Also Valiantheart I noticed you talking about the super barrel for shotguns and suchlike earlier. Do you mean the one that adds 50 weight but basically combines the piercing mod and the extended barrel in terms of damage?
Because I could see such a mod being stupidly useful on a shotgunfiltrator, or a Ghost, or soldiers who don't care about cooldowns
That is the one I was talking about except on the AR the mod only is a slighty improved armor piercing mod and because it is a barrel mod it PREVENTS you from using the extended barrel damage mod. I think the shotgun one is the same. Only the Sniper mod is both piercing and damage.
Its completely pointless. The only weapons that might benefit from it would be those with bullets under 50 or so damage. For 50 extra weight why wouldnt you just carry a heavier, better AR to begin with.
Somebody should create a BSN thread to ask Bioware what they are smoking with these mods. Unfortunately, I am at work. Maybe when i get home.
I think the shotgun mod, according to the spreadsheet, gets both piercing and damage, so it would be very good on something like the Reegar (not for the kroguard but for an infiltrator fer instance) or the Claymore or, yes, the Piranha.
Not all mods are useful on all guns and that's okay. The assault rifle mod seems to be more for stuff like wanting to take the Phaeston or (God help you) the GPR into Gold.
Even if this is the case why would they make both the Sniper and Shotgun do piercing and damage for 50 weight and then screw over the AR by giving it only piercing for 50 weight. The SMG equivalent is identical to the AR one and causes no weight gain.
Maybe its just more proof of Bioware's hatred of ARs.
PSN: Valiant_heartPC: Valiantheart99
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
So. You people who were soloing gold no problem are now having issues on SILVER?
Doesn't bode well for my picking this up.
Collector's really aren't that hard. They just make some objectives hairy.
The main thing is that Collectors are really aggressive and punish campers. Probably why I don't have too much trouble with them I rarely stay in one place.
So. You people who were soloing gold no problem are now having issues on SILVER?
Doesn't bode well for my picking this up.
I just did my very first Gold solo
Geth Bombers aren't that damn bad. They're actually fun, and kinda cute, but they will stagger the piss out of you if you let them get into taser range.
Collectors.... we just don't really know how to fight Collectors yet. It's a lot like how, in the old days, people use to look at the Reapers as these unassailable monsters
Also Valiantheart I noticed you talking about the super barrel for shotguns and suchlike earlier. Do you mean the one that adds 50 weight but basically combines the piercing mod and the extended barrel in terms of damage?
Because I could see such a mod being stupidly useful on a shotgunfiltrator, or a Ghost, or soldiers who don't care about cooldowns
That is the one I was talking about except on the AR the mod only is a slighty improved armor piercing mod and because it is a barrel mod it PREVENTS you from using the extended barrel damage mod. I think the shotgun one is the same. Only the Sniper mod is both piercing and damage.
Its completely pointless. The only weapons that might benefit from it would be those with bullets under 50 or so damage. For 50 extra weight why wouldnt you just carry a heavier, better AR to begin with.
Somebody should create a BSN thread to ask Bioware what they are smoking with these mods. Unfortunately, I am at work. Maybe when i get home.
I think the shotgun mod, according to the spreadsheet, gets both piercing and damage, so it would be very good on something like the Reegar (not for the kroguard but for an infiltrator fer instance) or the Claymore or, yes, the Piranha.
Not all mods are useful on all guns and that's okay. The assault rifle mod seems to be more for stuff like wanting to take the Phaeston or (God help you) the GPR into Gold.
Even if this is the case why would they make both the Sniper and Shotgun do piercing and damage for 50 weight and then screw over the AR by giving it only piercing for 50 weight. The SMG equivalent is identical to the AR one and causes no weight gain.
Maybe its just more proof of Bioware's hatred of ARs.
Honestly I don't know. Maybe they'll change it a bit if people are open enough about being unsatisfied with it.
@Achire I need a video of you soloing with a Volguard as soon as they get released. It will be epic.
I would but I've got a bunch of RL stuff to deal with, and I can only play on weekends. Also upgraded my connection but they couldn't get it to work so I'm stuck on 3G for at least another week. Will try to solo Gold/Collectors as soon as I get back on Friday. I'll see what I can do when the Volus Vanguard is released.
