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Post by dropzofcrimzon on Apr 23, 2017 17:03:32 GMT
Uhm...I keep reading about it but I made two such weapons (MW weapons with beam emitter mods) and never seen a penalty on dame.... What am I missing?
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire
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Post by deebo305 on Apr 23, 2017 19:27:01 GMT
Depends entirely on the weapon,I did with the Soned AR as was shocked and horrified at how even standard Chosen were outgunning me and barely losing health
If it worked out better for you then which weapon did you use if I may ask
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Post by zeypher on Apr 23, 2017 19:30:25 GMT
Soned sucks due to its downright terrible accuracy. That completely ruins the weapon.
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Post by burnsidhe on Apr 23, 2017 21:48:00 GMT
The beam emitter does not have a damage penalty, but the base accuracy and rate of fire of the weapon still matter a great deal. Put the beam emitter on a Revenant and you will lose a lot of damage just because many of the beam's damage pulses will miss despite the beam being kept on target. Put it on a slow firing weapon and it will take forever between damage pulses.
Beam emitter is best on a high-rate of fire, extremely accurate weapon.
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Post by Element Zero on Apr 24, 2017 7:40:38 GMT
We really need some specific mechanical information concerning the various augments. Trying to puzzle out their true effects, apart from the incomplete in-game descriptions, can be frustrating. There are always hidden numbers (that are generally datamined), but these completely unmentioned effects are often surprising and frustrating. Tiberius, any chance we could get some clarity around the "hidden" effects and stats of augments? I'm thinking in terms of unlisted effects, damage or ammo-capacity modifiers, etc... Anything we could get our hands on would be great. I figured it was worth asking, at least. (Love the game, by the way. I'm on my 3rd playthrough with no intention of slowing.)
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Post by zeypher on Apr 24, 2017 7:46:45 GMT
The beam emitter does not have a damage penalty, but the base accuracy and rate of fire of the weapon still matter a great deal. Put the beam emitter on a Revenant and you will lose a lot of damage just because many of the beam's damage pulses will miss despite the beam being kept on target. Put it on a slow firing weapon and it will take forever between damage pulses. Beam emitter is best on a high-rate of fire, extremely accurate weapon. Yup and guess what the only such weapon in the game is PAW which is already a beam.
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A passionate advocate for no-pants Fridays
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by Maeljin on Apr 24, 2017 11:51:08 GMT
We really need some specific mechanical information concerning the various augments. Trying to puzzle out their true effects, apart from the incomplete in-game descriptions, can be frustrating. There are always hidden numbers (that are generally datamined), but these completely unmentioned effects are often surprising and frustrating. Tiberius , any chance we could get some clarity around the "hidden" effects and stats of augments? I'm thinking in terms of unlisted effects, damage or ammo-capacity modifiers, etc... Anything we could get our hands on would be great. I figured it was worth asking, at least. (Love the game, by the way. I'm on my 3rd playthrough with no intention of slowing.) Yeah or at the very least players shoul've been given a shooting range to test out different combinations... We already had a shooting range in ME3 and now that we have a system that's way deeper, it should've been a no-brainer. WTF.
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Post by dropzofcrimzon on Apr 24, 2017 13:45:38 GMT
Son of a fucking bitch
So the penalty DOES NOT show on stats but it is fucking there alright
My N7 crusader x, not modded with the beam emitter, deals about 1200 damage, the Falcon x, beam modded, ON PAPER delas 600...yeah, my ass, the Crusader blows up a spitbug in one shot, the same spit bug requites FIVE OR SIX SHOTS with the falcon
WTF BIOWARE? you do not hide penalties on crafting items and equipment, this is not a fucking souls game
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Post by Tiberius on Apr 24, 2017 23:42:35 GMT
We really need some specific mechanical information concerning the various augments. Trying to puzzle out their true effects, apart from the incomplete in-game descriptions, can be frustrating. There are always hidden numbers (that are generally datamined), but these completely unmentioned effects are often surprising and frustrating. Tiberius , any chance we could get some clarity around the "hidden" effects and stats of augments? I'm thinking in terms of unlisted effects, damage or ammo-capacity modifiers, etc... Anything we could get our hands on would be great. I figured it was worth asking, at least. (Love the game, by the way. I'm on my 3rd playthrough with no intention of slowing.) We're actively working right now on improvements to the messaging around augments (much more clarity around the exact pros and cons that each introduces right now). In some cases, we're looking to improve the augments themselves, but in ALL cases we want to improve clarity around what they do. Based on how things are currently tracking, I'd wager that we'll deliver part of these improvements (most of the clarity stuff) in one patch and then the rest of them (a few clarity items and some functionality improvements) in a separate patch, rather than all at once, just so we can get some improvements out to you sooner.
