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Post by merkit on Mar 3, 2017 17:10:47 GMT
From www.masseffect.com/news/exploration-and-discoveryCrafting If you like building and modifying weapons and gear to match your unique play style, you’ll love our deep crafting system. In Mass Effect: Andromeda, assembling your ideal equipment relies on two key components: Research and Development. Research: When exploring, you’ll want to scan all the unique wildlife and tech you discover to earn Research Data related to your subject. The more you learn, the more unique and rare blueprints and augmentations you’ll be able to unlock. Development: Once research is done, it’s time to craft. Look at the blueprints to see what materials are needed and where they can be found. Get materials from merchants, find them while exploring on foot, mine them with the Nomad’s drone, or discover them while exploring space in the Tempest. Depending on the materials used and the research you’ve done, you can apply augmentations while building gear. Augmentations : These are special devices which can be incorporated into a weapon or armor piece during crafting to give it unique properties. Below are just a few of the Augmentations available, to provide a sense of what’s possible when you use them while crafting a weapon or piece of armor: Aerial Stabilizer: If used while crafting a weapon, grants accuracy to weapon damage whenever you’re hovering. If used while crafting armor, improves your biotic powers while hovering. Beam Emitter: Replaces the firing mechanism of a gun with an energy beam. Turn your Avenger into a laser rifle! Coolant Unit: Increases clip size whenever special ammo is in use, allowing you to get the most out of your cryo, incendiary, or disruptor rounds. Shield Disruptor: If used while crafting a weapon, increases the power of your disruptor ammo. If used while crafting leg armor, adds an electrical discharge to your air melee attacks. Vintage Heat Sink: Converts any gun to an overheat system (like in the original Mass Effect™), where you’ll never run out of ammo. Additionally, a huge variety of mods can further enhance your weapons abilities, as well as Remnant “fusion mods” that can upgrade your armor. And the more you explore, the more materials you’ll find, the more amazing things you’ll build, and the more devastating you’ll be on the battlefield.
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Post by warbaby2 on Mar 3, 2017 17:17:46 GMT
I especially love... Vintage Heat Sink: Converts any gun to an overheat system (like in the original Mass Effect™), where you’ll never run out of ammo. ...instant default.
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Post by Petroshenko on Mar 3, 2017 17:33:04 GMT
You had me on vintage heat sink F*ck Call of Duty ammo, never again!
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guanxi
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PSN: guanxi
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Post by guanxi on Mar 3, 2017 17:56:06 GMT
Infinite ammo Claymore laser beam, you say? Don't mind if I do.
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spacebeetle
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Post by spacebeetle on Mar 3, 2017 18:34:20 GMT
Infinite ammo Claymore laser beam, you say? Don't mind if I do.
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Post by laxian on Mar 12, 2017 5:13:50 GMT
I especially love... Vintage Heat Sink: Converts any gun to an overheat system (like in the original Mass Effect™), where you’ll never run out of ammo. ...instant default. Sadly it doesn't seem to work this way (If I understood them right - I've just watched recordings of the PAX-Streams!) They seem to only allow you to craft a mod (they call them "augments" now...strange, I thought augments were stuff you put in your body...DEUS EX STYLE) ONCE (can't make as many of them as you want to, which seems kind of crappy, so no equipping all your weapons with vintage heat sinks and if you use the mod on a level one weapon the level 2 won't automatically have that mod installed...so you IMHO need to wait to level 5 to really equip something with mods, otherwise it will be wasted if you can't craft another of the same mod again!) Strange system (feels fucking gimped!)...if you don't believe me it's at aroun minute 39 onwards where the devs speak about that in this video: Hope I misunderstood that, but that's at least what it sounds like greetings LAX ps: Have I told you that I don't like that system at all?
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OrbitalWings
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by OrbitalWings on Mar 12, 2017 5:25:17 GMT
Mods and Augments are different things.
Mods seem to be more simple things that can be attached and removed at will, and most weapons appear to have two slots for these, based on videos we've seen. I'm thinking they'll work the same as ME3 - barrels, ammo increases, etc.
Augmentations are the ones with sometimes big effects like the Vintage Heat Sink that have to be 'baked in' when you craft new gear. And while yes it does appear you only get one 'free' augmentation when you research it, according to one of the preview pages of the Prima Guide, when you dismantle a weapon you get back both the materials and augmentations that went into the gun. So if you crafted a Rank 2 gun with an augmentation, and wanted it to carry over to your Rank 3 version when you craft it, all you'd need do is dismantle the Rank 2 version first to get the augmentation back.
Plus, as is mentioned in the video above, you can still find more of that same augment out 'in the wild' once you've researched it - whether that means it only drops as loot, or can be found being sold from vendors, remains to be seen.
