#Mass effect weapon mods mods#
Weapon mods (spare clips, scopes, barrels, etc.).Weapons stats can be affected by a number of factors. Weapons can only be changed at a Loadout station or using the Item Pickup menu. Quartermaster Istaal - Resistance Headquarters, Aya.Buy/Sell Kiosk - Research Room, Tempest.Weapons can be purchased from the following merchants: Weapons that are crafted use the same light blue colored icon, no matter the rarity. As rarity increases, the value of the weapon increases as well. Each weapon rarity icon corresponds to a color coding. Weapons fall into one of four categories: common, uncommon, rare, or ultra rare. The following armor increases ammunition: When a thermal clip-based weapon is completely out of ammunition, activating Turbocharge reveals a hidden property that will award a single thermal clip of ammo.These effects apply to both thermal clip and infinite heat sink firearms. Ammunition can be temporarily modified to apply a variety of effects to weapons fire by using Cryo Ammo, Disruptor Ammo, and Incendiary Ammo consumables.Depleted ammunition can be replaced by interacting with a supply cache that displays the following symbol.All weapons increase ammunition capacity as the Tier increases.This allows more shots to be fired before overheating. While not shown on the weapon display, increasing the ammunition for an infinite heat sink weapon reduces the amount of percentage used per shot.All Remnant weapons use infinite heat sinks automatically while the remaining thermal clip weapons can be converted by crafting to include an infinite heat sink.Waiting for a small amount of time returns that percentage back to 100%. Firing the weapon reduces the percentage based on the weapon type, tier, length of time fired, and the firing mode.
#Mass effect weapon mods full#
Single-shot - After each trigger pull, the weapon uses the full thermal clip and must be reloaded before the trigger can be pulled again.Continuous beam - As long as the trigger is pulled, the weapon fires a beam until the thermal clip is empty.To fire another three-shot burst, the trigger must be pulled again. Three-shot burst - Each time the trigger is pulled equals three shots fired.To fire another two-shot burst, the trigger must be pulled again. Two-shot burst - Each time the trigger is pulled equals two shots fired.To fire another shot, the trigger must be pulled again. Semi-automatic - Each time the trigger is pulled equals one shot fired.Automatic - As long as the trigger is pulled, the weapon fires shots continuously until the thermal clip is empty.The following modes are found during gameplay: Hard-hitting hammers do maximum damage, while lightning-fast shivs or swords allow getting in and out of harm's way with speed and precision.Įach firearm that can fire a projectile or beam has a mode of firing. Melee weapons - Specialized hand-to-hand combat weapons that vary in both damage and speed.Sniper rifles - Hang back and pick off enemies one-by-one from long distances.Pistols - Used in close to mid-range combat.Assault rifles - Shoot while on the move while maintaining distance.There are four categories of firearms and one category for hand-to-hand combat weapons: Once a new tier is unlocked, prior tiers will not be found or available for purchase during gameplay. Found and purchased weapons level up on the same schedule as AI-issued blueprints. Blueprints for researched and Andromeda Initiative-issued weapons are unlocked at specific levels.