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BEST SHOTGUNS IN MASS EFFECT ANDROMEDA FIELD TESTS WITH AUGMENTS


In this video we will go over all of the Shotguns
in Mass Effect Andromeda, do some tests and see what the best shotgun is for you aswell
as the augments to put in it and the mods you should look at. If you find these videos helpful, be sure
to hit the like button, it helps me work out the best content to make for you fine folk
Without further delay, let’s get right into itShotguns are best used for close range obliteration,
they should be hard hitting and effective against big beefy armoured up goons. For our testing, this time we’ll be going
with Rank 2 of each weapon and outfitting them with the augments appropriate to each
weapon, Due to a comment in one of the previous videos
suggesting this, we will also be trying the Scattershot with some behaviour modifying
augments. The vintage heatsink will not be playing a
role in the shotguns, due to a shotgun having unlimited ammo being massively less important
than other guns as they are close range weapons and therefore in almost all situations, you
will be very close to an ammunition point, this logic could be argued when it comes to
Insane difficulty where bringing yourself into the open for a short time to get ammo
will often mean death. The Shotguns in today’s test are: Dhan
Disciple Hesh
M-23 Katana N7 Crusader
N7 Piranha Reegar Carbine
Ruzad Scattershot
VenomTo keep it simple, there will be a straight
selection of augments to use, this can, of course, be changed to more suit the individual’s
needs but this selection will fit best for the normal player. The first is Double Mod Slot Augment, this
is the definite must have for every single crafted item, it’s just that powerful, being
able to put 2 more mods into your weapon is OP The second is Shield Oscillator, this Augment
will give you 25% shield charge on clip empty, this wavers in power dependant on the weapon
as each has its own clip size, but it is super powerful on all of them as you will be using
it at close range taking hits from the enemy. The Third and potentially fourth and fifth
slots can be stacked with the Kinetic Coil for the 3% extra damage per one. There is certainly something to be said about
mixing both the Plasma Charge System and Seeking Plasma System, but that is massively dependant
on which gun, due to the amount of projectiles they fire and will be explored toward the
end of the video, for now as a base all guns will have the aforementioned augments.The Dhan is a fantastic a very powerful weapon,
facing off against an Eiroch it makes short work of armor, but its real value is against
most foot troops, the Chosen are taken out in a single shot at rank 3 and above and most
shielded enemies will be taken down in 2-3 shots at rank 2. Shooting a large ball of energy death makes
this a strange shotgun, no spread just single target, it also has no seeking of any kind
so requires some accuracy, on the plus side with its super high damage being the most
powerful out of the lot and it’s mid-range capabilities. It has a clip size of 2 by default which is
enough to take out most enemies dependant on rank and its rate of fire is acceptable,
it leaves very little room for error as far as missing the odd shot though as each shot
has so much power to either gain or lose. This is my personal favourite and is part
of my loadout.The Disciple was surprisingly fun, a small
yet powerful shotgun when it comes to armor, it seemed to take out the Eiroch quicker than
the Dhan, for general foot soldiers and shields however it was much worse, taking 3 shots
to down a chosen is a bit under powered and it didn’t do all that well against shields, The clip size is kind of in the middle with
an adequate rate of fire, It is an OK shotgun, but nothing special,
not generally worth crafting in my opinion, but it is a weapon that gets unlocked as you
progress, meaning you get the blueprints and don’t need to research them, which is handy.The M-23 Katana felt like an underpowered
disciple with a slightly higher clip size, which it pretty much is, it took a little
while to take down the Eiroch in single combat and took the full damage from 3 shots to take
down a chosen, the range is more of a factor in this shotgun than most, you need to be
quite close for the damage to do anything and even then it’s mediocre. On the plus side, this is one of the 2 shotguns
you can gain a blueprint for without spending research and is unlocked through progress.The N7 Crusader was a surprise, it performed
badly against an armoured target, this being the Eiroch but very very well against chosen
and shielded enemies, it is a single projectile shotgun like the dhan that may actually perform
a little better at very close combat, though not so much at medium range. with a medium clip size and good power, this
is a fairly well-balanced weapon that also holds more extra ammo than the average which
is handy in some situations. For those worried about missing the odd shot,
this could be your answer to the Dhan.The Piranha is a real contender catering to
those who just wanna sprint in guns blazing, it’s powerful but not by singular shot, it’s
power comes from its automatic high rate of fire action, medium damage that does fairly
well against the armoured targets, you have a high amount of ammo per clip and high extra
ammo but you will burn through it faster than most emptying a clip in seconds, a chosen
may take a few shots to down but those shots happen super quick and you can get away with
missing the odd shot. I found this gun particularly useful for obliterating
an architects legs the other day taking down half of its leg with a single clip, of course,
thats with the combat clip size skill and it was rank 4, but it out performed the darn
in that situation.The Reegar Carbine is a fun but very circumstantial
one, It perform badly against armoured targets only starting to do real damage once it’s
wound up a little, unfortunately in the case of some of the hardest targets like an Eiroch,
the gun doesn’t have time to reach it’s potential before you have to dodge and jump away from
attacks. Against the single foot troops however especially
ones with shields, it just tears through them, a chosen is taken down a little slower than
a Dhan or Crusader but a large shielded minigun toting kett goes down in almost the same amount
