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Post by peligrad on Mar 27, 2017 13:38:53 GMT
I've recently started playing around with the different augments and gun crafting and there are a lot of options.
I'm just wondering if anyone has found any great or just interesting setups they'd like to share.
In building my character I've gotten to the point where I can now carry a second weapon without incurring a weight penalty. So I'm trying to figure out what to use.
Right now I'm using a Talon with the "tracking plasma" augment. It's pretty nice because by combining the fairly low accuracy Talon with the tracking it increases the weapon's effective range by a lot as long as the target you are shooting at isn't strafing while the slow projectile speed doesn't matter much at close range, so I don't see much of a downside.
I was thinking the kett spin-up assault rifle with the tracking plasma augment would be pretty effective, but it doesn't fit my play-style very well nor does it really cover the weakness of my current firearm.
Ideally I'm looking for a weapon that deals strong dps but has a low time on target requirement. Something with high damage per shot but slow fire rate. But no charge up or spin up time. I want to be able to pop off a shot and then use a biotic and then pop off another shot, seamlessly.
That's what I really love about the talon, I can pop off one shot and then go straight into a biotic skill, then pop off another shot rather than having to stay scoped in and pour a whole clip into someone to feel like I'm getting any work done.
I'm thinking the Falcon Assault rifle or some kind of Sniper rifle might be what I'm looking for, but I'm open to any suggestion.
And I have no idea what mods to use. If you have a great mod suggestion for this kind of mid-to-long range weapon, I'm open to suggestion. Nothing is really jumping out at me at first glance. The laser augment is the only one that doesn't seem to limit my range or slow my projectiles, but I don't see an advantage to it either. I'd love a firearm that deals good damage against armored targets and bosses. Ideally accurately to hit crit areas.
I've thought a lot about the Falcon but none of the mods are exactly what I'm looking for to fill my niche. while the mods can potentially make any weapon into a falcon-like grenade launcher, so I'm wondering if there is just a better option. Though a charged shot Falcon might be too glorious to pass up. That's the one mod that might be amazing on the weapon at first glance.
I'm wondering if some kind of heavy hitting sniper rifle might be my best option. Snipers seem pretty "meh" as base models, but I could see an augmented one that needs a little less precision and is effective at a little shorter range being strong for my build, just based off of the raw single shot damage values but the clip sizes are just so bad on the ones that hit hard. It kind of limits your options there as well.
Again that Falcon seems to have the "close enough" advantage coupled with strong damage, decent clip size, and reasonable accuracy. In addition to fitting well into my play-style. I just don't know how to mod the thing other than pouring a bunch of weapon damage on to it.
Any suggestions?
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guynice
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by guynice on Mar 27, 2017 14:30:48 GMT
Honestly most of the mods I've tried make weapons worse. At first it seems like applying these mods will make weapons stronger but in my experience the default firing mode is just better on most guns. Maybe grenade mods on rapid firing AR/SMG is worth checking out for fun (but in general AR's seem weak).
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Post by siven on Mar 27, 2017 14:42:54 GMT
Ive also found that a weapons default firing mode is stronger than using any augments that change it.
Im hoping its a bug as the dmg drop off from using the augments (Beam, plasma etc) seems massive.
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Post by peligrad on Mar 27, 2017 14:46:13 GMT
Honestly most of the mods I've tried make weapons worse. At first it seems like applying these mods will make weapons stronger but in my experience the default firing mode is just better on most guns. Maybe grenade mods on rapid firing AR/SMG is worth checking out for fun (but in general AR's seem weak). From the feedback I've seen, a lot of the people playing the higher difficulties are running ARs. Makes me curious as to why you say they are weak. I think people favor them at higher difficulties because they (some models) have higher effective ranges than pistols and shot guns (in general) while the game typically doesn't offer sight lines long enough to justify sniper rifles. It's interesting because in searching for a second weapon I've strongly gravitated toward ARs. Basically every weapon that seems plausible for my selection thus far has been an AR, though I might be missing something? I'd tend to agree about the firing modes though. Hit scan weapons (kinetic weapons) have significant advantages over projectile weapons at longer ranges. Especially in "cover shooters". I might just need to accept that and ignore the fancy augments on my second weapon. That being said, what's the highest DPS mid-long range boss and ultra mob shredder in the game? At this point I'm thinking an accuracy focused Revenant or a charged shot Falcon are the most likely contenders.
