Discussion in 'Games & Gaming' started by GhanjRho, Apr 23, 2012.
And here we go.
Last thread was here:
So I found a use for the Falcon - using it playing as support Justicar. If you're not firing it as fast as its RoF allows, it doesn't bug out in multiplayer.
Anyway, what I use it for, is to just constantly stagger enemies. Wait until they're done staggering.. then stagger them again with another Falcon round. It staggers everything with one shot - all the way up to Atlas's, geth Primes, etc. Otherwise apply Reave everywhere - keep shield up on allies (spec'd for maximum damage reduction.)
It's annoying that you don't get the damage reduction from Reave when fighting geth at all...
Also gave the Revenant another go; realized I have the MKV Stability Mod and added the increased clip size. I think aside from only having the MKI Stability before, as well as trying to use it for everything (long and medium range as well) was my problem when previously using it. So I'm liking it now - though obviously not as versatile as the Phaeston. However, nothing more hilarious than burning through a 100 round clip, and just before it runs out, hitting Adrenaline for an auto-reload and damage increase on big targets like an Atlas.
Yeah I found myself doing the same thing with the Justicar, using a Falcon. Tho at current my ammo pool is low. I think I've got like...1 AP ammo left...but I prefer to throw something like cryo onto the Falcon, big splash and everyone gets at least chilled.
disruptor ammo works pretty well if you are an engineer, or have tech characters in your group.
Regarding the various marks of guns, example I, II, III, etc., what is the difference?
-Weight, +damage, +ammo capacity. Think recoil goes down and accuracy goes up as well.
Virtually every stat is affected in a positive way - less weight, more damage, more spare ammo, better accuracy, less recoil.
Not sure if RoF is affected.
Regarding scoring: I think you also get points based on damage you deal to various enemies. When I was playing support Justicar with the Falcon, I had very few kills, but was #2 in score (and only behind by about 1000.)
As for biotic combos this is what I found:
Whoever "primed" the target gets the credit if the biotic explosion kills them. However, say I prime a target with warp, and you hit them with spec'd for damage throw. If your throw deals enough damage to kill them from their current health - you get the kill credit, otherwise I do (supposing the biotic explosion kills them.)
What I've found annoying is tech combos off of biotic priming - it appears that whoever combos off of a biotic primer, always gets the credit. Had a team that was chain overloading constantly - they would constantly "eat up" my Warp priming, and every single kill credit went to them - either by "Tech combo" or by the skill they used. I confirmed it consumed my primer by repeatedly following up with throw, to get no biotic detonation.
I believe ROF is the only thing not affected by upgrading the guns, if I remember my coalesced tours correctly.
Also, OP, I am blaming you if Bioware Montreal decides to go extra cruel and makes a special Super-Gold mode in which you have to hunt Banshees on thanks to people like you tempting them with titles like this.
Wait a second. Here's a question. Take a race, reaper sludgify them into a collective entity a la Geth runtimes, stick them in a reaper shell that allows the entity to replicate the once-physical capabilities of the race...
The Asari reaper can vanguard jump.
EDIT: The mulitplayer bit: You fight the reaper destroyer version in platinum.
Clip size doesn't change either.
More importantly, the asari reaper can pole dance.
We just need a big enough pole.
Man, i would pay so much to see that. It would be utterly Hilarius.
I've been playing with the Harpoon Gun in SP to get a bit of a look at how the developers presumably wanted you to use it, it really sucks you can't use this thing that well barring you being the host in MP, the enemy corpses react hilariously when struck by the thing.
Or they can fix their damn net code for weapons like that.
I know, I want to make husk corpses fly 20 feet in the air after being shot in the legs with the Kishock in MP.
Man the Batarians say fuck you to all kinds of laws don't they?
I thought the net code had been reviewed by DICE...I definitely do remember hearing that DICE had been consulted about MP
It was mainly just in the form of them talking to each other, and mostly about the weapon sounds:
Here's some handy info regarding power combos and shield gates.
Items of Note:
- Biotic and tech combos always do the same % of damage regardless of difficulty or armor.
- Combo damage (which is a flat % of damage done to a target) only scales off of the rank of the primer and detonator skills. IE: A rank 1 Warp and a rank 6 Throw produce a biotic combo that does the exact same damage as a rank 6 Warp and a rank 1 Throw.
-- The combo damage bonus evolutions stack with each other. IE: If you take both the +50% damage from biotic combos on both Warp and Throw, and you are the full source of the combo, your biotic detonation deals 100% more damage. If someone primes with skill without the bonus, and you detonate with your evolved Throw - the biotic detonation will do 50% more damage, etc.
- Armor reduces damage done by a flat amount, though there is a minimum (cannot be reduced to zero.) On Gold difficulty, damage is reduced by 50. Without armor piercing, you should always be using weapons with high damage per shot - nearly every AR and SMG will do minimal damage otherwise.
- Gold enemies take zero bleed-through damage when their shields go down (though certain weapons bypass this mechanics; not sniper rifles.)
Certain weapons being the Rocket Launcher.
The Kishock does, and i'd guess the Spike thrower does too.
I think that only the weapons that fire Projectile objects (as opposed to regular shots) do it. People might want to test that with the Scorpion and the Falcon.
Whiskey Tango Foxtrot?
Just got out of a Geth/Gold/White farming session, and I actually scored higher than anyone else. Despite the fact that I'm the Salarian Decoy... err, Engineer and did nothing but spam Decoy, Energy Drain, and take sniper shots (i.e., what I always do on these runs).
Shotguns too, with the exception of the Crusader: Shield gte and armour reduction are applied per pellet. Ie. First pellet brings shield down, subsequent pellets hit health. Subtract fifty from each pellet's damage if armour.
You can one shot, for example, Centurions and Marauders on gold with a Claymore and headshot. Not so for, say, a Javelin or Widow.
shotties aren't to great against armour though. Kishock utterly destroys it.
So yeah, from a purly game mechanics point of veiw (Ignoring the lag eating your shots) the Kishock is probably the best gun in the game.
-It ignores shieldgate
-It hits hard
-It continues to deal damage after its initial burst
-lighter then other weapons of comparable damage
-retains full damage when not aiming down the sights (unlike every other sniper)
-makes dead enemies fly.
really the only downsides are the relatively slow speed of the projectile and lag eating your shots.
Got the striker. it's the perfect weapon for my Batarian sentinel.
Actually, it doesn't eat up your primer.
I found an interesting thing really. Throw? It sets off a tech detonation (e.g. overload). And overload will stack on top of warp.
So let's say you throw a warp at an Atlas. Then someone tosses in an overload a second later. You fire off a throw at it. BAM, tech detonation, everyone does the electric boogaloo. Belt out another throw. And everyone gets a biotic blast to go with their live wire jig. No need for a second warp at all. So if you've got a warped character and the first throw didn't set off the detonation? Throw again.
A biotic paired with a tech based character can set up a wide variety of detonations which are deadly. I cannot stress enough how deadly the thing is. An overload based tech detonation kills shields far better than biotic explosions, while the biotics will just murder those with armor and health.
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