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nacon
May 7, 2005

Zoran posted:

Turian Sentinel
Sick-Nasty

Basically, this, all the time:

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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

GulMadred posted:

It isn't a click-button-to-fire ability; it's an on/off switch. Activate it, your max shield HP takes a hit, and then things under your crosshair periodically get nailed with mini-missiles. Turn it off, the missiles stop flowing, and your shield tanking capability returns to normal.

Because the targeting and timing are somewhat unpredictable and the damage is unimpressive, many posters would advise you to skip it entirely. The only redeeming feature is a bit of extra stagger against crowds of enemy infantry, but that's usually not necessary/worthwhile outside of all-Husk matches.

I think they also detonate tech bursts, so they have a use if you got an Arc Grenading buddy.

nacon
May 7, 2005

GulMadred posted:

all-Husk matches.

Speaking of which, I would love to jump in on some all-husk matches if there are any goons that have it setup. I don't care about the money/xp (nor would I want to tempt the bioware banhammer gods), but it seems like it would be a lot of fun to do a few times.

Elotana
Dec 12, 2003

and i'm putting it all on the goddamn expense account
I don't really have any beef with those guides except the Batarian Sentinel. I disagree that if you're meleeing on Gold, you're losing. I guess I'll repost my Spiky the Sentinel builds:

Caster Variant
Gunner Variant

I agree that Shockwave and Subnet are worthwhile utility powers after their buffs. The issue I have with them is that their higher evolutions simply aren't that useful on high difficulties. Shockwave's 6th evolution, for instance, can either shave a fraction of a second off your cooldown, or lift basic mooks (who aren't really a problem to kill in the first place). Subnet is a nifty techy Stasis, but its main utility is wrapping up Phantoms and Hunters, not doing damage, and evolving a 66 DPS electric field just ain't as useful to me as taking more passive bonuses.

This makes the Batarian Sentinel a natural choice for a falcon punch specialist, since the Soldier counterpart DOES have tasty high-level evolutions. Both variants of this build center around getting up close and personal and punching poo poo, using Shockwave for staggers and Subnet for stopping pesky individuals (they're also both good situational detonators, and I'd go with the Caster build if you're playing with people you trust to prime combos).

I think Fitness 4 melee and Fitness 6 tank provides the best balance for Gold. A good way to think about it is to weigh whether you'd prefer 10% extra HP (the difference between 4/6 tank), or 20 seconds of a 25% weapon bonus (the difference between 4/6 melee). Since I'm usually using melee as a finishing move, I went with the HP. You can also go full tank or full melee if you prefer. In either case I recommend Stronghold gear, although Berserker and Juggernaut are also solid choices.

The cumulative DR of Blade Armor and heavy melee means you can soften up most boss-less crowds with your powers/Graal and then charge in to start swinging. Midlevel enemies like Centurions and Rocket Troopers are usually stupid enough to melee you back during your punch animation. You'll shrug this off due to your DR, while the Blade Armor bounce will usually bring them down enough to kill in one punch. You can match Brutes blow for blow. Geth Primes are choice targets too, since their melee is actually way less dangerous to you than their staggerriffic aimbot gun.

The caster build only carries a choked Graal, which can practically snipe on a full charge. The gunner build sacrifices some casting ability for more Graal damage and the addition of a Kishock, which is underrated as gently caress and bypasses the shield gate. It murders Geth since they're slow enough to headshot consistently at any range, and you can put some Incendiary ammo on it to make Phantoms become utterly trivial even when they're dodging your Subnet. Throw Shockwave at them, charge an easy headshot at their chi-blocking pose, and walk away as they gasp and die of burn damage. :c00lbert:

Elotana fucked around with this message at 16:26 on Aug 7, 2012

KingShiro
Jan 10, 2008

EH?!?!?!
Got the Demolisher last night and wrecked gold like never before :worship:

Zoran
Aug 19, 2008

I lost to you once, monster. I shall not lose again! Die now, that our future can live!

Trykt posted:

Great guide Zoran! I love seeing posts with your kind of detail. I'd like to offer up a competing Turian Sentinel build write-up at some point (I emphasize the warp debuff and weapon damage with automatics, this tends to result in surprisingly high scoring games for me)

Question about the Paladin build (currently my favorite class to experiment with): I can't get Snap Freeze to reliably detonate tech bursts. My best guess is you have to actually freeze the target to see the tech burst, can you confirm this? I don't think I've ever gotten a burst via Snap Freeze on a boss enemy and trust me, I'm looking for it! It's still a great skill but this hiccup makes me take the debuff road over the tech combo damage for Snap Freeze for every build I make right now.