Can someone explain how the Pistol Heavy Barrel works? Or give the stats?
I don't have it yet, but I've heard it's stats are as follows:
How do you trigger the hazard in Reactor? I was running around looking for it but couldn't find it. My team also didn't last that long against the Collectors so I can't say I had much of a chance.
Also I'd like to second those who said that the Quarian Engineer is now awesome. Does anyone know if the Sentry Turret can proc/set-off explosions though?
There should be an announcer telling you when the Reactor is at 50% or 100% heat capacity. There's buttons on literally every door of the Reactor, on both sides even, on a display that goes from green to yellow to red to show the heat level. Press the button and the announcer will give out a warning so your Squadmates can get out of the Reactor in time. Everything inside should be killed, though there may be bugs resulting in only low damage to enemies.
Are you sure you played on the Hazard: Reactor map and not just normal Reactor? You have to scroll all the way to the last maps to get it to show.
I played the hazard because I remember hearing the announcer. I must have just missed it somehow. Does it take long for the reactor to reach capacity?
Not at all. I didn't really count, but maybe 2 or 3 minutes to full heat, maybe even less.
So. You people who were soloing gold no problem are now having issues on SILVER?
Doesn't bode well for my picking this up.
Collector's really aren't that hard. They just make some objectives hairy.
The main thing is that Collectors are really aggressive and punish campers. Probably why I don't have too much trouble with them I rarely stay in one place.
I've had some trouble with them so far, but only because the Swarms are so hard to see a lot of times, and I play a lot of power-focused classes. I could see the cooldown futzing if they made your next skill cooldown extended, but nope. Immediate, 10 second cooldown.
Still, loving the Volus adept so far. I'm still adjusting to not being able to connect with cover, but support roles tend to put me in my happy place.
The best is when you realize the in-universe ramifications of all this.
Turians with jetpacks, flying in and bashing enemies, soldiers of all races burning through thermal clips against an incoming horde
then suddenly, a cry goes up
So. You people who were soloing gold no problem are now having issues on SILVER?
Doesn't bode well for my picking this up.
I think it somewhat depends on if the change to the shield/health gates is intentional or not. That change/bug alone probably makes gold solo runs difficult to impossible. Its just way to easy to go from half shields to instantly dead. I was even seeing kroguards get taken down by this and on silver a kroguard used to be damn near immune to geth.
For those not having any ammo box troubles, this is what it seems to do, at least from the three games I've played so far as a Destroyer in gold since the DLC:
In Reactor, where you first appear, you have the ammo box on the back wall. That and the one down the ramp to the left were the go to ammo boxes. It seems when everyone on the team goes to the box within a few seconds of each other during a wave, it will not fill your ammo. It might fill your grenade count, but the ammo will not refill until the wave is over. If you carry the Harrier it hella sucks. On Dagger the same thing happened right where the shuttle drops you off, behind the circle room. And when you play Collectors, lack of ammo when the whole group bum rushes you is not a polite thing to do.
Unless I'm missing something, this seems normal. Ammo boxes have always had a limited amount of ammo which then regenerates slowly over time. The initial amount and time needed to regenerate varies by difficulty. If I recall correctly, on gold a full ammo box is typically enough for two players. The other two have to find another one.
So. You people who were soloing gold no problem are now having issues on SILVER?
Doesn't bode well for my picking this up.
Collector's really aren't that hard. They just make some objectives hairy.
The main thing is that Collectors are really aggressive and punish campers. Probably why I don't have too much trouble with them I rarely stay in one place.
I've had some trouble with them so far, but only because the Swarms are so hard to see a lot of times, and I play a lot of power-focused classes. I could see the cooldown futzing if they made your next skill cooldown extended, but nope. Immediate, 10 second cooldown.
Still, loving the Volus adept so far. I'm still adjusting to not being able to connect with cover, but support roles tend to put me in my happy place.
The best is when you realize the in-universe ramifications of all this.
Turians with jetpacks, flying in and bashing enemies, soldiers of all races burning through thermal clips against an incoming horde
then suddenly, a cry goes up
"Everyone! Rally around the Volus!"
The Collectors are swarming over a firebase, having turned it into a veritable Hell into which biotics disappear without a trace.
