much of this has been updated in other vids, but just to mention it here... the absolute best gun for the plasma charge system is NOT the Ushior, but the Talon. 7 pellets of doom with basically no downside, plus the delayed blast is ALSO 7 pellets, for a total of 14. fully charged doubles those numbers. yup. 28 total explosions. I have cleared entire rooms by opening a door cloaked, charging, then *boom*. also, since the projectiles drop... you can remove that disadvantage by firing from hover. this is the only gun I have used the 35% damage on hover mod with. GREAT for clearing large beasties like fiends and eriochs. shoot at a large beats feet, and the first blast will hit the front, the secondary will hit the back.
Mass Effect offers so refined Fun and joy..given the large arsenal options to choose from...different augs, weps, armors and their behaviour to suit your combat technique..Thank you Mass Effect for giving so much fun, excitement and variation gameplay !!
Awesome vid. learned alot from watching your channel. For the Ushior with the plasma charge, I personally prefer the vintage heat sink. if you add a Mag extension, your weapon will recharge itself and not overheat while charging your next shot.
Piranha with plasma charge system devastates with good aim. Charge your shot then aim in front of their feet so the shotgun pellets split into many fragments, then bounce into them. You can bounce them off of ceilings and over cover with good aiming. I can one shot standard kett on hardcore with a good hit. The Disciple is a good option too since it is so light for a shotgun and seems to have a lot of fragments as well. Other shotguns don't seem to do as well as these two with this augment.
I tried the P.A.W. w/ Electrical, but preferred the not only the form but the range of the original P.A.W. (w/ Bio-Converter, of course). In my testing, the Equalizer did more damage w/ a larger clip (for a longer time) at the same range as the P.A.W. w/ Electrical (and Bio). So I have both :-) Plus a Rozerad w/ Vintage Heat Sink & Seeking Plasma, and...
Xaine's World That you for your videos they really help I watched your first one like this and you are right the Beam is really bad I can't believe that they did not know that before they put the game out I hope that they fix it because it could really be a really powerful weapon if fixed I just subscribed keep up the good work
Burst fire system with bioconverter is good on a Talon, if you keep the clip size to 3. Once the bioconverter goes off, it completely eliminates the firing delay, giving you two bursts in very quick succession every other round.
Thanks Xaine. This is the video I have been waiting for. I finally know where to spend all the research points and mods I have been saving. I hope you do get around to making a must haves list. Love your work mate.
While I agree that the Grenade augment lowers damage, having an indirect fire weapon can be handy with targets concealed behind walls, objects, etc, and allowing the AoE to help remove them from both cover and gameplay (ie; mini-artillery).
Sticky Grenade does better damage. The Falcon with Vintage heat sink (mandatory for the Falcon IMO) and Seeking Plasma does much better dmg than just about anything the Grenade Aug and serves the same function.
Sticky Grenades are great for what is in their LOS, or near corners for the AoE. Indirect fire is helpful for targets that are concealed behind barricades, are not coming out to fire, and urge the Player to move to another location which exposes Ryder to fire. Grenade augment being low damage does not make this a primary weapon, but it can be a useful utility if one has the slot available.
once again you have out done your self. thanks to you iv been able to understand creating weapons & armour's. a question/request would you want to make videos on making focus classes (I.e botic God, gunzerker and tech master)? thank you once more.
+Daniel Whiteside really glad its helped you :) and after another one or 2 other vids I'll be going onto full builds first being a semi infiltrator gun heavy one
something i have seen (mostly in MP as in SP stuff doesn't get chance to be in melee) is weapons will fire past a target if they are too close its hard to describe as i am normally been headbutted by a krogen at the time but its almost like the weapons are been shot from a foot in front of my character (ive had it happen with shotguns and SR, pistols don't seem to have this problem)
thank you I've wasted so much time testing mods u sir saved me alot of time and energy keep it up. and just wanted to point out all conduit builds work like magic with the engineer profile plus any build with the elemental damage debuff. walked through insanity like a boss tech/biotic build
The -60% clip size of the vintage heat sink can easily be overridden on assault rifles and pistols/smgs with a clip size mod, which can increase the pistol clip size by over a 100% at rank X(for a +40% clip size boost) and i think 70+% for assault rifles
Patch 1.08 supposedly made the beam emitter more useful: "Beam Emitter augmentation now causes guns to fire a constant beam with scaling damage based on the weapon’s damage per second."
like my father says, " ( :p) another great vid ! " - thank you mate, for your efforts to get a better view on the best ways to have fun ! Keep the good work, +1 here ! PS - please keep the multi - windows mode with specs tab - helps a lot !
yes, helps a lot to really SEE the "in-game" behaviour and, in the same time, to read the specs - even pointed out in a piece of paper for future builds ( like I do :p ) ! Your vids become better and better by day, my friend !
I just got the game a couple of weeks ago. I wonder how the plasma charge works on the scorpion pistol and naladen sniper rifle due to their innate bomb and slow firing characteristics it would seem that they make the bombs be a duel system of some sort. you did put a lot of work into this nice job
Great vid! Thoughts: EC also extends max range for some of the shorter beams and the Equalizer. I didn't realize VHS was a variably reduction... I thought it was a flat 60%, good to know. You can combine the VHS and Bioconverter, allowing the controlled unlim ammo of the VHS while being able to just fire when necessary as normal with a Bioconverter... I find that's best for Vanguard builds where you pop off a few shots between charging so the VHS reload normally carries things, while allowing you to fire longer when needed. As for SPS, I find it's good for scatter shotguns at point blank. It ensures every pellet hits instead of a handful, dramatically increasing damage, in addition to it's 'Now use at ultra long and ultra short' change for shotguns, which is what I was using it for when I first found the Hesh before moving to the Piranha.
haha! whether you meant to or not, you quoted me to myself, with the equalizer range thing, I like it! yes the equalizer is an exception but I'm curious about the beams? what beams are you talking about? The VHS variability is based on viewer accounts, if it was one or 2 randomers I would pay it any head, but a number of regular folk who appear intelligent have mentioned it so its worth considering. The VHS and Bio-Converter can't both be placed on the same gun, the effect you are referring to is when a bio-converter is placed on a remnant gun, when this happens yes that symbiosis is beautiful. The seeking certainly has value for sure, I just can't be bothered with it, generally you can find a weapon that already does what you create by using that mod and often better, the piranha being a large exception of course, haven't tried the scattershot in that way, might have to give it a go.
I must have a bugged game, because I've put the VHS and the Bioconverter on the same gun. As for other beams, I'm probably wrong but I remember some capped around 50 meters, while I think EC is capped at 60 meters. Also, I wasn't meaning the Scattershot specifically. Just any gun that launches multiple pellets.
+Erik Vale aaah could be aye, what specific gun(s) have you made it work on? Just incase it isn't a big but gun specific, I'll give it a test like. Aah I wasn't sure what you meant by beams, I assume you mean automatic weapons then? And I have checked the range of every single gun so it's possible sure, I've just never noticed it during testing
The PAW is the only beam weapon I've done anything close to testing, but I remember making note that when bearing EC it seemed to have more range by about 10 meters when I compared where it changed colour for 'in range'. That said, I haven't done major testing, it's only been recently I've started rolling in research from running strike teams.
Andromeda Wasn't the best RP title, but imo this weapon modding system was even more amazing than access to all skills. Just so many ways to tweak good guns to your liking or revamp some crappy ones to be worth using.
