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Post by dropzofcrimzon on Apr 9, 2017 14:01:17 GMT
Yep, I called it when it first was announced...there was NO WAY Bioware was giving us the old ME weapons out of the kindness of their heart. There was going to be a catch even tho no thermal clip weapons make TOTAL sense in Andromeda where as of now clips are being RATIONED.
Fas forward to today.
Vintage heat sink HALVES clip size (even tho there is no lore reason for it...thermal clips helped RELOAD FASTER not gain more shots per clip, the lore is clear about it). The Crusader for instance can fire 4 shots before you need to reload but with the Vintage heat sink augmentation it takes two shots before overheating and since there are no shot per clip increasing mods you are screwed and the augmentation becomes pretty much a handicap.
Feels more like a slap in the face than anything really.
"hey...you guys liked the ME1 weapons? here is a mod that will give them back to you...but it will make them ridiculously less effective than the way we intended weapons to be to shoehorn a reload system...enjoy"
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Post by zeypher on Apr 9, 2017 15:57:05 GMT
The whole point of clips was to maintain sustained firing for longer cause the vintage heatsinks could not do that. So the vintage heatsinks make perfect sense. If you want full on recharging weapons then go for remnant weaponry that is designed around that concept but atm the heatsink augment works fine. If you want no reload go for bio converter which is dumping heat into your own body.
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indrexu
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by indrexu on Apr 9, 2017 16:29:03 GMT
Feels more like a slap in the face than anything really. "hey...you guys liked the ME1 weapons? here is a mod that will give them back to you...but it will make them ridiculously less effective than the way we intended weapons to be to shoehorn a reload system...enjoy" Vintage heat sink is good for casting, because there's no reload to cancel. Slap one on a single-shot weapon like Isharay or Widow and it's a straight upgrade. Make yourself two of them and you can swap infinitely between them to maintain a fairly high rate of fire without even bothering to cast. It's not as good as the bio-converter, but nothing's as good as the bio-converter. Just like the M-7 Lancer in ME3, which had considerable utility but which a significant chunk of the player base ignored because...honestly I don't know why. They didn't bother to systematically figure out how it worked and what it was actually good for?
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Post by jastall on Apr 9, 2017 16:54:08 GMT
Slap magazine-enhancing mods and character perks together and you can some pretty decent mag sizes, still. Vintage heat sinks work best for a backup weapon, and that's fine with me, there wouldn't be a point to ammo if the heat sinks didn't have disadvantages.
If you just want to fire away with no care for ammo, as others have said, the Bio-converter has got you covered and is broken OP to boot.
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inert
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Games: Mass Effect Trilogy, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by inert on Apr 9, 2017 17:32:26 GMT
LolSPWeaponcomplaints
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Post by Serza on Apr 9, 2017 21:04:59 GMT
I'm using the Lancer as my secondary, after my Widow. That also has a vintage heatsink.
This stuff is actually helping. Not once did I have to go and say "Well, shit. Now I have to kill them with my bare hands." and the Lancer remains exceptionally effective. Early on, mere twenty rounds could have been an issue, but right now, over lvl60, I have such a massive clip capacity and effectiveness anyway, that there is literally no downside.
Plus, with the Widow, as was mentioned, I can shoot and dodge, use powers, whatever the fuck my sick little mind comes up with as the Widow cools down. Actually got it so awesomely that my cloak recharge is only half a second or so longer than my Widow reload, so every shot is cloaked for me.
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Post by dropzofcrimzon on Apr 9, 2017 22:04:53 GMT
Slap magazine-enhancing mods and character perks together and you can some pretty decent mag sizes, still. Vintage heat sinks work best for a backup weapon, and that's fine with me, there wouldn't be a point to ammo if the heat sinks didn't have disadvantages. If you just want to fire away with no care for ammo, as others have said, the Bio-converter has got you covered and is broken OP to boot. there is no such mod for shotguns, only spare ammo mods... And no I wanted 4 shots before a forced freaking cool down. The downside of the vintage sink is that you cannot reload once you reach the overheating point and you have to wait...that is the WHOLE point in the lore
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Post by dropzofcrimzon on Apr 9, 2017 22:34:30 GMT
The whole point of clips was to maintain sustained firing for longer cause the vintage heatsinks could not do that. So the vintage heatsinks make perfect sense. If you want full on recharging weapons then go for remnant weaponry that is designed around that concept but atm the heatsink augment works fine. If you want no reload go for bio converter which is dumping heat into your own body. uh yeah...meaning I would have had to pace my FOUR shots with the crusader, which I always did anyway....but somehow now my clip is halved giving me a strait penalty as opposed to a skill based mechanic....just awesome
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Post by FeralEwok on Apr 9, 2017 22:43:31 GMT
After dropping the right skill points and slapping some mag mods I doubled the 4 shots on a vintage heat sink carnifex to 8 at end game/NG+
That's with me not even paying too much attention to what I was doing. Something tells me I could get another shot off or two. That pistol has a slow rate of fire to begin with so you're not likely to drop to 0% with it upgraded if you're taking time to aim and alternating between powers. That's just for that weapon though, don't know about the others that have low damage and high mag capacity...those might be better off without the heat sink.
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Post by dropzofcrimzon on Apr 9, 2017 22:49:05 GMT
After dropping the right skill points and slapping some mag mods I doubled the 4 shots on a vintage heat sink carnifex to 8 at end game/NG+ That's with me not even paying too much attention to what I was doing. Something tells me I could get another shot off or two. That pistol has a slow rate of fire to begin with so you're not likely to drop to 0% with it upgraded if you're taking time to aim and alternating between powers. That's just for that weapon though, don't know about the others that have low damage and high mag capacity...those might be better off without the heat sink. snipers and Shotguns have no clip size mods
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Post by FeralEwok on Apr 9, 2017 23:01:20 GMT
snipers and Shotguns have no clip size mods
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indrexu
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Post by indrexu on Apr 9, 2017 23:12:52 GMT
Spare Ammo doesn't affect magazine size, it affects the number of additional magazines you carry.
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Post by FeralEwok on Apr 9, 2017 23:34:02 GMT
Oops, my misunderstanding!
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Post by jnericsonx on Apr 10, 2017 0:29:42 GMT
Ammo capacity overall vs how much in the mag. Think of it this way. A revolver holds 6 shots, your typical semi-auto pistol holds 10+.
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Post by dropzofcrimzon on Apr 10, 2017 0:34:28 GMT
Oops, my misunderstanding! what he said... After respeccing to lose a weapons slot and add clip size I was able to gain a WHOLE third shot for the crusader Now let it be noted, with the play style I have (full on vanguard) between charges and evasion and melees and casting the 3 shot limitation is NOT completely crippling but in principle the penalty imposed is insane. I can understand the fact it takes half he time reloading than it takes for the gun to cool off...the Crusader takes one second to reload and two seconds to cool down, it MAKES SENSE in the lore that is why clips were introduced!! But the halved clip size? Why the fuck is that there???? Oh yes, to validate the way Bioware wanted the the weapon to reload.
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