A troop transport lands, unmolested only because it wasn't detected.
Four volus engineers get off of the shuttle, each of them weighed down with bombs and gear. They are not the image of hardened mercenaries, but no one who has ever seen them work together would laugh at their appearance.
Collectors detect them almost immediately, the swarms rising like a cloud in the distance. They watch in silence as Scions stagger out of the darkness and the glowing corpses of men begin to scream.
"All right, boys khhhhhk," the leader says, checking the thermal clip on his Scorpion. "Let's go make some money."
Wyborn on
+4
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Really all you have to do is use a different box...
Really all you have to do is use a different box...
Not that hard...
On Glacier you have to traverse half the map to get to a different ammo box. Yes, Glacier is small and as such the distance shorter, but as such the Enemy forces per area are also bigger.
Meaning: Unless you're an Infiltrator who can get by undetected, you'll have to go through half the enemy just to get to an ammo box.
OrcaAlso known as EspressosaurusWrexRegistered Userregular
Basically, if you're using the Harrier as anything except a Demolisher, you should probably pack a backup weapon for those times when you're in a hack. Either that, or get ready to burn some ammo packs.
Basically, if you're using the Harrier as anything except a Demolisher, you should probably pack a backup weapon for those times when you're in a hack. Either that, or get ready to burn some ammo packs.
Really all you have to do is use a different box...
Not that hard...
On Glacier you have to traverse half the map to get to a different ammo box. Yes, Glacier is small and as such the distance shorter, but as such the Enemy forces per area are also bigger.
Meaning: Unless you're an Infiltrator who can get by undetected, you'll have to go through half the enemy just to get to an ammo box.
Or you can just nuke everything which I would hope you are doing if you're running out of ammo like that.
I dunno seems to me most of the complaining about ammo are the stay in one spot for 90% of the match types.
And even then the ammo thing is only a minor inconvience.
Dragkonias on
0
OrcaAlso known as EspressosaurusWrexRegistered Userregular
Had a pretty crazy Gold match last night against Cerberus in the new Hazard Reactor. All adepts - me as Cerberus Phoenix, a N7 Fury, Drell, and Volus Biotic God. Literally no overlapping powers, biotic explosions EVERYWHERE. At one point all four of us got backed into a corner and just started letting loose with powers.
You know that part in ME2 where they describe the galactic core as nothing but black holes and supernovas? It was something like that.
Then ran a Silver as QFE, cryo-explosions all day! Can't wait to get back into the game tonight and try more of the new-old stuff out.
Also Valiantheart I noticed you talking about the super barrel for shotguns and suchlike earlier. Do you mean the one that adds 50 weight but basically combines the piercing mod and the extended barrel in terms of damage?
Because I could see such a mod being stupidly useful on a shotgunfiltrator, or a Ghost, or soldiers who don't care about cooldowns
That is the one I was talking about except on the AR the mod only is a slighty improved armor piercing mod and because it is a barrel mod it PREVENTS you from using the extended barrel damage mod. I think the shotgun one is the same. Only the Sniper mod is both piercing and damage.
Its completely pointless. The only weapons that might benefit from it would be those with bullets under 50 or so damage. For 50 extra weight why wouldnt you just carry a heavier, better AR to begin with.
Somebody should create a BSN thread to ask Bioware what they are smoking with these mods. Unfortunately, I am at work. Maybe when i get home.
I think the shotgun mod, according to the spreadsheet, gets both piercing and damage, so it would be very good on something like the Reegar (not for the kroguard but for an infiltrator fer instance) or the Claymore or, yes, the Piranha.
Not all mods are useful on all guns and that's okay. The assault rifle mod seems to be more for stuff like wanting to take the Phaeston or (God help you) the GPR into Gold.
Even if this is the case why would they make both the Sniper and Shotgun do piercing and damage for 50 weight and then screw over the AR by giving it only piercing for 50 weight. The SMG equivalent is identical to the AR one and causes no weight gain.
Maybe its just more proof of Bioware's hatred of ARs.
According to the developers the armor negation of the AR high velocity barrel stacks with the old AP mod. If I understand this correctly if you have a Piercing Mod V and High Velocity Barrel II or better you'll have no armor reduction whatsoever. That should make the Particle Rifle even more fun.
