I've never been able to kill her. Kaiden is just so much more annoying and boring. Then again, maybe it's just that I don't talk to him and get to know the character; that cured me of thinking that Ashley was stupidly xenophobic, after all.
she's still stupidly xenophobic, she's just not an asshole about it
all the shepards I actually cared about killed kaiden, even though he's the more useful gameplay option. I actually like his backstory; unfortunately it's the most interesting thing about him.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
guys I think I know how to maximize Charge cooldown
M-358 Talon
Shotgun-pistol hybrid with damage boost at close ranges.
The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets. Its waste heat is punishing enough that it carries six separate ammunition blocks that rotate like a twentieth-century revolver to prevent any chance of shaver jam or misfire due to premature melting of the shot.
Concussive Shot getting ammo powers?! Good lord! Pardon me while I take spread concussive shot and a shotgun and have the most fun EVAH! I wonder if we will see that in multiplayer?! Soldier charges in and freezes enemies, cue charge/shockwave/lift/I AM KROGAN!
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited January 2012
I believe this is the same link that -Tal got that description from.
It has more gun descriptions and a long list of weapon upgrades.
Handgun:
N7 Eagle
Powerful, accurate handgun. Upgrade of the Phalanx heavy pistol.
When the Alliance's Offensive Handgun Project received funding to update one of designs, its engineers chose to upgrade the already-impressive Phalanx pistol. Like its predecessor, the Eagle is a compact, semi-automatic hand-cannon that delivers unprecedented accuracy and punch with a fast firing rate. The Eagle is named after the Desert Eagle, a classic handgun which has gained a romantic reputation among gun collectors thanks to its popularity in 20-21st century Earth action movies.
Scorpion Defensive Ordnance Pistol
Fires adhesive explosives for use as a firearm or proximity mine.
Originally issued to the salarian STG to allow small units to contain much larger forces, the Scorpion pistol now sees service galaxy-wide. It fires low-velocity, squash-head projectiles with dual uses. The high-explosive filler within the projectiles contains an adhesive that sticks the projectile to the target during impact. An infrared signal can then be fired from the pistol with the touch of a button, detonating the explosive instantly or arming its motion detectors, turning the projectile into a proximity mine.
M-358 Talon
Shotgun-pistol hybrid with damage boost at close ranges.
The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets. Its waste heat is punishing enough that it carries six separate ammunition blocks that rotate like a twentieth-century revolver to prevent any chance of shaver jam or misfire due to premature melting of the shot.
Arc Pistol
An electrical weapon that can be charged up for a more damaging blast.
An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down Arc Projector that has had its power problems solved so it only requires thermal clips. The Arc Pistol uses a nonvisible laser to ionize the air and create a path for a high-ampere electric shock. It can be charged up for a more damaging blast.
Submachine Gun:
N7 Hurricane
This SMG has a slow rate of fire, but high precision and damage.
While some militaries pass up the Hurricane because of a slow firing rate, the Alliance finds this compact SMG's burst-fire capabilities offer flexible battle tactics. With pistol-like accuracy, a well-placed 3-round burst from the Hurricane chews through shields, armor, and flesh at an alarming rate. Alliance officers were so pleased with field results that the Hurricane is now many squadrons' standard-issue SMG
M-237S Hornet
The Hornet is a longer-range submachine gun, featuring an integral laser sight and a sound suppressor for covert operations. Its relatively low rate of fire is its tradeoff for high stability, allowing Cerberus troopers to place shots with little fear of recoil.
Locust, Shuriken, & Tempest
Shotguns:
N7 Crusader
Makes tight shots for precision in combat. This shotgun has a moderate rate of fire.
Bruised and bloody Alliance marines on Torfan attributed their survival against waves of batarian mercenaries to the sheer stopping power of the Crusader. With a design patterned on riot shotguns, this durable weapon has a moderate rate of fire, high damage rate, and tight pellet spread. As its accuracy allows little room for error, the Crusader is primarily found among highly trained soldiers.
AT-12 Raider
Carried by the batarian military's notorious Special Intervention Unit, the Raider is a semi-automatic shotgun that fires rapidly at medium range. Rather than eliminating recoil, the Raider's integral compensators make it predictable and vertical. Its adjustable choke allows for effortless switching between tight and broad shot-grouping, making it extremely versatile.
The Disciple
A powerful close-range shotgun. Generates a protective barrier by rapidly cycling through heat sinks.
Originally hand-crafted by asari Justicars for their own exclusive use, schematics for the Disciple shotgun were passed down to asari commandos after centuries of negotiation with their order. The Disciple uses shotgun shells packed with micro-scale sub-munitions to deal staggering amounts of close-range damage. Its eezo-powered core can also generate a mobile kinetic barrier, though this quickly depletes the heat sinks that soak up the shotgun's electrical discharge.
Graal Spike Thrower
Krogan weapon that causes blood loss damage over time.
The Graal is one of a long line of krogan weapons used to hunt thresher maws. Its ammunition consists of over-sized flechettes meant to pierce thresher hide and create deep wound channels leading to massive blood loss. For additional firepower, the weapon is double-barreled, and as a last resort, sports blades to cause internal injuries if the wielder is swallowed by the thresher. Using a Graal on a humanoid target has predictably grisly effects.
Centurion
Shotgun with adjustable shot grouping. Best at medium-range combat.
Assault Rifle:
N7 Valkyrie
High-powered upgrade of the Avenger rifle. Excellent accuracy and rate of damage.
After the carnage of the Battle of the Citadel, Alliance officers commissioned an upgraded rifle for their ground forces. Improving on the popular Avenger design, the Valkyrie is now standard issue for new recruits. Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is a hot black-market item on the rare occasion it surfaces.
