Where to find tungsten rounds mass effect
Mass Effect comes with a whole bunch of ways to make your bullets more effective in different situations, so make sure you use them! Designed to shred flesh and other organic matter, these rounds are particularly effective against living targets.
Specifically designed to puncture metal, these rounds are particularly effective against synthetic targets. Popular with pirates, criminals and mercenaries, these rounds are coated with a highly toxic compound. Cooling lasers collapse ammunition into a small Bose-Einstein condensate — a mass of super-cooled subatomic particles — capable of snap-freezing impacted objects.
Hammerhead ammunition, also called squash projectiles, is designed to flatten on impact, increasing the amount of physical force transferred to the target. Designed to detonate on impact, high explosive rounds have one major drawback: a massive increase in weapon overheating. Incendiary rounds consist of thermal paste on detonation that clings to, and burns through, nearly any known sunstance. Inferno rounds are incredibly powerful incendiary rounds that can melt or burn through virtually all known substances.
This damages enemies and weakens accuracy. Instead of projectiles, upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. However, the actual damage done to the target is typically less than what's done by a standard round. This upgrade stamps a miniscule amount of radioactive polonium into every round fired, effectively poisoning enemy targets. It also prevents enemy regeneration.
Even at level 60, when level 7 mods have long since stopped dropping, Tungsten VII will provide better damage against synthetic enemies than any level X ammo mod, so it's a good idea to save any Tungsten mods you find and keep them through the endgame. Specifically designed to puncture metal, these rounds are particularly effective against synthetic targets. Tungsten rounds are typically smaller projectiles fired at higher speeds to increase penetrating power.
Incendiary rounds consist of a thermite paste which clings to, and burns through, nearly any known substance. Inferno rounds are incredibly powerful rounds that can melt or burn through virtually all known substances. This damages enemies and weakens their accuracy. Note: Incendiary and Inferno rounds can stop the health regeneration of krogan enemies. Note: This damage over time does not stack, only duration is refreshed with each shot.
Cooling lasers collapse ammunition into small Bose-Einstein condensate - a mass of super-cooled subatomic particles - capable of snap-freezing impacted objects. Snowblind Rounds inflict massive damage and destabilize enemies, reducing their accuracy. More advanced upgrades do more damage. Note: Using Snowblind Rounds allows shotguns, pistols, and assault rifles to be fired forever because they won't overheat. Designed to detonate on impact, high explosive rounds have one major drawback: a massive increase in weapon overheating.
Please note that using Carnage will not result in weapon overheating, as using the ability creates no weapon heat. Hammerhead ammunition, also called squash projectiles, is designed to flatten on impact, increasing the amount of physical force transferred to the target. Sledgehammer Rounds hit with incredible force, often knocking opponents completely off their feet. They are great for attacking a charging target, because the force of the rounds hitting the target can knock them to the ground.
This makes them perfect for shotguns. Sledgehammer Rounds are also coated with polonium to induce radiation sickness in targets, as well as preventing enemy regeneration. The tradeoff is they increase weapon overheating. On two or three slotted weapons, combine with a Heat Sink. Instead of projectiles, upgraded weapons release charged particle bolts that can bypass kinetic barrier shields.
Basically, just change ammo at the start of mission based on which kind of enemies you're facing organic or geth , and forget about them. That said, a Shotgun with damage boosters and explosive ammo is hilarious to use. It's your very own miniature rocket launcher that overheats on every shot. Fade Active member Validated User. You may wish to dig out poisonous or flaming rounds for Krogan.
Nothing else is really neccesary, but Sledgehammer rounds in a shotgun can be useful and explosive rounds in a sniper rifle can be very amusing, and are the closest you'll get to a rocket launcher in ME1. I only found a use for Proton rounds once in the entire game, all other times their shield would go down before they died even with the shield penetration.
Most missions you will face either organic or synthetic enemies so usually you can load tungsten or shredder rounds at the start and not worry about it. This isn't always the case though some missions have both geth and krogan and sometimes pirates will bring combat drones as well. But then you have to fiddle with swapping out ammo types all the time.
Inferno ammo is a nice alternative because AFAIK fire damage affects everything and the rounds have no penalty to use so you can set em and forget em. I usually do that for my NPC's so I only have to worry about what my main character is using. Cryo rounds don't do much. Snowblind rounds have an interesting side effect, they slow your rate of fire. This means you can double up on rail extensions then use Snowblind and the slower rate of fire compensates for the increased heat buildup.
This is probably only worth it if you don't have top-of-the-line heat sinks, otherwise pass. Sledgehammer rounds can be fun in shotguns where they can knock "lightweight" enemies down thereby adding a crowd-control effect to the shotgun.
For this reason they are very usefull versus husks and thorian creepers. You can also knock people down with the sniper rifle too but unless you are playing on the harder difficulty levels the sniper rifle kills in shots so there is not much point. Proton rounds are never worth it IMO. Toxic ammo is VERY usefull versus Krogan where it stops their regeneration and makes sure they stay down the first time.
Otherwise not so hot. Explosive rounds are fun to play with but personally I don't take them seriously. They turn the shotgun in to a 1-shot grenade launcher, but then you are standing in close combat holding an overheated weapon. They turn the sniper rifle into a rocket launcher but if you aren't proficient in the sniper rifle you can't aim it, if you are proficient then aren't you better off stacking heat sinks and sniping normally?
Use explosive rounds on a Master Gear pistol with 2 heat sinks plus Marksman and you can get off about shots before overheating, congratulations you have just turned your Glock into a Magnum - but in terms of DPS you are probably better off going for rapid fire.
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