I'm always up for suggestions on better builds!

I just tested this again: Snap Freeze really does detonate tech bursts even when the target is not frozen, but the tech burst effect is not usually visible. To see this for yourself, try Energy Draining a geth pyro and then Snap Freezing it. Energy Drain will take down most of its shields, Snap Freeze will take off a few pips of armor, and then another chunk of armor will come off a split second later. That's the tech burst.

Elotana posted:

Batarian sentinel

I much, much, much prefer the batarian soldier as a melee specialist over the sentinel. The double-stun feature of ballistic blades is huge for letting you punch things safely. A melee-focused soldier can also afford to either skip Inferno Grenades or take both the grenades and the class passive to 4 while maxing out all melee bonuses.

Lifting Shockwave is mostly useless, I agree. The problem with it is that the lifted target doesn't receive phsyics damage from the force component of the Shockwave, so it is much harder to kill basic enemies on Gold+ outright the way you can with normal Shockwave. I take the recharge evolution for two reasons: it gives you slightly better biotic combo damage and it allows you to pull off those combos faster. It also has the added perk of being available to you slightly more often as a panic button.

Rank 6 Submission Net also gives you stronger tech bursts. However, the real point of Electric Field isn't the measly 88 DPS or so you get from it, it's the AOE stun effect. I'm not sure whether this is a bug or not, but the Electric Field usually lingers for the whole grapple duration even after the tech burst has been set off.

Given that I always want to take those two powers to rank 6, there's no way to build up both Blade Armor and Fitness enough to make Blade Armor worthwhile over pure Fitness. That's the main rationale behind skipping Blade Armor completely.

If Blade Armor was actually as strong as regular Tech Armor in terms of damage reduction, then I would be really thrilled, because then you would actually come out ahead with 6/6/6/5/3 or 6/6/6/4/4 as opposed to 0/6/6/6/6. Right now, I just don't think it's worth the cooldown hit when I'm not taking both Blade Armor and Fitness to 6.

By the way, the line saying "you're losing" is in reference to the melee damage returning feature of Blade Armor, not meleeing itself. It's a perk, sure, but one that you never want to exploit if you can help it.

Zoran fucked around with this message at 16:39 on Aug 7, 2012

Verloc
Feb 15, 2001

Note to self: Posting 'lulz' is not a good idea.

Crows Turn Off posted:

I'm not quite sure how the Destroyer fires the Missile Launcher (Cobra upgrade specifically). It seems like there is a delay from when you press the button until it actually fires - is that true? And does it launch up first, then target the enemy? I was playing some Gold and it just didn't seem to be very effective at hitting dudes (either because they died from something else first, or it just didn't target well, or it hit the ceiling, or something).

The Multi-Frag Grenades were cool, though.
My experience has been about the same. The missile launcher has a terrible habit of smacking into walls, ceilings, floors, and basically anything but badguys. Points are much better spent making yourself John Matrix rather than the Predator.

Elotana
Dec 12, 2003

and i'm putting it all on the goddamn expense account

Zoran posted:

Given that I always want to take those two powers to rank 6, there's no way to build up both Blade Armor and Fitness enough to make Blade Armor worthwhile over pure Fitness. That's the main rationale behind skipping Blade Armor completely.

If Blade Armor was actually as strong as regular Tech Armor in terms of damage reduction, then I would be really thrilled, because then you would actually come out ahead with 6/6/6/5/3 or 6/6/6/4/4 as opposed to 0/6/6/6/6. Right now, I just don't think it's worth the cooldown hit when I'm not taking both Blade Armor and Fitness to 6.
If you're just looking at pure HP numbers, you're right, but if you're running a melee build like I am, I think the ability to return up to 2000 damage merits its use, although it's not a factor you can compare directly. Don't discount the offensive equivalent of a free extra melee every time someone lays a hand on you, or the fun factor of turning Geth Primes into these.