You may want to re-evaluate Sticky Grenades and Plasma Charge with these builds: - M37 Falcon with Plasma Charge and Burst Fire System and optionally with an added Bio-Converter is devastating against both groups and heavily armored opponents at close to medium range. The DPS is huge and with an added area effect bonus, limited only by the short range of the Plasma Charge and small clip of the Falcon. Mod for more damage and a larger clip. - N7 Valkyrie with Sticky Grenades is long-distance murder. It gives you accurate, rapid-fire, area-effect stun grenades that can fill the distance gap between sniper rifles and assault rifles. You also have the option of adding Single Fire System, which decreases your rate of fire but gives you more damage per shot. Mod for stability, accuracy and a larger clip.
+4Leka my last evaluation of all of the augments including sticky and such is still up to date and I disagree with their superiority in both hard maths and in field experience. The video in referring to particularly is this one ruclips.net/video/yoPDsTbgRlA/видео.html The talon with plasma charge is far better than the falcon with it, bunch of projectiles yet counts as a pistol. Also, neither the falcon, sticky grenade or plasma charge does added damage to armor. The Valkyrie is indeed a beautiful weapon, I marked it my end all choice in that video I linked, but no weapon is better with single shot, it lowers the DPS just so much, the Valkyrie increases insanely with automatic, if you want stability and accuracy added use the beam emitter (though sacrifices penetration). Here's my advanced weapon calculator www.xainesworld.com/spwepcalc I programmed it with all stats lifted from the game files and over a few months learnt exactly how all the maths is calculated etc, so it's pretty much perfect for results.
I didn't say they were superior, just that there is utility to those augs and weapons that you perhaps haven't tried as they haven't been mentioned in your videos (or anywhere else for that matter). The Talon may well be better than the Falcon with the Plasma Charge, but the Falcon has be upside of counting as an AR if that's what your play style is more focused on. With Burst Fire the Falcon has utility with Plasma Charge even if you're not charging the weapon for every shot. It does not do added damage to armor, but it is still a very good weapon for taking down Fiends or groups of Fiends. Likewise for the Sticky Grenades and Valkyrie: There are probably better weapons to be used with the Sticky Grenades for pure DPS, but the Valkyrie's combination of accuracy, rate of fire and base damage makes the Sticky Grenades viable at very long range - similar to using the Stickys on a sniper but with far more RoF and a larger clip. I mentioned Single Shot as an option not because it makes the combo better at DPS, but because it increases damage per shot and might make it therefore even more attractive as a long-range grenade launcher for someone's play style than the standard two-round bursts (which I prefer). The Auto Fire on the other hand was horrible with the Valkyrie-Sticky Grenade combo, because it empties your clips way too fast while not killing off the enemies really any faster. Now these are definitely not the absolutely best builds in the game and I certainly don't use either as my main weapon. They are niche weapons but in those roles very effective ones. They are effective enough that it's more a matter of preference if someone would like them than a question about if they are objectively good or bad. Just wanted to bring up those as options for people who might be looking for good builds with the Falcon or Valkyrie or for a good weapon to mount their Plasma Charge or Sticky Grenades on.
Equalizer with seeking is my go to gun. It completely negates the limited range of that gun. I've tried it with conduits as well and it seemed to kill faster with the seeking to me. Not to mention you still have range issues with the conduits. I have also experienced some weird hit detection issues with the conduits. Several times the beam was going straight into the enemy any was not doing damage and I know I was in range. It seemed to be more frequent against observers. There was one that I fired dead center into from about 5 m until the gun overheated and only small slivers of damage ticked off sporadically.
i suggest using zonned assult rifle with beam emitter and usenany consumables for primer. as for detonator i use energy drain(primer/detonator), incinerate( primer/ detonator), and lance(detonator). use sentinel profile for buffs on tech combos. and shield cost reduction.
Great vid as always, makes me want to try out some more fun gun setups! PAW is probably one, but dat research cost from rank 0. I also wondered why not use plasma charge on Isharay, even with the reduced clip size of always 1, more damage, but apparently not scoping a sniper gives a damage penalty of varying degree depending on the sniper rifle
Thanks for this. I was using the Dhar (sp?) with my current build (Infiltrator w/Tac Cloak, Overload & Singularity), but now I'll have to look into the Piranha with the Plasma Seeking aug.
+ldkinbote with cloak and such the Dhan might be better due to power per shot, it's only long end of medium range that the piranha outdoes. But it is a fun weapon :)
The Dhan is AWESOME for Infiltrator builds. The Cloak allows to get to optimal range easily and it also increases the sick power of the Dhan even further.
Piranha with the Seeking Plasma is cool and all but i preferred the Hesh. So i decided to try seeking plasma with the Hesh, added full auto mod and bio converter to the mix and holy hell it's strong. Rate of fire is just insane and it doesn't give a damn if enemy is crouched behind cover. Aim above their heads and the shots just divebomb into them.
Same thing happens with my seeking plasma full-auto hornet. It needs a bit more careful aiming than my powers do, but it can still divebomb behind cover like that. And if you want insane rate of fire, that's your gun lol. Over a thousand. I initially reloaded a save to not research it because I thought it was too overpowered to be fun, but the savepoints system with boss fights is such sparse nonsense (not even allowing a manual save before the fight) and so full of gamebreaking bugs that I gave in and decided to go with it anyway. It's actually difficult giving myself a second weapon afterwards; none have stacked up well enough to be worth switching to.
With regard to shotguns why use an aug slot for double mods? There are only 4 mod types and increasing max ammo and melee damage a bit seems a waste when you use VHS/bio. Unless most people really like melee? If you do then by all means have fun, it just seems a bit of a waste. Or am I missing something awesome? ;) In any case, thanks for the great vid, really appreciate it !!
beam emiter is quite useful for guns with high ammo(zonned). i use lots of consumables for primer and tech skills for detonator( energy drain, incinerate, lance.) quite fun though
Ah, my old "mining laser" - a soned with beam emitter and bioconverter. Bioconverter gets around the reload/wind-up issue - wind-up once and then just keep firing. It's pretty decent.
That only works for thinner barriers like decking and platforms. When an enemy is behind a larger piece of cover, or perhaps beyond any direct fire LOS (eg; piles of cargo crates), Grenade launchers can offer another option.
+Eldon Whisler aah I've seen your original comment now, it'd be much better to use ricochet with plasma charge for that function, more damage and coverage than the grenade launcher augment
Perhaps; have not used Ricochet myself, as I see it more as a tumbling round meant for enclosed spaces. Artillery is designed for arcing rounds over obstacles and hitting concealed targets, and while the damage is not great, driving those hiding enemies from their cover is useful.
Sandstorm + Beam Emitter... :) I think you'll be surprised. I know I was! I know it looks/sounds like crap for augmenting fully automatic weapons, but for the semi-auto Sandstorm it's BEAST!
Xaine - have you tested any of the stackable protection-specific weapon augments (Shield Bypass, Anti Armor)? The text description says these boost power damage, but some people on forums have claimed they also boost weapon damage to shields/armor (which might make them better than kinetic coils in some situations). Can you resolve?
I heard people saying Thokin is the best, then i went to test it and turned out the gun damage or fire rate have no effect on the dps when electric conduit is applyed. Thokin with conduit mod time to kill was exactly the same as Avenger with conduit mod. But assault rifles seemed to do better than pistols or piranha, i suspect its because of 24% debuff bonus from assault rifle mastery. Every gun i tested had electric conduit and bio converter.
+Сергей Рябов the thokin' is awful with conduits, it works better with no behaviour mods. The electrical conduits only works on most automatic ARs and SMGs so if you testing shotgun etc with the conduits then it's going to be crap, all shotguns are better without behaviour augment with exception of Dhan and crusader which put out the same DPS but AOE when used with the grenade launcher augment
I shall direct you here good sir! ruclips.net/video/BpX7vcwFURw/видео.html This video we're on at the moment was made before they fixed the Beam Emitter in 1.08, Since they fixed it I have made an entire video devoted to how it now works and what works well with it. It also has a part in one of my latest videos where I go over the top 10 best weapons for 10 different circumstances located here ruclips.net/video/yoPDsTbgRlA/видео.html Hope this is of help :) Also, it's worth noting that the Beam Emitter has a max range of 50 meters so Sniper Rifles at their intended range will not be effective.