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N3
In a galaxy far, far away.....
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Post by chugster on Mar 27, 2017 16:09:56 GMT
Is there a limit on how many mods you can add to an item? I made a lvl 3 Revenant with 4 slots but even though I'm sure had more than 4 augments (not at home right now to check) I couldn't fill all 4 slots. Is there a limit to the number of 'same type' augs you can fit to a gun?
Im assuming you can't fit multiple ammo mods or more than one that affects your hovering?
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maxzero
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Post by maxzero on Mar 27, 2017 16:18:00 GMT
On Insanity there is really only three guns that IMO are mathematically worth using for non Vanguards (who have their own needs):
Sandstorm AR N7 Valiant SR Sidewinder Pistol
The Sandstorm is accurate, has excellent DPS (588 at level 1), good spare ammo, light enough to to not affect your recharges much.
The Valiant is even more accurate, even better DPS (737 at level 1), even better ammo efficiency but heavy enough to have a noticeable affect on recharges. As you level up and get +weight skills and such this weight difference no longer matters. Gets an extra augment slot.
Sidewinder also has very good DPS (737 at level 1 and has avery good growth rate as you get better versions), good ammo efficiency and is super light. Poor accuracy limits it range though. Makes a great secondary weapon.
All the special projectile augments kinda suck. If your are a power user get the augment that gives you +20% power damage on full clip.
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Post by peligrad on Mar 27, 2017 16:19:26 GMT
Is there a limit on how many mods you can add to an item? I made a lvl 3 Revenant with 4 slots but even though I'm sure had more than 4 augments (not at home right now to check) I couldn't fill all 4 slots. Is there a limit to the number of 'same type' augs you can fit to a gun? Im assuming you can't fit multiple ammo mods or more than one that affects your hovering? Yeah each piece has a set number of augments that can be fit into it during creation and then it has a set number of mods that can be fit into it after it has been crafted. Certain ones are unique (like the ones that alter what your bullets turn into or alter your jump attack melee) as they would conflicting if you had more than one but the generic ones can be applied multiple times can be applied as many times as there are augment slots provided you have enough of those augments in your inventory. My gear has all unique augments and then Biotic ability recharge rate augments otherwise. Several of my pieces have 2 or more of that biotic recharge augment. The mods are unique (the ones you apply after the weapon/armor is crafted) you can only have one barrel and so on.
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pantherdane
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Guilty until proven innocent.
Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Mass Effect Andromeda
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Post by pantherdane on Mar 27, 2017 16:23:59 GMT
Right now I have a Revenant with the sticky grenade and a Raptor with the tracking plasma. Both not bad ranged weapons.
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Post by Duke Cameron on Mar 27, 2017 16:25:43 GMT
The only gun i always carry is the sidewinder. I carry a second gun, either a shotgun or a sniper rifle but I barely use them. The majority of my kills have come via flamethrower.
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Post by peligrad on Mar 27, 2017 16:31:30 GMT
On Insanity there is really only three guns that IMO are mathematically worth using for non Vanguards (who have their own needs): Sandstorm AR N7 Valiant SR Sidewinder Pistol The Sandstorm is accurate, has excellent DPS (588 at level 1), good spare ammo, light enough to to not affect your recharges much. The Valiant is even more accurate, even better DPS (737 at level 1), even better ammo efficiency but heavy enough to have a noticeable affect on recharges. As you level up and get +weight skills and such this weight difference no longer matters. Sidewinder also has very good DPS (737 at level 1 and has avery good growth rate as you get better versions), good ammo efficiency and is super light. Poor accuracy limits it range though. Makes a great secondary weapon. All the special projectile augments kinda suck. If your are a power user get the augment that gives you +20% power damage on full clip. I am a Vanguard, but appreciate the list anyway. That's why I like my Talon so much. Being a Vanguard, it is really nice to have that "long range shotgun/short range pistol". Since that tends to be my typical engagement range and if I'm close enough to use a typical shotgun I generally prefer to melee since I get so much shield and hp back in addition to very similar damage thanks to the melee damage perks. I'll definitely check out your list. Not interested in another pistol due to already carrying one, but the other two might be worthwhile.