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Post by dropzofcrimzon on Apr 25, 2017 0:26:21 GMT
We really need some specific mechanical information concerning the various augments. Trying to puzzle out their true effects, apart from the incomplete in-game descriptions, can be frustrating. There are always hidden numbers (that are generally datamined), but these completely unmentioned effects are often surprising and frustrating. Tiberius , any chance we could get some clarity around the "hidden" effects and stats of augments? I'm thinking in terms of unlisted effects, damage or ammo-capacity modifiers, etc... Anything we could get our hands on would be great. I figured it was worth asking, at least. (Love the game, by the way. I'm on my 3rd playthrough with no intention of slowing.) We're actively working right now on improvements to the messaging around augments (much more clarity around the exact pros and cons that each introduces right now). In some cases, we're looking to improve the augments themselves, but in ALL cases we want to improve clarity around what they do. Based on how things are currently tracking, I'd wager that we'll deliver part of these improvements (most of the clarity stuff) in one patch and then the rest of them (a few clarity items and some functionality improvements) in a separate patch, rather than all at once, just so we can get some improvements out to you sooner. so just out of curiosity....why the insane Nerf on the shots per clip with the vintage heat sink on top of the cool down taking twice as long as a reload? Isn't that flying in the face of the lore? And why the insane Nerf on damage with the beam emitter mod?
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Post by zipzap2000 on Apr 25, 2017 2:39:43 GMT
The beam emitter does not have a damage penalty, but the base accuracy and rate of fire of the weapon still matter a great deal. Put the beam emitter on a Revenant and you will lose a lot of damage just because many of the beam's damage pulses will miss despite the beam being kept on target. Put it on a slow firing weapon and it will take forever between damage pulses. Beam emitter is best on a high-rate of fire, extremely accurate weapon. Thats the stupidest sounding augmentation ive ever heard of. Explains why beam is so shit.
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Post by Element Zero on Apr 25, 2017 2:48:42 GMT
We really need some specific mechanical information concerning the various augments. Trying to puzzle out their true effects, apart from the incomplete in-game descriptions, can be frustrating. There are always hidden numbers (that are generally datamined), but these completely unmentioned effects are often surprising and frustrating. Tiberius , any chance we could get some clarity around the "hidden" effects and stats of augments? I'm thinking in terms of unlisted effects, damage or ammo-capacity modifiers, etc... Anything we could get our hands on would be great. I figured it was worth asking, at least. (Love the game, by the way. I'm on my 3rd playthrough with no intention of slowing.) We're actively working right now on improvements to the messaging around augments (much more clarity around the exact pros and cons that each introduces right now). In some cases, we're looking to improve the augments themselves, but in ALL cases we want to improve clarity around what they do. Based on how things are currently tracking, I'd wager that we'll deliver part of these improvements (most of the clarity stuff) in one patch and then the rest of them (a few clarity items and some functionality improvements) in a separate patch, rather than all at once, just so we can get some improvements out to you sooner. Thanks! That's awesome news. We appreciate the ongoing support, and your willingness to interact directly with the fans.
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Post by dropzofcrimzon on Apr 25, 2017 3:03:37 GMT
The beam emitter does not have a damage penalty, but the base accuracy and rate of fire of the weapon still matter a great deal. Put the beam emitter on a Revenant and you will lose a lot of damage just because many of the beam's damage pulses will miss despite the beam being kept on target. Put it on a slow firing weapon and it will take forever between damage pulses. Beam emitter is best on a high-rate of fire, extremely accurate weapon. Thats the stupidest sounding augmentation ive ever heard of. Explains why beam is so shit. dude trust me...the penalty is there, I tested it, the damages goes WAY down in reality tho the stats remain the same in the inventory
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Post by zipzap2000 on Apr 25, 2017 3:12:15 GMT
Thats the stupidest sounding augmentation ive ever heard of. Explains why beam is so shit. dude trust me...the penalty is there, I tested it, the damages goes WAY down in reality tho the stats remain the same in the inventory I've used it as well. Turned a carnifex into a pee shooter. Dismantled immediately, from then on I made save points on the ship over hub worlds an test fired them saved me from realising mid mission. Ricochet = nerf. Beam = nerf. Electrical conduits = nerf. You're better off using the standard store bought weapon than using the augmentations. Not that I don't love crafting in this game, I do.