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ryerye17
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR
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Post by ryerye17 on Mar 12, 2017 6:56:58 GMT
Mods and Augments are different things. Mods seem to be more simple things that can be attached and removed at will, and most weapons appear to have two slots for these, based on videos we've seen. I'm thinking they'll work the same as ME3 - barrels, ammo increases, etc. Augmentations are the ones with sometimes big effects like the Vintage Heat Sink that have to be 'baked in' when you craft new gear. And while yes it does appear you only get one 'free' augmentation when you research it, according to one of the preview pages of the Prima Guide, when you dismantle a weapon you get back both the materials and augmentations that went into the gun. So if you crafted a Rank 2 gun with an augmentation, and wanted it to carry over to your Rank 3 version when you craft it, all you'd need do is dismantle the Rank 2 version first to get the augmentation back. Plus, as is mentioned in the video above, you can still find more of that same augment out 'in the wild' once you've researched it - whether that means it only drops as loot, or can be found being sold from vendors, remains to be seen. Really? Because Ian mentioned that using augments has to be strategic. Do you want to put it in my level one or should I wait until it's level 5. Pretty sure you won't have that issue if they can be dismantled back. So basically, mods >> the weapon/armor upgrade slots in Inquisition augments >> masterwork slot (with a bit of the rune slot)
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OrbitalWings
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Post by OrbitalWings on Mar 12, 2017 8:23:29 GMT
Really? Because Ian mentioned that using augments has to be strategic. Do you want to put it in my level one or should I wait until it's level 5. Pretty sure you won't have that issue if they can be dismantled back. So basically, mods >> the weapon/armor upgrade slots in Inquisition augments >> masterwork slot (with a bit of the rune slot) It certainly seems that way. Having watched the video where they talk about things being strategic, I was rather surprised to read that we get materials and augments back from dismantling, but it's right there in the guide book (again, the page was put up as a preview by Prima themselves, so this isn't some sort of leak), and it directly mentions being able to get augments back using this method as a reason to experiment. Full text is as follows: 'Deconstructing an item that's been augmented refunds all augmentations on said item, so don't be afraid to experiment with unique augmentations!'It then goes on to talk about the materials required to craft items, and that said materials are also added to your collection when you break the item down for deconstruction. Whether it's 1:1 on the quantity of said items isn't made clear.
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Biotic God
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Post by ryerye17 on Mar 12, 2017 8:38:33 GMT
Really? Because Ian mentioned that using augments has to be strategic. Do you want to put it in my level one or should I wait until it's level 5. Pretty sure you won't have that issue if they can be dismantled back. So basically, mods >> the weapon/armor upgrade slots in Inquisition augments >> masterwork slot (with a bit of the rune slot) It certainly seems that way. Having watched the video where they talk about things being strategic, I was rather surprised to read that we get materials and augments back from dismantling, but it's right there in the guide book (again, the page was put up as a preview by Prima themselves, so this isn't some sort of leak), and it directly mentions being able to get augments back using this method as a reason to experiment. Full text is as follows: 'Deconstructing an item that's been augmented refunds all augmentations on said item, so don't be afraid to experiment with unique augmentations!'It then goes on to talk about the materials required to craft items, and that said materials are also added to your collection when you break the item down for deconstruction. Whether it's 1:1 on the quantity of said items isn't made clear. Good point, of course. However, and just playing devil's advocate here, Prima played the game a while back. Stuff could have changed from there since now. The most glaring discrepancy is with Dragon Age Inquisition's Prima Guide versus the game itself. As per Prima, the level in the Fade (where you meet the spirit/ghost/demon of Divine Justinia) -- you don't get any loot but everything you pick up will be rune materials. This is not true with the final product as we got random loot from pick-up "boxes" in the Fade. With that said, I would *really( like for augments to be refundable. As I will probably be one of the people who will refuse to use augments until like the very end.
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Post by Adhin on Mar 12, 2017 8:45:55 GMT
If you only get 1 augment, and the rest are blind luck then your still being strategic with it regardless of if you can dismantle a weapon to get resources/augment back. Think about - you have 1, but multiple guns you want to use. What goes where, and what works best in which gun for you is gonna be different per person, per build. IF you could build all the vintage heat syncs you wanted then there would be much less thought put into it.
So far as I'm concerned, the quote doesn't go against the guide's information. Just a little more forgiving then it may of seemed purely going off what Ian said after someone prompted him with the idea they'd have to be careful about it. Which I might point out is a common way these misconceptions happen. Interviewer goes 'Oh that'll be like 'and the devs often instinctual responds with heh yeah, even if that's not exactly how it works.
edit: Heres hoping Ian shows up and just clarifies it. Or someone could hit him up on twitter, might respond.