So I opened 1 PSP since the new DLC dropped, still have a ton of the older characters to unlock, and i get the Volus Adept... Rare my ass.
I got one in my first pack, too. Honestly it might be Ultra Rare in the future, but right now they want everybody playing with the new joke character (and his quads).
They may have bumped the rates for all retaliation content due to the large number of people complaining about not being able to get to the new content because they haven't unlocked much of the old content?
Possibly, though for about 10 PSPs after my first Volus Adept/Turian Havoc/Turian Ghost pack, I leveled up my Argus and Raider almost exclusively. It was only after they were nearly rank X that I even got the Collector guns. So I wouldn't say it's "all Retaliation content," just the characters.
0
OrcaAlso known as EspressosaurusWrexRegistered Userregular
Also Valiantheart I noticed you talking about the super barrel for shotguns and suchlike earlier. Do you mean the one that adds 50 weight but basically combines the piercing mod and the extended barrel in terms of damage?
Because I could see such a mod being stupidly useful on a shotgunfiltrator, or a Ghost, or soldiers who don't care about cooldowns
That is the one I was talking about except on the AR the mod only is a slighty improved armor piercing mod and because it is a barrel mod it PREVENTS you from using the extended barrel damage mod. I think the shotgun one is the same. Only the Sniper mod is both piercing and damage.
Its completely pointless. The only weapons that might benefit from it would be those with bullets under 50 or so damage. For 50 extra weight why wouldnt you just carry a heavier, better AR to begin with.
Somebody should create a BSN thread to ask Bioware what they are smoking with these mods. Unfortunately, I am at work. Maybe when i get home.
I think the shotgun mod, according to the spreadsheet, gets both piercing and damage, so it would be very good on something like the Reegar (not for the kroguard but for an infiltrator fer instance) or the Claymore or, yes, the Piranha.
Not all mods are useful on all guns and that's okay. The assault rifle mod seems to be more for stuff like wanting to take the Phaeston or (God help you) the GPR into Gold.
Even if this is the case why would they make both the Sniper and Shotgun do piercing and damage for 50 weight and then screw over the AR by giving it only piercing for 50 weight. The SMG equivalent is identical to the AR one and causes no weight gain.
Maybe its just more proof of Bioware's hatred of ARs.
According to the developers the armor negation of the AR high velocity barrel stacks with the old AP mod. If I understand this correctly if you have a Piercing Mod V and High Velocity Barrel II or better you'll have no armor reduction whatsoever. That should make the Particle Rifle even more fun.
Was that their response to a thread on the topic?
Lets do some simple math using the Typhoon X as an example because i can recall its damage per bullet.
Typhoon X = 88 damage per bullet ramped up
Typhoon X with Extended Barrel for 25% damage=110 -50 for Gate=60 damage per bullet
Typhoon X with Extended Barrel and Armor piercing mod is (88*1.25)-(50*.35)=92.5 per bullet
Typhoon X with High Velocity Mod is 88-(50*.1)=83
Typhoon X with High Velocity Mod and Armor piercing mod is 88 -(50*.1*.35)=86.25
I'm still not seeing the use. Maybe its intended to allow the penetration distance to stack? IDK.
Also Valiantheart I noticed you talking about the super barrel for shotguns and suchlike earlier. Do you mean the one that adds 50 weight but basically combines the piercing mod and the extended barrel in terms of damage?
Because I could see such a mod being stupidly useful on a shotgunfiltrator, or a Ghost, or soldiers who don't care about cooldowns
That is the one I was talking about except on the AR the mod only is a slighty improved armor piercing mod and because it is a barrel mod it PREVENTS you from using the extended barrel damage mod. I think the shotgun one is the same. Only the Sniper mod is both piercing and damage.
Its completely pointless. The only weapons that might benefit from it would be those with bullets under 50 or so damage. For 50 extra weight why wouldnt you just carry a heavier, better AR to begin with.
Somebody should create a BSN thread to ask Bioware what they are smoking with these mods. Unfortunately, I am at work. Maybe when i get home.
I think the shotgun mod, according to the spreadsheet, gets both piercing and damage, so it would be very good on something like the Reegar (not for the kroguard but for an infiltrator fer instance) or the Claymore or, yes, the Piranha.