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Post by Element Zero on Apr 25, 2017 3:27:48 GMT
dude trust me...the penalty is there, I tested it, the damages goes WAY down in reality tho the stats remain the same in the inventory I've used it as well. Turned a carnifex into a pee shooter. Dismantled immediately, from then on I made save points on the ship over hub worlds an test fired them saved me from realising mid mission. Ricochet = nerf. Beam = nerf. Electrical conduits = nerf. You're better off using the standard store bought weapon than using the augmentations. Not that I don't love crafting in this game, I do. Even Electrical Conduit? In all of the research vids I've watched, it appeared to make a weapon into a shield/unprotected-enemy slayer, while killing damage versus armor properties. In this case, I'd say it's working as intended. The rest are bad. I hope they ease off of the Vintage Heat Sink penalty. This mod is really only beneficial for RP reasons. I have never once run out of ammo in my primary weapon during two-and-a-half playthroughs. The VHS is useful and fun for verisimilitude, but a huge handicap on some weapons. Many weapons are completely untenable with it, because the penalty is too steep. It's a shame.
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Post by zipzap2000 on Apr 25, 2017 3:45:19 GMT
I've used it as well. Turned a carnifex into a pee shooter. Dismantled immediately, from then on I made save points on the ship over hub worlds an test fired them saved me from realising mid mission. Ricochet = nerf. Beam = nerf. Electrical conduits = nerf. You're better off using the standard store bought weapon than using the augmentations. Not that I don't love crafting in this game, I do. Even Electrical Conduit? In all of the research vids I've watched, it appeared to make a weapon into a shield/unprotected-enemy slayer, while killing damage versus armor properties. In this case, I'd say it's working as intended. The rest are bad. I hope they ease off of the Vintage Heat Sink penalty. This mod is really only beneficial for RP reasons. I have never once run out of ammo in my primary weapon during two-and-a-half playthroughs. The VHS is useful and fun for verisimilitude, but a huge handicap on some weapons. Many weapons are completely untenable with it, because the penalty is too steep. It's a shame. Early on it does but by the time I got my shotgun to level 6 I decided to make two because you can use two of them. Regular Disciple > Conduits Disciple.
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Post by Element Zero on Apr 25, 2017 4:14:22 GMT
Even Electrical Conduit? In all of the research vids I've watched, it appeared to make a weapon into a shield/unprotected-enemy slayer, while killing damage versus armor properties. In this case, I'd say it's working as intended. The rest are bad. I hope they ease off of the Vintage Heat Sink penalty. This mod is really only beneficial for RP reasons. I have never once run out of ammo in my primary weapon during two-and-a-half playthroughs. The VHS is useful and fun for verisimilitude, but a huge handicap on some weapons. Many weapons are completely untenable with it, because the penalty is too steep. It's a shame. Early on it does but by the time I got my shotgun to level 6 I decided to make two because you can use two of them. Regular Disciple > Conduits Disciple. I think EC is best used on rapid-fire weapons like some SMGs. It would be great on a Hurricane, no doubt. Most shotguns are heavy-hitters. They likely just deliver a pitiful zap with an EC augmentation. I'd use better suited augments for shotguns.
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Post by zipzap2000 on Apr 25, 2017 4:16:49 GMT
Early on it does but by the time I got my shotgun to level 6 I decided to make two because you can use two of them. Regular Disciple > Conduits Disciple. I think EC is best used on rapid-fire weapons like some SMGs. It would be great on a Hurricane, no doubt. Most shotguns are heavy-hitters. They likely just deliver a pitiful zap with an EC augmentation. I'd use better suited augments for shotguns. I use pistols and shotguns. Havn't found anything that really beats a good old fashioned bullet with those yet. Of course if my game would progress past "press X to start" it would help....