Crows Turn Off
Jan 7, 2008


GulMadred posted:

It isn't a click-button-to-fire ability; it's an on/off switch. Activate it, your max shield HP takes a hit, and then things under your crosshair periodically get nailed with mini-missiles. Turn it off, the missiles stop flowing, and your shield tanking capability returns to normal.

Because the targeting and timing are somewhat unpredictable and the damage is unimpressive, many posters would advise you to skip it entirely. The only redeeming feature is a bit of extra stagger against crowds of enemy infantry, but that's usually not necessary/worthwhile outside of all-Husk matches.
:doh: Well, that would explain it!

Sounds pretty terrible. Maybe I'll promote this class so I can re-spec.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
It's a nice idea that can't be fixed with the kind of number-tweaking that constitutes most of the balancing Bioware does.

Zoran
Aug 19, 2008

I lost to you once, monster. I shall not lose again! Die now, that our future can live!

Doctor Spaceman posted:

It's a nice idea that can't be fixed with the kind of number-tweaking that constitutes most of the balancing Bioware does.

I disagree. If each shot did 5000 damage then the Missile Launcher would be the best power in the game, even if its aim is a little shaky.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."

Zoran posted:

I disagree. If each shot did 5000 damage then the Missile Launcher would be the best power in the game, even if its aim is a little shaky.

That's not exactly a tweak though.

Zoran
Aug 19, 2008

I lost to you once, monster. I shall not lose again! Die now, that our future can live!

Doctor Spaceman posted:

That's not exactly a tweak though.

True. But in the past they have given huge damage upgrades to certain powers, and a boost of at least 50% would be really big for the missile launcher. That together with a modest rate of fire improvement would take it from "waste of points" to "reasonable utility power."

vvvv Also remove the shield penalty. -20% movement speed would be much better. Or hell, -50% would justify the kind of huge damage buff that the missile launcher needs.

Zoran fucked around with this message at 16:56 on Aug 7, 2012

Elotana
Dec 12, 2003

and i'm putting it all on the goddamn expense account
The shield penalty is just a stupid drawback for a Soldier class, especially since it actively works against the tank evolutions of Devastator Mode and Fitness. It would take comical amounts of missile damage to make it a worthwhile power. They should've thought of a mobility drawback like maybe removing the ability to take cover if you have them engaged. Buff the missiles to make it a worthwhile choice and now the class has a lot of different options all centered around the unified concept of trading mobility for damage.

Felinoid
Mar 8, 2009

Marginally better than Shepard's dancing. 2/10
How does the Missile Launcher work while you're in cover, anyway? Does it wait until you pop out or just shoot your cover, or maybe even cover your rear because that's the way it's pointing when you're in cover?

Sapozhnik
Jan 2, 2005

Nap Ghost
I also disagree that the N7 Sentinel is an improved Human Engineer. Different, sure, but I don't think it eclipses the old Engy. Chain Overload is great against low level enemies, and the Combat Drone floats around and pelts guys with Incinerate for you. It's a really nice emergency distraction power as well; tired of being down to critical health, cowering behind cover with no way out, and having an Atlas cannon you dead because it's taller than your little waist high wall? Deploy a drone behind the Atlas and get a few seconds for your shields to recharge. Doesn't work if you've got a Phantom or Banshee all up in your poo poo, unfortunately.

The drone is good at setting off combos, and more often than not actually seems to survive the wave even on Gold. It distracts and harasses groups of enemies for you as well. I usually don't bother with Incinerate because I can just deploy a drone to cast Incinerate for me instead. It's quicker and it hangs around to annoy other enemies afterwards.

GulMadred
Oct 20, 2005

I don't understand how you can be so mistaken.

nacon posted:

Speaking of which, I would love to jump in on some all-husk matches if there are any goons that have it setup. I don't care about the money/xp (nor would I want to tempt the bioware banhammer gods), but it seems like it would be a lot of fun to do a few times.
I've got an all-Husk setup with normal experience points, zero credit payout, and a few elites on the objective rounds (to prevent complacency). Here are my suggestions:
  • Private matches only; don't spam invites to your entire friend list (because someone might tattle).
  • Turn off your feedback switch (to hopefully reduce the ban risk).
  • Bring a level 20 character. The XP payout for a successful Husk match is enormous, but we're doing this for fun rather than profit.
  • A few abilities are seriously overpowered for Husk matches; please don't use those classes. An N7 Fury can easily solo a gold Husk match. Decoy, Singularity, and Stasis prevent the game from achieving the desired level of tension (we're aiming for the sweet spot between "they're coming out of the goddamned walls!" and "game over, man, game over!").
  • Automatic weapons are preferred. Grenades and grenade launchers are acceptable. Multiple grenade launchers with Incendiary or Cryo Ammo is probably too much.
nacon, I already have you on my Origin list. I've posted my Origin ID in the old thread but I'm reluctant to do so in this context. Anyone else who wants to volunteer for Husk duty, either PM me or reply to this post with your ID (if you aren't worried about the ban risk). I stopped using the IRC channel months ago (and it's sufficiently dead/irrelevant that it didn't even merit a mention in the new thread), but it might be a handy way to arrange Husk matches.