Not all mods are useful on all guns and that's okay. The assault rifle mod seems to be more for stuff like wanting to take the Phaeston or (God help you) the GPR into Gold.
Even if this is the case why would they make both the Sniper and Shotgun do piercing and damage for 50 weight and then screw over the AR by giving it only piercing for 50 weight. The SMG equivalent is identical to the AR one and causes no weight gain.
Maybe its just more proof of Bioware's hatred of ARs.
According to the developers the armor negation of the AR high velocity barrel stacks with the old AP mod. If I understand this correctly if you have a Piercing Mod V and High Velocity Barrel II or better you'll have no armor reduction whatsoever. That should make the Particle Rifle even more fun.
Was that their response to a thread on the topic?
Lets do some simple math using the Typhoon X as an example because i can recall its damage per bullet.
Typhoon X = 88 damage per bullet ramped up
Typhoon X with Extended Barrel for 25% damage=110 -50 for Gate=60 damage per bullet
Typhoon X with Extended Barrel and Armor piercing mod is (88*1.25)-(50*.35)=92.5 per bullet
Typhoon X with High Velocity Mod is 88-(50*.1)=83
Typhoon X with High Velocity Mod and Armor piercing mod is 88 -(50*.1*.35)=86.25
I'm still not seeing the use. Maybe its intended to allow the penetration distance to stack? IDK.
If my math is correct I think the threshold is 63 damage per bullet. At that point EB+AP will do the same damage as HV+AP. Anything more and EB+AP is the better combo, anything less and you're better off with HV+AP.
I think the big question is how the damage multiplier is applied to the Typhoon and Particle rifle. As in, does the multiplier get applied before or after armor reduction is calculated? If the multiplier is applied after, then HV+AP would always be the better choice.
I know I'm out of practice, but it feels like the game got twice as hard. Mostly because Salarian Infiltrator is my class of choice, and is it just me, or is the traditional Infiltrator play style dead and buried? The sheer mass of enemies makes priority target assassination a non-viable strategy, especially with these long distance triple-grenade assholes and invulnerable Praetorians getting in close.
Still viable as long as you're rocking a valiant or BW (headshot mooks/kill bosses respectively) or a good shotgun but you certainly won't be out scoring everyone anymore with the power creep in classes. It's no longer the dominant god it used to be
I use a Valiant IV, but something about the new increased chaos with Geth & Collectors makes it way more difficult to pick off a group of mooks like I used to. The long distance grenade sprays keep me constantly moving, and since everyone gets in real close, I'm frequently wishing I had some kind of shotgun/AR for close quarters, but I can't afford the weight.
I don't mind the game being harder, but it does have the side effect of making credit accruing much slower & tedious.
The "new" game also feels different from the early days of the game, where my most tense moment was being the last survivor and taking out an Atlas one-on-one. From my day of playing, the intensity comes from "fuck they're everywhere I can't even get up fffuuuadlshjl"
Edit: But what a reward. Turian Havoc and Geth Engineer!
Is Overload or Networked AI's weapon-stuff a better bet? I want points in Fitness/Hardware.
I'm guessing I want a sturdy Havoc as well? Cryo Blast any good for it?
I know I'm out of practice, but it feels like the game got twice as hard. Mostly because Salarian Infiltrator is my class of choice, and is it just me, or is the traditional Infiltrator play style dead and buried? The sheer mass of enemies makes priority target assassination a non-viable strategy, especially with these long distance triple-grenade assholes and invulnerable Praetorians getting in close.
Still viable as long as you're rocking a valiant or BW (headshot mooks/kill bosses respectively) or a good shotgun but you certainly won't be out scoring everyone anymore with the power creep in classes. It's no longer the dominant god it used to be
I use a Valiant IV, but something about the new increased chaos with Geth & Collectors makes it way more difficult to pick off a group of mooks like I used to. The long distance grenade sprays keep me constantly moving, and since everyone gets in real close, I'm frequently wishing I had some kind of shotgun/AR for close quarters, but I can't afford the weight.
I don't mind the game being harder, but it does have the side effect of making credit accruing much slower & tedious.
