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Post by Debaser on Mar 28, 2017 14:41:09 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. I actually tried the Dahl with a heat sink and it popped the 'out of ammo' recharge after one shot and felt really clunky. Is there a shotgun passive that increases clip size like the AR one? I noticed after the 20 or 25% clip size boost on my Avenger it almost never overheated unless I was shooting at a boss mob. Almost all the shotgun mods I ran into were spare ammo and not clip size too . Although I pretty much gave up on shotguns around level 25, so the higher level ones may be much better.
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Post by konfeta on Mar 28, 2017 14:45:44 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 SRSidewinder 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. You misspelled Vanquisher. Unless you never land headshots. Then carry on with the Valiant.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by kino on Mar 28, 2017 14:45:54 GMT
For my first play through I'm trying to keep it simple; the Pathfinder AR, Pathfinder sniper and the Sidewinder pistol. I'm making do with weapon mods. I figure on a second play through I'll experiment with the weapon crafting.
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Post by peligrad on Mar 28, 2017 14:51:10 GMT
For my first play through I'm trying to keep it simple; the Pathfinder AR, Pathfinder sniper and the Sidewinder pistol. I'm making do with weapon mods. I figure on a second play through I'll experiment with the weapon crafting. You're honestly making it harder on yourself for doing this. At the very least you should got to a vendor and buy the "Double mod augment" plus some weapon damage and have 4 weapon mod slots on your gun plus a little extra damage.
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The path up and down are one and the same.
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Post by kino on Mar 28, 2017 15:00:50 GMT
For my first play through I'm trying to keep it simple; the Pathfinder AR, Pathfinder sniper and the Sidewinder pistol. I'm making do with weapon mods. I figure on a second play through I'll experiment with the weapon crafting. You're honestly making it harder on yourself for doing this. At the very least you should got to a vendor and buy the "Double mod augment" plus some weapon damage and have 4 weapon mod slots on your gun plus a little extra damage. I appreciate the suggestion, I do, but I don't play Insanity on my first play through for the ease of it. I like the challenge.
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Morrigan
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire
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Post by Morrigan on Mar 28, 2017 15:01:47 GMT
Black widow...
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Post by revive on Mar 28, 2017 18:49:41 GMT
Using a black widow with the 20% damage at full shields mod with doube aug and 6% damage bonus, Off weapon is an n7 AR, they work very nicely in tandem to be honest.
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Post by Rafahil on Mar 28, 2017 19:45:56 GMT
Well I tried and tested all augments and I came to the conclusion that most projectile changers are useless and only make your weapons weaker. The plasma homing augment is only good for pure power users, but other than that the projectile is too slow and it rarely gets headshots. Hitscan weapons are always better as they're more accurate.
Electrical conduit: Do NOT use this augment on semi-auto weapons as it will make them literally useless even against shields.
Bio-Converter: Amazingly powerful if used with the right weapons and build. It auto-reloads your weapon when the clip is empty but also takes 5% of your health. Great with high power weapons like the Isharay and Widow sniper rifles and Ushior pistol since they only have one shot in the clip, but also good for high rate of fire weapons like the Hurricane. Note: With enough clip size buffs you can get two shots on the Ushior before reloading, that thing is a sniper rifle in pistol form. Also Dahn shotgun with this augment is crazy good. Watch your health! Shield Oscillator: Restores shields when clip empties. Great for weapons with only one bullet in the clip like the two mentioned above. Also works great with biotics that eat your shield on use.
Vintage heatsink: A great augment, but it doesn't work on pistols as it should. I put it on my sidewinder that usually has 6 bullets in the clip without the augment, with the augment you get two shots and it overheats. However I found a tiny workaround that makes it a bit more useful. I used a pistol magazine III mod that gave me a +47% pistol clip size and after that I could shoot 5 times until it starts to overheat. With the 20% bonus from the pistol combat skill it becomes 6 bullets. Soldier profile adds another two bullets making it 8 shots before overheating.