of time as close range, range is a big thing with this gun. This gun is fun and very very good at a specific
troop type but as a viewer pointed out the other day, it’s the armour you need to worry
about, not a shielded troop.The Ruzad was woefully underwhelming, It looks badass, it sounds badass, you’d expect
it to be a friggin beast, but unfortunately, while it’s shot seem not much more powerful
than a Piranha, it has a tiny clip size and the longest reload time I’ve ever seen, the
Eiroch’s attack cooldown was shorter than the reload time making it almost impossible
to reload in that situation, That being said, though, it is entertaining
as hell watching the knockback occur on a killing blow, the chosen and their shielded
brethren went flying upon death as if they’d been hit by a truck, hilarious and fun, if
only it didn’t take the damage of 2 full headshots to do it before reloading for an hour then
going to the next, It did damn near ignore the shielded fella’s
shield, though.The Hesh was a strange one, it did quite well
on the Eiroch, nice high rate of fire that makes up for it’s low to medium damage with
a fairly quick reload speed, the range is close but it’s not terrible, But it performed very badly on the foot troops,
taking up to 4 shots to take them down, it felt a little underpowered and too quick fire
to be a useful shotgun.The Scattershot was just awful, it’s terribly
weak shots even at close range were pathetic, how I didn’t die taking down the Eiroch I
have no idea, but I thought it was maybe just bad against armour, but it’s equally as bad
against everything else taking forever to down simple troops. Another thing is that’s its high capacity
heat sink style clip goes badly with the Shield Oscillator, so I would advise either using
Shield sensors which give you a 25% chance for half a clip back, Aerial Performance Optimizer
for 35% extra damage while hovering, or a consumable enhancing augment. A viewer did point out that for insanity in
a Vanguard build, the scattershot with the oscillator and double mod to use the clip
size reducing mods makes this a very good weapon for just giving you shields back, in
that situation the damage doesn’t matter all that much, it’s all about the shield.I was quite disappointed in the Venom, it’s
grenade launcher slash shotgunery doesn’t really work all that well, it’s very underpowered,
hitting that Eiroch was scarcely better than the scattershot, lots of fire and explosions
with little fallout. This is a weapon to avoid in all honesty,
it took the entire ammunition capacity to actually kill the Eiroch, I tried it a second
time, this time charging the shots which was far more dangerous when attempting to dodge,
and this time I actually ran out of ammo before it died, which was confusing.As per a viewer’s suggestion I tried the Scattershot
with Seeking Plasma System and Plasma Charge System both in the wep, I also put a double
mod slot and a Shield Sensors, The damage was far better than the standard Scattershot,
but still nothing special, it is outperformed by half of these other shotguns in all but
one way. I could see this setup being incredibly useful
for Insane Difficulty, as it has seeking, you can remain in cover and just shoot charged
shots above the enemy you’re after and they will shoot up and curve around cover to hit
it without you taking any fire at all, this is a purely tactical setup and isn’t any fun
at all, but it is certainly a valid method for progressing in insanity.Now for some mods to put in, fairly straight
forward but depends hugely on your playstyle to what you may wish to put in your 4 slots. The main factors are whether you care about
item weight, headshot accuracy, clip and so on, clip size, in my opinion, is the most
important to never encumber, but for the adepts out there, you’ll be focusing on keeping things
light, and you can carry a shotgun and be light my friends. Full guide on mods coming soon, though it’s
a simple concept, in summary, each buff that comes on a mod have a few uncommon variants
that make that buff better but at the cost of something else, so clip size, weight, accuracy
etc. There is only 4 base kinds so you need a Receiver,
which will increase the penetration of your shotgun, a barrel which just straight up increases
the damage, a melee optimizer which will increase you melee damage and the most important in
my opinion, the spare clip, which increase the spare ammo you can carry, sure you’ll
be around the ammo pods enough to not have to worry about the vintage heat sink on this
specific weapon, but more ammo leeway is always a big plus. Each one of these mods has at least one other
version that makes it slightly better while giving you a debuff to stuff like, headshot
damage bonus, weapon weight, clip size etc, and in general, they aren’t worth the debuff.So, my top picks out of all of these BFG’s
are the Dhan and the Piranha, The Dhan is perfect for just huge damage but
requires a certain amount of precision, as missing a shot can cost you, in boss fights
I like to keep this on standby and as soon as the shield is down power this into its
face then unload every charge of concussive shot I have for a crap ton of burst damage. The Piranha showing slightly better on armoured
targets but the DPS is spread out a lot, this is good for missing the occasional shot as
you haven’t dropped much power, but the main reason I’m not generally a fan is my primary
use for a shotgun is to sprint out amongst the havoc and pop some kett off as I run through
wildly, the Dhan takes them out instantly, whereas the Piranha may require some stalling
to finish off, I feel it’s less fluid. Although it is a must have in my book specifically
for Architects as that beast unloaded on the leg takes it halfway down in a clip. In a perfect world, Piranha vs Remnant, Dhan
versus biological They also both have quite good range for shotguns,
stretching out into the midrange, though the Dhan has a slight edge there I hope this guide has helped you and if it
has please drop a like, it really helps both me and the channel & maybe think about subscribing
for lots more Mass Effect Andromeda content, I’m in no way short on ideas and the videos
have only just started for this game. I’m overwhelmed by the influx of new people
that have taken the time to subscribe and talk about this game they enjoy, you guys
are awesome and I hope you all have an awesome day!