Then wait until you find more ways playing your character. This build is by far underpowered compared to what I found. Well it all depends on your preference of course, but you shall try that soldier skill supercharge, stealth and biotic charge... I prefer using the flamethrower instead of supercharge. The game never felt difficult at any time using this config. Never used the Piranha until now, want to give it a try. I am using the PAW, the Isharay and the N7 Valkyrie... all with vintage heat sink, no increase on damage... but on reload time ONLY! Ok the mods are damage-increasing, but not the augments. Trust me, you can spam all 3 skills afterwards if you do it correctly... no need for the fusion mod that resets cooldowns on kill. It doesn't work properly with my build, so I decided to go for very quick reload... and I still get 100% shields when using biotic charge. Still super fast reload...
Xyrm and Bioware will go to fix bugs, balance combat and improve overall quality of the game in it? Yeah, right, that's exactly what they've shown in short time since release:\
+Azim Petra I still can't understand why they haven't locked away augs in 3 classes. Energy, plasma and kinetic. Reegar is the only weapon from Milky Way that should be able to be mounted with beam, Remnant weapons should only get their options and electro, seeking plasma left for kett plasma weapons and so on. It would have been easier to fix and balance. Instead we can put grenade launcher on Reegar(which was only created in the ME3 after his death between 2 and 3 off screen) and see how lightning turns into grenades mid flight:(
Hey I noticed that during the portion where you were showing off the vintage heat sink, I think in the bottom left screen, you showed what looked like the Dhan firing blue shots? (With a blue ring around the end of the gun?) Not blue explosions, but blue projectiles. They also seemed to be moving very quickly and looked like the Seeking was somehow more accurate? (It did not look like plasma Seeking mod to me) The hell was with that gun!?
on that the left screen was the Isharay and bottom right was the dhan, both had basic only vintage and double mod ext etc augments in them. You can find the exact builds of all weapons in those previews in the description next to the section timestamps. The blue you saw I am fairly certain is caused by Cora's shield ability that gives you a super fast shield regen, when this happens you see a blue shield around the character and if scoped you see spinning blue circles around the end of the weapon. It's also possible one of Peebees biotic abilities crossed in such a way it appeared from the pov gun
Is it possible to build (and own) 2 (or more) weapons that have a bio-converter? I put a bio-converter on the P.A.W. but now want to build a Dhan with the converter, can't seem to own more than one bio-converter.
+musket451 you can own more I have 4, bits it's taken like 120 hours of play to get those 4, once you get the first from research it unlocks them on the loot tables giving them a small chance to drop from chests and enemies
I'm trying to come up with a good weapon to use in an aerial build. Heard the seeking plasma slows the speed of projectiles, it should be balanced by high rof weapons under turbocharge and allow to clear several foes in one jump, right?
Hey there, what augmentations were you using with that weapon in the intro clip? It looked like scattershot with plasma charge but when I tried it on my PC it looked nothing like yours.. yours had shockwaves from the blue explosions and glowing orange marks on the ground while mine was just blue flames which disappeared within seconds. Would be great if you could advice me on how to get such an OP looking weapon/graphics
+Sin's Gaming Channel still trying to find out exactly what modifiers etc the electricity guns use as currently, as far as it is know, the code does not have a synthetic damage bonus for reegar carbine or conduits. The tiny one that grab your face take shield bonus damage but the rest don't take extra unless that actually have a shield
+Xaine's World aye, but there is nothing in the code that gives any weapon a synthetic bonus outside of powers and skills. Essentially I didn't think it was prevalent to this video hehe
"...as the Rozerad increases clip size with increasing levels..." uh, the Rozerad has a fixed clip size of 70. it is one of the only guns that DOESN'T increase clip size with level.
The seeking augment doesn't affect the damage of the piranha directly, but it does keep the damage drop dropping off over distance, so at long range it indirectly increases the damage by preventing the damage from being lower over distance. Generally I find the Piranha doesn't benefit at all from other damage changing augments
Thanks! This could be useful battling Fiends, and getting a few shots in before they close. I have read that Turbocharge works well with this weapon, so I may give it a try, too.
yes it does and to give perspective, with this build, on normal without turbocharge I could kill a fiend before it reached me without using my cryo beam to debuff the armour
Use high dps shotguns with the bioconverter, not having a reload animation while fighting a fiend is quite the lifesaver and you WILL need multiple clips to kill them.
+player1 Yes, currently editing a full testing of the X5 Ghost which I aim to be out tonight, also working on a patch not video to cover all important changes and will go from there
Most disappointing thing is the laser auq. They could have made it the me3 particle rifle for every weapon. However all auq has some internal damage value that is only effected by rof. An that internal is shit and lower than base dmg of the wep.
Uncertain as to locations, but after crafting your first one, they seem to appear rarely after that. I found two during one mission, but do not believe the location matters. My guess is that harder Difficulties increases chances for rare items to appear; maybe some Cryo perks, too.
+Donn Vierengel aye it just RNG, no specific locations, I think chests drop at higher rate that mobs so hidden caches probably best but you can be lucky or unlucky, I still have found a second bio-converter but have 7 vintage heat sinks. Oh and yeah, you still need to get the original through research to unlock it in the loot tables first
What about the shield restore on clip reload? I'm a fan of that. At the moment I have it on the Dhaan. Finally got the piranha, have it on the piranha with seeking plasma, tried bio converter on it but it almost felt like cheating and that you could just use it for everyting (pretty much can anyway). Do I put shield restore on it like Dhaan. I have two sniper rifles (BW and Naladen) with bio converter on, thinking of changing them to shield restore instead as I will take damage using them. At almost level 40 and I'm really strong with engineer overload, incinerate and choice of assault turret or remnant AI. Or both with priming/detonating incinerate. Have rank 3 shotgun/SR and combat rank 5. In Bionics I have the +50% combo to shield and almost the free barrier on low health which will almost make me unkillable. Then to fill out shotgun/SR and rank 5/6 in technical buffs. Anyway my point is bioconverter on a plasma seeking piranha would just trivialise everything. I would like to dabble with pistols/rifles but I just don't have the points for it for ages. Naladen vs BW. Both are good, Naladen explosion I have a love/hate thing with. I think they do about the same dps. A part o*v the reason I put bio converter on them and not the Dhaan/piranha was to try to even out the dps to negate reloading on them. Also a note, getting those augments early in game you start to get a lot drop. I have 3-5 of the good ones now so a can put on multiple or mix/match a bit. Anyway another good video, i want to try the paw or something different but I'm invested in shotguns/SR now.
Oh I also have cryo damage (ie any other would be) on legs which seems good. I tried +tech on hover but I wasn't making the most of it. Plus with a SR is hard to aim on hover lol. I have electrical damage to enemies in melee to chest too which is useful!
