Combining seeking plasma, charged plasma, shield recharge and double mod extension makes the scattershot shotgun pretty powerful. There are plenty of good 2-3 augment combos that are strong and some of which use the vintage heat sink for non-energy based weapons. And yes, currently the grenade launcher augments are bugged with ammo collection so when it's fixed, some of the weapons will actually become decent instead of unusable.
This video was really great to watch! I gave up even trying with weapon augments after a few abysmal first experiences with the beam and plasma charge augments so it was really good to actually get to see how the others work and how I might want to use them. Would love to watch a video on the ammo and special augments (I love my Isharay with Vintage Heat Sink)
Glad its of help and that can be arranged, ill have a think about the best way to surround those augments! Planning a revisit on a few of the behavior augs anyway so should be able to fit vintage and bio converter in with those
I really appreciate you taking the time to make this vid. It bugs me that there is no testing range in the game to quickly and easily test out creations. I don't like spending resources to craft something when I don't know how it will perform. This helped me out greatly. Thanks :)
Talon is my go to for grenade, sticky and plasma charge mods. It is technically a pistol but acts like a shotgun. So it makes all the pellets into explosives with not damage drop. Barely even have to aim with it especially if you get the hip fire perk in the soldier tree. Makes you into a one man artillery squad.
Some loadouts that have been useful for me: Hornet SMG with stick grenades: Very accurate and fast firing. Combined with vintage heatsink it is exceptional at dealing damage to armored enemies or causing chaos among unarmored enemies as it knocks them down and injures groups. I usually add on a cover piercing mod Mattitock with Plasma Seeking, Plasma Charge and Shield Oscillator: Lets you shoot around cover and knocks down unarmored enemies. Great for clearing rooms with a large number of enemies. Shield Oscillator compensates for small clip size. Can also shoot it accurately at big and midsizd enemies from cover. Very effective if you add incendiary rounds against bigger guys.
Your video comes up second in a RUclips search for "Mass Effect Andromeda best weapons", so you must be doing something right! I enjoyed it and the research you put in.
I found using the seeking plasma bullets on the revenant to be fun to use. As long as it's aimed in the general direction, it will fly to the enemy. Also helps having vintage sink
That is a good skill, I have it too since I'm now 60 something, but first play through I used nothing but biotics, and charge was what I used to recharge my shields, along with the vanguard profile where melees recharged shields. I was a up close and personal character
+lonewolf446 is it worth second playthrough? Because while idea of getting rid off classes they weren't using in storywise sense was obvious, they've also removed any feel of choices being different with lack of paragon/renegade gauge. It feels that no matter what you choose, character still says whatever they want and all answers are the same:( I'm going to drain level system dry to take a look at all equipement and then switch to mp.
Vintage Heat Sinks are the way to go endgame. Especially, funny enough, on the N7 weapons. Seriously, those guns have the most shallow ammo reserves in history. I'm quite excited to try N7 weapon Xs with Quadmods, heatsinks and mag mods.
This 'build your own class/get all the abilities on one guy if you grind enough' thing has become incredibly popular in Western RPGs over the last couple of years, but I basically agree with you. It might be fun for a bit (and I actually did have a blast with profiles) but it KILLS replayability. I've played the earlier MEs each somewhere between 3 and 6 times depending on the entry, but this one, while I DID like it a lot despite the hate, I will likely play one more time simply to level up further and get more research points and then never play again. There aren't enough things to do different in different playthroughs to really justify it. That said, this is not just ME. This has been in a lot of games lately. Fallout 4 for example.
James Lansdowne where you answering to me by any chance? If you did then I can't see how you could be agreeing with me if you don't get what I'm even talking about. Tyranny also lacks classes. But it has a lot of skillcheking related options in both dialogues and gameplay. F4 is just a sh//ty excuse for RPG with only a few such option unlike previous games. Previous ME trilogy had only 1(!) such option in the whole series as I've already mentioned. Replayability has nothing to do with classes. If you can grind everything eventually it doesn't automatically mean that you'll get all needed skills to required level for certain outcomes at certain points in the story. It only means that developers who included classes in the first place were lazy to make branching storyline and gameplay:D
Electrical Conduits with the Equalizer destroys shields like no one's business, carry this just for mechs! Shotguns with Seeking Plasma System work wonders, I use the Dhan and Piranha. It's nice when all your pellets can hit even out to a medium/long range. Cool guide, keep it up!
Dahn seeking plasma has been amazing for me, basically makes it a near-sniper weapon with high damage output and lets you fire from and over or around cover, even when "blind-firing." Unlike the Charged Plasma system, the Seeking Plasma system does not reduce the damage per pellet so the Dahn keeps its high damage output. When combined with Shield Oscillator and Vanguard shield regen abilities to recharge on kills and reload, you end up with a steady barrage of biotics, weapon damage, and shield regen to render you nearly invulnerable at all times as long as you're actively attacking.
Good video. Thanks! Just wanted to mention, try the sticky grenade on the cyclone. I have it lvl X. It's got med-high damage, due to impact dmg as well as the boom. Add special ammo for even more. Plus rate of fire makes for great spray the area fun!
For a defensive tanking shotgun go back to the plasma charge system, put it on a remnant scattershot, also add a shield oscillator, double/single mod extension, and +damage. Then put a receiver and a melee mod that ***reduces*** clip size and change your shotgun combat skill and get rid of extra clip sizes. You want the shotgun to have one shot. This makes the gun a single shot plasma grenade launcher that recharges your shield with every shot, with reload buffs my fire rate is about once every half second. Its a great tanking weapon. I use it with a tech-pet build(remnant VI and turret), and two melee centric companions(Cora and Drack).
Isharay/Blackwidow with Bioconverter all you need is Life Supprt (Rank 6 from team support tech) and a tech skill, best one is Remnant VI (as you can spam the "Attack" button, as it will count as a tech skill) to never lose your HP. Bioconverter gives you infinite ammo and 0 reloading time. Making it far superior than Vintage Heat sink for dps. N7 Piranah or whatever it's called with BioConverter + Seeking Plasma is also pretty insane.
N7 Piranah + Bioconverter + seeking plasma + Turbocharge + Tactical cloak(with the combat cloak rank 6) + Tech Weapons (Offensive Tech rank 6) + Life support (Team support Rank 6). It can kill pretty much anything without any issues at Insanity. All you do is holding down the attack button and randomly click on the Remnant VI button after you've summoned it to heal you up. You can use the same build but with Isharay/BlackWidow if you get another Bioconverter, don't use seeking plasma on them tho. If can also give Remant VI the Missles Rank 6, giving you the ability to do some combos occationally.
This Guide has been very helpful, I have gave my Inferno sniper rifle both the Seeking plasma & charge plasma augmentation & the effect with these two on that sniper made it amazing. I'm hoping in the near possible future there will be a guide on which augments can work together & what effects will each of these have
I actually start work on that today, but the testing to put them into section of what works with what is a bigger job that I thought, not something that can be done quickly and as I'm short on time this week it's on hold for a little while, but it is coming.
Piranha Shotgun with Seeking Plasma and Bio Converter is an absolute beast. The game doesn't tell you but the Seeking Plasma takes away any distance damage drop-off, meaning it will do the same damage at close range or distance. I ploughed through Insanity with it. Combined with Turbocharge and Tactical Cloak, it melts anything.