95 thoughts on “BEST SHOTGUNS IN MASS EFFECT ANDROMEDA FIELD TESTS WITH AUGMENTS

  1. Loving the vids, I actually love ME: A and I've been a fan of ME for years. It certainly is a bit different amd has it's mayor problems but the game only falters if you compare it to the original trilogy. I believe the story and the characters have allot of potential and by the end I had grown to bond and love most of the characters (specially Vetra and Drack, but mostly Vetrs :)) I believe this is the start of a brand new story, one that will be greater than what we have now. I believe this 100%. P.S. Keep rocking. hoping for a brand nee trilogy. 🙂

  2. I'm finding a Piranha is good with a shield oscillator in the weapon and on the chest with a vanguard. Also a plasma seeking mod allows for it to be good while running and gunning. Move shoot kill and shields a generally up even in higher difficulties.

  3. I'm still drifting in favor of the crusader, particularly if you use the infiltrator profile in conjunction. It works as a very nice precision weapon for close range.

  4. The big advantage of vintage heat sinks, particularly for shotguns is that weapons with that augment appear to continue to recharge during melee and dash animations which interrupt conventional reloading which is very handy for vanguard builds. So against large armored targets like fiends, you can charge in fire a Dahn off at it face at point blank, dash back to avoid it melee. With the VHS you can continue to repeat with without stopping to reload.