+neirboca the shield restore is best used on chest imo, it can be used with a scattershot, specific skill plasma charge and 2 mods that decrease clip for one shot clip that restores shield every shot but it's damage is low. The best special augment is the bio-converter, it increase the damage per second of the Dhan by between 40 & 50% which is far more than any other augment, I did spreadsheets for all the shotguns in my latest shotgun vid. Why would you take damage using a SR? Also how would the bio converter on a piranha trivialise everything? As with the Dhan it's the biggest damage increase augment. I don't recommend it for an architect fight as you take cover often anyway so reloading is fine. My logic for bio converters on SR Vs Shotguns is that with an SR you're further away and less likely to be taking damage so reloading isn't such and issue, with a shotgun you are in the skirmish and need your projectiles asap. And thank you, glad you liked it :)
+neirboca oh and if you were asking why I didn't include shield oscillator etc, it isn't behaviour modifying, its a different tier of augments, that with cryo etc are classed as special augments. The hover thing, why would you use a sniper with hover usually? Sometimes sure but I get the feeling you're using it super close which is a bit strange. It's only hard close up as it has the scope, hovering forces you to scope, but don't know if you've noticed but the damage is about half when not using the scope on a sniper rifle, its not made for hip fire close up, its for long range
Looked it up, it's Shield Oscillator, I did think of putting it on chest but it requires a kill to get 25% shield. I reload probably more often than I get a kill, and it's more predictable. If I am trying to take something down I will get multiple shield restores from it, it's almost like a passive shield restore while reloading. On something with a lower clip size it helps more, often you need to take cover anyway so my thinking was why not get 25% shield when you reload and take cover? With the bio-converter yes I do realise it does do more dps when you don't have to reload on low clip weapons, but I went for something to help my survivability than a bit more dps. The Dhaan and Piranha are already very strong. So I opted for survivability over more damage, also when the Dhaan went up to 3, and now i have 4? with shotgun talents - you are only getting more damage when you probably go into the 5th and 6th shots back to back.Quite often 3-4 will kill most things on insanity. Plus when short of bio-converters my priority was on SR over shotguns, so they got priority. Taking damage with a sniper rifle, cos I use it at long to medium range. The naladen is is more useful then the BW at medium range, when things get to medium range or more indoors I use the dhaan/piranha. You take damage still using a SR - they can hit you easily and take down your shields to half. I put the bio-converter on the piranha with plasma seeking and it felt like cheating lol, the balance with the dhaan is the shorter clip means you drain health faster. Also the plasma seeing homes in better it seems slightly (maybe) than the dhaan and it's got a long range than the Dhaan also. Yes you can put the plasma seeking on the dhaan but I don't see the much of a point, Plus I like the big plasma balls! I dunno, with the Piranha I felt like a walking cannon with bio-converter and faster firing, long range, unlimited, homing missiles? I guess I am trying to balance the strong weapons a little also. Yes that is also my logic with bio-converter on SR vs shotguns, which is why I did it. I can fire off a bunch of shots on SR anyway but i'm thinking if I have ant to reload instead of taking off a bit more health or reload taking cover or running around anyway, the shield oscillator might have more benefit.
Yes I did think that was probably why you didn't mention Shield Oscillator, but I guess I wrote a comment cos I had to weigh up between it and the bio-converter (contention). Well with the sniper/hover thing, sometimes things get closer outdoors, when things get from medium to close range. I guess just at times I have found myself being caught out jumping out with a hover with a sniper rile and it's zoomed in and difficult to use. Usually when I jump it's to slam anyway, is it worth to jump and hover when you can just shoot a dhaan or piranha anyway, to get +35% damage on a power which might only be 100 damage or so? Probably not. Yes I have noticed less damage not scoped, bit of a penalty there!
I've had all of mine from either looting remains or chests, try going for all of the hidden caches, they have a good chance for augment drops that you've unlocked
+Alex Drew yes, but not from spending on the research points. You can unlock special augment by using research points, this gives you one of them and unlocks the ability to randomly find them (adds to the loot tables), the Stackables can just be bought from general merchants
Bitchen vid. but then again the only thing I want to nit pick is that the plasma charge ability doesn't ALWAYS shoot only 3 when charged. the asari shotty, disciple, seems to belch out countless (waaaay more than three) plasma boom-booms onto the enemy. with an initial explosion followed by a delayed and (usually) scattered explosion.
100 hours?! Hey, this might be useful information for you: GunStats from the game's files. docs.google.com/spreadsheets/d/1liglzDn_3GGIkzG2KPFpeooVapW97KBA4Lulz44XI3g/edit?pageId=101761599126011397501#gid=638760690 Ignore those offsets, they just show the location in the hex file that the data is stored (useful for modders).
much of this has been updated in other vids, but just to mention it here...
the absolute best gun for the plasma charge system is NOT the Ushior, but the Talon.
7 pellets of doom with basically no downside, plus the delayed blast is ALSO 7 pellets, for a total of 14. fully charged doubles those numbers.
yup. 28 total explosions. I have cleared entire rooms by opening a door cloaked, charging, then *boom*.
also, since the projectiles drop... you can remove that disadvantage by firing from hover. this is the only gun I have used the 35% damage on hover mod with. GREAT for clearing large beasties like fiends and eriochs.
shoot at a large beats feet, and the first blast will hit the front, the secondary will hit the back.
Mass Effect offers so refined Fun and joy..given the large arsenal options to choose from...different augs, weps, armors and their behaviour to suit your combat technique..Thank you Mass Effect for giving so much fun, excitement and variation gameplay !!
So much dedication, so much amazing analisis. you sir, keep it up! You kick ass
+edu Viera thank you kindly!
Too bad you didn't update the Beam Emitter segment once it was patched. Because it is ridiculously powerful now.
Your videos Have Been instrumental in me deciding what weapons I'm going to use in Andromeda. Big thank you!
Happy to help :)
Awesome vid. learned alot from watching your channel. For the Ushior with the plasma charge, I personally prefer the vintage heat sink. if you add a Mag extension, your weapon will recharge itself and not overheat while charging your next shot.
+Curtis Williams aaah good idea!
Thank you for the hard work you put into sharing all of this knowledge! I, for one, appreciate it greatly. 👍👍
Glad it helps dude :)
Piranha with plasma charge system devastates with good aim. Charge your shot then aim in front of their feet so the shotgun pellets split into many fragments, then bounce into them. You can bounce them off of ceilings and over cover with good aiming. I can one shot standard kett on hardcore with a good hit. The Disciple is a good option too since it is so light for a shotgun and seems to have a lot of fragments as well. Other shotguns don't seem to do as well as these two with this augment.
I tried the P.A.W. w/ Electrical, but preferred the not only the form but the range of the original P.A.W. (w/ Bio-Converter, of course). In my testing, the Equalizer did more damage w/ a larger clip (for a longer time) at the same range as the P.A.W. w/ Electrical (and Bio). So I have both :-) Plus a Rozerad w/ Vintage Heat Sink & Seeking Plasma, and...
+Joshua Christofferson interesting and nice collection!
Your vids helped a lot ;-) Graci!
One important thing to point out is that ricochet reduces range of weapons. So is generally bad idea for any kind of assault rifle.
Note manually deactivating cloak will also trigger the life support regeneration
+Ivan Upton ooh, good to know thankful!
I also use the Tier 6 choice on Tac Cloak to allow for regen during cloak; seems to help.
Xaine's World That you for your videos they really help I watched your first one like this and you are right the Beam is really bad I can't believe that they did not know that before they put the game out I hope that they fix it because it could really be a really powerful weapon if fixed I just subscribed keep up the good work
I never don't pick regen shields while cloaked.
Also life support has a cooldown now.
Burst fire system with bioconverter is good on a Talon, if you keep the clip size to 3. Once the bioconverter goes off, it completely eliminates the firing delay, giving you two bursts in very quick succession every other round.
Thanks Xaine. This is the video I have been waiting for. I finally know where to spend all the research points and mods I have been saving. I hope you do get around to making a must haves list. Love your work mate.
+Kirt Pobje excellent, glad to be of service :)
While I agree that the Grenade augment lowers damage, having an indirect fire weapon can be handy with targets concealed behind walls, objects, etc, and allowing the AoE to help remove them from both cover and gameplay (ie; mini-artillery).
That's what the penetration mod for guns is for.
Sticky Grenade does better damage. The Falcon with Vintage heat sink (mandatory for the Falcon IMO) and Seeking Plasma does much better dmg than just about anything the Grenade Aug and serves the same function.