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Post by Nightman on Mar 27, 2017 16:34:39 GMT
at the moment I am using the Crusader 4 and the Hurricane 1. I am buying and crafting all of the weapons from ME3 in the hopes of leveling them up to X by my 2nd run, which will be my Insanity run. I havent tried any of the new weapons yet....maybe in the 3rd playthrough.
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guynice
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Post by guynice on Mar 27, 2017 17:05:25 GMT
I am a Vanguard, but appreciate the list anyway. I also play Vanguard, and as such I recommend the Dahn for close-medium range and the Pirahna for close range. Shotguns are great for Vanguards since they also boost melee, both via weapon mods and via combat skills (final evolution of the passive). And a proper Vanguard is going to be meleeing a lot. If you want something similar to the Talon but in shotgun form, the Crusader is your best bet.
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Post by Giant Ambush Beetle on Mar 27, 2017 17:09:53 GMT
I'm most happy with my Falcon grenade launcher with a Tactical scope and spare clip.
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Post by peligrad on Mar 27, 2017 17:30:40 GMT
I am a Vanguard, but appreciate the list anyway. I also play Vanguard, and as such I recommend the Dahn for close-medium range and the Pirahna for close range. Shotguns are great for Vanguards since they also boost melee, both via weapon mods and via combat skills (final evolution of the passive). And a proper Vanguard is going to be meleeing a lot. If you want something similar to the Talon but in shotgun form, the Crusader is your best bet. Cool I'll check that out. Can't say I looked much at the shotguns or the shotgun tree, I should probably do that.
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Post by insanityoverload on Mar 27, 2017 17:31:04 GMT
I've experimented with it a lot and have mode a bunch of useless but fun creations, some useful and fun creations, and a few devastating creations.
My favorites so far are:
Isharay + Vintage Heat Sink + Tracking Plasma + Gun Damage
This thing is not only hilarious to use but really effective. The heat sink means infinite ammo on its one shot in the clip, which allows you to use all those mods that have -X% of clip size with no drawbacks. Its hilarious because when you fire you unzoom, because of overheating from the one shot, and are able to watch the tracking plasma shot travel at slow-moderate speeds to the enemy, impact them with a satisfying hitmarker, and then watch their body fly back from a rag-doll from this gun's immense damage.
Revenant + Vintage Heat Sink + Electric Streams + Gun Damage
This gun drains enemies crazy fast. It turns crazy accurate (the electricity seems to have a lock on effect if an enemy is in the crosshair), does amazing damage to sheilds, and can fire stupidly long with some clip extension mods.
Those are my two primary weapons at the moment.
Some advice for crafting; I'd avoid grenades in all honesty; they seem to greatly lower the dmg output of the gun they're put on and only use tracking plasma for long range guns or shotguns since they travel so slow enemies tend to just sidestep the shots. The vintage heat sink is amazing on snipers, as is the one that refills shields by 25% each time you empty a clip (ashame you can't combine the two). The beam is okay, but I haven't used it too much. Ricochet causes bullets to have extreme bullet drop. I was having to arc my AR shots to hit enemies well within 15 ft of me; avoid. Electric streams is super effective on anything close range and fully auto; haven't tested it on much else.
Side not; put the sticky grenades or regular grenade augment on the P.A.W.; it sucks but it is SO cool.
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Post by Duke Cameron on Mar 27, 2017 23:06:49 GMT
Speaking of gun setups, is this a bug or am I doing something wrong? I'll have a two gun setup and I'll be a plus 100 in the blue. The minute I add a third gun, I go majorly into negative weight. Doesn't matter what the third gun is.