Odd that people suggested using the plasma charge system on a sniper rifle.. I use that augment on the hornet smg and it's fantastic. Ridiculously high damage, high rate of fire, perfect at mid and even close range, it's my go to weapon now. I can even take out an armored enemy like the fiend in just a few seconds.
thx, though I have found some use in the electrical conduits since, one of the assault rifles and a few of the smg's, smg video coming out tomorrow night, ill be revisiting these augments once I have completed the weapon tests as by then I will have about 100 more hours of purely testing experience
Thank you for this video, as I ended up wasting a crafted Valkyrie and plasma charge system augment, only to have the weapon behave completely differently and nearly unusable for tradition Valkyrie engagements. I wanted to offer up an alternate suggestion as far as the grenade launcher augment: the Equalizer. The weapon itself has a withering rate of fire, and, at least as I had seen, fired both the natural energy rounds as well as the grenade themselves. I am unsure if this was a glitch or not, but there was also little to no bullet drop, increasing the viable range to at least longer rifle ranges, with the ability for the grenades to bounce sometimes as well. Tricky to use, absolutely, but worthwhile once mastered.
ok, here's my weapon of choice so far; Isharay with vintage heat sink, charge plasma, and seeking plasma. infinite ammo (yeah a second between each shot, but it's a hell of a powerful shot), the shot does extremely high damage in an area, and the seeking gives it back its range (it also makes it a slow moving projectile, but I'm ok with that). try it out and see if you like it.
very helpful, although as a sniper who excels at head-shots, it mostly just told me don't use augments. That being said, I have been using the regar, and thinking of replacing it, so im now really interested in trying it out with the grenade or even maybe seeking plasma.
Personally, for a 2 wep setup, i'd go with whichever sniper rifle you love the most and a Dhan with bio converter double mod extension etc for close and medium range, slam in the team support with life support skill to negative the health effects of the bio converter and youre good for all ranges, the Dhan is a beautiful weapon made for those who like the precision shooting.
Thanks for doing this. I have already felt burnt by researching weapons and augments that have ended terribly. I really wish there was some sort of practice range to test out weapons and augments. My favorite augments so far are the shield recharge on empty clip for SMGs and vintage ammo-recharge for shotguns while playing a vanguard build so that I can work in shotgun blasts between melee attacks and abilitie uses.
Thanks for the vid. I actually use the remnant P.A.W with plasma seeking. You can just stay in cover and blindfire. Really useful for higher difficulties.
So the electrical conduits actually amazing if you pair it with a remnant equalizer smg. It's recharge rates nearly instantaneous and it melts through mobs of kett almost effortlessly
I found that the forward station outside New Tuchanka in Elaaden has a research station built in, allowing you save, research, develop and test everything right there, saving a lot of time loading and running around. Think it might only be the case with an outpost. The Revenant Equalizer SMG has higher damage output and clip size than the P.A.W., you should try it with Sticky Grenades. Add the bio something-or-other if you rely mostly on shield and you believe the only way to kill is to overkill.
That is a really fun gun man, but check this out: try the Angaran Ushior pistol with the plasma charge system augment and heat sink augment. Hands down my favorite gun so far!
They'll go back and tweak these augments I hope. The creativity is there, but the effectiveness in most of these are make it seem like there is only a single best option for most of the augments. Thanks again for this vid :)
Nice video. I was considering putting the beam emitted on the revenant for the same reason as you state, so thank you for saving me from that mistake. I disagree about the lightning mod on SMGs. I put it on the Equalizer and use that with Sandstorm for long range.
I had similar experiences in game. I tried out most and opted for not using any of them. Like you, I prefer using scopes, so I used scoped assault rifles or sniper rifles. Once I put the Vintage Heat Sink on a sniper rifle though, I basically just stuck with that for the rest of my playthrough and rarely used an assault rifle again.
I use the sticky grenade aug with the Revenant and it's a fucking BEAST. That, with bioconverter, and you can just hold R2 and wreak havoc, especially useful against bigger-non mobile baddies like the architects
I have a sidewinder with heatsink, grenade, plasma. added ways to increase clip size, because normally the sidewinder would overheat in two shots with the heatsink aug. I also have the remnant equalizer with sticky, homing, and flame augs, with increased clip size. and finally the P.A.W with electric and Dmg augs with again increased clip size. Side winder for close encounters, PAW for medium to long range and equalizer for high health enemies.
great vid. really helped me out. i was wondering if you knew if multiple augments can be thrown on at once without canceling eachother? I want to try to Soned w/seeking plasma and sticky nade (seeking stickys) maybe just regular frags
Plasma seeker on the auto shotgun Piranha is devastating at mid and short range. Stability can be all over the place but the seeker ability allows me to shoot at a distance with an enemy behind cover for devastating results. I also have the Health Reload that allows me to reload a clip instantly at a small cost to health. This is the best for close quarters when reloads on a shotgun can get you killed.
Electrical Conduits as well as others change depending on what you put it in rapid fire weapons give a stream were as single or burst fire weapons have it fire out single shot precision bolts witch give the gun a similer feel to defualt bullets not sure if it changes damage or if its just for looks in this case
it would most likely be for looks as while on the automatic it appears to be a stream it is still acting like a projectile, the hits are still calculated as individual bullets etc, I believe they just have a semi tracking ability for very close to make it more fluid
Just wanted to add one thing here. I really enjoy your work, you are doing a great job so don't get discouraged. You have great content and, like me, you go the extra mile to show not only the best, but why it's the best. I enjoy your content and if I ever get another chance to continue my RUclips I will highly recommend your channel in my videos for reference is its related. I would trust your judgment. Any way, still looking into mixed mod combinations. So far the sticky grenade is hands down the best augmentation for assault rifles in my opinion. That being said, i prefer it on the PAW sense it already comes with a never ending supply of ammo and has a descent magazine. Any high mag assault rifle should do great with this mod. That being said, I don't have very many, would you mind testing out the mod on a larger magazine weapon. combo it with the vintage heat sink and let me know how it goes. I'm very curious. On the PAW its amazing. My reasoning: Infinite ammo without wasting a Vintage Heat Sink Great amount of damage, even more than any other augmentation I have found thus far Though small, has AOE damage. Bonus to that is not only can it do some damage to nearby enemies but it also detonates nearby explosive canisters. No BS on this, I took down a FIEND in one magazine because of this. He was charging and as my grenades went off, they hit several nearby canisters causing insane damage. Swear, 100% to 20% in just a few seconds. The grenades are actually very accurate and do not drop off so you don't have to ark the weapon. The only draw back is you lose critical hit damage but the greatness far outweighs the negative. Sorry the long box but I wanted to let you know what I found. In a side note, I have not combined the Vintage Heat Sink with the sticky grenades so it may have unwanted side effects. Either way, give it a shot and let me know what you think. I really think you'll add it to your arsenal.