Sticky Grenades are great for what is in their LOS, or near corners for the AoE. Indirect fire is helpful for targets that are concealed behind barricades, are not coming out to fire, and urge the Player to move to another location which exposes Ryder to fire. Grenade augment being low damage does not make this a primary weapon, but it can be a useful utility if one has the slot available.
once again you have out done your self. thanks to you iv been able to understand creating weapons & armour's. a question/request would you want to make videos on making focus classes (I.e botic God, gunzerker and tech master)? thank you once more.
+Daniel Whiteside really glad its helped you :) and after another one or 2 other vids I'll be going onto full builds first being a semi infiltrator gun heavy one
Can't wait to see what you come up with.
something i have seen (mostly in MP as in SP stuff doesn't get chance to be in melee) is weapons will fire past a target if they are too close its hard to describe as i am normally been headbutted by a krogen at the time but its almost like the weapons are been shot from a foot in front of my character (ive had it happen with shotguns and SR, pistols don't seem to have this problem)
thank you I've wasted so much time testing mods u sir saved me alot of time and energy keep it up. and just wanted to point out all conduit builds work like magic with the engineer profile plus any build with the elemental damage debuff. walked through insanity like a boss tech/biotic build
The -60% clip size of the vintage heat sink can easily be overridden on assault rifles and pistols/smgs with a clip size mod, which can increase the pistol clip size by over a 100% at rank X(for a +40% clip size boost) and i think 70+% for assault rifles
Patch 1.08 supposedly made the beam emitter more useful:
"Beam Emitter augmentation now causes guns to fire a constant beam with scaling damage based on the weapon’s damage per second."
+Isaiah Esteban yes, I'm looking forward to testing that, I'll be beginning testing again on the new changes shortly. Just finishing off E3 content
like my father says, " ( :p) another great vid ! " - thank you mate, for your efforts to get a better view on the best ways to have fun ! Keep the good work, +1 here !
PS - please keep the multi - windows mode with specs tab - helps a lot !
as in the layout in this videos or like the one in smg, melee and such?
yes, helps a lot to really SEE the "in-game" behaviour and, in the same time, to read the specs - even pointed out in a piece of paper for future builds ( like I do :p ) ! Your vids become better and better by day, my friend !
ok awesome :) it's great to hear feedback, I'm never fully sure which is actually better so this is gold.
And thank you :)
I just got the game a couple of weeks ago.
I wonder how the plasma charge works on the scorpion pistol and naladen sniper rifle due to their innate bomb and slow firing characteristics it would seem that they make the bombs be a duel system of some sort.
you did put a lot of work into this nice job
Great vid!
Thoughts:
EC also extends max range for some of the shorter beams and the Equalizer.
I didn't realize VHS was a variably reduction... I thought it was a flat 60%, good to know.
You can combine the VHS and Bioconverter, allowing the controlled unlim ammo of the VHS while being able to just fire when necessary as normal with a Bioconverter... I find that's best for Vanguard builds where you pop off a few shots between charging so the VHS reload normally carries things, while allowing you to fire longer when needed.
As for SPS, I find it's good for scatter shotguns at point blank. It ensures every pellet hits instead of a handful, dramatically increasing damage, in addition to it's 'Now use at ultra long and ultra short' change for shotguns, which is what I was using it for when I first found the Hesh before moving to the Piranha.
haha! whether you meant to or not, you quoted me to myself, with the equalizer range thing, I like it!
yes the equalizer is an exception but I'm curious about the beams? what beams are you talking about?
The VHS variability is based on viewer accounts, if it was one or 2 randomers I would pay it any head, but a number of regular folk who appear intelligent have mentioned it so its worth considering.
The VHS and Bio-Converter can't both be placed on the same gun, the effect you are referring to is when a bio-converter is placed on a remnant gun, when this happens yes that symbiosis is beautiful.
The seeking certainly has value for sure, I just can't be bothered with it, generally you can find a weapon that already does what you create by using that mod and often better, the piranha being a large exception of course, haven't tried the scattershot in that way, might have to give it a go.
I must have a bugged game, because I've put the VHS and the Bioconverter on the same gun. As for other beams, I'm probably wrong but I remember some capped around 50 meters, while I think EC is capped at 60 meters.
Also, I wasn't meaning the Scattershot specifically. Just any gun that launches multiple pellets.
+Erik Vale aaah could be aye, what specific gun(s) have you made it work on? Just incase it isn't a big but gun specific, I'll give it a test like.
Aah I wasn't sure what you meant by beams, I assume you mean automatic weapons then? And I have checked the range of every single gun so it's possible sure, I've just never noticed it during testing
The PAW is the only beam weapon I've done anything close to testing, but I remember making note that when bearing EC it seemed to have more range by about 10 meters when I compared where it changed colour for 'in range'. That said, I haven't done major testing, it's only been recently I've started rolling in research from running strike teams.
+Erik Vale aaah ok, your findings are valid no matter how much you've done so I'll have to check it out.
Cheers for bringing it up
Andromeda Wasn't the best RP title, but imo this weapon modding system was even more amazing than access to all skills. Just so many ways to tweak good guns to your liking or revamp some crappy ones to be worth using.
You may want to re-evaluate Sticky Grenades and Plasma Charge with these builds:
- M37 Falcon with Plasma Charge and Burst Fire System and optionally with an added Bio-Converter is devastating against both groups and heavily armored opponents at close to medium range. The DPS is huge and with an added area effect bonus, limited only by the short range of the Plasma Charge and small clip of the Falcon. Mod for more damage and a larger clip.
- N7 Valkyrie with Sticky Grenades is long-distance murder. It gives you accurate, rapid-fire, area-effect stun grenades that can fill the distance gap between sniper rifles and assault rifles. You also have the option of adding Single Fire System, which decreases your rate of fire but gives you more damage per shot. Mod for stability, accuracy and a larger clip.
+4Leka my last evaluation of all of the augments including sticky and such is still up to date and I disagree with their superiority in both hard maths and in field experience.
The video in referring to particularly is this one ruclips.net/video/yoPDsTbgRlA/видео.html
The talon with plasma charge is far better than the falcon with it, bunch of projectiles yet counts as a pistol.
Also, neither the falcon, sticky grenade or plasma charge does added damage to armor.
The Valkyrie is indeed a beautiful weapon, I marked it my end all choice in that video I linked, but no weapon is better with single shot, it lowers the DPS just so much, the Valkyrie increases insanely with automatic, if you want stability and accuracy added use the beam emitter (though sacrifices penetration).
Here's my advanced weapon calculator www.xainesworld.com/spwepcalc I programmed it with all stats lifted from the game files and over a few months learnt exactly how all the maths is calculated etc, so it's pretty much perfect for results.
I didn't say they were superior, just that there is utility to those augs and weapons that you perhaps haven't tried as they haven't been mentioned in your videos (or anywhere else for that matter).
The Talon may well be better than the Falcon with the Plasma Charge, but the Falcon has be upside of counting as an AR if that's what your play style is more focused on. With Burst Fire the Falcon has utility with Plasma Charge even if you're not charging the weapon for every shot. It does not do added damage to armor, but it is still a very good weapon for taking down Fiends or groups of Fiends.
Likewise for the Sticky Grenades and Valkyrie: There are probably better weapons to be used with the Sticky Grenades for pure DPS, but the Valkyrie's combination of accuracy, rate of fire and base damage makes the Sticky Grenades viable at very long range - similar to using the Stickys on a sniper but with far more RoF and a larger clip. I mentioned Single Shot as an option not because it makes the combo better at DPS, but because it increases damage per shot and might make it therefore even more attractive as a long-range grenade launcher for someone's play style than the standard two-round bursts (which I prefer).