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Post by Element Zero on Apr 25, 2017 4:23:06 GMT
I think EC is best used on rapid-fire weapons like some SMGs. It would be great on a Hurricane, no doubt. Most shotguns are heavy-hitters. They likely just deliver a pitiful zap with an EC augmentation. I'd use better suited augments for shotguns. I use pistols and shotguns. Havn't found anything that really beats a good old fashioned bullet with those yet. Of course if my game would progress past "press X to start" it would help.... Yep. With the current balance, pistols and shotguns are great. I like an SMG and a shotgun as my primaries. I carry an SR for situational use. About the time I spend all of my Research Points constructing great versions, they'll release those balance adjustments and fix ARs. That sucks that you can't even start the game. WTH? I'm fortunate to have not experienced many serious bugs. "Press X" sounds like PS4, which is my platform, also. I didn't think we experienced bugs like that. 😖
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N2
A passionate advocate for no-pants Fridays
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Posts: 78 Likes: 60
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Post by Maeljin on Apr 25, 2017 6:05:54 GMT
Early on it does but by the time I got my shotgun to level 6 I decided to make two because you can use two of them. Regular Disciple > Conduits Disciple. I think EC is best used on rapid-fire weapons like some SMGs. It would be great on a Hurricane, no doubt. Most shotguns are heavy-hitters. They likely just deliver a pitiful zap with an EC augmentation. I'd use better suited augments for shotguns. If one wants a lightning shooting shotgun, there's the Reegar Carbine. Based on my personal experience, the EC augment works wonderfully on the remnant smg. It's range is kinda limited though, but it was perfect for my insanity run sentinel-esque build.
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Post by BansheeOwnage on Apr 25, 2017 6:22:34 GMT
I hope they ease off of the Vintage Heat Sink penalty. This mod is really only beneficial for RP reasons. I have never once run out of ammo in my primary weapon during two-and-a-half playthroughs. The VHS is useful and fun for verisimilitude, but a huge handicap on some weapons. Many weapons are completely untenable with it, because the penalty is too steep. It's a shame. You're not wrong; half ammo capacity is definitely overboard - but I've found some good uses for it. I use a Carnifex with a Heat Sink and Double Mod Extension (which basically means all mods except a scope), and Magazine V or higher means you'll get the standard 6 rounds, which is passable (I ended up with 7 later). It's great for any kit that uses powers/melee a lot, since it'll recharge as you use them. It's also great on the Isharay. Having one round means there's no penalty compared to normal. Yes, the cooldown time isn't much different than reloading would be, but you get to melee, evade, use powers, switch weapons, or anything else that would interrupt reloading, and not worry. Not having to worry about ammo is a nice quality of life thing, too. Early on it does but by the time I got my shotgun to level 6 I decided to make two because you can use two of them. Regular Disciple > Conduits Disciple. Yeah, the difference, even on higher rate-of-fire weapons, is huge. I crafted 2 identical Avengers except for one having a Beam Emitter, and used them on Kett. The Beam Avenger took more than one mag - with headshots - to kill a Chosen! On Normal difficulty! The normal Avenger isn't great, but much better than that. It sucks, too, because I love beam weapons. They're really cool and I wanted to use one. These augmentations are a really cool idea, but if they're useless, they might as well not be in the game. Here's hoping this is one of the ones that'll be buffed.
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N2
A passionate advocate for no-pants Fridays
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Posts: 78 Likes: 60
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Post by Maeljin on Apr 25, 2017 8:27:34 GMT
Again, these observations come from a new game+ insanity run:
VHS is a pretty solid choice for the Valkyrie AR, since it fires bursts instead of being automatic. Just don't put any projectile augment on it, it screws up accuracy.
Bio-converter + seeking plasma aug turn both Piranha and Dhan into ungodly murder machines! It also gives both a lot more range. You just need learn how the bullets curve and learn to aim in advance, so to speak (dunno know how to say, Engligh isn't my mother tongue). First picture a clock. First example: you're both on the move and your target is trying to run to cover, going left from your pov. Aim left in front of her, the plasma balls will then curve right and most likely hit your target. Second example: you're both in cover, taking potshots at each other. Again picture the clock. Aim at either twelve or two o'clock and slightly above the cover. In all cases though, if the enemy does the dodge animation, you miss that shot it seems, although it might look like you shouldn't.
I used the soldier profile (rank 5 by then I believe), skills were VI Infection, tactical cloak and turbocharge. Use Infection, activate cloack and then turbocharge. I took down an Eiroch on level 80-something with 5 shots from the Dhan on Insanity. With inferno ammo and/or aug you could probably do it with 4 shots! Equipment was: heleus icon helmet, kett arms and legs and maverick chest.
This has got me thingking, is there a dedicated insanity run build thread? Couldn't find one with a quick seach..