M-37 Falcon
This Alliance rifle launches 25 mm mini-grenades, which are "married" to a range-finding laser on the weapon itself. This allows precise detonation at any target the wielder desires. Though the Falcon burns through its specialized ammunition as well as standard thermal clips, it comes with a field fabrication kit to generate more ammunition, leaving thermal clips as its only real limitation.
M-99 Saber
Heavy duty semi-automatic rifle.
A heavy duty semi automatic rifle favored by only the most elite marksman. The M-99 Saber is jokingly referred to as "Big Iron" for its sheer stopping power and absurd cost to produce. Each M-99 Saber is designed specifically for its owner and is rarely retrieved from the battlefield.
M-55 Argus
Precise, high-powered rifle that uses burst-fire.
The Argus is a high-powered rifle favored by senior C-Sec officers. Its accuracy allows them to control the battlefield with deadly precision, and firing bursts ensures ammunition conservation during lengthy conflicts. Other law-enforcement agencies across the galaxy are adopting the Carbine as their standard rifle, as much for its intimidation factor as its suppression power.
Phaeston
A fully automatic machine gun with a good balance between precision and firepower.
Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun. Each shot is tempered by kickback dampeners inside the shoulder stock, which lets the Phaeston pack more punch than other weapons its size without sacrificing precision. Its fully automatic fire and relatively light weight has turned the Phaeston into the turian infantry's primary go-to weapon.
Sniper Rifle:
N7 Valiant
This sniper rifle's slow rate of fire is offset by impressive accuracy and damage.
The Valiant is a high-powered sniper rifle tested by Alliance soldiers during a series of harsh survival exercises on the planet Kruljaven. A redesign of the M-96 Mattock, this streamlined weapon employs a sophisticated fire-control system that improves accuracy by stabilizing the barrel during targeting. While this comes at a cost of reduced capacity and rate of fire, most soldiers find the increase in precision and lethality to more than make up for the tradeoff.
M-90 Indra
An electrically-charged sniper rifle.
Reverse-engineered from the Cerberus Arc Projector, the Indra is a prototype sniper-rifle that fires a path of ionized air, then electrifies targets with a bolt of lightning-like energy. The Indra maximizes its damage by first piercing its targets with a high-powered shot, and electrifying them second.
M-112 Raptor
Assault rifle/sniper rifle hybrid with semi-automatic fire and low recoil.
The Raptor is a human version of a turian weapon developed for a conflict on the low-gravity world of Amar. Fighting at longer ranges than they had expected, the turians optimized a low-recoil, semi-automatic rifle with a scope and issued it to their regular infantry, creating a hybrid weapon that was half assault rifle and half sniper. Cerberus Centurions use a version with an underslung grenade launcher, usually equipped with smoke grenades to conceal their movement.
Javelin
Called the Javelin by Alliance marines, this geth weapon holds a reservoir of ferrofluid, magnetically drawn into the firing chamber and expelled at lethal speeds. Like a high-pressure water-jet, the ferrofluid cuts through nearly anything it hits, causing terrible wounds and so much heat that its jet resembles a beam of light. A complex system optimizing repulsion power is visually displayed as the Reticule Sine Cadence; firing in time with the sine wave can increase damage dramatically.
Black Widow, Incisor, Mantis, Raptor, Viper, & Widow
Heavy Weapons:
M-51 Havoc
Heavy-weapon that slams enemies with kinetic energy blasts.
A mass-accelerator heavy weapon, the Havoc projects large, concentrated bursts of kinetic energy that slam into groups of enemies, flinging them across the battlefield. Recently created by the Alliance, this experimental gun is popular with resistance forces on Earth: the Havoc's burst effect means a single soldier can fend off entire crowds with judiciously-timed shots.
Geth Spitfire
Full-auto weapon firing a hail of rounds that produce plasma on impact.
The Spitfire is the Alliance's name for a geth minigun of devastating firepower. Similar to their so-called "plasma shotgun," the Spitfire fires charged superconducting toroids that rupture on impact, arcing electricity and flash-converting to plasma. Electrical shock, fragments, and burn trauma then destroy shields and flesh alike. Rotating barrels help cool the weapon, allowing for sustained fire.
Like the geth plasma shotgun, the Spitfire is not a true energy weapon. Instead, the minigun magnetically flings clusters of superconducting toroids. These donut-shaped projectiles are designed to shatter upon impact, arcing electricity between the fragments and flash-converting them to plasma. The gun’s punishing, automatic blasts impact with the heat of a cutting torch.
The weapon's stopping power has garnered the attention of both Alliance and quarian intelligence, who theorize that the Spitfire may have been designed to destroy other geth. Enough Spitfires have been found in the field to suggest that the weapon is out of the prototyping stage, and that a schism among synthetics may have forced them into production.
Black Star
A high-energy weapon used by Reaper troops to destroy armored vehicles, the Blackstar attacks enemies at the atomic level. Localized fission and fusion reactions destroy nearly anything in the blast radius. The weapon self-destructs as it fires, restricting it to a single use.
The Reaper weapon nicknamed Blackstar is so advanced that Alliance scientists can only offer speculation about how it works. The gun appears to exploit an element zero core and mass effect fields to fire gravitational singularities -- micro black holes -- that revert to their natural lethality when they impact a solid object. Researchers theorize that the blast tears apart the strong nuclear forces that hold the target's atoms together, resulting in a localized fusion reaction in light atoms and a localized fission reaction in heavy atoms. If that hypothesis is correct, the weapon alters nuclei, thus changing the chemical composition of the target. This destroys organic tissue, corrodes surviving armor, and leaves a visible trail of light-emitting particles.