First off, thank you very much, your words are very kind, may I ask why you don't do regular videos and such? As far as the test request, High mag AR specifically or High Mag weapon in general? And I'll try that out a bit aye, I'm thinking after the weapon and armour tests I might do special augment specific tests to further narrow down what works best with what Do one per video trying many combinations of the augs with one as the base to go mega indepth. And wall of text is fine, if people sit through my 30 mins AR vid, I should be fine with reading a few long comments, haha :)
Xaine's World I used to. That's how I got my 2,000+ subscribers. Unfortunately my new job gives me very little "me-time" to work on videos. And, same as you, my video's go very in depth when i break them down. But, unfortunately for me I can't stream as much as I used to... I know a 30 minute video, with text, can take several hours to put together. Keep up the good work man. I know it can get... discouraging sometimes when you put hours of work into a video and not get a high view count or likes... But trust me, It only gets better as you go. And, you definitely have the patients and ability to go far on RUclips. Only thing you might add to your videos is how a weapon handles in normal mode vs Insanity mode. Having a good weapon on normal doesn't always mean that weapon will be good going into insane mode as the combat factor becomes a bigger issue for the weapons to deal with. Kind of why I like the sticky grenades. It stuns the enemies who peak out of cover so they can't get back down and uou can simply keep shooting them in the face. Then, if you take damage you can go into cover and the grenades are stilly going off doing damage. This gives you a few extra seconds to recharge the PAW. I would like to see a Soned Assault Rifle with the Sticky Grenade vs a Soned Assault with Sticky grenade and A Vintage Heat Sink. 1 to see if they combo 2 to see if the damage changes and 3 to see if the Vintage Heat Sink gives it a larger or smaller Magazine
yeah I took a quick look down your videos list before, 2k subs is good going considering the intermittent uploading. Your voice is clear and satisfying to hear. When you linked the video, thought you must be a youtuber then looked at sub count hehe. Yeah the 30 min vid took 3 days, 8-12 hours per day, the editing itself only took about 10 hours, the rest was all research and testing/recording. I juggled full time work and daily uploads for the first 7 months on here and yeah, it's a real bitch, requires no life just to pull off adequately. Thanks man, your words are motivating :) and aye it's amazing how it tends to work, took 7 months to get first 100 subs, 3 more to get second 100, 2 more for 350, then the last 3 weeks for nearly 2000. Insanity vs Normal is something I want to do for sure, but there isn't really room atm in this format, the 30 minute video has 40% average retention, which is risky, i'm surprised it's that high tbh, if I go further, the vid will just bury itself. So insanity testing etc will come after ive finished the last few guides like the SMG one is now. I can definitely work that soned test into a video soon, ill have a think about how to best do it.
Xaine's World FYI the Sticky Grenades are far superior to the regular grenades in every way. More Reliable, consistent, and they do more damage. Do not waste your time with the regular grenade Augmentation. Just so you know
I like using seeking plasma on shotguns. The scattered pellets would converge again on the target, dealing full damage even on mid-range target. The slow flying drawback is also minimized since you won't be using shotgun on faraway targets anyway.
Equalizer + Plasma Seeking = one of the best combos I've found. Throw an extended mag and a barrel mod on there and that sucker will take down an Architect no problem.
Helpful hint, the next time you play MEA the best weapons you can choose for your character are The Ishary sniper rifle, and the Dahn shotgun & I prefer the Krogan hammer as my melee weapon. With these weapons, you will be devastating with your firepower. And if modded with increased magazine sizes and faster reload options In most cases, these weapons provide you with one-shot kills because they are the most powerful weapons in the game. And if you choose these, your weight ratio will stay well below the cooldown threshold. So, you will not be sacrificing cooldown time for firepower. This will make the game a lot more fun, particularly if you have an aggressive player style.
I use the PAW with the electric coils, when you combine it with a magazine mod and a spare thermal clip mod it actually has about 4.5 to 5 seconds of firing time before it over heats and it recharges in about 1 second and while playing on hardcore or insane it actually works out great because you usually can't stick your head out of cover for much more than 5 seconds any way before eating a lethal dose of enemy fire. I pair that with a Ishtar with a vintage heat sink that I use for mid to long range
Thanks Xaine. Much research went into this and its greatly appreciated. You likely can answer a question, when using a weapon without regular bullets, such as grenades, plasma, etc, is there any advantage to also using cryo/disrupter/incindiary ammo ?
Note: Sticky Grenades DON'T have the same drop off problem as standard grenades, making them much better suited for longer range weapons like SMGs and assault rifles. Seriously; they actually have super long range and maintain a surprising amount of accuracy there. The only real drawback is the short delay before they explode. That said, it is still awesome to empty an entire clip into a foe at long range and then sit back and watch the fireworks.
love the "fathers comment" Isharay+Plasma Charge system+Seeking Plasma System+Bio-Converter+TurboCharge+Killing Spree (Sniper Rifle Combat Passive Morph) = Micro Rocket Launcher tho its got limited use due to your HP pool, and the projectile speed on the SPS is slow, the SPS gives the PCS near infinite range, you can attack from well beyond 150m and rapid fire against a group of enemies at a range they simply panic and go into cover and stay in cover.. on maps like Kadara you can usually wipe out any camp from a overlooking ledge at distances there is no chance of them fighting back anyways much faster than you probably can with a normal sniper. simply because you can literally saturate a area with it. i love one shotting on insanity with a normal Isharay, but compaired to how fast i can clear a camp with my Rocket launcher....
nice, tbh, after the initial burst, if you take it steady, team support will keep you at 45% health, so it is infinite, just slows you down a bit after the first barrage
my two favourites at the moment are plasma charge on a carnifex with retro heat sinks, barrel mod and clip size = overkill revenant with seaking plasma, barrel mod, clip size and retro heat sinks = by by everything in the general direction you're shooting (same for the kett mini gun but revenant doesn't have the charge)
Great weapon testing, thanks for it. Just one question - does seeking augumentation decrease weapon damage? I am trying to use that on Black Widow and its damage seems to be low. Right now i cant compare with vanilla version so i wonder - do auguments change damage of weapon?
In short, they do change the weapon damage, almost entirely for the worse, I don't know for sure asbout the seeking, infact I was under the impression that one didn't but cant be certain, I would avoid on a sniper anyway as it slows the projectile, a sniper rifle is a very precision item so doesn't require a seeking attribute. electrical conduits and plasma charge I believe both have their own damage rating that changes slightly per gun, on almost everything it lowers the original damage, the beam emitter is also this way, though beam emitter is better on armour and electrical on shields. I've tested a P.A.W once more with an electrical conduit but also this time a bio converter and it's quite powerful specifically on shields and remnant, the video will be out hopefully within a good few hours, assault rifle testing vid if youre interested
Hi, thank you for your videos they are very informative and well made! Great vocal audio and music balance! Quick question, I really want the electrical conduit mod however after researching I must have been an idiot and sold it to a vendor or something... I have been trying to find another one and had no luck so far during my NG+ play-through. Any advice on how to obtain a new one?
I have found that the Scattershot Shotgun works well with the Plasma Charge System. Seeing as you don't have to worry about drop at mid/low range. I have paired it with the Shield Oscillator augment. After you throw in a receiver mod that reduces clip size (so that one squeeze empties the whole clip). You get 25% shield per shot and widespread damage without having to worry about picking up ammo. New wave spawn? No problem! Throw out a Singularity, combo trigger it, and spray the rest while maintaining full health. Awesome video though, keep up the good work.
Very helpful. Would like to see the seeking plasma on the Revenant as that is a very satisfying gun that unfortunately has awful accuracy. I would also like to see more of the interesting combos you come up with. I can image, for instance, that a high rate of fire assault rifle with ricochet, heat seeking rounds would be a death dealer. But I could be wrong, and that would be those resources wasted.