The rest I also tested with different types of weapons and honestly they are all useless because they are actually their own weapons with low damage that basically replace your equipped weapon. Some of them will however behave differently on some weapons.
I still need to test some other stuff like if beam weapons like the shadow sniper get more powerful with firerate buffs from Turbocharge or that hover augment.
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Post by KaiserShep on Mar 28, 2017 19:50:16 GMT
Ok, I really want to make a Valkyrie, but there's no augment options for it. What the dealio? Is that just something this gun is stuck with or is it only on higher tiers?
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by maxzero on Mar 28, 2017 20:11:57 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 SRSidewinder 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. You misspelled Vanquisher. Unless you never land headshots. Then carry on with the Valiant. Na I didn't. This isn't multiplayer. Ìn the single player game the Valiant is better then the Vanq in pretty much every single catagory.
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Post by Rafahil on Mar 28, 2017 20:52:12 GMT
Ok, I really want to make a Valkyrie, but there's no augment options for it. What the dealio? Is that just something this gun is stuck with or is it only on higher tiers? Needs to be higher than tier 1 before it can get augment slots iirc.
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Post by ProbeAway on Mar 28, 2017 21:06:54 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. I don't play on insanity so I might be missing something, but why would you choose the Sandstorm over the Valkyrie? The Valkyrie has better DPS, better capacity, better accuracy and better weight. The only drawback I can think of is the recoil from its burst fire, but that's not particularly hard to manage once you're used to it.
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Post by Thalandor on Mar 28, 2017 21:17:27 GMT
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. There is no weigth bonus like in ME3. You are at 100% effectiveness, not +100% bonus. Check carefully how its written in the UE. They badly designed this, it should say 0% penelay when youre at the left of the penalty threshold bar.
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Post by spiffthespaceman on Mar 28, 2017 21:42:37 GMT
On my sentinel/engineer: enjoying the Scorpion (with scope, for long-range, and for AoE when swarmed) + Hornet (for mid-range combat, and when the Scorpion runs out of ammo, which doesn't take long).
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Neverwinter Nights, Mass Effect Andromeda
Posts: 47 Likes: 29
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Post by sriep on Mar 28, 2017 21:51:07 GMT
My soldier is going with Incisor and Disciple which can both be got at the start, before Eos. Incisor has such a good dps that I might not need to upgrade to anything. Probably upgrade the Disciple to something like a Piranha later.
If playing an Infiltrator probably better to go with something like a Black Widow or N7 Valiant instead of an auto sniper rifle like the Incisor.
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Post by souljahbill14 on Mar 28, 2017 22:24:27 GMT
For my first play through I'm trying to keep it simple; the Pathfinder AR, Pathfinder sniper and the Sidewinder pistol. I'm making do with weapon mods. I figure on a second play through I'll experiment with the weapon crafting. I HATE that the Pathfinder guns can't be deconstructed. I lost my sticky grenade mod on the Deep Impact testing it out.
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Post by colfoley on Mar 28, 2017 22:35:14 GMT
For my first play through I'm trying to keep it simple; the Pathfinder AR, Pathfinder sniper and the Sidewinder pistol. I'm making do with weapon mods. I figure on a second play through I'll experiment with the weapon crafting. I HATE that the Pathfinder guns can't be deconstructed. I lost my sticky grenade mod on the Deep Impact testing it out. Well...shit...thank you for the warning. I was about to say I am loving my Ranger/ Carnifex combination just the Ranger goes through ammo like a firehose...but now I know when I upgrade I need to pick a different weapon. Hmmm may worth doing some testing.
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Post by souljahbill14 on Mar 28, 2017 22:38:09 GMT
Once I get to level 10 weapons, I'm going to make the Deep Impact that I truly want. Until then, I'll bust heads with a Katana.
