMT
There is nothing stable about me3 mp. Came here just to say this
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Post by BansheeOwnage on Nov 23, 2016 4:23:47 GMT
Blood pack punisher, Hurricane, I've used it on the Arc Pistol, Raider, Piranha off the top of my head Edit: others would be the Typhoon and Lancer Lancer? That's why I'm lost: looking at the spreadsheet, Lancer (and the Arc Pistol) has little to no recoil (but terrible accuracy, in the Lancer's case). Even the BPP wouldn't really need it. As for shotguns, I guess if you're using a shotgun you're close enough to your target anyway not to bother with recoil. There's only so much you can glean from on-paper analysis. Sometimes you just need to try something out. Cases-in-point: 1. The Lancer has very good accuracy if fired in bursts. Its accuracy probably appears skewed on the spreadsheet because of max bloom. 2. The Arc pistol does indeed have low recoil... unless you're firing charged shots, which have significant recoil. 3. The BBP probably has the most annoying and unmanageable recoil in the game, because its advantage comes from holding down the trigger and thus not negating recoil naturally by burst-firing, and also because its normal shots have different recoil than its AP rounds. Probably one of the best candidates for stability improvements, if not the best. 4. I haven't played in ages, but assuming the Raider does have a lot of recoil, stability would be good when you need both shots on the same target (that isn't huge) as quickly as possible, since it has a high RoF.
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Post by Deleted on Nov 23, 2016 7:43:42 GMT
There is nothing stable about me3 mp. And the most unstable part is the players.
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Post by Pounce de León on Nov 23, 2016 12:26:26 GMT
A stability mod, gear or passive is very useful for the Valkyrie AR. I have no idea how much it needs so I put my Amaturiteur with full passive and gear on the job and have very good accuracy at low effort counteracting any recoil. Especially when using from hard cover.
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Post by koenig168 on Nov 23, 2016 13:13:20 GMT
All you need to know about stability -
(1) Stability affects accuracy on some weapons like the Typhoon by reducing reticle bloom or bullet spread, though Accuracy is a much more important factor.
(2) Recoil is mainly irrelevant. What you should be concerned about is muzzle climb i.e. how much the weapon reticle climbs after each shot. A weapon with 100% stability can still have recoil i.e. the targeting reticle will still move up and down. The difference is that it will always come to rest at the same spot and not move higher.
(3) Using the game numbers for stability, you need 85% stability bonuses for 100% stability (Bioware maths). For example, on-host Turian with 55% passive stability bonuses and 30% stability consumable will have 100% weapon stability. Point a Hurricane at the wall and fire. You will see zero muzzle climb.
(4) Stability passives and stability consumable are bugged on Turians.
(5) Stability weapon mod is reliable.
(6) Stability bonuses on anything except Hurricane or AR is unnecessary. It may be useful in the beginning but eventually you won't need them.
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Post by Pounce de León on Nov 23, 2016 13:25:21 GMT
All you need to know about stability - (1) Stability affects accuracy on some weapons like the Typhoon by reducing reticle bloom or bullet spread, though Accuracy is a much more important factor. (2) Recoil is mainly irrelevant. What you should be concerned about is muzzle climb i.e. how much the weapon reticle climbs after each shot. A weapon with 100% stability can still have recoil i.e. the targeting reticle will still move up and down. The difference is that it will always come to rest at the same spot and not move higher. (3) Using the game numbers for stability, you need 85% stability bonuses for 100% stability (Bioware maths). For example, on-host Turian with 55% passive stability bonuses and 30% stability consumable will have 100% weapon stability. Point a Hurricane at the wall and fire. You will see zero muzzle climb. (4) Stability passives and stability consumable are bugged on Turians. (5) Stability weapon mod is reliable. (6) Stability bonuses on anything except Hurricane or AR is unnecessary. It may be useful in the beginning but eventually you won't need them. 1) I don't believe that is true. 2) Isn't muzzle climb recoil? I think it can climb quite high with autofire guns. 4) There is something about who joins when and in what order that causes the bug?
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Post by DistigousForest on Nov 23, 2016 13:39:43 GMT
All you need to know about stability - (1) Stability affects accuracy on some weapons like the Typhoon by reducing reticle bloom or bullet spread, though Accuracy is a much more important factor. Stability doesn't have much, if anything, to do with reticle bloom, bloom's more a result of fire rate, accuracy, ads, and your character's movement. The saber or carnifex, for example, will have the same amount of bloom whether you have 100% stability or 0%. Accuracy is tied right into bloom as the bullet has a chance of hitting anywhere within the reticle. The slower you fire, the more you let the reticle reset, giving you a greater chance to actually hit what you shoot at. For example the if saber's reticle starts like this: +, if you shoot a max fire rate the reticle blooms to something like this: O, and can hit anywhere inside the circle. Bloom is why weapons like the hurricane suck at anything that isn't mid-close range.
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Post by DistigousForest on Nov 23, 2016 13:46:26 GMT
All you need to know about stability - (1) Stability affects accuracy on some weapons like the Typhoon by reducing reticle bloom or bullet spread, though Accuracy is a much more important factor. (2) Recoil is mainly irrelevant. What you should be concerned about is muzzle climb i.e. how much the weapon reticle climbs after each shot. A weapon with 100% stability can still have recoil i.e. the targeting reticle will still move up and down. The difference is that it will always come to rest at the same spot and not move higher. (3) Using the game numbers for stability, you need 85% stability bonuses for 100% stability (Bioware maths). For example, on-host Turian with 55% passive stability bonuses and 30% stability consumable will have 100% weapon stability. Point a Hurricane at the wall and fire. You will see zero muzzle climb. (4) Stability passives and stability consumable are bugged on Turians. (5) Stability weapon mod is reliable. (6) Stability bonuses on anything except Hurricane or AR is unnecessary. It may be useful in the beginning but eventually you won't need them. 1) I don't believe that is true. 2) Isn't muzzle climb recoil? I think it can climb quite high with autofire guns. 4) There is something about who joins when and in what order that causes the bug? 1. You're right, see my above answer. 2. You're right. Recoil causes muzzle climb 3. AFAIK: If you're host you get stability. If you're not host and someone joins, you don't get stability. If you jip, you don't get stability. If you're the last to join a lobby, you don't get stability. There was a thread a few weeks ago about it, just search 'Turian Stability'
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Post by Deleted on Nov 23, 2016 14:34:22 GMT
I use Barrage Upgrade for added stability on my BPP Turian Soldier.
Typhoon can benefit from Barrage Upgrade, but depends on the kit it's used on.
Hurricane, Tempest, Eagle, Piranha don't need added stability - just shoot them without aiming in.
Lancer is accurate enough with zooming in. Valkyrie works not as well, but is manageable on the right kit.
I utilize the Stabilization Module III on the following weapons to great effect: Indra, Incisor, Striker, Argus, Revenant.
Concerning Turian Stability Passives - to be honest I never noticed much difference ingame even when last place in lobby/match.
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Post by Jeremiah12LGeek on Nov 24, 2016 18:58:40 GMT
Stability doesn't factor much into my play experience these days, as I don't really use the Hurricane anymore. The ARs that I tend to use aren't as impacted by stability (Sabre and Valkyrie, mainly.)
When I'm in the mood, I'll whip out the Argus and load up on stability. There is something really fun about that, even though I usually dislike burst-fire weapons.
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