The Auto Fire on the other hand was horrible with the Valkyrie-Sticky Grenade combo, because it empties your clips way too fast while not killing off the enemies really any faster.
Now these are definitely not the absolutely best builds in the game and I certainly don't use either as my main weapon. They are niche weapons but in those roles very effective ones. They are effective enough that it's more a matter of preference if someone would like them than a question about if they are objectively good or bad. Just wanted to bring up those as options for people who might be looking for good builds with the Falcon or Valkyrie or for a good weapon to mount their Plasma Charge or Sticky Grenades on.
Equalizer with seeking is my go to gun. It completely negates the limited range of that gun. I've tried it with conduits as well and it seemed to kill faster with the seeking to me. Not to mention you still have range issues with the conduits. I have also experienced some weird hit detection issues with the conduits. Several times the beam was going straight into the enemy any was not doing damage and I know I was in range. It seemed to be more frequent against observers. There was one that I fired dead center into from about 5 m until the gun overheated and only small slivers of damage ticked off sporadically.
I have also seen the hit detection problems with the electrical conduits, it can be incredibly annoying
It's also possible that the "visible" electrical beam does not depict where the "actual" inaccurate projectiles are going.
Put the Electrical on the X5 Ghost or Thonkin
Put the Beam emitter on the Pathfinder assault rifle
i don't know if you do requests, but can you do an episode on consumables, and on the skills and augments that affect them?
+foodsleepgame interesting, I reckon I could do that, will add it to the list :)
i suggest using zonned assult rifle with beam emitter and usenany consumables for primer. as for detonator i use energy drain(primer/detonator), incinerate( primer/ detonator), and lance(detonator). use sentinel profile for buffs on tech combos. and shield cost reduction.
electrical conduits seems to prime for tech combos when there's no special ammo consumable attached.
aye but the prime rate is quite low, if you check out www.xainesworld.com/spwepcalc/ it'll show you the prime rates for the weps
Great vid as always, makes me want to try out some more fun gun setups! PAW is probably one, but dat research cost from rank 0.
I also wondered why not use plasma charge on Isharay, even with the reduced clip size of always 1, more damage, but apparently not scoping a sniper gives a damage penalty of varying degree depending on the sniper rifle
+Biff Bash Bosh the isharay seemed to only do 50-60% damage non scope shooting.
Also my isharay in the testing had 2 shots due to buffs and mods
You need two things for a sniper: High alpha damage, and an accurate hitscan projectile. Plasma Charge takes away both of those.
Thanks for this. I was using the Dhar (sp?) with my current build (Infiltrator w/Tac Cloak, Overload & Singularity), but now I'll have to look into the Piranha with the Plasma Seeking aug.
+ldkinbote with cloak and such the Dhan might be better due to power per shot, it's only long end of medium range that the piranha outdoes.
But it is a fun weapon :)
The Dhan is AWESOME for Infiltrator builds. The Cloak allows to get to optimal range easily and it also increases the sick power of the Dhan even further.
Over 100 hours testing, 90 hours of it is the loading screen
Lol :)
Ayyyy just wanna say thanks for these guides definitely saved me hours of testing it myself. SUBBED :D
Awesome man, glad they've been helpful :)
Piranha with the Seeking Plasma is cool and all but i preferred the Hesh. So i decided to try seeking plasma with the Hesh, added full auto mod and bio converter to the mix and holy hell it's strong. Rate of fire is just insane and it doesn't give a damn if enemy is crouched behind cover. Aim above their heads and the shots just divebomb into them.
Same thing happens with my seeking plasma full-auto hornet. It needs a bit more careful aiming than my powers do, but it can still divebomb behind cover like that. And if you want insane rate of fire, that's your gun lol. Over a thousand. I initially reloaded a save to not research it because I thought it was too overpowered to be fun, but the savepoints system with boss fights is such sparse nonsense (not even allowing a manual save before the fight) and so full of gamebreaking bugs that I gave in and decided to go with it anyway. It's actually difficult giving myself a second weapon afterwards; none have stacked up well enough to be worth switching to.
High quality work as always!
Another great video. Thanks for the work end the tips associated :)
With regard to shotguns why use an aug slot for double mods? There are only 4 mod types and increasing max ammo and melee damage a bit seems a waste when you use VHS/bio. Unless most people really like melee? If you do then by all means have fun, it just seems a bit of a waste. Or am I missing something awesome? ;)
In any case, thanks for the great vid, really appreciate it !!
For Vanguard builds it would be silly to leave the melee dmg mods off.
Right, that's a melee build, what about all the other builds? ;)
I kind of like doing grenade mod on pirahna, even though it's not as good, it reminds me of the m100 from me2
beam emiter is quite useful for guns with high ammo(zonned). i use lots of consumables for primer and tech skills for detonator( energy drain, incinerate, lance.) quite fun though
Ah, my old "mining laser" - a soned with beam emitter and bioconverter. Bioconverter gets around the reload/wind-up issue - wind-up once and then just keep firing. It's pretty decent.
That only works for thinner barriers like decking and platforms. When an enemy is behind a larger piece of cover, or perhaps beyond any direct fire LOS (eg; piles of cargo crates), Grenade launchers can offer another option.
+Eldon Whisler What specifically are you referring to bud?
+Eldon Whisler aah I've seen your original comment now, it'd be much better to use ricochet with plasma charge for that function, more damage and coverage than the grenade launcher augment
Perhaps; have not used Ricochet myself, as I see it more as a tumbling round meant for enclosed spaces. Artillery is designed for arcing rounds over obstacles and hitting concealed targets, and while the damage is not great, driving those hiding enemies from their cover is useful.
personally I don't like either of those setup, but if you wanted to use one, the scattershot with plasma would retain the arcing and do more damage.
Rank up a Dhan shotgun, throw grenade launcher and bio converter on and it takes down anything with ease.
Sandstorm + Beam Emitter... :) I think you'll be surprised. I know I was! I know it looks/sounds like crap for augmenting fully automatic weapons, but for the semi-auto Sandstorm it's BEAST!
+bigboss trainer excellent thank you, I'll add it to the beam emitter tests, since 1.08 it's worth something hehe
I'm hoping you'll give us your best profile-specific builds at some point.
I wouldn't say "profile specific" per say, but Sin Tee has some amazing builds for various gameplay styles.
They are coming fairly soon :)
Xaine - have you tested any of the stackable protection-specific weapon augments (Shield Bypass, Anti Armor)? The text description says these boost power damage, but some people on forums have claimed they also boost weapon damage to shields/armor (which might make them better than kinetic coils in some situations). Can you resolve?
i think best with electrical conduit is Thokin, fire rate do its job
Unusual choice, I should look into that.
I heard people saying Thokin is the best, then i went to test it and turned out the gun damage or fire rate have no effect on the dps when electric conduit is applyed. Thokin with conduit mod time to kill was exactly the same as Avenger with conduit mod. But assault rifles seemed to do better than pistols or piranha, i suspect its because of 24% debuff bonus from assault rifle mastery. Every gun i tested had electric conduit and bio converter.
+Сергей Рябов the thokin' is awful with conduits, it works better with no behaviour mods.
The electrical conduits only works on most automatic ARs and SMGs so if you testing shotgun etc with the conduits then it's going to be crap, all shotguns are better without behaviour augment with exception of Dhan and crusader which put out the same DPS but AOE when used with the grenade launcher augment
+Сергей Рябов bio converter is of course the highest DPS increase for almost everything
think u should check the beam emitter again i have success with high damage weapons using it on a sniper rifle
I shall direct you here good sir! ruclips.net/video/BpX7vcwFURw/видео.html
This video we're on at the moment was made before they fixed the Beam Emitter in 1.08, Since they fixed it I have made an entire video devoted to how it now works and what works well with it.