I am using a sandstorm AR which is augmented with a sticky grenade... I added a scope and aim for their heads... lots of damage. Works very well against Remnants, Hydras and Fiends.
It would have been much more conducive for the developers to have elaborated more on each aug in the customization screen. As others have said, theres simply too much risk involved for enjoyable experimentation and almost no payoff either way. Simply buff your sniper rifle with raw attribute augs and keep on trucking.
This is pretty good. Thanks for putting in the effort. I will say that you are sleeping on the sticky grenade + SMG. I currently use it on a Hurricane with a heatsink, but i'm thinking about adding it to a Hornet. Fast rate of fire, decently large clips, good accuracy and great with mobility.
The PAW and in extension the Cyclone are both significantly weaker than the Equalizer and Hurricane with the Electrical Conduits augment. Most if not all Assault Rifles in the game are far inferior to, and have a close equivalent in the form of an SMG, both in singleplayer and at Gold multiplayer unmodded. The only Assault Rifle that performs solidly (and only with the Bio Converter augment) is the Thokin. Grenade Launchers, both sticky and regular, function best on rapid fire sniper rifles like the Indra and Raptor. You get little to no range dropoff, and they remain pretty accurate even under sustained fire. Seeking Plasma works just as well with the Revenant rather than the Soned, sacrificing some fire rate for no spin-up, which is huge. The Beam Emitter drops damage significantly for bonus damage vs Armored. Might want to research a little more in that regard.
thank you very much for those kind words :) and good choice man! and unfortunately no, due to the extreme amount of weapons available I had to narrow down to the test subjects, no where mentioned the PAW but a few mentioned shotgun so I went from there. With another quick search I still can't find any mention, wouldn't take long for a single gun if you just save before making it then revert to that save after to give it a test, it's how I did all of mine. Damn Eiroch sacs for the soned required me selling everything to afford them lol
Yeah, definitely. The benefits are high rate of fire, decent damage, and unlimited clip. If you mod for extra clip size it adds to the stack, plus talent perks from maxing out pistol for extra clip size or damage. And the cool down is very fast. My rank VIII Equalizer can cool from 0% red to 100% in probably 1.7 seconds. But if I stop around 40%, it will go back up to 100% in less than 1 second. I can take down an Observer in about 18 - 23% of the clip. (level 65.)
Watching this now and have to say: best weapon is zur Talon pistol with plasma charge system and burst fire system. It works like a badass exploding shotgun with bursts of 3 mass explosions and much more damage. Have fun!
Re: Electrical Conduits. The part where you say it's worthless on an SMG is wrong. Research the Remnant Equalizer, add it to that, and you basically become a lightning turret that chews through shields in a moment.
+BeachHead79 well, lightning is said to be beast against shields, but as it lowers the damage on most I'd say go for energy drain to whackem at the start, then as you go higher into energy drain you can spec it to hit armour to. It's one of my favourite powers for the hard enemies
The Grenades and/or Sticky Grenades are actually pretty good on high rate of fire weapons since the explosions can stagger enemies. Sticky Grenades and a Vintage Thermal Clip on a Sonad... just carpet bomb all the enemies.
Trying the Grenade or Sticky grenade augmentation on the Ushior pistol may prove interesting. might turn the pistol into a high powered single shot version of the scorpion pistol.
seeking Plasma System on a sniper (black widow) and you have a homing rocket launcher. big explosions, big damage even behind cover. downside is: if the enemy is rushing towards you they avoid the seeking Projektile.
thanks for the job, mate. Less testing for me. Though it seems uncomplete without Vintage Heat Sink augmentation which I find extremely usefull with low clip capacity weapons such as isharay, widow, duhn. Especially if you use it in combination with melee weapon. Bio-converter might be good also.
+Richard Winter yeah it was a conscious decision to leave that out as it didn't affect the actual projectile, but prob shoulda put it in. It's mentioned in the sniper rifle vid as a must have
URGENT MESSAGE!!!
This video has a new version and can be found here ruclips.net/video/oJjy6bLCais/видео.html
I found this helpful. I wondered about all of these augments but have not had time to do all the testing. Thanks.
Glad to hear it helped :D
sky he didn't do all the testing either. This is probably 40%
I've been searching for days to find a review like this. Very thorough and great presentation!
why thank you very much, glad it's helped!
Combining seeking plasma, charged plasma, shield recharge and double mod extension makes the scattershot shotgun pretty powerful. There are plenty of good 2-3 augment combos that are strong and some of which use the vintage heat sink for non-energy based weapons. And yes, currently the grenade launcher augments are bugged with ammo collection so when it's fixed, some of the weapons will actually become decent instead of unusable.
This video was really great to watch! I gave up even trying with weapon augments after a few abysmal first experiences with the beam and plasma charge augments so it was really good to actually get to see how the others work and how I might want to use them.
Would love to watch a video on the ammo and special augments (I love my Isharay with Vintage Heat Sink)
Glad its of help and that can be arranged, ill have a think about the best way to surround those augments!
Planning a revisit on a few of the behavior augs anyway so should be able to fit vintage and bio converter in with those
I really appreciate you taking the time to make this vid. It bugs me that there is no testing range in the game to quickly and easily test out creations. I don't like spending resources to craft something when I don't know how it will perform. This helped me out greatly. Thanks :)
+luckdragon88 awesome! Happy to help, Assault Rifles coming in the next day or 2
Talon is my go to for grenade, sticky and plasma charge mods. It is technically a pistol but acts like a shotgun. So it makes all the pellets into explosives with not damage drop. Barely even have to aim with it especially if you get the hip fire perk in the soldier tree. Makes you into a one man artillery squad.
Oooh nice combo :)
I really like your display, showing the aug and the weapon. Made it much easier to skip back and forth to double check at the end.
+MrNicoJac aah excellent :)
Some loadouts that have been useful for me:
Hornet SMG with stick grenades: Very accurate and fast firing. Combined with vintage heatsink it is exceptional at dealing damage to armored enemies or causing chaos among unarmored enemies as it knocks them down and injures groups. I usually add on a cover piercing mod
Mattitock with Plasma Seeking, Plasma Charge and Shield Oscillator: Lets you shoot around cover and knocks down unarmored enemies. Great for clearing rooms with a large number of enemies. Shield Oscillator compensates for small clip size. Can also shoot it accurately at big and midsizd enemies from cover. Very effective if you add incendiary rounds against bigger guys.
Great video - there's been precious few details about these augments and this answers a lot of questions.
Liked and subbed.
Excellent! great to hear :)
Your video comes up second in a RUclips search for "Mass Effect Andromeda best weapons", so you must be doing something right! I enjoyed it and the research you put in.
+Entropy wow thank you!
Your videos like this with proper explanation and demonstration are in my opinion some of the best MEA videos on the internet. Keep up the good work.
+gir1and thank you very much! I shall try to keep the same detail if not more in future vids
Very helpful. I've been looking for this sort of guide. Thanks.
I found using the seeking plasma bullets on the revenant to be fun to use. As long as it's aimed in the general direction, it will fly to the enemy. Also helps having vintage sink
That is a good skill, I have it too since I'm now 60 something, but first play through I used nothing but biotics, and charge was what I used to recharge my shields, along with the vanguard profile where melees recharged shields. I was a up close and personal character
+lonewolf446
is it worth second playthrough? Because while idea of getting rid off classes they weren't using in storywise sense was obvious, they've also removed any feel of choices being different with lack of paragon/renegade gauge. It feels that no matter what you choose, character still says whatever they want and all answers are the same:( I'm going to drain level system dry to take a look at all equipement and then switch to mp.