Although some might argue that the Blackstar’s single-launch capability makes it a liability, its capacity for utter destruction is essential when the user requires large-scale, instantaneous damage.
Hydra
Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armored target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two.
The Hydra releases a barrage of miniature missiles, each guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target’s kinetic barriers before the second destroys its armor, clearing a path for the third warhead to detonate inside the target.
An Alliance missile launcher equipped with an auto-lock feature, the Hydra is capable of firing several homing rockets in one MIRV-like shot, inflicting massive damage on multiple targets in a matter of seconds. Newly released to Alliance special forces and making use of the latest-generation ballistic missile launch technology, the Hydra has found much favor in combat situations that require opening with a heavy first strike.
Pistol:
Pistol High Caliber Barrel
Increases damage by ?
The weapon accepts wider projectiles to cause more trauma on impact; these are ballistically optimized so as not to lose penetrative power.
Pistol Melee Taser
Increases melee damage by ?
A small attachment to the base of the muzzle which causes massive damage to meleed targets.
Pistol Scope
Increases accuracy by ?
A simple 2x optical scope to enhance accuracy and stability while zoomed. Reduces aim error while moving and taking damage.
Pistol Magazine Upgrade
Increases rounds per magazine by ?
Increases the magazine density of the weapon, allowing more shots to be fired.
Pistol Grip Stabilizer
Increases stability by 30%
Channels the weapon's recoil back into the shooter's arm rather than the air allowing for better kick absorption.
Submachine Gun:
SMG High Caliber Barrel
Increases damage by ?
The weapon accepts wider projectiles to cause more trauma on impact; these are ballistically optimized so as not to lose penetrative power.
SMG Scope
Increases accuracy by ?
A simple 2x optical scope to enhance accuracy and stability while zoomed. Reduces aim error while moving and taking damage.
SMG Ultralight Materials
Reduces weapon weight by ?
Superior light-weight alloys replace most weapon parts, making the weapon easier to handle and less obtrusive when using powers.
SMG Magazine Upgrade
Increases rounds per magazine by ?
Increases the magazine density of the weapon, allowing more shots to be fired.
SMG Enhanced Stock
Increases accuracy by 6% and stability by 30%
A buttstock cushioned with "ShockWise" smart synthetic padding to absorb recoil and allow for fast shouldering without slips or catches. Multi-stage recoil compensation allows for more [screenshot cuts off here]
SMG Heat Sink
Every round fired has a ?% chance of not consuming any ammo.
Increases the heat conductivity of the thermal clip receiver, allowing more heat to be vented and more shots to be fired before malfunction. Completely negates the heat generated by some shots.
SMG E-Material Heat Sink
Increases rounds per magazine by 40%
Increases the heat conductivity of the thermal clip receiver, allowing more heat to be vented and more shots to be fired before malfunction.
Shotgun:
Shotgun Shredder Mod
Allows bullets to pierce through ? meter objects, but at ? reduced damage. Also ignores ?% of defenses on armored targets.
Shotgun High Caliber Barrel
Increases damage by
The weapon accepts wider projectiles to cause more trauma on impact; these are ballistically optimized so as not to lose penetrative power.
Shotgun Smart Choke
Increases accuracy by ?
Servo motors hooked up to an adjustable system allow the shotgun to tighten or loosen its pellet spread for maximum accuracy.
Shotgun Blade Attachment
Increases melee damage by ?
A tungsten carbide bayonet with a recessed edge to provide maximum cutting surface.
Shotgun Spare Ammo
Increases spare ammo capacity by ?
Adds sockets to increase the total spare ammo capacity for this weapon.
Assault Rifle:
Assault Rifle Precision Scope
Increases accuracy by ?
A simple 4x optical scope to enhance accuracy and stability while zoomed. Reduces aim error while moving and taking damage.
Assault Rifle Extended Barrel
Increases damage by 25%.
A longer version of the original barrel, resulting in greater bullet velocity and energy imparted.
Assault Rifle Stability Damper
Increases weapon stability by 30%
Distributes recoil with a sliding system of counterweights compatible with kinetic coil generators. Reduces overall weapon kickback while firing.
Assault Rifle E-Material Heat Sink
Increases rounds per magazine by 40%.
Increases the magazine density of the weapon, allowing more shots to be fired.
Assault Rifle Piercing Mod
Allows bullets to pierce through ? meter objects, but at ? reduced damage. Also ignores ?% of defenses on armored targets.
Sniper Rifle:
Sniper Rifle Extended Barrel
Increases damage by ?%.
A longer version of the original barrel, resulting in greater bullet velocity and energy imparted.
Sniper Rifle Concentration Module
Increases damage by ?% and enhances concentration while aiming, slowing down the world around you by ?% for a brief time.
Biometric sensors and auto-targeting software adjust for the shooter's pulse and breathing, assisting aim.
Sniper Rifle Enhanced Scope
Increases accuracy by ?
A stability-enhancing scope that increases accuracy and decreases aim error while moving and taking damage.
Sniper Rifle Spare Ammo
Increases spare ammo capacity by ?%.
Adds sockets to increase the total spare ammo capacity for this weapon.
Sniper Rifle Piercing Mod
Allows bullets to pierce through ? meter objects, but at ?% reduced damage. Also ignores ?% of defenses on armored targets.
Dragkonias on
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited January 2012
The Disciple
A powerful close-range shotgun. Generates a protective barrier by rapidly cycling through heat sinks.