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Post by sgtsteel91 on Mar 28, 2017 22:43:09 GMT
Any good builds with the M-97 Viper? I was thinking of making one with a vintage heat sink.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by maxzero on Mar 28, 2017 22:49:27 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. I don't play on insanity so I might be missing something, but why would you choose the Sandstorm over the Valkyrie? The Valkyrie has better DPS, better capacity, better accuracy and better weight. The only drawback I can think of is the recoil from its burst fire, but that's not particularly hard to manage once you're used to it. Good question. The answer is that burst fire ability. Its actually a negative not a positive. The way it works is that during that burst the gun has that stated rate of fire but then has a inbuilt delay between bursts that cannot be removed. The delay varies between guns but a general rule of thumb is that the delay is generally as long as it takes for one burst to fire. So a burst weapon with a rate of fire of 600 (so 10 shots a second) will fire a 2 shot burst over 0.2 seconds will tend to have a delay of 0.2 seconds. In short it tends to half the DPS of the weapon. Like I said this is just a rough guide.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 39 Likes: 11
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Post by maxzero on Mar 28, 2017 22:59:04 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. Just to add to my own post I think there is probably one more gun I can add and that would be the Inferno Sniper. While its DPS is only 694 and is less accurate then the Valiant it does not need to reload. For ability spamming builds (like the one I am using now) this is actually really important because if you use an ability while reloading it interupts and stops the reload. Whereas cooling off happens automatically while you use your abilities. The reloading animation lock also affects Vanguards as well. So now the list is: Sandstorm Valiant Sidewinder Shotguns (Vanguards) Inferno (ability spam builds)
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KLGChaos
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
Origin: KLGChaos
XBL Gamertag: KLGChaos
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Post by KLGChaos on Mar 28, 2017 23:07:18 GMT
Valkyrie as main weapon-- with a good stock and higher level, stability is great, it's highly accurate and deals good damage. Still working on getting a rank V one, but I plan on using kinetic coils with it, extra mod augment and not sure what else yet.
Equalizer as secondary-- for up close encounters. Electric augment, kinetic coils and double mod augment. The electric conduits turn it into a lightning laser beam and it's really fun to use.
That's it.. Keeping it light as I'm relying more on powers. Incincerate, Overload and Singularity. Loving it so far. With the Detonate upgrade on Incinerate, I can either do Biotic combos, Fire combos or Tech combos depending on the order I use my powers in. Heck, if I use Singularity, followed by Overload and then Incinerate, I set off two combos in a row.
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Post by ProbeAway on Mar 28, 2017 23:09:56 GMT
I don't play on insanity so I might be missing something, but why would you choose the Sandstorm over the Valkyrie? The Valkyrie has better DPS, better capacity, better accuracy and better weight. The only drawback I can think of is the recoil from its burst fire, but that's not particularly hard to manage once you're used to it. Good question. The answer is that burst fire ability. Its actually a negative not a positive. The way it works is that during that burst the gun has that stated rate of fire but then has a inbuilt delay between bursts that cannot be removed. The delay varies between guns but a general rule of thumb is that the delay is generally as long as it takes for one burst to fire. So a burst weapon with a rate of fire of 600 (so 10 shots a second) will fire a 2 shot burst over 0.2 seconds will tend to have a delay of 0.2 seconds. In short it tends to half the DPS of the weapon. Like I said this is just a rough guide. I appreciate that, but the Sandstorm's ROF is only 210 - 3.5 shots per second. That's not lightning for a semi-auto weapon. As a comparison, the Mattock can fire off 7.5 shots per second, which is essentially as fast as you can pull the trigger. Even with its burst, the Valkyrie can fire better than 4 shots per second (using your math). I'm still confident that it has a similar or better DPS when compared to the Sandstorm. Plus all the other benefits that go with it. But I might give the Sandstorm a decent try before I write it off
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Post by souljahbill14 on Mar 28, 2017 23:19:38 GMT
Has anyone found the augments that turn guns into automatics, burst fire, or single shot?
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Post by KaiserShep on Mar 28, 2017 23:24:27 GMT
Has anyone found the augments that turn guns into automatics, burst fire, or single shot? Wait, these exist? Sweet mama christmas.
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