Vintage Heat Sinks are the way to go endgame. Especially, funny enough, on the N7 weapons. Seriously, those guns have the most shallow ammo reserves in history. I'm quite excited to try N7 weapon Xs with Quadmods, heatsinks and mag mods.
This 'build your own class/get all the abilities on one guy if you grind enough' thing has become incredibly popular in Western RPGs over the last couple of years, but I basically agree with you. It might be fun for a bit (and I actually did have a blast with profiles) but it KILLS replayability. I've played the earlier MEs each somewhere between 3 and 6 times depending on the entry, but this one, while I DID like it a lot despite the hate, I will likely play one more time simply to level up further and get more research points and then never play again. There aren't enough things to do different in different playthroughs to really justify it.
That said, this is not just ME. This has been in a lot of games lately. Fallout 4 for example.
James Lansdowne where you answering to me by any chance? If you did then I can't see how you could be agreeing with me if you don't get what I'm even talking about. Tyranny also lacks classes. But it has a lot of skillcheking related options in both dialogues and gameplay. F4 is just a sh//ty excuse for RPG with only a few such option unlike previous games. Previous ME trilogy had only 1(!) such option in the whole series as I've already mentioned. Replayability has nothing to do with classes. If you can grind everything eventually it doesn't automatically mean that you'll get all needed skills to required level for certain outcomes at certain points in the story. It only means that developers who included classes in the first place were lazy to make branching storyline and gameplay:D
Electrical Conduits with the Equalizer destroys shields like no one's business, carry this just for mechs!
Shotguns with Seeking Plasma System work wonders, I use the Dhan and Piranha. It's nice when all your pellets can hit even out to a medium/long range.
Cool guide, keep it up!
Dahn seeking plasma has been amazing for me, basically makes it a near-sniper weapon with high damage output and lets you fire from and over or around cover, even when "blind-firing." Unlike the Charged Plasma system, the Seeking Plasma system does not reduce the damage per pellet so the Dahn keeps its high damage output. When combined with Shield Oscillator and Vanguard shield regen abilities to recharge on kills and reload, you end up with a steady barrage of biotics, weapon damage, and shield regen to render you nearly invulnerable at all times as long as you're actively attacking.
It does work well from range, but I found that it hurts the Dhan's accuracy up close, which is where I mainly use it.
Good video. Thanks! Just wanted to mention, try the sticky grenade on the cyclone. I have it lvl X. It's got med-high damage, due to impact dmg as well as the boom. Add special ammo for even more. Plus rate of fire makes for great spray the area fun!
For a defensive tanking shotgun go back to the plasma charge system, put it on a remnant scattershot, also add a shield oscillator, double/single mod extension, and +damage. Then put a receiver and a melee mod that ***reduces*** clip size and change your shotgun combat skill and get rid of extra clip sizes. You want the shotgun to have one shot. This makes the gun a single shot plasma grenade launcher that recharges your shield with every shot, with reload buffs my fire rate is about once every half second. Its a great tanking weapon. I use it with a tech-pet build(remnant VI and turret), and two melee centric companions(Cora and Drack).
thanks for the run down man. it was exactly what I was looking for
happy to be of assistance :)
Thanks for posting this. It's very well done and has a lot of good information in it. I just wish I had read it sooner, but better late than never!
+Marc Alfe happy to help :)
You obviously put a TON of time into this video. Well done and much appreciated. very useful information. Cheers!!
thank you for the kind words good sir!
This was an enjoyable and informative video. I hope to see more like this in future. Thanks for the video! :)
+John happy to be of service :)
I appreciated the video it saved me time and resources in game doing the trial and error myself, so thanks
Isharay/Blackwidow with Bioconverter all you need is Life Supprt (Rank 6 from team support tech) and a tech skill, best one is Remnant VI (as you can spam the "Attack" button, as it will count as a tech skill) to never lose your HP.
Bioconverter gives you infinite ammo and 0 reloading time. Making it far superior than Vintage Heat sink for dps.
N7 Piranah or whatever it's called with BioConverter + Seeking Plasma is also pretty insane.
thank you, i'm getting lots of good info and playstyle options/combos etc from loads of people on these vids, more info is always a good thing :D
N7 Piranah + Bioconverter + seeking plasma + Turbocharge + Tactical cloak(with the combat cloak rank 6) + Tech Weapons (Offensive Tech rank 6) + Life support (Team support Rank 6).
It can kill pretty much anything without any issues at Insanity. All you do is holding down the attack button and randomly click on the Remnant VI button after you've summoned it to heal you up.
You can use the same build but with Isharay/BlackWidow if you get another Bioconverter, don't use seeking plasma on them tho.
If can also give Remant VI the Missles Rank 6, giving you the ability to do some combos occationally.
This Guide has been very helpful, I have gave my Inferno sniper rifle both the Seeking plasma & charge plasma augmentation & the effect with these two on that sniper made it amazing. I'm hoping in the near possible future there will be a guide on which augments can work together & what effects will each of these have
I actually start work on that today, but the testing to put them into section of what works with what is a bigger job that I thought, not something that can be done quickly and as I'm short on time this week it's on hold for a little while, but it is coming.
go with N7 hurricane and seeking plasma bolts= no aiming required + melting capabilities
Indeed I've had so many talk about the smg's, it's on the list of things to look into
The Remnant Equalizer is also a good SMG to use with seeking.
Electric rounds on Equalizer with Incendiary ammo and Overdrive is pretty insane.
kleintimmmy N7 Hurricane with Seeking Plasma & Vintage Heat Sink = No aiming required & no fear of running out of ammo.
That sounds like a good weapon for a power-based class!
Thank you! Been putting the electrical augment in numerous guns with me feeling like it was weaker but no proof and then thinking it was in my head
+Brendon Vealey yes there's maybe hope for SMG's but for everything else it merfs
+Brendon Vealey nerfs*
Piranha Shotgun with Seeking Plasma and Bio Converter is an absolute beast. The game doesn't tell you but the Seeking Plasma takes away any distance damage drop-off, meaning it will do the same damage at close range or distance. I ploughed through Insanity with it. Combined with Turbocharge and Tactical Cloak, it melts anything.
Odd that people suggested using the plasma charge system on a sniper rifle.. I use that augment on the hornet smg and it's fantastic. Ridiculously high damage, high rate of fire, perfect at mid and even close range, it's my go to weapon now. I can even take out an armored enemy like the fiend in just a few seconds.
Thank you for this video, it was really useful and confirmed some suspicions I had about these augments.
very helpful you just saved me loads of pain through trial.
Great guide, thank you for testing this! I'm avoiding them all now.
thx, though I have found some use in the electrical conduits since, one of the assault rifles and a few of the smg's, smg video coming out tomorrow night, ill be revisiting these augments once I have completed the weapon tests as by then I will have about 100 more hours of purely testing experience
Excellent I'll check it out.
Thanks for your time and research, definitely helps me plan my crafting
glad to be of service :)
I found the seeking plasma system worked great on the disciple, making it much for effective for standard units, instead of large enemy focus.
