Khuutra said:
What weapons do you recommend that for, exactly? Let's break this shit down, what say! Note that these figures are estimates, and I am making up Harbinger's health, but the effect is real and concrete. Now let's say you shoot Harbinger with the Widow. The problem with the Widow is that the extra damage call for any particular shot is only made on the first layer of an enemy's protection, so the 50% damage from Heavy Warp ammo would only apply to Harbinger's Barrier. So let's say you shoot Harbinger in the chest with Heavy Warp Ammo on a base level Widow, which we'll round up to 400 power for the sake of easy maths. That 50% damage call means you do 600 damage to his barrier. If his barrier has 500 points then you should have 100 points left to deal to his armor - 150 after the Widow's natural armor-piercing capabilities, right? Except not really, because you lose the 50% damage bonus from Warp, so 66 becomes 100. If he has 500 armor too, then he's left with 400 armor before he bites it. Now after the next shot his armor disappears and he is dead! Hurray! In comparison, a Widow without Heavy Warp Ammo would leave him about 50 armor after two shots to the chest, which means a third shot would be necessary to kill him. So, yes, Warp Ammo can be effective against high-health targets in particular when it comes to Sniper Rifles. What's the problem, then? The problem is that you're trading off one of your power slots that could be used for something more useful (like Stasis) in order to get the same affect as one freaking Unstable Warp from a teammate, and if you don't bring a Warper with you on Collector missions then you're a fool. Soldiers can't afford to take Warp Ammo anyway, not if they want the far superior Inferno Ammo Disruptor Ammo while piling on their class and adrenaline rush. After that it's down to Warp Ammo versus Team Cryo Ammo, which is the most widely applicable ammo on the Insanity setting, and that's not really a contest. Vanguards are even worse, because they literally should never use an ammo power aside from Inferno. Warp Ammo doesn't add much to the fact that some shotguns (when fully upgraded) already do 100% weapon damage to enemy barriers and shields, making Warp Ammo redundant before it gets off the ground - the extra 10 damage to armor is much more important, and the crowd control is immensely important - Inferno Ammo will save your life a dozen times over the course of any given mission in Insanity thanks to its crowd control effect, and it should not ever be turned off unless you're fighting geth. The only case where you could justify using Warp Ammo on a Vanguard is when fighting Praetorians, and 1. There's only two of them in the entire game, and 2. They're better handled with heavy weapons anyway! No, there is just no good reason to use Warp Ammo on Insanity. You could maybe make an argument for Infiltrators, maybe, but they have access to better bonus powers for almost every situation. |
The two ammos I use are squad incendiary and squad disruptor until I max out warp, then i use squad warp ammo. I prefer playing as a soldier, I just prefer guns. I just wish you could embed more biotic abilities into shepherd like the first game. I never use the heavy variations of any ability as wider damage or more guns with an ability the better.
Guns I use are the heavy assault machine gun, the sniper with 13 bullets when maxed out, the 50cal once I get it, and the Geth Plasma shotgun. Oh and that pistol with the laser sight is damn awesome too.
At the end of the game I had 2/2 geth shields, and maxed every gun. And max biotic or tech mattering who I used half the game. Final battle I use Tali and Thane since they are weak and hell and so I can beat the game with no one dead. Every other mission I use Jack (maxed shockwave) and Garris, unless its a loyalty mission.