  5. Hey, when do you think you'll do one on ARs? Using an equaliser atm, which I love, but the range can be killer low even at mid. I keep an Inferno, as it covers my mid and long range gun needs. The homing projectile mod helps, but anything doing more than a brisk walk can evade them xD

  6. I love using the revenant (AR) but it sucks so bad I'm going to get some copper and put the plasma on it hopefully it is good

  7. Good Content with solid testing result.

    Aside from the damage of the scattershot, I believe its true power is in its reload time from 0 to 100%. It is less than half of a second and this is not an effect of remnant weapons, because Inferno and paw does not recharge this quickly. Scattershot might be the best weapon to trigger any reload effects from augmentations.

  8. I definitely prefer the crusader. It feels like it has a lot of power behind each shot, while having a small spread which I prefer for accuracy. And the clip size is enough to take out 2 small guys before reloading(if u don't miss). And I think it's the coolest looking shotgun as well, I hate kett weapons.

  9. My favorite on the whole is easily the Disciple. Lightweight, looks reasonably cool and performs like an actual shotgun, not to mention it kicks like a mule and gets upto 6 rounds.

    I like the look of the Crusader the most, but don't like the slug. If Charging Plasma was actually worth a damn I would turn this thing into the Graal's spiritual successor, but unfortunately it is not.

    The Reegar looks like a double-barrel shotgun, which earns it points IMO.

    Have you tried the Talon, btw? It's quite a great little shotgun-pistol.

  10. I'm playing a Vangaurd on insanity right now, and the Dhan with the thermal clip augment is the best I've found. It still gets 2 shots, and while it's cooling down, I can use my powers and melee. I don't really miss the shield oscillator, since I have one on my chest piece (which grants the shields on every kill, which is pretty much every shot) and the annihilation ability that gets me 30% shields back when an enemy dies in my field. I've actually been thinking about dropping that in a respec, though, since I'm finding myself with plenty of shields, and the other option for it is so good.

  11. The Dhan can be turned into a sniper , to take down architects on Insanity.

    Mine has two shots with thermal. You have to upgrade the combat tree and choose thermal clip size bonuses.

    Dhan + thermal + plasma seeking (not plasma charge). = sniper

  12. One thing that is being completely overlooked when you decided to skip the Vintage Heatsink: not needing to reload opens up new build possibilities. I personally have found that using a Vintage Heatsink Shotgun in a build with Backlash creates a great combat flow where you unload the gun, hold up the shield while the gun briefly recharges, and repeat as much as necessary.

  13. One thing you didn't really touch on here is how effective the Bio-Converter mod is with any small-clip long reload weapon. It
    is extremely powerful if your build has any reliable way to get health back, like life support from the tech tree or the kett sword that restores HP on melee attack. I use one on my Piranha and it basically becomes an LMG shotgun hyrbid, just hold down the trigger and mow through waves of enemies, even on insanity. Even works on Architects.

  14. Personally I take the Piranha with ricochet and plasma shot (non-seeking) augs. its just fun peppering the field and watching the bodies fly

  15. I leveled the scattershot to 8 just cause I had tons of remnant research and my god was it a waste. Gun is completely useless. (I'm on insanity) and honestly best shotgun for my build is a talon… With my Black widow and a P.A.W if I somehow run out of ammo.

  16. You keep talking about chosen being taken down in minimal shot with rank 2, given that I am finding it takes me 2 headshots with a black widow rank 8 to take down a chosen, what difficulty are you playing? To clarify I'm playing on insanity.

  17. I've noticed that you've under rated the scattershot. I watched a video where the guy was using it with the charged plasma system aug along with the shield oscillator aug. He also mentioned using mods that brought down the clip size to one slug so that every shot would give you 25% shields. rope a dope

  18. I have a pre existing bias for the Disciple for my Vanguard and Adept themed builds. Next run I think I'll give the Piranha a try.