Originally hand-crafted by asari Justicars for their own exclusive use, schematics for the Disciple shotgun were passed down to asari commandos after centuries of negotiation with their order. The Disciple uses shotgun shells packed with micro-scale sub-munitions to deal staggering amounts of close-range damage. Its eezo-powered core can also generate a mobile kinetic barrier, though this quickly depletes the heat sinks that soak up the shotgun's electrical discharge.
The Disciple
A powerful close-range shotgun. Generates a protective barrier by rapidly cycling through heat sinks.
Originally hand-crafted by asari Justicars for their own exclusive use, schematics for the Disciple shotgun were passed down to asari commandos after centuries of negotiation with their order. The Disciple uses shotgun shells packed with micro-scale sub-munitions to deal staggering amounts of close-range damage. Its eezo-powered core can also generate a mobile kinetic barrier, though this quickly depletes the heat sinks that soak up the shotgun's electrical discharge.
It's a shotgun...that fires barriers.
Taky just posted a bit about that in the other thread
Also, something weird I noticed from the one Bioware page concerning the new powers for everyone but Vanguards and Enigineers
They're all a variation on grenades. Frag(soldier), Cluster(adept), Lift(sentinel) and Sticky(infiltrator) respectively.
The hell is this bullshit. For all the ranting I did about Turrets/Nova at least they weren't 'specialized grenade'. It even looks like you have to acquire a stockpile of them to use the power!
Here you go. Know that most of this stuff isn't confirmed to be final and subject to change.
Also, it is incomplete in a lot of spots.
Anyone know what the "influence" stat does?
My guess is Paragon/Renegade dialogue options or something similar
Like how in ME2 you could buff your scores so the checks were easier
I remember someone mentioning this a while back, "influence" is like a P/R score, but would mainly be used by people that tended to run more overall neutral than straight Paragon or Renegade. So there wouldn't really be a drawback if you split the path.
Also, something weird I noticed from the one Bioware page concerning the new powers for everyone but Vanguards and Enigineers
They're all a variation on grenades. Frag(soldier), Cluster(adept), Lift(sentinel) and Sticky(infiltrator) respectively.
The hell is this bullshit. For all the ranting I did about Turrets/Nova at least they weren't 'specialized grenade'. It even looks like you have to acquire a stockpile of them to use the power!
Seriously, what the hell.
Originally sentinel was supposed to have a different power ( I can't remember what it was called but it decreased cooldown times if you alternated between tech and biotics) but they had to remove it because it basically broke the game.
I wouldn't be surprised if similar things happened to other classes
Also, something weird I noticed from the one Bioware page concerning the new powers for everyone but Vanguards and Enigineers
They're all a variation on grenades. Frag(soldier), Cluster(adept), Lift(sentinel) and Sticky(infiltrator) respectively.
The hell is this bullshit. For all the ranting I did about Turrets/Nova at least they weren't 'specialized grenade'. It even looks like you have to acquire a stockpile of them to use the power!
Seriously, what the hell.
Originally sentinel was supposed to have a different power ( I can't remember what it was called but it decreased cooldown times if you alternated between tech and biotics) but they had to remove it because it basically broke the game.
I wouldn't be surprised if similar things happened to other classes
lift grenades sound pretty cool anyway
and sticking grenades on to people while invisible should be fun
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
Also, something weird I noticed from the one Bioware page concerning the new powers for everyone but Vanguards and Enigineers
They're all a variation on grenades. Frag(soldier), Cluster(adept), Lift(sentinel) and Sticky(infiltrator) respectively.
The hell is this bullshit. For all the ranting I did about Turrets/Nova at least they weren't 'specialized grenade'. It even looks like you have to acquire a stockpile of them to use the power!
Seriously, what the hell.
People complained about losing grenades in ME2 (remember we had them in ME1).
Well, here's a solution!
PS, bring back the Mako
edit: not joking.
Orca on
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited January 2012
Yeah. Infiltrator was also suppose to have a power called Lockdown. It was basically a power like Kasumi's shadow strike that only worked while cloaked. It would do damage + stun/immobilize your target.
But I think they got rid of it because they didn't like having powers that were dependent on other powers.
Not too sure. Since the ability list hasn't been made final yet.
Also, something weird I noticed from the one Bioware page concerning the new powers for everyone but Vanguards and Enigineers
They're all a variation on grenades. Frag(soldier), Cluster(adept), Lift(sentinel) and Sticky(infiltrator) respectively.
The hell is this bullshit. For all the ranting I did about Turrets/Nova at least they weren't 'specialized grenade'. It even looks like you have to acquire a stockpile of them to use the power!
Seriously, what the hell.
Originally sentinel was supposed to have a different power ( I can't remember what it was called but it decreased cooldown times if you alternated between tech and biotics) but they had to remove it because it basically broke the game.
I wouldn't be surprised if similar things happened to other classes
Yeah, but they're keeping Heavy Weapons.
And they never gave enough Heavy Weapon ammo or grenades for me to bother using them outside of Thorian Creepers(infected colonists) or the Reaper Core. It seems like they just added another stupid and extraneous resource to balance to 4/6 classes.
Mainly I am pissed because Adepts are the only class that managed to lose cool powers from ME1->2 without gaining anything worthwhile and they have the most unexciting grenade. How is a cluster Grenade different from a Warp bomb? Like they couldn't even give us the Lift grenades?
Plus now I want to carry a bunch of lightning guns and carry weight is going to be a bitch. Especially with the cool Sniper rifle and the Phaeton and the Arc pistol....
