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There are actually a couple ways to have disruptor/cyro/and incinerate effects on weapons.
1-some of the higher level skill branches have an ammo type for a skill. I need to go back in game to check for sure, but I believe there is a skill for an ammo type in the Tech Branch. I do know for a fact that one of Drak's skills is for the incinerate ammo for his weapons (the actual name may be different, but you know what I mean).
2-the best way is to add that affect to a weapon during weapon construction. There are mods (they're not called mods, but my brain won't remember the correct term) that you can create and add to your weapon blueprint during creation so that the weapon will always have that ammo affect for either disruptor/cyro/or incinerate. So you can have that ammo, but that weapon will always fire that ammo type, there is no switching. It's not ideal if you want to switch ammo types on the same weapon like in ME1, but it's workable, especially if you can carry 3-4 weapons and have a different ammo type associated with each one.
I do agree that the consumable ammo types are pretty much useless, as they run out way too quickly. I keep some around on the off chance that it may help me out of a tight spot, though I rarely actually use them.
Is that how those work? I thought those were just while you have that ammo active it gets a bonus. will have to test it out
- 9 years ago
Also they are called augmentations 🙂
- 9 years ago
@GigaChadEnhanced wrote:
Also they are called augmentations 🙂
Thanks! My brain wasn't working optimally and I couldn't remember they were call augmentations.
I should also add, that while augmentations are the best way to get the ammo effects, my original post stated that I thought there was a skill in the Engineer class that did the same. I was wrong in that. However, Drak does have the incinerate ammo as one of his skills.
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