It also has a part in one of my latest videos where I go over the top 10 best weapons for 10 different circumstances located here ruclips.net/video/yoPDsTbgRlA/видео.html
Hope this is of help :)
Also, it's worth noting that the Beam Emitter has a max range of 50 meters so Sniper Rifles at their intended range will not be effective.
I'm at lvl 20 with the Piranha III + seeking + bio converter
full biotic adept with charge + anihilation + lance
obliterate everything in my way
Then wait until you find more ways playing your character. This build is by far underpowered compared to what I found. Well it all depends on your preference of course, but you shall try that soldier skill supercharge, stealth and biotic charge... I prefer using the flamethrower instead of supercharge. The game never felt difficult at any time using this config. Never used the Piranha until now, want to give it a try. I am using the PAW, the Isharay and the N7 Valkyrie... all with vintage heat sink, no increase on damage... but on reload time ONLY! Ok the mods are damage-increasing, but not the augments. Trust me, you can spam all 3 skills afterwards if you do it correctly... no need for the fusion mod that resets cooldowns on kill. It doesn't work properly with my build, so I decided to go for very quick reload... and I still get 100% shields when using biotic charge. Still super fast reload...
How about a list of best weapons and their mods?
I feel like it would be a waste of his time, as a huge patch is due soon (most guesses from the community put it at next Thursday).
Xyrm
and Bioware will go to fix bugs, balance combat and improve overall quality of the game in it? Yeah, right, that's exactly what they've shown in short time since release:\
Xyrm this coming thursday? Hope beam will be fixed. Totally would start a new game just for that.
as in best weapons total? if so that is on the list but got a few other things to sort first
+Azim Petra
I still can't understand why they haven't locked away augs in 3 classes. Energy, plasma and kinetic. Reegar is the only weapon from Milky Way that should be able to be mounted with beam, Remnant weapons should only get their options and electro, seeking plasma left for kett plasma weapons and so on. It would have been easier to fix and balance. Instead we can put grenade launcher on Reegar(which was only created in the ME3 after his death between 2 and 3 off screen) and see how lightning turns into grenades mid flight:(
i was looking for a all it one think i am going sticky with paw or relvent and asrei sword
seeking plasma + charge plasma works great on sniper rifles and can even hit on enemies in cover...
Hey I noticed that during the portion where you were showing off the vintage heat sink, I think in the bottom left screen, you showed what looked like the Dhan firing blue shots? (With a blue ring around the end of the gun?)
Not blue explosions, but blue projectiles. They also seemed to be moving very quickly and looked like the Seeking was somehow more accurate? (It did not look like plasma Seeking mod to me)
The hell was with that gun!?
on that the left screen was the Isharay and bottom right was the dhan, both had basic only vintage and double mod ext etc augments in them.
You can find the exact builds of all weapons in those previews in the description next to the section timestamps.
The blue you saw I am fairly certain is caused by Cora's shield ability that gives you a super fast shield regen, when this happens you see a blue shield around the character and if scoped you see spinning blue circles around the end of the weapon.
It's also possible one of Peebees biotic abilities crossed in such a way it appeared from the pov gun
Is it possible to build (and own) 2 (or more) weapons that have a bio-converter? I put a bio-converter on the P.A.W. but now want to build a Dhan with the converter, can't seem to own more than one bio-converter.
+musket451 you can own more I have 4, bits it's taken like 120 hours of play to get those 4, once you get the first from research it unlocks them on the loot tables giving them a small chance to drop from chests and enemies
Great Video Xaine. Very much appreciated the shout out. I got a special video in the pipeline. I'll be sure to return the favor!
+Dark Saint thank you, nws and ooh thank you haha xD
Great work, thanks!!
Can confirm beam emitter is fixed. I have it put on a VALKYRIE
I'm trying to come up with a good weapon to use in an aerial build.
Heard the seeking plasma slows the speed of projectiles, it should be balanced by high rof weapons under turbocharge and allow to clear several foes in one jump, right?
Hey there, what augmentations were you using with that weapon in the intro clip? It looked like scattershot with plasma charge but when I tried it on my PC it looked nothing like yours.. yours had shockwaves from the blue explosions and glowing orange marks on the ground while mine was just blue flames which disappeared within seconds. Would be great if you could advice me on how to get such an OP looking weapon/graphics
It's the scattershot with ricochet and plasma at 6:38
I put timestamps and the builds used in the description :)
Awesome content, thanks!
Why thank you very much!
Have you done any testing on a "best" anti-remnant weapon? I'm thinking electrical PAW.
+Kivas Fajo well, there aren't any anti synthetic buffs for guns, so all weapons are anti remnant really
I think you forgot the "synthetic" enemies. That's what class the remnants fall into, hence why e.g. electricity works so well against them :)
+Sin's Gaming Channel still trying to find out exactly what modifiers etc the electricity guns use as currently, as far as it is know, the code does not have a synthetic damage bonus for reegar carbine or conduits. The tiny one that grab your face take shield bonus damage but the rest don't take extra unless that actually have a shield
I didn't mean a specific weapon or damage type, but the group that remnants fall into, most likely, I.e. "synthetic" vs. organic :)
+Xaine's World aye, but there is nothing in the code that gives any weapon a synthetic bonus outside of powers and skills. Essentially I didn't think it was prevalent to this video hehe
They have updated the beam. Much better now. Your vid its still very good source of info. Maybe you want to edit the beam part,
+Carlos Trevisan I release a video for the new beam 2 days ago :)
Thanks, excellent video. Question; do you use HitFilm Express?
Thank you and no, premiere, and some after effects for certain things like title etc
"...as the Rozerad increases clip size with increasing levels..."
uh, the Rozerad has a fixed clip size of 70. it is one of the only guns that DOESN'T increase clip size with level.
Is the Piranha with Seeker plasma better vs armor than usual ammo, or other augments?
The seeking augment doesn't affect the damage of the piranha directly, but it does keep the damage drop dropping off over distance, so at long range it indirectly increases the damage by preventing the damage from being lower over distance.
Generally I find the Piranha doesn't benefit at all from other damage changing augments
Thanks! This could be useful battling Fiends, and getting a few shots in before they close. I have read that Turbocharge works well with this weapon, so I may give it a try, too.
yes it does and to give perspective, with this build, on normal without turbocharge I could kill a fiend before it reached me without using my cryo beam to debuff the armour
Thanks for the guide, so what the best build for anti armor types? You say for anti shield is use electrical conduit build, but what about anti armor?
Dian Ihsanuddin Firman most probably the bugged beam emitter. As for now. Just stick with single shot weapons.
So vintage heat sink build, but was it better when add with bio converter?
+Dian Ihsanuddin Firman most shotguns are anti armour, Dhan or piranha and you're good to create havoc
Use high dps shotguns with the bioconverter, not having a reload animation while fighting a fiend is quite the lifesaver and you WILL need multiple clips to kill them.
Is the Dhan good with sticky nades? Wanted to try it
So, will there be any update for patch 1.06 changes?
+player1 Yes, currently editing a full testing of the X5 Ghost which I aim to be out tonight, also working on a patch not video to cover all important changes and will go from there
Vintage is - 50-66% clip base based on weapon. However Heavy Clip X is 70-90% kek.
Most disappointing thing is the laser auq. They could have made it the me3 particle rifle for every weapon.
However all auq has some internal damage value that is only effected by rof. An that internal is shit and lower than base dmg of the wep.
Where can I get another electrical conduits
+Livelifeguy once you've researched it, it is unlocked to drop on kills and in chests, just play the game and eventually it will drop
just wondering if anybody knows the best place to get a bio converter
Uncertain as to locations, but after crafting your first one, they seem to appear rarely after that. I found two during one mission, but do not believe the location matters. My guess is that harder Difficulties increases chances for rare items to appear; maybe some Cryo perks, too.