I don't know about the rest, but lift grenade? Throw has an evolution that resets the cooldown if used on a lifted target. Well well well. So much of that sounds amazing, too. Cryo concussive? Second throw? Rocket drone? Flamer turret? Squad ammo as a mid-power evolution? Chance of zero cost Nova? MY BODY IS READY BIOWARE.
Originally sentinel was supposed to have a different power ( I can't remember what it was called but it decreased cooldown times if you alternated between tech and biotics) but they had to remove it because it basically broke the game.
That's still in their abilities according to that list, as a final evolution for a general power.
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
Honestly, given what they did for ME2, have some faith folks.
I don't see what's wrong with grenades, as long as they're actually thrown/bouncy grenades instead of the dumb ME1 hockey pucks or zaeed's incendiary 'grenade' that was really just incinerate minus travel time
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Actually now that I think about it...Grenades sound kind of cool.
They might be finite, but if they're separate from your active powers wouldn't that mean they have no cooldown and don't affect your use of other powers?
A PISTOL THAT SHOOTS BOMBS. And a pistol taser upgrade? And the previewed shotgun's design "sports blades to cause internal injuries if the wielder is swallowed by the thresher"? The 3-stage rocket launcher that first blows off shields, then armor, then health?
Actually now that I think about it...Grenades sound kind of cool.
They might be finite, but if they're separate from your active powers wouldn't that mean they have no cooldown and don't affect your use of other powers?
I would assume so
and I would think that you will be able to replenish them on a pretty regular basis, definitely more so than heavy weapons seeing as you need to put precious points into levelling them
After hearing about all these weapons, you know what I really want? A weapon wall, I know the armory in ME2 is sort of like that, but it needs to go farther. There needs to be a giant rack of weapons in Shepard's cabin. That would make me really happy.
Sometimes you'd have a group of dudes in cover and if you tossed the thing right over their heads and detonated it with the right timing you could take them all out
After hearing about all these weapons, you know what I really want? A weapon wall, I know the armory in ME2 is sort of like that, but it needs to go father. There needs to be a giant rack of weapons in Shepard's cabin. That would make me really happy.
Shepard's bed is actually the weapon rack tipped over.
After hearing about all these weapons, you know what I really want? A weapon wall, I know the armory in ME2 is sort of like that, but it needs to go father. There needs to be a giant rack of weapons in Shepard's cabin. That would make me really happy.
All I know is I'm taking Ashley's accuracy-boosting Marksman power as a bonus and revvin' up the Right Rev. Combine that with adrenaline rush's "instant recharge all other powers" upgrade and that's slow-mo marksman machine gun mayhem. Yessss.
And yeah, per what Dox said, I read a tweet that said all squadmates can use any gun Shepard can.
Or at least give Tali submachine guns. Shotgun/Heavy Pistol is like the worst combination of weapons, especially with henchmen penalties and accuracy. Everyone else will have Assault rifles/Sniper Rifles or submachine guns so they'll probably be okay.
Posts
she's still stupidly xenophobic, she's just not an asshole about it
all the shepards I actually cared about killed kaiden, even though he's the more useful gameplay option. I actually like his backstory; unfortunately it's the most interesting thing about him.
that's why we call it the struggle, you're supposed to sweat
Anyone know what the "influence" stat does?
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
My guess is Paragon/Renegade dialogue options or something similar
Like how in ME2 you could buff your scores so the checks were easier
I am never using another gun
Spoilered for powers-gasm:
It has more gun descriptions and a long list of weapon upgrades.
N7 Eagle
Powerful, accurate handgun. Upgrade of the Phalanx heavy pistol.
When the Alliance's Offensive Handgun Project received funding to update one of designs, its engineers chose to upgrade the already-impressive Phalanx pistol. Like its predecessor, the Eagle is a compact, semi-automatic hand-cannon that delivers unprecedented accuracy and punch with a fast firing rate. The Eagle is named after the Desert Eagle, a classic handgun which has gained a romantic reputation among gun collectors thanks to its popularity in 20-21st century Earth action movies.
Scorpion Defensive Ordnance Pistol
Fires adhesive explosives for use as a firearm or proximity mine.
Originally issued to the salarian STG to allow small units to contain much larger forces, the Scorpion pistol now sees service galaxy-wide. It fires low-velocity, squash-head projectiles with dual uses. The high-explosive filler within the projectiles contains an adhesive that sticks the projectile to the target during impact. An infrared signal can then be fired from the pistol with the touch of a button, detonating the explosive instantly or arming its motion detectors, turning the projectile into a proximity mine.
M-358 Talon
Shotgun-pistol hybrid with damage boost at close ranges.
The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets. Its waste heat is punishing enough that it carries six separate ammunition blocks that rotate like a twentieth-century revolver to prevent any chance of shaver jam or misfire due to premature melting of the shot.
Arc Pistol
An electrical weapon that can be charged up for a more damaging blast.
An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down Arc Projector that has had its power problems solved so it only requires thermal clips. The Arc Pistol uses a nonvisible laser to ionize the air and create a path for a high-ampere electric shock. It can be charged up for a more damaging blast.
Carnifex, Ivory, Phalanx, Predator, Scorpion, & Thor
Submachine Gun:
N7 Hurricane
This SMG has a slow rate of fire, but high precision and damage.
While some militaries pass up the Hurricane because of a slow firing rate, the Alliance finds this compact SMG's burst-fire capabilities offer flexible battle tactics. With pistol-like accuracy, a well-placed 3-round burst from the Hurricane chews through shields, armor, and flesh at an alarming rate. Alliance officers were so pleased with field results that the Hurricane is now many squadrons' standard-issue SMG
M-237S Hornet
The Hornet is a longer-range submachine gun, featuring an integral laser sight and a sound suppressor for covert operations. Its relatively low rate of fire is its tradeoff for high stability, allowing Cerberus troopers to place shots with little fear of recoil.