Thank you for this video, as I ended up wasting a crafted Valkyrie and plasma charge system augment, only to have the weapon behave completely differently and nearly unusable for tradition Valkyrie engagements. I wanted to offer up an alternate suggestion as far as the grenade launcher augment: the Equalizer. The weapon itself has a withering rate of fire, and, at least as I had seen, fired both the natural energy rounds as well as the grenade themselves. I am unsure if this was a glitch or not, but there was also little to no bullet drop, increasing the viable range to at least longer rifle ranges, with the ability for the grenades to bounce sometimes as well. Tricky to use, absolutely, but worthwhile once mastered.
+Kevathar1138 added to the list!
ok, here's my weapon of choice so far; Isharay with vintage heat sink, charge plasma, and seeking plasma. infinite ammo (yeah a second between each shot, but it's a hell of a powerful shot), the shot does extremely high damage in an area, and the seeking gives it back its range (it also makes it a slow moving projectile, but I'm ok with that). try it out and see if you like it.
Certainly worth a test
very helpful, although as a sniper who excels at head-shots, it mostly just told me don't use augments. That being said, I have been using the regar, and thinking of replacing it, so im now really interested in trying it out with the grenade or even maybe seeking plasma.
Personally, for a 2 wep setup, i'd go with whichever sniper rifle you love the most and a Dhan with bio converter double mod extension etc for close and medium range, slam in the team support with life support skill to negative the health effects of the bio converter and youre good for all ranges, the Dhan is a beautiful weapon made for those who like the precision shooting.
Thanks for doing this. I have already felt burnt by researching weapons and augments that have ended terribly. I really wish there was some sort of practice range to test out weapons and augments. My favorite augments so far are the shield recharge on empty clip for SMGs and vintage ammo-recharge for shotguns while playing a vanguard build so that I can work in shotgun blasts between melee attacks and abilitie uses.
no worries and coolio, those are 2 of the rather good augments, add double mod slot and you got top 3!
Thanks for the vid. I actually use the remnant P.A.W with plasma seeking. You can just stay in cover and blindfire. Really useful for higher difficulties.
+meh_so_what yes the seeking for blind cover fire is amazing, great tactically for insanity
So the electrical conduits actually amazing if you pair it with a remnant equalizer smg. It's recharge rates nearly instantaneous and it melts through mobs of kett almost effortlessly
I found that the forward station outside New Tuchanka in Elaaden has a research station built in, allowing you save, research, develop and test everything right there, saving a lot of time loading and running around. Think it might only be the case with an outpost.
The Revenant Equalizer SMG has higher damage output and clip size than the P.A.W., you should try it with Sticky Grenades. Add the bio something-or-other if you rely mostly on shield and you believe the only way to kill is to overkill.
+chris aaslid all outpost specific forward stations haven, makes my life easier :)
Ty for doing this. Always helps to save time.
Yes more of these please. Somebody's got to do the hard work. I'll subscribe for your efforts.
+OGjimbo haha! That's a can do!
Just subbed. Very helpful, keep up the good work boss!
+gogopossum great! Glad to have you join the fam :)
extremely informative! Thanks!
+kovallmi np xD thx for the feedback
That is a really fun gun man, but check this out: try the Angaran Ushior pistol with the plasma charge system augment and heat sink augment. Hands down my favorite gun so far!
+wayne Jacobs will be soon, SMG's and pistols after AR's for the field test
They'll go back and tweak these augments I hope. The creativity is there, but the effectiveness in most of these are make it seem like there is only a single best option for most of the augments. Thanks again for this vid :)
Aye hopefully, the games weapons and such do need some balancing, but balance is always a problem in any game like this.
and anytime bud :)
Revenant and Hurricane are pretty beast with the plasma seeking as the high rate of fire kills accuracy and that augment fixes that.
certainly make a good lighter alternative to the Soned aye
Nice video. I was considering putting the beam emitted on the revenant for the same reason as you state, so thank you for saving me from that mistake.
I disagree about the lightning mod on SMGs. I put it on the Equalizer and use that with Sandstorm for long range.
No worries and ive had a lot of comments about smg's, will be exploring them soon in their very own field test video
great vid thanks for sinking time and research points into this!
I had similar experiences in game. I tried out most and opted for not using any of them. Like you, I prefer using scopes, so I used scoped assault rifles or sniper rifles. Once I put the Vintage Heat Sink on a sniper rifle though, I basically just stuck with that for the rest of my playthrough and rarely used an assault rifle again.
I really love the lightning and sticky grenade augments on assault rifles! The revenant with the augments make me soooooooo happy
I use the sticky grenade aug with the Revenant and it's a fucking BEAST. That, with bioconverter, and you can just hold R2 and wreak havoc, especially useful against bigger-non mobile baddies like the architects
I have a sidewinder with heatsink, grenade, plasma. added ways to increase clip size, because normally the sidewinder would overheat in two shots with the heatsink aug. I also have the remnant equalizer with sticky, homing, and flame augs, with increased clip size. and finally the P.A.W with electric and Dmg augs with again increased clip size. Side winder for close encounters, PAW for medium to long range and equalizer for high health enemies.
great vid. really helped me out. i was wondering if you knew if multiple augments can be thrown on at once without canceling eachother? I want to try to Soned w/seeking plasma and sticky nade (seeking stickys) maybe just regular frags
Thanks. I was wondering what was up with the plasma charge on my Black Widow, if it was a bug or what. Thanks for saving me tons of materials.
Plasma seeker on the auto shotgun Piranha is devastating at mid and short range. Stability can be all over the place but the seeker ability allows me to shoot at a distance with an enemy behind cover for devastating results. I also have the Health Reload that allows me to reload a clip instantly at a small cost to health. This is the best for close quarters when reloads on a shotgun can get you killed.
Electrical Conduits as well as others change depending on what you put it in rapid fire weapons give a stream were as single or burst fire weapons have it fire out single shot precision bolts
witch give the gun a similer feel to defualt bullets not sure if it changes damage or if its just for looks in this case
it would most likely be for looks as while on the automatic it appears to be a stream it is still acting like a projectile, the hits are still calculated as individual bullets etc, I believe they just have a semi tracking ability for very close to make it more fluid
Just wanted to add one thing here. I really enjoy your work, you are doing a great job so don't get discouraged. You have great content and, like me, you go the extra mile to show not only the best, but why it's the best. I enjoy your content and if I ever get another chance to continue my RUclips I will highly recommend your channel in my videos for reference is its related. I would trust your judgment.
Any way, still looking into mixed mod combinations. So far the sticky grenade is hands down the best augmentation for assault rifles in my opinion. That being said, i prefer it on the PAW sense it already comes with a never ending supply of ammo and has a descent magazine. Any high mag assault rifle should do great with this mod. That being said, I don't have very many, would you mind testing out the mod on a larger magazine weapon. combo it with the vintage heat sink and let me know how it goes. I'm very curious.
On the PAW its amazing. My reasoning:
Infinite ammo without wasting a Vintage Heat Sink
Great amount of damage, even more than any other augmentation I have found thus far
Though small, has AOE damage. Bonus to that is not only can it do some damage to nearby enemies but it also detonates nearby explosive canisters. No BS on this, I took down a FIEND in one magazine because of this. He was charging and as my grenades went off, they hit several nearby canisters causing insane damage. Swear, 100% to 20% in just a few seconds.