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n7vakarian
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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PSN: Hasseo
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Post by n7vakarian on Mar 12, 2017 9:55:32 GMT
Vintage Heat Sink all the way hell with thermal clips
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Post by warbaby2 on Mar 12, 2017 10:40:21 GMT
I especially love... Vintage Heat Sink: Converts any gun to an overheat system (like in the original Mass Effect™), where you’ll never run out of ammo. ...instant default. Sadly it doesn't seem to work this way (If I understood them right - I've just watched recordings of the PAX-Streams!) They seem to only allow you to craft a mod (they call them "augments" now...strange, I thought augments were stuff you put in your body...DEUS EX STYLE) ONCE (can't make as many of them as you want to, which seems kind of crappy, so no equipping all your weapons with vintage heat sinks and if you use the mod on a level one weapon the level 2 won't automatically have that mod installed...so you IMHO need to wait to level 5 to really equip something with mods, otherwise it will be wasted if you can't craft another of the same mod again!) Strange system (feels fucking gimped!)...if you don't believe me it's at aroun minute 39 onwards where the devs speak about that in this video: Hope I misunderstood that, but that's at least what it sounds like greetings LAX ps: Have I told you that I don't like that system at all? Makes sense, though, now that we know that only the PC can equip anything...
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Post by spacebeetle on Mar 12, 2017 11:01:56 GMT
Does anyone know if mods can be applied to any kind of weapons? I.e. a power magnifier on a shotgun? Or a "scoped" shotgun?
Because at that point the Crusader would be the only weapon I would need, especially with a vintage heat sink.
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Post by longshadow on Mar 12, 2017 12:45:47 GMT
I especially love... Vintage Heat Sink: Converts any gun to an overheat system (like in the original Mass Effect™), where you’ll never run out of ammo. ...instant default. Sadly it doesn't seem to work this way (If I understood them right - I've just watched recordings of the PAX-Streams!) They seem to only allow you to craft a mod (they call them "augments" now...strange, I thought augments were stuff you put in your body...DEUS EX STYLE) ONCE (can't make as many of them as you want to, which seems kind of crappy, so no equipping all your weapons with vintage heat sinks and if you use the mod on a level one weapon the level 2 won't automatically have that mod installed...so you IMHO need to wait to level 5 to really equip something with mods, otherwise it will be wasted if you can't craft another of the same mod again!)Strange system (feels fucking gimped!)...if you don't believe me it's at aroun minute 39 onwards where the devs speak about that in this video: Hope I misunderstood that, but that's at least what it sounds like greetings LAX ps: Have I told you that I don't like that system at all? The level 2 weapon won't have that augment because augments are not simple add ons like the mods are (larger magazine, scope etc...) The augments change drastically the weapon's behaviour, for example you can make a Matock shoot plasma projectiles. So if augments were passing on to the next level then you would not be able to craft a normal Matock in the future. Also, you can only craft one of each augments but once you do it you'll start finding that augment as loot in the world. I forgot to mention that in this game you do not "upgrade" your weapon to the next level, instead you're building a new one. This means that after the crafting process you'll still have your lower level weapon and you can sell it or dismantle it.
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Post by Blackheart on Mar 12, 2017 14:09:13 GMT
I especially love... Vintage Heat Sink: Converts any gun to an overheat system (like in the original Mass Effect™), where you’ll never run out of ammo. ...instant default. Sadly it doesn't seem to work this way (If I understood them right - I've just watched recordings of the PAX-Streams!) They seem to only allow you to craft a mod (they call them "augments" now...strange, I thought augments were stuff you put in your body...DEUS EX STYLE) ONCE (can't make as many of them as you want to, which seems kind of crappy, so no equipping all your weapons with vintage heat sinks and if you use the mod on a level one weapon the level 2 won't automatically have that mod installed...so you IMHO need to wait to level 5 to really equip something with mods, otherwise it will be wasted if you can't craft another of the same mod again!) Strange system (feels fucking gimped!)...if you don't believe me it's at aroun minute 39 onwards where the devs speak about that in this video: Hope I misunderstood that, but that's at least what it sounds like greetings LAX ps: Have I told you that I don't like that system at all? I have to say I actually like that it's kinda hard to get. It makes weapons really unique knowing that what you crafted might be one of the few or maybe even the only weapon of that kind. It forces you to think and choose what is your primary weapon and makes it special, not just another assualt rifle. I agree that not being able to put heat sink mod on all weapons is quite dissappointing, but for the rest of the mods, I like this system.
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Post by longshadow on Mar 13, 2017 1:16:39 GMT
I've got important news regarding augmentations that contradicts everything Mac Walters said in the video.
According to a ME:A prima guide page scan...
"Deconstructing an item that's been augmented refunds all augmentations on said item, so don't be afraid to experiment with unique augmentations!"
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Deana
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Reaper Ship Attack Noise
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: Porcelyn
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Post by Deana on Mar 13, 2017 6:14:50 GMT
The crafting sounds annoying, I don't think I will like it.