Locust, Shuriken, & Tempest
Shotguns:
N7 Crusader
Makes tight shots for precision in combat. This shotgun has a moderate rate of fire.
Bruised and bloody Alliance marines on Torfan attributed their survival against waves of batarian mercenaries to the sheer stopping power of the Crusader. With a design patterned on riot shotguns, this durable weapon has a moderate rate of fire, high damage rate, and tight pellet spread. As its accuracy allows little room for error, the Crusader is primarily found among highly trained soldiers.
AT-12 Raider
Carried by the batarian military's notorious Special Intervention Unit, the Raider is a semi-automatic shotgun that fires rapidly at medium range. Rather than eliminating recoil, the Raider's integral compensators make it predictable and vertical. Its adjustable choke allows for effortless switching between tight and broad shot-grouping, making it extremely versatile.
The Disciple
A powerful close-range shotgun. Generates a protective barrier by rapidly cycling through heat sinks.
Originally hand-crafted by asari Justicars for their own exclusive use, schematics for the Disciple shotgun were passed down to asari commandos after centuries of negotiation with their order. The Disciple uses shotgun shells packed with micro-scale sub-munitions to deal staggering amounts of close-range damage. Its eezo-powered core can also generate a mobile kinetic barrier, though this quickly depletes the heat sinks that soak up the shotgun's electrical discharge.
Graal Spike Thrower
Krogan weapon that causes blood loss damage over time.
The Graal is one of a long line of krogan weapons used to hunt thresher maws. Its ammunition consists of over-sized flechettes meant to pierce thresher hide and create deep wound channels leading to massive blood loss. For additional firepower, the weapon is double-barreled, and as a last resort, sports blades to cause internal injuries if the wielder is swallowed by the thresher. Using a Graal on a humanoid target has predictably grisly effects.
Centurion
Shotgun with adjustable shot grouping. Best at medium-range combat.
Claymore, Eviscerator, Geth Plasma Shotgun, Katana, & Striker
Assault Rifle:
N7 Valkyrie
High-powered upgrade of the Avenger rifle. Excellent accuracy and rate of damage.
After the carnage of the Battle of the Citadel, Alliance officers commissioned an upgraded rifle for their ground forces. Improving on the popular Avenger design, the Valkyrie is now standard issue for new recruits. Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is a hot black-market item on the rare occasion it surfaces.
M-37 Falcon
This Alliance rifle launches 25 mm mini-grenades, which are "married" to a range-finding laser on the weapon itself. This allows precise detonation at any target the wielder desires. Though the Falcon burns through its specialized ammunition as well as standard thermal clips, it comes with a field fabrication kit to generate more ammunition, leaving thermal clips as its only real limitation.
M-99 Saber
Heavy duty semi-automatic rifle.
A heavy duty semi automatic rifle favored by only the most elite marksman. The M-99 Saber is jokingly referred to as "Big Iron" for its sheer stopping power and absurd cost to produce. Each M-99 Saber is designed specifically for its owner and is rarely retrieved from the battlefield.
M-55 Argus
Precise, high-powered rifle that uses burst-fire.
The Argus is a high-powered rifle favored by senior C-Sec officers. Its accuracy allows them to control the battlefield with deadly precision, and firing bursts ensures ammunition conservation during lengthy conflicts. Other law-enforcement agencies across the galaxy are adopting the Carbine as their standard rifle, as much for its intimidation factor as its suppression power.
Phaeston
A fully automatic machine gun with a good balance between precision and firepower.
Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun. Each shot is tempered by kickback dampeners inside the shoulder stock, which lets the Phaeston pack more punch than other weapons its size without sacrificing precision. Its fully automatic fire and relatively light weight has turned the Phaeston into the turian infantry's primary go-to weapon.
Avenger, Cobra, Collector Assault Rifle, Geth Pulse Rifle, Mattock, Revenant, Vindicator
Sniper Rifle:
N7 Valiant
This sniper rifle's slow rate of fire is offset by impressive accuracy and damage.
The Valiant is a high-powered sniper rifle tested by Alliance soldiers during a series of harsh survival exercises on the planet Kruljaven. A redesign of the M-96 Mattock, this streamlined weapon employs a sophisticated fire-control system that improves accuracy by stabilizing the barrel during targeting. While this comes at a cost of reduced capacity and rate of fire, most soldiers find the increase in precision and lethality to more than make up for the tradeoff.
M-90 Indra
An electrically-charged sniper rifle.
Reverse-engineered from the Cerberus Arc Projector, the Indra is a prototype sniper-rifle that fires a path of ionized air, then electrifies targets with a bolt of lightning-like energy. The Indra maximizes its damage by first piercing its targets with a high-powered shot, and electrifying them second.
M-112 Raptor
Assault rifle/sniper rifle hybrid with semi-automatic fire and low recoil.
The Raptor is a human version of a turian weapon developed for a conflict on the low-gravity world of Amar. Fighting at longer ranges than they had expected, the turians optimized a low-recoil, semi-automatic rifle with a scope and issued it to their regular infantry, creating a hybrid weapon that was half assault rifle and half sniper. Cerberus Centurions use a version with an underslung grenade launcher, usually equipped with smoke grenades to conceal their movement.
Javelin
Called the Javelin by Alliance marines, this geth weapon holds a reservoir of ferrofluid, magnetically drawn into the firing chamber and expelled at lethal speeds. Like a high-pressure water-jet, the ferrofluid cuts through nearly anything it hits, causing terrible wounds and so much heat that its jet resembles a beam of light. A complex system optimizing repulsion power is visually displayed as the Reticule Sine Cadence; firing in time with the sine wave can increase damage dramatically.