  19. I was really underwhelmed by all shotguns in this game; and since vanguards are now melee focused, they're practically redundant. Dhan's damage per shot may be high, but DPS is pathetic; it's a real showcase for how bad shotguns are in this game. The disciple is the workhorse, decent in all fields, but again you're better off with an assault rifle. Compared to ME3 Piranha and Crusader were heavily nerfed; it's tolerable with the Piranha, which is still lethal at knife fighting range, but the massive reduction of accuracy for the Crusader is painful for those remembering it as an excellent skirmishing weapon, capable of reliably decapitating goons at medium rages  – if that's your thing, you might be better off getting a hand cannon like the Carnifex, which is pretty excellent in this game. The scattershot would've been cool, if it didn't have lowest damage in the category, and there are far better weapons for dealing with long raged targets, maily in the siper rifles category; Reegar has the opposite problem with being only effective at really short ranges, you'd be better served by the Piranha.Still looking for a reliable method for dealing with armored behemoths like the Fiend types; best I've got so far is the Black Widow, but it's problematic in close rage.

  20. Reegar is the best imo. It just cut everything in half. Combine it with engineer archetype for the close range stun drone and you are gravy.

  21. I can confirm that the scattershot with shield osilator is extremely op with my melee focused vanguard build. I also have a shield osilator in my armor. I never even take damage to my health anymore

  22. You are missing so many shots because you aim down sight at all time, the shotguns are best for hip fire

  23. I hear so much about insanity. Ppl pretend that this is hard for some reason.. I don't get it.. I faceroll whole insanity with a biotic charge, dhan, overcharge, and biotic shield. That was quite a faceroll. Why ppl still call it like it is really hard? It is not. Especially in new game +
    Dhan is a best shotgun in a game. No other options.

  24. Does seeking Plasma mod reduce damage? Also is it any good on the piranha or darn? Just seems kind like it might be fun, like a ricochet piranha would be if it didn't neuter the damage.

  25. Very helpful vid – especially for someone running a vanguard at the moment. 
    One thing I did notice, In the multiplayer there is a smart choke mod for shotguns to increase accuracy but I have yet to see this appear in the campaign – anyone else noticed this?

  26. The N7 crusader was added in the Earth dlc for ME3 and quickly became my favorite (geth shotgun a close second), and I was suprised to see they left it so powerful in this sequel. It has incredible potency even at mid range as long as you take the time to aim. Add the decent clip size and you have a winner.

  27. rockin the Reegar at the moment, still not really sure about augs to use, but chucked on the seeking plasma thing and the gun keeps its' electric effect which is cool – and changes it to a plasma based thing so no ammo to worry about (not sure about any differences in reload times), aaand that +25 shields per emptied clip. Thinking of experimenting with those +damage given x circumstance met (thinking +dmg when shields are under x% would be pretty good).
    is fun and works with my +combo build (RemVI, fire and some other element, skills invested in recharge time,+primers, + detonators, and that one that increases the chances of priming targets. party members included). fun build, just walk through with big bang combos and fun guns.

    speaking of which – I chuck in augments to increase my (tech) power dmg, recharge time, combo dmg and combo radius on all of my equipped weapons (especially the melee weapon).

  28. I honestly thing using the Vintage heat sink augmentation and trying them out with different shotguns and weapons mods.

    My favorites so far is the N7 Piranha X with vintage heat sink and the ricochet augmentations and damage and penetration boosters added along with the melee damage rare up mods. tears through enemies very quickly and with me not having to worry about bullets and the recharge time when it overheats being shorter on a higher level one it's much more efficient to use.

    The second weapon is the M-37 Falcon X
    which also have the same build as the first gun and the ricochet augmentation it's surprisingly useful especially when you can get multiple shots out on a large group enemies before they can separate all the way. And it somehow works way better against the Revenant enemies. Take out Architects legs or amplifiers with about five to six shots.

    The game does have a lot of problems but finding different weapon combinations is fun you get the hang of it.

  29. Piranha + Heat Dumping Turbocharge, activate the ability as the mag is nearly empty and…

    Well.

    I don't use it anymore because it trivializes every single fight.

  30. I've been using the Dhan for a while and while the damage is amazing, missing a shot due to the slow projectile and the slight homing it has can cost me plenty of pain from surviving foes. The automatic shotgun sounds more appealing as less damaging shots fired faster means less "overkill damage" and more flexibility.

