The chance to freeze per shot is a function of a weapon's rate of fire. (Especially since the best cryo weapons can sometimes have ammo issues.) Finally, at Rank 6 the Freeze Chance might sound tempting, but most of the best Cryo weapons are already 100% to freeze after the Rank 2 bonus, anyway. On Rank 5, the Headshot damage bonus only works on enemies that are fully frozen, and it doesn't behave the same as most headshot bonuses so you won't get the full 35% boost anyway, so skip it. If you want to bring along James and abuse those broken Explosive Bursts on his Incendiary Ammo (BIG NUMBERS), you could go Freeze Duration at Rank 4 instead, but for the most part there's no reason not to give your squaddies Cryo. Why? Well, like I said, it's probably the best squad ammo power in the game. Rank 4 (Squad) > Rank 5 (Ammo Capacity) > Rank 6 (Damage Combo) Most of the choices are no choice at all. The other nice thing about it is it's super easy to evolve. You can coast on low totals for quite a long time without feeling especially handicapped. Rank 6 makes any Cryo Combos more powerful and the Damage Combo evolution is quite useful for number-embiggening. This isn't to say you shouldn't take Cryo Ammo to Rank 6. If you're using Armor-Piercing Ammo as a "NUMBERS GET BIGGER" power then it's like Warp Ammo, but like I said, sometimes it's fun to take a single point just so you can shoot through guardian shields and such. Incendiary Ammo really wants Rank 6 for Explosive Burst, Disruptor Ammo needs at least Rank 3 to maximize its crowd control potential, Warp Ammo doesn't do anything except make numbers bigger so it wants as many points as you can feed it for maximum number embiggening. If you're starved for points, Cryo Ammo is the cheapest ammo power in the game (possible exception: Armor-Piercing Ammo if you just want to do some wallhacking). It's totally fine at rank 1 or 2. It's just good in a variety of substantial ways beyond just NUMBERS GET BIGGER BRRRRRRRRRR. It seems like a defensive power, but it actually enables more aggressive gameplay. Cryo ammo improves your killspeed, decreases the rate at which you are dying, improves your battlefield mobility. When enemies stop attacking you because they're frozen, the rate at which they're killing you drops down to zero and you are automatically winning (or at the very worst holding steady). Any time the enemies are killing you faster than you are killing them, you are losing. More philosophically, any time you're killing the enemies faster than the enemies are killing you, you are winning. It's also hands-down the best squad ammo power because debuffs aren't impacted by the squadmate damage penalty and there's no penalty to freeze chance. Especially with the introduction of armor-weakening and tech combos in ME3, it's a solid offensive ammo that also happens to be the best defensive ammo in the game. Also, if any of you find anything that is obviously incorrect, let me know.īecause it's cool, duh. I've got a Cryo Ammo Infiltrator going through ME3 right now (it's why I dusted off the old spreadsheet), so I'll update anything that is obviously incorrect. I tested a lot to verify that everything was working like expected based on the raw math, but again, this was like 6 years, however many patches, and a full remaster ago, so I can't vouch for all of the numbers anymore. So I haven't been able to play Mass Effect in like 6 years. Some caveats up front: I'm a Playstation owner who upgraded from the PS3 to PS4 thinking that old games would be backward-compatible. To pay it back to the community for all their help, I wanted to share the data in case there are any other potential Cryo Junkies out there looking to give it a shot in the new Legendary Edition. I've always loved Cryo Ammo, so much so that (thanks in no small part to the hard work of this community digging through the gameplay mechanics) I built out a spreadsheet to find the mathematically best weapons to use it with in ME3.
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