Black Widow, Incisor, Mantis, Raptor, Viper, & Widow
Heavy Weapons:
M-51 Havoc
Heavy-weapon that slams enemies with kinetic energy blasts.
A mass-accelerator heavy weapon, the Havoc projects large, concentrated bursts of kinetic energy that slam into groups of enemies, flinging them across the battlefield. Recently created by the Alliance, this experimental gun is popular with resistance forces on Earth: the Havoc's burst effect means a single soldier can fend off entire crowds with judiciously-timed shots.
Geth Spitfire
Full-auto weapon firing a hail of rounds that produce plasma on impact.
The Spitfire is the Alliance's name for a geth minigun of devastating firepower. Similar to their so-called "plasma shotgun," the Spitfire fires charged superconducting toroids that rupture on impact, arcing electricity and flash-converting to plasma. Electrical shock, fragments, and burn trauma then destroy shields and flesh alike. Rotating barrels help cool the weapon, allowing for sustained fire.
Like the geth plasma shotgun, the Spitfire is not a true energy weapon. Instead, the minigun magnetically flings clusters of superconducting toroids. These donut-shaped projectiles are designed to shatter upon impact, arcing electricity between the fragments and flash-converting them to plasma. The gun’s punishing, automatic blasts impact with the heat of a cutting torch.
The weapon's stopping power has garnered the attention of both Alliance and quarian intelligence, who theorize that the Spitfire may have been designed to destroy other geth. Enough Spitfires have been found in the field to suggest that the weapon is out of the prototyping stage, and that a schism among synthetics may have forced them into production.
Black Star
A high-energy weapon used by Reaper troops to destroy armored vehicles, the Blackstar attacks enemies at the atomic level. Localized fission and fusion reactions destroy nearly anything in the blast radius. The weapon self-destructs as it fires, restricting it to a single use.
The Reaper weapon nicknamed Blackstar is so advanced that Alliance scientists can only offer speculation about how it works. The gun appears to exploit an element zero core and mass effect fields to fire gravitational singularities -- micro black holes -- that revert to their natural lethality when they impact a solid object. Researchers theorize that the blast tears apart the strong nuclear forces that hold the target's atoms together, resulting in a localized fusion reaction in light atoms and a localized fission reaction in heavy atoms. If that hypothesis is correct, the weapon alters nuclei, thus changing the chemical composition of the target. This destroys organic tissue, corrodes surviving armor, and leaves a visible trail of light-emitting particles.
Although some might argue that the Blackstar’s single-launch capability makes it a liability, its capacity for utter destruction is essential when the user requires large-scale, instantaneous damage.
Hydra
Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armored target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two.
The Hydra releases a barrage of miniature missiles, each guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target’s kinetic barriers before the second destroys its armor, clearing a path for the third warhead to detonate inside the target.
An Alliance missile launcher equipped with an auto-lock feature, the Hydra is capable of firing several homing rockets in one MIRV-like shot, inflicting massive damage on multiple targets in a matter of seconds. Newly released to Alliance special forces and making use of the latest-generation ballistic missile launch technology, the Hydra has found much favor in combat situations that require opening with a heavy first strike.
Arc Projector ,Avalanche, Cain, Collector Particle Beam, Firestorm, Grenade Launcher, Missile Launcher, & Titan Missile Launcher
-Upgrades-
Pistol:
Pistol High Caliber Barrel
Increases damage by ?
The weapon accepts wider projectiles to cause more trauma on impact; these are ballistically optimized so as not to lose penetrative power.
Pistol Melee Taser
Increases melee damage by ?
A small attachment to the base of the muzzle which causes massive damage to meleed targets.
Pistol Scope
Increases accuracy by ?
A simple 2x optical scope to enhance accuracy and stability while zoomed. Reduces aim error while moving and taking damage.
Pistol Magazine Upgrade
Increases rounds per magazine by ?
Increases the magazine density of the weapon, allowing more shots to be fired.
Pistol Grip Stabilizer
Increases stability by 30%
Channels the weapon's recoil back into the shooter's arm rather than the air allowing for better kick absorption.
Submachine Gun:
SMG High Caliber Barrel
Increases damage by ?
The weapon accepts wider projectiles to cause more trauma on impact; these are ballistically optimized so as not to lose penetrative power.
SMG Scope
Increases accuracy by ?
A simple 2x optical scope to enhance accuracy and stability while zoomed. Reduces aim error while moving and taking damage.
SMG Ultralight Materials
Reduces weapon weight by ?
Superior light-weight alloys replace most weapon parts, making the weapon easier to handle and less obtrusive when using powers.
SMG Magazine Upgrade
Increases rounds per magazine by ?
Increases the magazine density of the weapon, allowing more shots to be fired.
SMG Enhanced Stock
Increases accuracy by 6% and stability by 30%
A buttstock cushioned with "ShockWise" smart synthetic padding to absorb recoil and allow for fast shouldering without slips or catches. Multi-stage recoil compensation allows for more [screenshot cuts off here]
SMG Heat Sink
Every round fired has a ?% chance of not consuming any ammo.
Increases the heat conductivity of the thermal clip receiver, allowing more heat to be vented and more shots to be fired before malfunction. Completely negates the heat generated by some shots.
SMG E-Material Heat Sink
Increases rounds per magazine by 40%
Increases the heat conductivity of the thermal clip receiver, allowing more heat to be vented and more shots to be fired before malfunction.
