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Mass effect ship weapons
Mass effect ship weapons





mass effect ship weapons

Even if the target is hardened, as in the case of a surface-based missile silo, the gun can instead bury the target beneath molten metal. Estimates put its destructive power anywhere from 132 to 454 kilotons of TNT. No dreadnought has yet survived a direct hit from the weapon. The main gun on a Reaper capital ship dwarfs that of the Alliance's Everest-class dreadnoughts. Reaper capital ships are the only ships in Mass Effect with main guns to surpass the firepower of dreadnoughts, having both a higher yield and a longer range: Mass Effect 2 Codex/Ships and Vehicles - Starships: Dreadnought Each slug has the kinetic energy of 38 kilotons of TNT, enough to destroy the infrastructure of a mid-sized city and kill half a million people. An 800-meter mass-accelerator is capable of accelerating one 20 kg slug to a velocity of 4025 km/s (1.3% of light speed) every two seconds. Dreadnoughts range from 800 meters to one kilometer long, with main guns of commensurate length.

mass effect ship weapons

Here's a part from the codex entry for a dreadnought, the most powerful non-Reaper ship in Mass Effect:Ī dreadnought's power lies in the length of its main gun. We choose the Bastian variant of the Evolved Power as it allows all your powers longer duration, thus keeping the enemy controlled for a longer period of time.Possibly the most well known fault with Mass Effect's ship tech are the yields of it's weaponry. We max out Biotic Mastery to get all those Health and Cooldown passives allowing you to take more hits, and cast more powers. We choose the Unstable Warp Evolved variant as this increases the radius of Warp allowing you more opportunities to hit multiple enemies creating more Biotic Combos. It’s also great to use against enemies that have Barriers or Armor, and can stop health regeneration as well. Warp will create a Biotic Combo when used in conjunction with Pull or Singularity, allowing for devastating damage when it hits. We choose the Pull Field Evolved variant, so we can hit more targets per cast, allowing more control of the battlefield. What makes Pull so good is that you can aim above the enemies who are hiding behind cover, and it’ll crash down, levitating them into harm’s way. Pull works a little similar to Singularity, it’ll levitate the enemies in the air, rendering them helpless as you take them out. We choose the Wide variant of the Evolved power to hit more enemies per cast, allowing you much more control of the battlefield. This ability will completely lock the enemies down providing they don’t have any Shields or Barriers. Singularity will lift and hold the enemies in the air leaving them open to attack. This section will go into more detail on why the Powers are chosen for this particular build.







Mass effect ship weapons