  31. Good video, I've been interested in which to take out in the field for my first playthrough as an aggressive vanguard/adept biotic

  32. I've always been a rifle guy just upgrade a single rifle and have some good biotics or something and your good.

  33. If you use incendiary ammo with the Piranha's large clip, beefy armored targets like Behemoths, Fiends and Hydras can typically go down within two magazines. I used it a lot in the midgame as Vanguard before I had a reliable PAW and boosted melee damage, but in the late game I specifically packed it for dealing with heavy armor.

  34. I LOVE the Piranha as a secondary weapon. I'm primarily a sniping Infiltrator, but I also keep a Piranha handy and Biotic Charge slotted, so whenever I'm forced into close combat I just swap weapons and start pinballing around the room, unloading massive damage. I don't even have any points into the Shotgun tree yet and it's still massive.

  35. My set up is Reegar, which is useful against shields and Remnant, and Piranha with Seeking Plasma.
    That means it's range is very far for a shotgun, and you don't have to aim well. Just unload and watch as the enemies die when you've just reloaded (because the plasma flies slower).
    This set up was very fun on my first playthrough on Normal, and is required on my second run on Insanity.

  36. Crafted Piranha – seeking plasma system, bio converter, kinetic coil. All you need in this game. Effective at short to medium ranges no worries about ammo kills everything.

  37. Im my limited experience the Disciple is the best. A great combo of accuracy power and versatility. I like the Kett one too but haven't used the Piranha which might be better.

  38. Interesting biotic (or tech) effect at 00:06. What is that, some kind of cryo-fog? Doesn`t seem to do any damage on the Kett. And I have never seen that kind of shield effect on the armor of my Ryder. Interesting build you have here 🙂

  39. the reegar is SO underestimated that thing is a beast especially with turbocharge add electric rounds and even the last mission on hardcore is a cakewalk the remnants dies like flies

  40. Bio converter/seeking plasma N7 Piranha melts things. Still hits targets in cover, only misses if they dodge, spray and pray at mid long range while in cover. It's my vanguard's go to.

  41. Remnant weapons and Augments need a freakin' buff!
    Get your asses in gear, Bioware! Ultra-rare weapons shouldn't be shit!

  42. Hesh is probably the only gun in the game that I can use to take down a fiend without having to reload. Good enough for me.

  43. Best thing about the Disciple is the weight. Makes it a decent weapon for anyone trying to carry a full loadout without encumbering themselves.

  44. Xaine. One request. Going back to this video, this is not as great as what you have done for Assault rifles and others where you actually tried out augments for specific type of rifles from the three types available. In this video, you only show the shotguns and no augments.

  45. Working on the N7 Piranha…

    From all the tests I have done, the Regular ammo and the seeker plasma are the 2 best for damage. Sticky grenades are effect, but reduce the magazine from 12 to 5. The rounds do a decent ammont of damage but the reduced magazine requires reloading often to kill high health enemies. Better off with the Regular ammo or Seaker Plasma. Do not combine the seeker with the explosive plasma as it actually reduces the damage and fire rate significantly.

    So lets get to the point:
    After Testing with all possible Augmentation Possibilities, it easily comes down to either regular ammor or seaker plasma.

    Benefit to Regular ammo:
    Doesn't take up augmentation slot, so you can add another damage mode or something else.

    Downside: You do more damage the closer you are so you have to be up ontop of an enemy to get the mose out of it. Makes it not so viable in Insanity.

    Seeker Plasma:

    Upsides:
    Does A large amount of damage, regardless of Range. Allowing you to use the weapon from a safer distance and still deal a ton of damage.

    Seeking plasma makes up for the loss of accuracy the weapon has so you land more shots and pellets find their mark more often.

    From the Tests, it appear the seeking plasma does more damage, However this might simply be that the plasma is allowing more shots to hit sense they track the target. Regardless it means a higher DPS by a large margin at a distance.

    Downsides:
    The Shots have a slow travel time. Making them somewhat easy to dodge at a distance. Few enemies will be dodging though. Regardless the slow travel time is a factor to consider with this weapon.