The "new" game also feels different from the early days of the game, where my most tense moment was being the last survivor and taking out an Atlas one-on-one. From my day of playing, the intensity comes from "fuck they're everywhere I can't even get up fffuuuadlshjl"
There is a solution to having to equip an extra weapon. Use gear that gives you +cooldown and/or a consumable! :P
Less min-max! More weighing pros/cons of configuration. The game is a lot better for it, imo.
“I used to draw, hard to admit that I used to draw...”
@PLA I max out Overload. Would definitely recommend doing so especially given the recent Tech buffs. Personally I think you can get away with no fitness on the Geth Engineer. Between hunter vision, the turret, and overload you shouldn't be getting hit in the first place. Sometimes I'll skip the 6th evolution of networked hardware to put 3 points into fitness.
Posts
Doesn't bode well for my picking this up.
Even if this is the case why would they make both the Sniper and Shotgun do piercing and damage for 50 weight and then screw over the AR by giving it only piercing for 50 weight. The SMG equivalent is identical to the AR one and causes no weight gain.
Maybe its just more proof of Bioware's hatred of ARs.
Collector's really aren't that hard. They just make some objectives hairy.
The main thing is that Collectors are really aggressive and punish campers. Probably why I don't have too much trouble with them I rarely stay in one place.
I just did my very first Gold solo
Geth Bombers aren't that damn bad. They're actually fun, and kinda cute, but they will stagger the piss out of you if you let them get into taser range.
Collectors.... we just don't really know how to fight Collectors yet. It's a lot like how, in the old days, people use to look at the Reapers as these unassailable monsters
Honestly I don't know. Maybe they'll change it a bit if people are open enough about being unsatisfied with it.
I don't have it yet, but I've heard it's stats are as follows:
- 40% increase in damage
- 50% CR loss
Not at all. I didn't really count, but maybe 2 or 3 minutes to full heat, maybe even less.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
I've had some trouble with them so far, but only because the Swarms are so hard to see a lot of times, and I play a lot of power-focused classes. I could see the cooldown futzing if they made your next skill cooldown extended, but nope. Immediate, 10 second cooldown.
Still, loving the Volus adept so far. I'm still adjusting to not being able to connect with cover, but support roles tend to put me in my happy place.
The best is when you realize the in-universe ramifications of all this.
Turians with jetpacks, flying in and bashing enemies, soldiers of all races burning through thermal clips against an incoming horde
then suddenly, a cry goes up
"Everyone! Rally around the Volus!"
Ka-Chung!
Ka-Chung!
I think it somewhat depends on if the change to the shield/health gates is intentional or not. That change/bug alone probably makes gold solo runs difficult to impossible. Its just way to easy to go from half shields to instantly dead. I was even seeing kroguards get taken down by this and on silver a kroguard used to be damn near immune to geth.
Unless I'm missing something, this seems normal. Ammo boxes have always had a limited amount of ammo which then regenerates slowly over time. The initial amount and time needed to regenerate varies by difficulty. If I recall correctly, on gold a full ammo box is typically enough for two players. The other two have to find another one.
That is their job. Their job is not to kill you its to disrupt you so others can kill you.
The Collectors are swarming over a firebase, having turned it into a veritable Hell into which biotics disappear without a trace.
A troop transport lands, unmolested only because it wasn't detected.
Four volus engineers get off of the shuttle, each of them weighed down with bombs and gear. They are not the image of hardened mercenaries, but no one who has ever seen them work together would laugh at their appearance.
Collectors detect them almost immediately, the swarms rising like a cloud in the distance. They watch in silence as Scions stagger out of the darkness and the glowing corpses of men begin to scream.
"All right, boys khhhhhk," the leader says, checking the thermal clip on his Scorpion. "Let's go make some money."
Not that hard...
On Glacier you have to traverse half the map to get to a different ammo box. Yes, Glacier is small and as such the distance shorter, but as such the Enemy forces per area are also bigger.
Meaning: Unless you're an Infiltrator who can get by undetected, you'll have to go through half the enemy just to get to an ammo box.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Make them count! :P
edit: or use an ammo pack. the box change was much needed, im(probably very unpopular in this instance)o.
Or you can just nuke everything which I would hope you are doing if you're running out of ammo like that.