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Post by bija89 on Mar 24, 2017 20:06:21 GMT
Tested a wep with beam emitter and vintage heat sink, sayd it supose to do 176dmg but hardly dent enemys health bar, tryed agenst bugs and the first enemy u meet..and no it dosent do any dmg agenst shielded target like i dident see the shield go down at all but when i switched to my 76 dmg wep i all off a sudden 4-5 hit bugs and kill the other enemys easy...
dose energy based wep only work agenst a few enemys? or dose vintage heat sink lower your dmg by LOADS?
no idea...and my fav idea of a gun is not doable...crying in a corner...:'(
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Post by colfoley on Mar 24, 2017 20:50:53 GMT
Tested a wep with beam emitter and vintage heat sink, sayd it supose to do 176dmg but hardly dent enemys health bar, tryed agenst bugs and the first enemy u meet..and no it dosent do any dmg agenst shielded target like i dident see the shield go down at all but when i switched to my 76 dmg wep i all off a sudden 4-5 hit bugs and kill the other enemys easy... dose energy based wep only work agenst a few enemys? or dose vintage heat sink lower your dmg by LOADS? no idea...and my fav idea of a gun is not doable...crying in a corner...:'( this is by means confirmed but it seems as though beam Weapons have a certain range limit on them. What that limit out i don't know because we have also seen beam weapon snipers. Also vintage heat sinks on a beam weapon might be redundant considering i think beam Weapons operate pod cooldown.
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Nightlife
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Missing the Milky Way
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by Nightlife on Mar 24, 2017 21:01:57 GMT
Where do you get vintage heat sink? I keep running out of ammo. Damn ammo boxes!
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Post by colfoley on Mar 24, 2017 21:21:11 GMT
OK so I am still having issues with crafting in the game. In the game it mentions, and in several of the guides, that crafting is essentially a three step process. Blueprints, development, then putting what augments you have on your stuff. But they can also mention you can skip step one by buying those blueprints or finding them out in the world and then automatically crafting
Question then: How do you find new blueprints to actually research more stuff?
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Post by ProbeAway on Mar 24, 2017 21:35:40 GMT
Tested a wep with beam emitter and vintage heat sink, sayd it supose to do 176dmg but hardly dent enemys health bar, tryed agenst bugs and the first enemy u meet..and no it dosent do any dmg agenst shielded target like i dident see the shield go down at all but when i switched to my 76 dmg wep i all off a sudden 4-5 hit bugs and kill the other enemys easy... dose energy based wep only work agenst a few enemys? or dose vintage heat sink lower your dmg by LOADS? no idea...and my fav idea of a gun is not doable...crying in a corner...:'( Yeah I made a Valkyrie with the beam (no vintage heat sink) and it sucked against Kett. Hardly damaged them at all. I felt like I had wasted a perfectly good weapon. Luckily I had a hurricane as a backup. colfoley, not sure about the range issue but the beam augment doesn't give you unlimited ammo Nightlife, you have to research the vintage heat sink at an r&d station. Then you'll have a copy to add to a gun when you craft it, plus you can subsequently loot them.
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Post by colfoley on Mar 24, 2017 21:39:08 GMT
Tested a wep with beam emitter and vintage heat sink, sayd it supose to do 176dmg but hardly dent enemys health bar, tryed agenst bugs and the first enemy u meet..and no it dosent do any dmg agenst shielded target like i dident see the shield go down at all but when i switched to my 76 dmg wep i all off a sudden 4-5 hit bugs and kill the other enemys easy... dose energy based wep only work agenst a few enemys? or dose vintage heat sink lower your dmg by LOADS? no idea...and my fav idea of a gun is not doable...crying in a corner...:'( Yeah I made a Valkyrie with the beam (no vintage heat sink) and it sucked against Kett. Hardly damaged them at all. I felt like I had wasted a perfectly good weapon. Luckily I had a hurricane as a backup. colfoley , not sure about the range issue but the beam augment doesn't give you unlimited ammo Nightlife , you have to research the vintage heat sink at an r&d station. Then you'll have a copy to add to a gun when you craft it, plus you can subsequently loot them. Kind of funny since I was hoping to put a beam on a Valkyrie.
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Post by ProbeAway on Mar 24, 2017 21:46:45 GMT
Yeah I made a Valkyrie with the beam (no vintage heat sink) and it sucked against Kett. Hardly damaged them at all. I felt like I had wasted a perfectly good weapon. Luckily I had a hurricane as a backup. colfoley , not sure about the range issue but the beam augment doesn't give you unlimited ammo Nightlife , you have to research the vintage heat sink at an r&d station. Then you'll have a copy to add to a gun when you craft it, plus you can subsequently loot them. Kind of funny since I was hoping to put a beam on a Valkyrie. Yeeeeeeeaaaahhhhh not so great :/
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