The grenades are actually very accurate and do not drop off so you don't have to ark the weapon.
The only draw back is you lose critical hit damage but the greatness far outweighs the negative.
Sorry the long box but I wanted to let you know what I found. In a side note, I have not combined the Vintage Heat Sink with the sticky grenades so it may have unwanted side effects. Either way, give it a shot and let me know what you think. I really think you'll add it to your arsenal.
First off, thank you very much, your words are very kind, may I ask why you don't do regular videos and such?
As far as the test request, High mag AR specifically or High Mag weapon in general?
And I'll try that out a bit aye, I'm thinking after the weapon and armour tests I might do special augment specific tests to further narrow down what works best with what
Do one per video trying many combinations of the augs with one as the base to go mega indepth.
And wall of text is fine, if people sit through my 30 mins AR vid, I should be fine with reading a few long comments, haha :)
Xaine's World I used to. That's how I got my 2,000+ subscribers. Unfortunately my new job gives me very little "me-time" to work on videos. And, same as you, my video's go very in depth when i break them down. But, unfortunately for me I can't stream as much as I used to... I know a 30 minute video, with text, can take several hours to put together. Keep up the good work man. I know it can get... discouraging sometimes when you put hours of work into a video and not get a high view count or likes... But trust me, It only gets better as you go. And, you definitely have the patients and ability to go far on RUclips. Only thing you might add to your videos is how a weapon handles in normal mode vs Insanity mode. Having a good weapon on normal doesn't always mean that weapon will be good going into insane mode as the combat factor becomes a bigger issue for the weapons to deal with. Kind of why I like the sticky grenades. It stuns the enemies who peak out of cover so they can't get back down and uou can simply keep shooting them in the face. Then, if you take damage you can go into cover and the grenades are stilly going off doing damage. This gives you a few extra seconds to recharge the PAW.
I would like to see a Soned Assault Rifle with the Sticky Grenade vs a Soned Assault with Sticky grenade and A Vintage Heat Sink.
1 to see if they combo
2 to see if the damage changes
and 3 to see if the Vintage Heat Sink gives it a larger or smaller Magazine
yeah I took a quick look down your videos list before, 2k subs is good going considering the intermittent uploading.
Your voice is clear and satisfying to hear.
When you linked the video, thought you must be a youtuber then looked at sub count hehe.
Yeah the 30 min vid took 3 days, 8-12 hours per day, the editing itself only took about 10 hours, the rest was all research and testing/recording.
I juggled full time work and daily uploads for the first 7 months on here and yeah, it's a real bitch, requires no life just to pull off adequately.
Thanks man, your words are motivating :) and aye it's amazing how it tends to work, took 7 months to get first 100 subs, 3 more to get second 100, 2 more for 350, then the last 3 weeks for nearly 2000.
Insanity vs Normal is something I want to do for sure, but there isn't really room atm in this format, the 30 minute video has 40% average retention, which is risky, i'm surprised it's that high tbh, if I go further, the vid will just bury itself.
So insanity testing etc will come after ive finished the last few guides like the SMG one is now.
I can definitely work that soned test into a video soon, ill have a think about how to best do it.
Xaine's World I gained it all back when i played The Division. I subscribed to your channel
Xaine's World FYI the Sticky Grenades are far superior to the regular grenades in every way. More Reliable, consistent, and they do more damage. Do not waste your time with the regular grenade Augmentation. Just so you know
I like using seeking plasma on shotguns. The scattered pellets would converge again on the target, dealing full damage even on mid-range target. The slow flying drawback is also minimized since you won't be using shotgun on faraway targets anyway.
Equalizer + Plasma Seeking = one of the best combos I've found. Throw an extended mag and a barrel mod on there and that sucker will take down an Architect no problem.
Helpful hint, the next time you play MEA the best weapons you can choose for your character are The Ishary sniper rifle, and the Dahn shotgun & I prefer the Krogan hammer as my melee weapon.
With these weapons, you will be devastating with your firepower. And if modded with increased magazine sizes and faster reload options In most cases, these weapons provide you with one-shot kills because they are the most powerful weapons in the game. And if you choose these, your weight ratio will stay well below the cooldown threshold. So, you will not be sacrificing cooldown time for firepower.
This will make the game a lot more fun, particularly if you have an aggressive player style.
really good video appreciate it your ideas give me ideas so keep it up
+Donn Vierengel awesome :) will do
I use the PAW with the electric coils, when you combine it with a magazine mod and a spare thermal clip mod it actually has about 4.5 to 5 seconds of firing time before it over heats and it recharges in about 1 second and while playing on hardcore or insane it actually works out great because you usually can't stick your head out of cover for much more than 5 seconds any way before eating a lethal dose of enemy fire. I pair that with a Ishtar with a vintage heat sink that I use for mid to long range
If you add the plasma charge augment to the disciple shotgun you'll get something pretty good in my opinion
Thanks Xaine. Much research went into this and its greatly appreciated. You likely can answer a question, when using a weapon without regular bullets, such as grenades, plasma, etc, is there any advantage to also using cryo/disrupter/incindiary ammo ?
I found seeking plasma was really good on the disciple shotgun and allowed for high damage range and trick shots while keeping mobile as a vanguard.
Note: Sticky Grenades DON'T have the same drop off problem as standard grenades, making them much better suited for longer range weapons like SMGs and assault rifles. Seriously; they actually have super long range and maintain a surprising amount of accuracy there. The only real drawback is the short delay before they explode. That said, it is still awesome to empty an entire clip into a foe at long range and then sit back and watch the fireworks.
love the "fathers comment"
Isharay+Plasma Charge system+Seeking Plasma System+Bio-Converter+TurboCharge+Killing Spree (Sniper Rifle Combat Passive Morph) = Micro Rocket Launcher
tho its got limited use due to your HP pool, and the projectile speed on the SPS is slow, the SPS gives the PCS near infinite range, you can attack from well beyond 150m and rapid fire against a group of enemies at a range they simply panic and go into cover and stay in cover..
on maps like Kadara you can usually wipe out any camp from a overlooking ledge at distances there is no chance of them fighting back anyways much faster than you probably can with a normal sniper. simply because you can literally saturate a area with it.
i love one shotting on insanity with a normal Isharay, but compaired to how fast i can clear a camp with my Rocket launcher....
nice, tbh, after the initial burst, if you take it steady, team support will keep you at 45% health, so it is infinite, just slows you down a bit after the first barrage
Did you ever test Piranha with plasma seeking? great vid by the way!
+Brandon Draheim no, but I'll be doing a video purely on the seeking augment soon, it needs a revisit
Xaine's World Awesome, can't wait! Keep up the great work!
That's what I'm using. Piranha with seeking plasma and bioconverter. My favorite combination so far.
That's what I used to plough through Insanity... By far the best combination.
my two favourites at the moment are
plasma charge on a carnifex with retro heat sinks, barrel mod and clip size = overkill
revenant with seaking plasma, barrel mod, clip size and retro heat sinks = by by everything in the general direction you're shooting (same for the kett mini gun but revenant doesn't have the charge)
Thokin with sticky grenades is pretty fun. Burst fire for better accuracy.
Thanks for the vid... give the black widow a try with plasma charge and plasma seeking... I found it really affective ....
Great weapon testing, thanks for it.