+Donn Vierengel aye it just RNG, no specific locations, I think chests drop at higher rate that mobs so hidden caches probably best but you can be lucky or unlucky, I still have found a second bio-converter but have 7 vintage heat sinks.
Oh and yeah, you still need to get the original through research to unlock it in the loot tables first
What about the shield restore on clip reload? I'm a fan of that.
At the moment I have it on the Dhaan. Finally got the piranha, have it on the piranha with seeking plasma, tried bio converter on it but it almost felt like cheating and that you could just use it for everyting (pretty much can anyway). Do I put shield restore on it like Dhaan. I have two sniper rifles (BW and Naladen) with bio converter on, thinking of changing them to shield restore instead as I will take damage using them.
At almost level 40 and I'm really strong with engineer overload, incinerate and choice of assault turret or remnant AI. Or both with priming/detonating incinerate.
Have rank 3 shotgun/SR and combat rank 5. In Bionics I have the +50% combo to shield and almost the free barrier on low health which will almost make me unkillable. Then to fill out shotgun/SR and rank 5/6 in technical buffs.
Anyway my point is bioconverter on a plasma seeking piranha would just trivialise everything. I would like to dabble with pistols/rifles but I just don't have the points for it for ages.
Naladen vs BW. Both are good, Naladen explosion I have a love/hate thing with. I think they do about the same dps. A part o*v the reason I put bio converter on them and not the Dhaan/piranha was to try to even out the dps to negate reloading on them.
Also a note, getting those augments early in game you start to get a lot drop. I have 3-5 of the good ones now so a can put on multiple or mix/match a bit.
Anyway another good video, i want to try the paw or something different but I'm invested in shotguns/SR now.
Oh I also have cryo damage (ie any other would be) on legs which seems good. I tried +tech on hover but I wasn't making the most of it. Plus with a SR is hard to aim on hover lol. I have electrical damage to enemies in melee to chest too which is useful!
+neirboca the shield restore is best used on chest imo, it can be used with a scattershot, specific skill plasma charge and 2 mods that decrease clip for one shot clip that restores shield every shot but it's damage is low.
The best special augment is the bio-converter, it increase the damage per second of the Dhan by between 40 & 50% which is far more than any other augment, I did spreadsheets for all the shotguns in my latest shotgun vid.
Why would you take damage using a SR?
Also how would the bio converter on a piranha trivialise everything? As with the Dhan it's the biggest damage increase augment.
I don't recommend it for an architect fight as you take cover often anyway so reloading is fine.
My logic for bio converters on SR Vs Shotguns is that with an SR you're further away and less likely to be taking damage so reloading isn't such and issue, with a shotgun you are in the skirmish and need your projectiles asap.
And thank you, glad you liked it :)
+neirboca oh and if you were asking why I didn't include shield oscillator etc, it isn't behaviour modifying, its a different tier of augments, that with cryo etc are classed as special augments.
The hover thing, why would you use a sniper with hover usually? Sometimes sure but I get the feeling you're using it super close which is a bit strange.
It's only hard close up as it has the scope, hovering forces you to scope, but don't know if you've noticed but the damage is about half when not using the scope on a sniper rifle, its not made for hip fire close up, its for long range
Looked it up, it's Shield Oscillator, I did think of putting it on chest but it requires a kill to get 25% shield. I reload probably more often than I get a kill, and it's more predictable. If I am trying to take something down I will get multiple shield restores from it, it's almost like a passive shield restore while reloading. On something with a lower clip size it helps more, often you need to take cover anyway so my thinking was why not get 25% shield when you reload and take cover?
With the bio-converter yes I do realise it does do more dps when you don't have to reload on low clip weapons, but I went for something to help my survivability than a bit more dps. The Dhaan and Piranha are already very strong. So I opted for survivability over more damage, also when the Dhaan went up to 3, and now i have 4? with shotgun talents - you are only getting more damage when you probably go into the 5th and 6th shots back to back.Quite often 3-4 will kill most things on insanity. Plus when short of bio-converters my priority was on SR over shotguns, so they got priority.
Taking damage with a sniper rifle, cos I use it at long to medium range. The naladen is is more useful then the BW at medium range, when things get to medium range or more indoors I use the dhaan/piranha. You take damage still using a SR - they can hit you easily and take down your shields to half.
I put the bio-converter on the piranha with plasma seeking and it felt like cheating lol, the balance with the dhaan is the shorter clip means you drain health faster. Also the plasma seeing homes in better it seems slightly (maybe) than the dhaan and it's got a long range than the Dhaan also. Yes you can put the plasma seeking on the dhaan but I don't see the much of a point, Plus I like the big plasma balls!
I dunno, with the Piranha I felt like a walking cannon with bio-converter and faster firing, long range, unlimited, homing missiles? I guess I am trying to balance the strong weapons a little also.
Yes that is also my logic with bio-converter on SR vs shotguns, which is why I did it. I can fire off a bunch of shots on SR anyway but i'm thinking if I have ant to reload instead of taking off a bit more health or reload taking cover or running around anyway, the shield oscillator might have more benefit.
Yes I did think that was probably why you didn't mention Shield Oscillator, but I guess I wrote a comment cos I had to weigh up between it and the bio-converter (contention).
Well with the sniper/hover thing, sometimes things get closer outdoors, when things get from medium to close range. I guess just at times I have found myself being caught out jumping out with a hover with a sniper rile and it's zoomed in and difficult to use. Usually when I jump it's to slam anyway, is it worth to jump and hover when you can just shoot a dhaan or piranha anyway, to get +35% damage on a power which might only be 100 damage or so? Probably not.
Yes I have noticed less damage not scoped, bit of a penalty there!
does how many weapons you have impact anything else than the weight? i always have 4 weapons, but i still have 100% recharge.
+krise99391 no, its just the weight and power recharge resulting from it, so you're all good :)
Xaine's World ok, thanks!
where can you find more bio converters?
I've had all of mine from either looting remains or chests, try going for all of the hidden caches, they have a good chance for augment drops that you've unlocked
Xaine's World thanks
Can somebody tell me what is the ability that creates a blue effect around your weapon? as seen at 5:20
it's Cora's shield regen ability
I mean the blue circle that is around your gun not the blue shield boost.
+Zeyad Al-Harthi I always thought that was part of it, unsure then I'll look into it when I get up tomorrow, in bed atm hehe
That blue effect is from the Soldier profile ability, Marksman Focus.
+Anthny Michael D' nice one! Thank you
Can you get more than one augment of one type
+Alex Drew yes, but not from spending on the research points. You can unlock special augment by using research points, this gives you one of them and unlocks the ability to randomly find them (adds to the loot tables), the Stackables can just be bought from general merchants
Xaine's World thanks, that really helps. Great content keep up the good work.
+Alex Drew nws and thx bud :) will do!
Bitchen vid. but then again the only thing I want to nit pick is that the plasma charge ability doesn't ALWAYS shoot only 3 when charged. the asari shotty, disciple, seems to belch out countless (waaaay more than three) plasma boom-booms onto the enemy. with an initial explosion followed by a delayed and (usually) scattered explosion.
+Orca Brigade its 3 per average projectile, I didn't really explain that we'll :(
aaaaahhhhhhhh. ok
100 hours?!
Hey, this might be useful information for you: GunStats from the game's files.
docs.google.com/spreadsheets/d/1liglzDn_3GGIkzG2KPFpeooVapW97KBA4Lulz44XI3g/edit?pageId=101761599126011397501#gid=638760690
Ignore those offsets, they just show the location in the hex file that the data is stored (useful for modders).
Aye, I ended up in the missing discord, used that a fair bit, also got updates myself from the files etc, I learned this stuff as I went along hehe