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Post by dropzofcrimzon on Apr 25, 2017 10:48:52 GMT
Again, these observations come from a new game+ insanity run: VHS is a pretty solid choice for the Valkyrie AR, since it fires bursts instead of being automatic. Just don't put any projectile augment on it, it screws up accuracy. Bio-converter + seeking plasma aug turn both Piranha and Dhan into ungodly murder machines! It also gives both a lot more range. You just need learn how the bullets curve and learn to aim in advance, so to speak (dunno know how to say, Engligh isn't my mother tongue). First picture a clock. First example: you're both on the move and your target is trying to run to cover, going left from your pov. Aim left in front of her, the plasma balls will then curve right and most likely hit your target. Second example: you're both in cover, taking potshots at each other. Again picture the clock. Aim at either twelve or two o'clock and slightly above the cover. In all cases though, if the enemy does the dodge animation, you miss that shot it seems, although it might look like you shouldn't. I used the soldier profile (rank 5 by then I believe), skills were VI Infection, tactical cloak and turbocharge. Use Infection, activate cloack and then turbocharge. I took down an Eiroch on level 80-something with 5 shots from the Dhan on Insanity. With inferno ammo and/or aug you could probably do it with 4 shots! Equipment was: heleus icon helmet, kett arms and legs and maverick chest. This has got me thingking, is there a dedicated insanity run build thread? Couldn't find one with a quick seach.. it's called "leading the target" which is pointless if you have hitscan weapons I'd say VHS is great for casters even if the penalties attributed to it are arbitrary and fly in the face of the lore I still wonder why Bioware has to always only backhandedly give players what they ask for. A LOT of people asked for old school ME1 weapons back, Bioware gives them the Vintage heat sink but makes sure the gun gets nerfed in the process. As if they had to make a point of making "their vision" (guns that reload to draw in the COD crowd) more palatable because they know best.
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A passionate advocate for no-pants Fridays
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Posts: 78 Likes: 60
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Post by Maeljin on Apr 25, 2017 11:37:51 GMT
Again, these observations come from a new game+ insanity run: VHS is a pretty solid choice for the Valkyrie AR, since it fires bursts instead of being automatic. Just don't put any projectile augment on it, it screws up accuracy. Bio-converter + seeking plasma aug turn both Piranha and Dhan into ungodly murder machines! It also gives both a lot more range. You just need learn how the bullets curve and learn to aim in advance, so to speak (dunno know how to say, Engligh isn't my mother tongue). First picture a clock. First example: you're both on the move and your target is trying to run to cover, going left from your pov. Aim left in front of her, the plasma balls will then curve right and most likely hit your target. Second example: you're both in cover, taking potshots at each other. Again picture the clock. Aim at either twelve or two o'clock and slightly above the cover. In all cases though, if the enemy does the dodge animation, you miss that shot it seems, although it might look like you shouldn't. I used the soldier profile (rank 5 by then I believe), skills were VI Infection, tactical cloak and turbocharge. Use Infection, activate cloack and then turbocharge. I took down an Eiroch on level 80-something with 5 shots from the Dhan on Insanity. With inferno ammo and/or aug you could probably do it with 4 shots! Equipment was: heleus icon helmet, kett arms and legs and maverick chest. This has got me thingking, is there a dedicated insanity run build thread? Couldn't find one with a quick seach.. it's called "leading the target" which is pointless if you have hitscan weapons I'd say VHS is great for casters even if the penalties attributed to it are arbitrary and fly in the face of the lore I still wonder why Bioware has to always only backhandedly give players what they ask for. A LOT of people asked for old school ME1 weapons back, Bioware gives them the Vintage heat sink but makes sure the gun gets nerfed in the process. As if they had to make a point of making "their vision" (guns that reload to draw in the COD crowd) more palatable because they know best. Ah thanks for the term! But leading the target with the modified plasma seeking aug is necessary, since the projectiles are much slower than normally and missed most of the time when I tried shooting straight at the targets. I thought Gears of War was the most obvious influence for ME2... Overtly grimdark atmosphere, waist-high covers everywhere and standard clips... The in-game reason for thermal clips was kinda wonky: supposedly higher rate of fire, but at the expense of unlimited ammo and all because the geth used it first. And they do this after, as far as the general populace knows, the geth have been defeated. I could see that military personnel would find it more appealing, but that EVERYONE IN THE KNOWN GALAXY decides to roll with is kinda stretching it. Voice of Reason: "Hey since we're going to this new galaxy that we know basically nothing about, maybe take some of those guns with unlimited ammo with us? You know, just in case?" Everyone else: "Lalalalalalalalaaaa not listening, let's go already!!!"
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Post by zeypher on Apr 25, 2017 13:13:18 GMT
I kinda dont like the seeking plasma augment. One its slow as hell and secondly it kinda kills the fun of playing a shooting based game. I like to actually aim and fire my weapons because without that its just not fun anymore.
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