I dunno seems to me most of the complaining about ammo are the stay in one spot for 90% of the match types.
And even then the ammo thing is only a minor inconvience.
You know that part in ME2 where they describe the galactic core as nothing but black holes and supernovas? It was something like that.
Then ran a Silver as QFE, cryo-explosions all day! Can't wait to get back into the game tonight and try more of the new-old stuff out.
According to the developers the armor negation of the AR high velocity barrel stacks with the old AP mod. If I understand this correctly if you have a Piercing Mod V and High Velocity Barrel II or better you'll have no armor reduction whatsoever. That should make the Particle Rifle even more fun.
Possibly, though for about 10 PSPs after my first Volus Adept/Turian Havoc/Turian Ghost pack, I leveled up my Argus and Raider almost exclusively. It was only after they were nearly rank X that I even got the Collector guns. So I wouldn't say it's "all Retaliation content," just the characters.
Great, an ultra-rare that's ass.
It helps that I like both the Javelin and the Wraith
Was that their response to a thread on the topic?
Lets do some simple math using the Typhoon X as an example because i can recall its damage per bullet.
Typhoon X = 88 damage per bullet ramped up
Typhoon X with Extended Barrel for 25% damage=110 -50 for Gate=60 damage per bullet
Typhoon X with Extended Barrel and Armor piercing mod is (88*1.25)-(50*.35)=92.5 per bullet
Typhoon X with High Velocity Mod is 88-(50*.1)=83
Typhoon X with High Velocity Mod and Armor piercing mod is 88 -(50*.1*.35)=86.25
I'm still not seeing the use. Maybe its intended to allow the penetration distance to stack? IDK.
I tried the AT-12 Raider, but I think i like the Wraith better too. It fires slow but it hits like a truck. Less cooldown hit also.
If my math is correct I think the threshold is 63 damage per bullet. At that point EB+AP will do the same damage as HV+AP. Anything more and EB+AP is the better combo, anything less and you're better off with HV+AP.
I think the big question is how the damage multiplier is applied to the Typhoon and Particle rifle. As in, does the multiplier get applied before or after armor reduction is calculated? If the multiplier is applied after, then HV+AP would always be the better choice.
Now i need to see that list of guns to view the damage per bullet. As far as i can recall very few do 63 or less damage per shot.
Boo.
Well, they DID just implement Challenges for all those guns... Maybe having a specific benefit for them will make the challenges more tolerable.
Also considered the possibility of it being a nod to Wyborn after seeing how excited he got after viewing that all-Turian all-Phaeston video.
I use a Valiant IV, but something about the new increased chaos with Geth & Collectors makes it way more difficult to pick off a group of mooks like I used to. The long distance grenade sprays keep me constantly moving, and since everyone gets in real close, I'm frequently wishing I had some kind of shotgun/AR for close quarters, but I can't afford the weight.
I don't mind the game being harder, but it does have the side effect of making credit accruing much slower & tedious.
The "new" game also feels different from the early days of the game, where my most tense moment was being the last survivor and taking out an Atlas one-on-one. From my day of playing, the intensity comes from "fuck they're everywhere I can't even get up fffuuuadlshjl"
my favourite thing about praetorians is the sync kill because the animation lasts so long and is therefore easier to interrupt
so when you do interrupt and they drop someone, they essentially just shrug off having been impaled twice through the torso like
'eh i never really liked my spleen anyway'
my favourite thing about praetorians is the sync kill because the animation lasts so long and is therefore easier to interrupt
so when you do interrupt and they drop someone, they essentially just shrug off having been impaled twice through the torso like
'eh i never really liked my spleen anyway'
Fear.
Geth Bombers are the new Rocket Troopers.
Edit: But what a reward. Turian Havoc and Geth Engineer!
Is Overload or Networked AI's weapon-stuff a better bet? I want points in Fitness/Hardware.
I'm guessing I want a sturdy Havoc as well? Cryo Blast any good for it?
I agree'd it but I have to quote this too. it's just that funny! :P
There is a solution to having to equip an extra weapon. Use gear that gives you +cooldown and/or a consumable! :P
Less min-max! More weighing pros/cons of configuration. The game is a lot better for it, imo.