    Takes up an Augmentation Slot but worth it in my opinion.

    Side Notes: DO NOT PUT VINTAGE HEAT SINK ON THIS WEAPON. The damage is unchanged and it gives you unlimited ammo. However, it reduces the magazine shots from 12 to 7… roughly. For shotguns, ammo normally isn't difficult to obtain. If you feel you need the ammo, go for it, but you would be giving up an additional Augmentation slot, and reducing the magazine. Better off reloading it in my Opinion.

  46. Since i don't see anyone else mentioning it…the Scattershot has a property where the projectiles it launches will home in on a target at long ranges, meaning that every pellet can hit when fired outside mid-range.

    This, combined with the infinite spare ammo, has made it insanely useful in the multiplayer for me. On a power heavy build the damage isn't as bad an issue either, since you can spam powers for damage and fill your downtime with shots from range.

    I'm sure there's better weapons for that situation, but with my limited choices it really managed to shine for me.

  47. Venom is not a straight shoot at enemy shotgun, he is a grenade launcher. It is best to shoot, after charging, at enemy feets or close.

  48. Do guns in MEA have innate (hidden) bonuses? For example, in ME3, the Crusader had innate cover penetration, so it could shoot through riot shields and walls with no penalty. Do any of the guns have that sort of feature in MEA, or are we mostly working with the printed stats?

    Great guides by the way – lots of fun to watch. The occasional counterintuitive result makes me wonder about the hidden stats.

  49. There's actually a pretty disgusting build that uses the pirahna with seeking plasma and a bio-converter (I forget what else) but you essentially end up with a stupidly OP shotgun that does massive damage, ignores range penalties and has unlimited ammo and can be fired on full-auto from behind cover with perfect accuracy.

  50. Piranha has the worst design i have ever seen in a video game shotgun. How the hell are you supposed to aim with that thing? It's like it's designed for extreme short ranges like 5 to 10 meters.

  51. Will you be doing another test now that patch 1.06 is done? Significant buffs have been given to shotguns especially the ruzad. The damage values from them are significantly more satisfying.

  52. I don't know about insanity, but I had fun in Hardcore by using a piranha to power up my punches (and vice versa) with the last perk in the shotgun tree (and every other perk I could take that made melee better). It was an infiltrator, so generally I'd pick some off with sniping, then charge in. I'm going to try it again with my new game plus with a Biotic character (they have even more stuff to augment punching :D).

  53. HESH with burst mode augment is a highest DPS shotgun, I think it was intended to be full auto like Pirahna so you would not be able to apply the full auto augment. Also this augment is usefull on N7 fastest sniper rifle.

  54. Playing as an Bionic Adept I love the N7 Piranha. I put seeking plasma on it, extra damage barrel, penetrating receiver and any mod for extra clip size. I carry it for those situations where bionics are not so good, such as against Destroyers, Hydra and this shotgun will absolutely destroy an Ascendant. His little floating ball does him no good…..just blast him into oblivion. The gun also eats up the Arkon's Archons Sword (however you spill that) . The Dhan is also very good but…..but……..be careful and make sure you enlarge the clip capacity or enemies such as the Ascendant will regenerate before you can finish them, so the Piranha with its larger clip and high fire rate is my choice , just remember to manually reload so when you do run into such enemies you are all set to go. As an Adept things like the Bio Converter are not a choice as one must have Tech Skills equipped matching the Team Tech Tree for the Bio Converter to function. But I have never ran out of ammo so this is a non concern. I got down to like 10 shots left one time fighting the Destroyer in the Remnant Tiller and I think that is the hardest enemy in the game. So use cover and fire away and that Destroyer will go down quick.
    Plus it just looks like a shotgun should look.
    Cheers!

  55. I know it's an old video but Iv just subscribed as I liked how you noted what guns you were showing in the video. Good work!

  56. You forgot to mention that using the plasma charge(without any other projectile augments) shoots 3 pellets when charged with the cost of 1 ammo, a great grenade launcher and put it on the piranha and you have a venom that shoots like 24 grenades when charged lmao

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