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Post by peligrad on Mar 28, 2017 11:52:04 GMT
Speaking of gun setups, is this a bug or am I doing something wrong? I'll have a two gun setup and I'll be a plus 100 in the blue. The minute I add a third gun, I go majorly into negative weight. Doesn't matter what the third gun is. That sounds normal? You have a weight limit. You take no penalty until you exceed your weight limit. You take a very large penalty for every unit of weight over your weight limit that you carry.
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cszoltan
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Anthem
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Post by cszoltan on Mar 28, 2017 12:03:50 GMT
Piranha with the hovering accuracy augment. Combine it with the Combat Tools and you can pretty much snipe people with it. I'm also using Turbo charge with it to add insult to injury.
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I'm always wearing pajamas. It doesn't mean I get enough sleep.
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Post by Obliviousmiss on Mar 28, 2017 12:05:29 GMT
I love my Vanquisher sniper rifle. Especially with my tactical cloak. No need to be in cover all the time. I put on another scope and accuracy. Don't remember which.... I know. I'm helpful.
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bl4ck7h0rn3
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Games: Mass Effect Trilogy, Dragon Age Inquistion, Mass Effect Andromeda
XBL Gamertag: BL4CK7H0RN3
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Post by bl4ck7h0rn3 on Mar 28, 2017 12:22:25 GMT
On my first playthought atm and have mostly stuck to a loadout of AR/shotgun/pistol. I use the N7 Valkyrie with damage and stability mods, the Katana shotty (waiting to get materials for a Crusader) with damage and ammo mods, and a M5 Phalanx with damage and ammo mods. The Valkyrie is a mid range headshot beast, once i've popped a clip of that I switch to the Katana, wade in with Backlash and get to work. Then I evade backwards firing off with my Phalanx and throwing out Overloads and Lances for dat tech combo, until I can get back into cover to reload/repeat.
I think for my next playthrough i'm gonna go with a Sniper/SMG loadout.
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Post by derrame on Mar 28, 2017 13:04:19 GMT
i use the Ruzad shotgun and Charger submachinegun, as sentinel, it's perfect
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Post by Duke Cameron on Mar 28, 2017 13:12:04 GMT
Speaking of gun setups, is this a bug or am I doing something wrong? I'll have a two gun setup and I'll be a plus 100 in the blue. The minute I add a third gun, I go majorly into negative weight. Doesn't matter what the third gun is. That sounds normal? You have a weight limit. You take no penalty until you exceed your weight limit. You take a very large penalty for every unit of weight over your weight limit that you carry. I just had never had my gun weight go from +100 to -47 with the addition of one gun.
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Post by Debaser on Mar 28, 2017 13:57:29 GMT
I made a ghetto Lancer out of an Avenger with a heat sink mod. I liked it quite a lot since I played a caster and not worrying about reloading or ammo was nice. I used the Talon for my sidearm as an armor buster. I'm really sad about the Claymore not being in the base game and shotguns, in general, feel pretty weak in Andromeda, but I still want to try a Crusader shotty playthrough for my second playthrough.
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Post by peligrad on Mar 28, 2017 14:07:59 GMT
The good news is that with every quality tier that you advance your guns, they get lighter.
So if you keep upgrading your guns and pick up a little carry weight from the combat tree or lighten your guns further with the combat tree or mods then you should be able to carry all 3 without penalty eventually.
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Post by peligrad on Mar 28, 2017 14:14:23 GMT
I made a ghetto Lancer out of an Avenger with a heat sink mod. I liked it quite a lot since I played a caster and not worrying about reloading or ammo was nice. I used the Talon for my sidearm as an armor buster. I'm really sad about the Claymore not being in the base game and shotguns, in general, feel pretty weak in Andromeda, but I still want to try a Crusader shotty playthrough for my second playthrough. The crusader should feel very similar to the talon. The biggest difference between the 2 is the tier 6. Pistol's tier 6 greatly improves the talon's effective range while aiming. Shotgun's tier 6 gives an appreciable synergy between shotgun blasts and melee damage. A matter of preference. If you want a shotgun that really rips up enemies take a look at the Dahl. It is quite strong. You'll want a heat sink on that for sure though. It also only has the range of an old man's urine stream though.
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