Teaser image, in case anyone out there is unfamiliar with the scenario:

zxqv8
Oct 21, 2010

Did somebody call about a Ravager problem?
I'm ok with this. Same name on Origin.

Batham
Jun 19, 2010

Cluster bombing from B-52s is very, very accurate. The bombs are guaranteed to always hit the ground.
I am currently in a platinum game, wave 10, and we need to recover objects. But we can't do this, because the first object spawned in the middle of air, hovering half a meter above the ground and we can't pick it up.

:ughh:

Crows Turn Off
Jan 7, 2008


I love when I just promote a character, ask to join a Bronze match, and get placed into a game in progress playing Platinum. That's awesome.

Birudojin
Oct 7, 2010

WHIRR CLANK

GulMadred posted:

I've got an all-Husk setup with normal experience points, zero credit payout, and a few elites on the objective rounds (to prevent complacency). Here are my suggestions:
  • Private matches only; don't spam invites to your entire friend list (because someone might tattle).
  • Turn off your feedback switch (to hopefully reduce the ban risk).
  • Bring a level 20 character. The XP payout for a successful Husk match is enormous, but we're doing this for fun rather than profit.
  • A few abilities are seriously overpowered for Husk matches; please don't use those classes. An N7 Fury can easily solo a gold Husk match. Decoy, Singularity, and Stasis prevent the game from achieving the desired level of tension (we're aiming for the sweet spot between "they're coming out of the goddamned walls!" and "game over, man, game over!").
  • Automatic weapons are preferred. Grenades and grenade launchers are acceptable. Multiple grenade launchers with Incendiary or Cryo Ammo is probably too much.
nacon, I already have you on my Origin list. I've posted my Origin ID in the old thread but I'm reluctant to do so in this context. Anyone else who wants to volunteer for Husk duty, either PM me or reply to this post with your ID (if you aren't worried about the ban risk). I stopped using the IRC channel months ago (and it's sufficiently dead/irrelevant that it didn't even merit a mention in the new thread), but it might be a handy way to arrange Husk matches.

Teaser image, in case anyone out there is unfamiliar with the scenario:


I know you mentioned the risk in your post, but just to reinforce this:
Playing multiplayer with modified / hacked config files is a potentially bannable offense, even if you aren't using exploits for infinite rockets, 1 billion gold, or something similar.

I'm not part of the team who handles that area (or even on ME3 at the moment) so I can't say how risky this is, but I do know it's officially not allowed.

Use at own risk, mileage may vary, etc.

That said, it does look fun! If we could get it working on consoles without trashing memory (which I assume it does), it would be nice to see it as a weekend event :)

Lagomorphic
Apr 21, 2008

AKA: Orthonormal
Blade Armor was buffed a few weeks back and I think it's worth taking now. Here's my general purpose Batarian Sentinel build.

  • Blade Armor 6: Durability | Shield Recharge | Durability
  • Shockwave 6: Force & Damage | Detonation | Recharge Speed
  • Submission Net 6: Damage | Damage & Slow | Electric Field
  • Batarian Enforcer 4: Damage & Capacity
  • Fitness 4: Durability

With a Piranha X your base cooldown is +195% so the blade armor penalty is actually +0.36s(or +16.2%) to Shockwave and +0.46s(or +18.4%) to Submission net. You also come out ahead in terms of durability vs maxed fitness and no blade armor. You do miss out on the +15% power damage and +10% to weapon damage and ammo in the passive, but I think the extra health and melee damage return is worth it. You can always get extra weapon/power damage from gear and consumables. The 40% damage reduction also means that any cyclonic modulators you use will be extra effective.

This build really shines when you pair with another biotic. Shockwave is simply amazing when you're working with a Fury or Justicar.

If your farming Glacier/Platinum with a biotic team you can also use this more specialized build and alternate between Shockwaves and Piranha shots. This build is totally dependent on teammates for combos so it's a lousy general purpose build.

  • Blade Armor 6: Durability | Shield Recharge | Durability
  • Shockwave 6: Force & Damage | Detonation | Recharge Speed
  • Submission Net 0
  • Batarian Enforcer 6: Damage & Capacity | Power Damage | Damage and Ammo
  • Fitness 6: Durability | Shield Recharge | Fitness Expert

This build puts out tremendous damage and unlike ex-Cerberus smashers you're tough as nails which is a great help when objectives come up. You can use a cyclonic modulator if your teammates look iffy and it's practically god mod.

Dr. Abysmal
Feb 17, 2010

We're all doomed
I think they're mostly reliant on reports from other users to nab cheaters, if you restrict yourself to private matches with people who are down with what you're doing you will probably be fine. I can't believe that some people are stupid enough to use Avengers that do 10,000 damage per shot or something in a publically hosted match, as if the other players won't know and you take the risk of one of them telling on you.

kalel
Jun 19, 2012

Elotana posted:

I don't really have any beef with those guides except the Batarian Sentinel.

I completely agree. I think that both Batarians could be equally effective at becoming melee-based. Each of the Batarians' two offensive powers (Ballistic Blades + Inferno Grenades, and Shockwave + Submission Net) cause stagger or incapacitation to some degree, which sets up a nice window to wind up their long-but-crazy-awesome heavy melee.

MrDude
Jun 23, 2011
This page might fit into the OP somewhere and should probably be required reading for the thread, assuming it's wholly accurate. Basically a list of clarifications on various mechanics, e.g. additive vs multiplicative modifiers.

Sapozhnik
Jan 2, 2005

Nap Ghost
I wish I'd started playing early enough to have 7/7/10/8 consumables :(

Then again I suppose it makes things less interesting.

LeastActionHero
Oct 23, 2008
Most of that is correct, at least the most important bits. There's a big clarification from a dev about damage multipliers vs defences, which points out some weird things that people haven't figured out. Let me just get the biggest surprise.

quote:

Resistance Damage Multipliers

Every weapon and power has a hidden damage multiplier on the 3 resistance types (Armor, Barriers, and Shields). Most of these are 100%, meaning they do normal damage to that resistance type. A value of 50% means half damage to that resistance type, and a value of 200% means double damage. Below are the multipliers for some of our weapons and powers.

Weapons

Acolyte Pistol (Armor=100%, Barrier=500%, Shields=500%)
Krysae Sniper Rifle (Armor=150%, Barrier=100%, Shields=100%)
M-358 Talon Pistol (Armor=100%, Barrier=150%, Shields=150%)
N7 Typhoon Assault Rifle (Armor=150%, Barrier=150%, Shields=150%)
Reegar Carbine Shotgun (Armor=50%, Barrier=200%, Shields=200%)

The Acolyte has a 5x, not a 3x multiplier, the Krysae gets a bonus vs armour, the Talon gets a bonus vs shields, the Typhoon gets a bonus vs everything except health (!?).

I still don't believe that's all there is to the Reegar, but it does help explain why it's so much better against shields than armour. Just as a reminder, the shredder mod does work for the Reegar, and if you add warp/AP/cryo ammo it is amazing at melting armour.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Balance changes are delayed, but a Piranha damage nerf is coming. Time to watch BSN implode. :munch:

Paracelsus
Apr 6, 2009

bless this post ~kya
So armor damage reduction is uniform across units? I guess that makes sense, the reason it feels like so much more on things like Primes is that the health bar is the same length on the display but is really eight times as long as a Pyro's.

KingShiro
Jan 10, 2008

EH?!?!?!

