![]() Once the weapon's ammo counter actually starts counting up, the player may take other actions like switching weapons without halting the reload.Increase the capacity of the weapon's magazine (clip size) such as by using appropriate mods.However, this may limit the ability to take advantage of the rifle's fully charged beam. Using shorter bursts and never fully depleting your ammo pool.The following are some techniques to mitigate this: If the overheat/cooldown animation is interrupted in any way, the player must complete the entire animation from scratch. This will be aborted if the player takes just about any action, such as using powers, switching weapons, or entering/exiting cover. Overheating: The Particle Rifle's biggest drawback is unique to it, the M-7 Lancer, the Collector Sniper Rifle (multiplayer only), and the Collector SMG (multiplayer only): if the weapon's ammo counter reaches zero, it initiates a reload animation in which it vents excess heat, followed by additional downtime before the weapon's ammo pool begins to refill.Also, the faster rate of fire does increase the rate of ammo consumption for the weapon but DOES NOT decrease the amount of time it takes for the weapon to reach full charge, meaning the base magazine of 100 can be nearly depleted by the time the beam charges with Marksman active. The fire rate increases from using Marksman do work on the Particle Rifle though any accuracy bonuses don't really benefit it.Ammo (energy) consumption appears to double after the beam reaches full power. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |