Mass Effect 3 Weapons StatsMass Effect 3 Weapons Stats

© 2020 Electronic Arts Inc. Desktop Mobile. Mass Effect 3 weapon system is an expended variant of the weapon. Front lines and only with 2-3 clips it can kill a Banshee at full stats and 2.

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I was just looking at the weapons spreadsheet this week since they buffed the Eagle. There might be a problem though with the newly-updated spreadsheet though-when I download the Excel spreadsheet, it doesn't open properly and says it's corrupt.

The only problem that shows up is that the first worksheet with the gun photos on it doesn't seem to load the images properly.The file worked fine earlier this week, so something might have gotten messed up. Or, I could also be the only person to experience this problem. I'm using Office 2010.

I don't think the choke will make much difference. Shredder plus Clip or Shredder plus Barrel seem like the best choice.Peddroemlz from the BSN says the following:Reegar. can get headshots (included for completness - most relevant when fighting geth pyros). fires 8 'pellets' per shot. awfully innacurate or has collison problems - some of them can miss/go trough even at point blank range - this makes Reegar DPS calculations - maximal/ideal DPS rarely obtainable in game. does not ignore armor (benefits from armor weakening/piercing greatly).

ammo damage does not get the.0.5 nerf vs armor. Another reason AP ammo can add a ton of damage to Reegar vs armor.I've bolded the section about the DPS.

The various weapons in the game have a variety of stats, but I know that some of them (at least) are only useful to Shepard. For instance, weight.

Squadmates are not at all effected by how much their weapons weigh.What other statistics matter for squadmates though? For instance, adding a scope to a SMG or AR improves its accuracy bar in the weapon stats, but does that change how accurate your squadmates are with them? As they're computer controlled (or in one case, a computer), I doubt that they're really shooting wide or missing distant targets due to a lack of scope.Squadmates have infinite ammo, so does it matter if their clip sizes or reserve ammo is larger? Do they depend on the 'real' reload delay for a weapon, or do they spend a fixed amount of time in their reload animation regardless? Has anyone tested to confirm that damage upgrades actually mean something for them?

Weight: Is irrelevant and can be ignored.Capacity: While companions have unlimited ammo, they are restricted by the clip size of a given weapon - it affects how often they reload, and, by extension, their overall rate of fire as well as time spent in cover.Fire Rate: Obviously companions are affected by this. Rate of fire is just as important to their damage output as it is to Shepards.Damage: Again, this is just as important to companions as it is to Shepard.Accuracy: Accuracy does matter for companions.

Even though it can be assumed that the AI isn't going to fire wide on purpose, accuracy has a noticeable impact on, for instance, the spread of pellets from a shotgun blast, or the level of 'drift' during a sustained burst with an SMG or Assault Rifle.