Just one question - does seeking augumentation decrease weapon damage? I am trying to use that on Black Widow and its damage seems to be low. Right now i cant compare with vanilla version so i wonder - do auguments change damage of weapon?
In short, they do change the weapon damage, almost entirely for the worse, I don't know for sure asbout the seeking, infact I was under the impression that one didn't but cant be certain, I would avoid on a sniper anyway as it slows the projectile,
a sniper rifle is a very precision item so doesn't require a seeking attribute.
electrical conduits and plasma charge I believe both have their own damage rating that changes slightly per gun, on almost everything it lowers the original damage, the beam emitter is also this way, though beam emitter is better on armour and electrical on shields.
I've tested a P.A.W once more with an electrical conduit but also this time a bio converter and it's quite powerful specifically on shields and remnant, the video will be out hopefully within a good few hours, assault rifle testing vid if youre interested
Plasma seeking plus Pirhana shotgun is good. Can fire over cover and melt anything that runs at you.
Hi, thank you for your videos they are very informative and well made! Great vocal audio and music balance! Quick question, I really want the electrical conduit mod however after researching I must have been an idiot and sold it to a vendor or something... I have been trying to find another one and had no luck so far during my NG+ play-through. Any advice on how to obtain a new one?
The only weapon auguments you need is the Kinetic Coils and yeah lots of them :D
I have found that the Scattershot Shotgun works well with the Plasma Charge System. Seeing as you don't have to worry about drop at mid/low range. I have paired it with the Shield Oscillator augment. After you throw in a receiver mod that reduces clip size (so that one squeeze empties the whole clip). You get 25% shield per shot and widespread damage without having to worry about picking up ammo. New wave spawn? No problem! Throw out a Singularity, combo trigger it, and spray the rest while maintaining full health. Awesome video though, keep up the good work.
+Coleton Rivera aye that's a beast mode insanity wep for just keeping you alive with a bonus of damage for sure
Very helpful. Would like to see the seeking plasma on the Revenant as that is a very satisfying gun that unfortunately has awful accuracy. I would also like to see more of the interesting combos you come up with. I can image, for instance, that a high rate of fire assault rifle with ricochet, heat seeking rounds would be a death dealer. But I could be wrong, and that would be those resources wasted.
glad to help and lots more vids coming including some fun combo tests etc
I am using a sandstorm AR which is augmented with a sticky grenade... I added a scope and aim for their heads... lots of damage. Works very well against Remnants, Hydras and Fiends.
I basically put heat sink on all my weapons. Just nice not having to worry about having enough ammo.
It would have been much more conducive for the developers to have elaborated more on each aug in the customization screen. As others have said, theres simply too much risk involved for enjoyable experimentation and almost no payoff either way. Simply buff your sniper rifle with raw attribute augs and keep on trucking.
This is pretty good. Thanks for putting in the effort. I will say that you are sleeping on the sticky grenade + SMG. I currently use it on a Hurricane with a heatsink, but i'm thinking about adding it to a Hornet. Fast rate of fire, decently large clips, good accuracy and great with mobility.
i'm hearing lots about SMG's, ill be fully exploring them in their own testing/showcase video for a bunch of combinations
The PAW and in extension the Cyclone are both significantly weaker than the Equalizer and Hurricane with the Electrical Conduits augment. Most if not all Assault Rifles in the game are far inferior to, and have a close equivalent in the form of an SMG, both in singleplayer and at Gold multiplayer unmodded. The only Assault Rifle that performs solidly (and only with the Bio Converter augment) is the Thokin.
Grenade Launchers, both sticky and regular, function best on rapid fire sniper rifles like the Indra and Raptor. You get little to no range dropoff, and they remain pretty accurate even under sustained fire.
Seeking Plasma works just as well with the Revenant rather than the Soned, sacrificing some fire rate for no spin-up, which is huge.
The Beam Emitter drops damage significantly for bonus damage vs Armored. Might want to research a little more in that regard.
good vid, very informative. Plasma charge on my falcon^^
do you know what happen if you put a grenade augment on a PAW?
thank you very much for those kind words :) and good choice man!
and unfortunately no, due to the extreme amount of weapons available I had to narrow down to the test subjects, no where mentioned the PAW but a few mentioned shotgun so I went from there.
With another quick search I still can't find any mention, wouldn't take long for a single gun if you just save before making it then revert to that save after to give it a test, it's how I did all of mine.
Damn Eiroch sacs for the soned required me selling everything to afford them lol
I tried it. Its kitten sweet, much better than the elecric conduit on paw. Like a full auto grenade launcher with HUGE range^^
Usefull video for sure!
Plasma charge with seeking system best mix for long range artillery - turns sniper rifle into cannon.
The Remnant Equalizer with seeking plasma is amazing.
Especially at higher ranks with pistol skill fully upgraded.
+MakoRuu think I'll be trying just about every pistol with that at this rate :)
Yeah, definitely. The benefits are high rate of fire, decent damage, and unlimited clip.
If you mod for extra clip size it adds to the stack, plus talent perks from maxing out pistol for extra clip size or damage.
And the cool down is very fast. My rank VIII Equalizer can cool from 0% red to 100% in probably 1.7 seconds.
But if I stop around 40%, it will go back up to 100% in less than 1 second.
I can take down an Observer in about 18 - 23% of the clip. (level 65.)
Thank you soo much man, much appreciated. :)
anytime :), just let me know if there's anything else.
Watching this now and have to say: best weapon is zur Talon pistol with plasma charge system and burst fire system. It works like a badass exploding shotgun with bursts of 3 mass explosions and much more damage. Have fun!
Re: Electrical Conduits. The part where you say it's worthless on an SMG is wrong. Research the Remnant Equalizer, add it to that, and you basically become a lightning turret that chews through shields in a moment.
I've found the Grenade launcher aug to be awesome on the Soned
I like a Piranaah with seeking plasma. Works well at longer ranges, good size clip for a shottie and decent damage.
Interesting video. Little was mentioned what is good against what. What should I go for if I want a gun to blast away shields quicker than normal?
+BeachHead79 well, lightning is said to be beast against shields, but as it lowers the damage on most I'd say go for energy drain to whackem at the start, then as you go higher into energy drain you can spec it to hit armour to. It's one of my favourite powers for the hard enemies
sweeper with sticky is fairly nice
The Grenades and/or Sticky Grenades are actually pretty good on high rate of fire weapons since the explosions can stagger enemies. Sticky Grenades and a Vintage Thermal Clip on a Sonad... just carpet bomb all the enemies.
Trying the Grenade or Sticky grenade augmentation on the Ushior pistol may prove interesting. might turn the pistol into a high powered single shot version of the scorpion pistol.
seeking Plasma System on a sniper (black widow) and you have a homing rocket launcher. big explosions, big damage even behind cover. downside is: if the enemy is rushing towards you they avoid the seeking Projektile.
Sticky grenade on the Remnant SMG is the best weapon in the game. I run with that and a Black Widow without any projectile mod, it's godlike.
thanks for the job, mate. Less testing for me. Though it seems uncomplete without Vintage Heat Sink augmentation which I find extremely usefull with low clip capacity weapons such as isharay, widow, duhn. Especially if you use it in combination with melee weapon. Bio-converter might be good also.
+Richard Winter yeah it was a conscious decision to leave that out as it didn't affect the actual projectile, but prob shoulda put it in. It's mentioned in the sniper rifle vid as a must have