UnknownMercenary posted:

Balance changes are delayed, but a Piranha damage nerf is coming. Time to watch BSN implode. :munch:

We all knew it was coming, but maaaaaaaaaaaaaaaaaaaaaaaaaaan. I finally get one of the good guns and it's probably going to be made worthless.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


UnknownMercenary posted:

Balance changes are delayed, but a Piranha damage nerf is coming. Time to watch BSN implode. :munch:

Damage nerf was to be expected, just about everybody is using a Piranha right now unless you felt like something else for kicks. I hope the weight is kept to a manageable level though, I've been having so much fun on my Krogan Vanguard lately and while the Disciple is great and all I don't want to go back.

kalel
Jun 19, 2012

MrDude posted:

This page might fit into the OP somewhere and should probably be required reading for the thread, assuming it's wholly accurate.

Dilb posted:

Most of that is correct, at least the most important bits. There's a big clarification from a dev about damage multipliers vs defences, which points out some weird things that people haven't figured out.

Both of those threads are absolutely amazingly comprehensive. I wanna just get a post-it note and write down all the things I need to remember as I resepc and promote my classes.

UnknownMercenary posted:

Balance changes are delayed, but a Piranha damage nerf is coming. Time to watch BSN implode. :munch:

How do you know? Is there a pre-balance change alert thread from one of the devs or something? Because I can't find it...

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


The thread is here.

Frankly, I think all they're going to do is rollback the Piranha buff from a couple of weeks ago. Then again I couldn't have predicted that they'd nerf the Typhoon two weeks in a row.

Midee
Jun 22, 2000

UnknownMercenary posted:

Balance changes are delayed, but a Piranha damage nerf is coming. Time to watch BSN implode. :munch:

Welp that was fun while it lasted. Back to the Crusader I guess.

It'd be nice to see non-rated community-ran PC servers, but then again this is EA and Bioware we're talking about. That would be p-p-platform preference! :byodood:

jpmeyer
Jan 17, 2012

parody image of che

UnknownMercenary posted:

The thread is here.

Frankly, I think all they're going to do is rollback the Piranha buff from a couple of weeks ago. Then again I couldn't have predicted that they'd nerf the Typhoon two weeks in a row.

And even with the rollback, Piranha I still has the highest DPS in the game (note: not including Typhoon since I don't really know how to calculate its DPS.)

Ravenfood
Nov 4, 2011

Elotana posted:

The shield penalty is just a stupid drawback for a Soldier class, especially since it actively works against the tank evolutions of Devastator Mode and Fitness. It would take comical amounts of missile damage to make it a worthwhile power. They should've thought of a mobility drawback like maybe removing the ability to take cover if you have them engaged. Buff the missiles to make it a worthwhile choice and now the class has a lot of different options all centered around the unified concept of trading mobility for damage.
Or 20% shield penalty that can be specc'd to have 0%? With Devastator mode as awesome as it is, you need to max it. You're a gun-based class, so the passive is really useful to increase gun damage, unlike some of the casters. Health/shields are good when you can't roll and want to maximize out-of-cover time for Typhoon damage. Multifrags will save your face so many times. So, where do missiles get points, even without a penalty to your shields?

Shame, its a cool concept for a power.

LeastActionHero
Oct 23, 2008
Hey, the Reegar numbers do make sense now.

Test case: Kroguard w/Reegar X vs Atlas. Shields 21094 Armour 23000
Base damage is 66, 45% bonus from passives and extended barrel. Total damage is 95.7

It took 1 clip to clear the shields, and 7 clips to clear the armour.

95.7 x2 vs shields, x22 per clip, x5 'pellets' per ammo count gives 21054 damage per clip.
95.7 /2 vs armour, -17.5 reduction, x110 'pellets' gives 3338.5 damage per clip. 6.9 clips to kill.

The Reegar also fires about 500 rounds per minute (I checked this in recorded footage), so the base DPS is about 2750 (twice that against shields!), though that's not considering the delay before firing. It also takes about as long to reload as it does to empty the clip, but the DPS is still amazing.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Concussive Shot has a 400% modifier against barriers, but not shields. What the gently caress Bioware? There's so many things wrong with that.

Hyperactive
Mar 10, 2004

RICHARDS!

DatonKallandor posted:

Concussive Shot has a 400% modifier against barriers, but not shields. What the gently caress Bioware? There's so many things wrong with that.
I always wondered why my Turan Soldier spamming a measly rank 3 Conc Shot + regular gunfire would shred a Banshee's barrier faster than concentrated Marksman gunfire. How goofy.

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Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.

Ravenfood posted:

Multifrags will save your face so many times.

They'll save your teammates, too, if you hit a Banshee with them mid-grab.

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