Shotgun:
Shotgun Shredder Mod
Allows bullets to pierce through ? meter objects, but at ? reduced damage. Also ignores ?% of defenses on armored targets.
Shotgun High Caliber Barrel
Increases damage by
The weapon accepts wider projectiles to cause more trauma on impact; these are ballistically optimized so as not to lose penetrative power.
Shotgun Smart Choke
Increases accuracy by ?
Servo motors hooked up to an adjustable system allow the shotgun to tighten or loosen its pellet spread for maximum accuracy.
Shotgun Blade Attachment
Increases melee damage by ?
A tungsten carbide bayonet with a recessed edge to provide maximum cutting surface.
Shotgun Spare Ammo
Increases spare ammo capacity by ?
Adds sockets to increase the total spare ammo capacity for this weapon.
Assault Rifle:
Assault Rifle Precision Scope
Increases accuracy by ?
A simple 4x optical scope to enhance accuracy and stability while zoomed. Reduces aim error while moving and taking damage.
Assault Rifle Extended Barrel
Increases damage by 25%.
A longer version of the original barrel, resulting in greater bullet velocity and energy imparted.
Assault Rifle Stability Damper
Increases weapon stability by 30%
Distributes recoil with a sliding system of counterweights compatible with kinetic coil generators. Reduces overall weapon kickback while firing.
Assault Rifle E-Material Heat Sink
Increases rounds per magazine by 40%.
Increases the magazine density of the weapon, allowing more shots to be fired.
Assault Rifle Piercing Mod
Allows bullets to pierce through ? meter objects, but at ? reduced damage. Also ignores ?% of defenses on armored targets.
Sniper Rifle:
Sniper Rifle Extended Barrel
Increases damage by ?%.
A longer version of the original barrel, resulting in greater bullet velocity and energy imparted.
Sniper Rifle Concentration Module
Increases damage by ?% and enhances concentration while aiming, slowing down the world around you by ?% for a brief time.
Biometric sensors and auto-targeting software adjust for the shooter's pulse and breathing, assisting aim.
Sniper Rifle Enhanced Scope
Increases accuracy by ?
A stability-enhancing scope that increases accuracy and decreases aim error while moving and taking damage.
Sniper Rifle Spare Ammo
Increases spare ammo capacity by ?%.
Adds sockets to increase the total spare ammo capacity for this weapon.
Sniper Rifle Piercing Mod
Allows bullets to pierce through ? meter objects, but at ?% reduced damage. Also ignores ?% of defenses on armored targets.
It's a shotgun...that fires barriers.
Oh the debates! The pointless debates these weapons will spawn come release! The pointless debates as to which weapons are the best for each class.
I... I think I'm in love.
Taky just posted a bit about that in the other thread
it sounds pretty awesome
The hell is this bullshit. For all the ranting I did about Turrets/Nova at least they weren't 'specialized grenade'. It even looks like you have to acquire a stockpile of them to use the power!
Seriously, what the hell.
Originally sentinel was supposed to have a different power ( I can't remember what it was called but it decreased cooldown times if you alternated between tech and biotics) but they had to remove it because it basically broke the game.
I wouldn't be surprised if similar things happened to other classes
lift grenades sound pretty cool anyway
and sticking grenades on to people while invisible should be fun
People complained about losing grenades in ME2 (remember we had them in ME1).
Well, here's a solution!
PS, bring back the Mako
edit: not joking.
But I think they got rid of it because they didn't like having powers that were dependent on other powers.
Not too sure. Since the ability list hasn't been made final yet.
And they never gave enough Heavy Weapon ammo or grenades for me to bother using them outside of Thorian Creepers(infected colonists) or the Reaper Core. It seems like they just added another stupid and extraneous resource to balance to 4/6 classes.
Plus now I want to carry a bunch of lightning guns and carry weight is going to be a bitch. Especially with the cool Sniper rifle and the Phaeton and the Arc pistol....
That's still in their abilities according to that list, as a final evolution for a general power.
They know what they're doing.
And if they don't, they know how to fake it.
that's why we call it the struggle, you're supposed to sweat
They might be finite, but if they're separate from your active powers wouldn't that mean they have no cooldown and don't affect your use of other powers?
Ugh ugh month and a half.
I would assume so
and I would think that you will be able to replenish them on a pretty regular basis, definitely more so than heavy weapons seeing as you need to put precious points into levelling them
I know what my vanguard playthrough will use.
At first I was sure I was going to go Krogan+Locust.
Now I just don't know anymore.
I get too attached to guns on playthroughs
Locust
The Disciple
M-90 Indra
Geth Spitfire
I will be alike an electrical god!
Also I will never use a power ever because this is going to be heavy as hell to carry.
Sometimes you'd have a group of dudes in cover and if you tossed the thing right over their heads and detonated it with the right timing you could take them all out
Shepard's bed is actually the weapon rack tipped over.
RAIDEN SHEPARD APPROACHES SLOUCHES THIS WAY.
yes this would be nice, perhaps with live batarian hostages
Waiting for Mass Effect 3's version of THE WALL.
Bow down to The Wall (and buy preorder codes).
Wait.
Can we customize the squad's weaponry too, or just Shepard's?
I think they are still limited to certain weapon types though
I don't think so
There was that one preview talking about having Liara with a revenant so I think it works identical to Shepard
And yeah, per what Dox said, I read a tweet that said all squadmates can use any gun Shepard can.
Or at least give Tali submachine guns. Shotgun/Heavy Pistol is like the worst combination of weapons, especially with henchmen penalties and accuracy. Everyone else will have Assault rifles/Sniper Rifles or submachine guns so they'll probably be okay.