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This is the talk page for Particle Rifle.
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Of Prothean Design?[]

Anyone know if it is Prothean tech?

Currently, all information that we have about the weapon is outlined in the article. -- Commdor (Talk) 20:34, February 26, 2012 (UTC)

Are damage values and multipliers for Mass Effect 3 weapons likely to be posted at any point, or are they not present in the game files as definite values?--Supercavitation 04:11, March 9, 2012 (UTC)

Reloading[]

In my experience, the rifle takes a significantly long time to recharge.. *unless* you press the reload button once it's empty. If you do that, the recharge time is not significantly longer than some of the more traditional weapons. Anybody else notice this? --JimmyTheCannon 23:36, March 11, 2012 (UTC)

glitch[]

while using this weapon i incountered a few glitches,if you keep tapping the button to fire it fast enough so it fires single, very rapid shots it somtimes goes to -1 ammo, and usng adrenilin rush some tiems gives it one extra shot.

another glitch i noticed is that if you keep firing it in very rapid busrts the gun sometiems glitches and stops working all together. (only tested on ps3 so far) 80.1.194.15 17:32, March 16, 2012 (UTC) no one important

High Power Beam[]

How much more damage does the high power beam do than the normal (low power) beam?--Supercavitation 02:43, March 18, 2012 (UTC)

400%. https://web.archive.org/web/20160731151651/https://forum.bioware.com/topic/369989-set-phasers-to-suck-the-particle-rifles-stats/ Lksdjf (talk)
Can confirm this, PC console command 'profile combat self' shows the damage go from about 20 to about 80 once a level 10 Particle Rifle reaches full charge. The ammo consumption appears to double. Neo89515 (talk) 19:56, 20 July 2021 (UTC)

Is It just me or does this rifle have a similar effect to the geth plasma shotgun (fires through cover even without piercing mod)[]

I noticed that when i used the rifle against guardians their health went down even though i was lasering the shield not their bodies MasterHazrond

It's quite possible you were mail-slotting the energy beam. Extremely precise weapons can shoot through that tiny slot in their shield. And some not-so-precise weapons (shotguns) spray their shots all over and still shoot through the slot. Try again next time, this time aim for the center of the shield, see if it still pierces. King of Noobs 04:26, June 21, 2012 (UTC)

Damage/Charge Multiplier[]

According to a forum the particle rifle has 19.2-25.8 damage (after buff) and a 400% 2 second charge damage multiplyer.

The damage is confirmable--it is noted in the July 31 balance changes. I cannot see where it says there is a 400% charge multiplier. Can you provide a link? Trandra (talk) 04:23, August 1, 2012 (UTC)
I do not see any good sources at the moment. Google spreadsheets have not updated in 2 weeks; that would have been the best source. 400% damage multiplyer was found in a pc stats page that had the its previous weapon damage and 800 rof... Not seeing it now.
https://web.archive.org/web/20160731151651/https://forum.bioware.com/topic/369989-set-phasers-to-suck-the-particle-rifles-stats/ Lksdjf (talk)

High Power Beam Error[]

In this article it states that the power increases after 50 units of energy are used, but based on my experience it only increases after 50 units are used CONTINUOUSLY. This makes it much less effective in the hands of squadmates who will never fire more than roughly 30-40 units per burst.

Can anyone verify this (with actual in game HP figures, I can visually see it hasn't kicked in based on damage to an enemy's health bar) or tell me how I could via in game commands or a save editor? I'm not 100% positive because it could just be that the animation and sound of the heavy beam kicking in only display after a continuous burst of 50 units.

I think you're right about this, but I haven't used that gun in a while. --Mr. Mittens (talk) 21:58, September 2, 2012 (UTC)

It is not based on units fired but time fired, the ingame code regards it as "Get Hot time"

Rof buffs do not effect how much faster it revs up; it makes it consume more ammo before it revs. The time is something above 3 seconds.

Observations[]

Just a few observations from testing this weapon (PC, OT, Insanity), by using PC Console to aid observations ('profile combat self'):

  • as seemingly confirmed multiple times here, the damage ramp-up from full charge seems to be 400% (damage goes from about 20 to about 80)
  • time from firing the base 100 ammo to 0 is about 4.7 seconds real-time. This time noticeably decreases with Marksman power evolved for rate of fire maximum, so Marksman DOES increase its fire rate (goes down to about 3.5 seconds).
  • The amount of time it takes to reach full charge NEVER CHANGES regardless of fire rate increases from Marksman (appears to be ~2.1-2.25 seconds from stopwatching it). This makes Marksman a weak power to use with it esp. without Magazine increases. The "instant spoolup" bonus Marksman supposedly gives to weapons like the Typhoon or Geth SMG (another topic) don't seem to help the Particle Rifle.

Neo89515 (talk) 20:06, 20 July 2021 (UTC)

MP Magazine Size[]

Regarding User:Commando0241's recent edit to this page that was reverted, recent investigation has indicated to me that he was likely correct -- in multiplayer, not single-player, the base magazine size of the Particle Rifle is not always 100; it is 100 only at Level 1. I noticed that my Particle Rifle, which is currently at Level 6, has a base (unmodified by any mod, equipment, gear, or class bonuses as I tested with a few classes to be sure) magazine of 113. That would be consistent with an increase to the magazine of 2.5 per level to reach 125 at Level 10. I will continue to observe as the weapon levels. Neo89515 (talk) 22:37, 5 February 2022 (UTC)

I'll keep a running record in this table:
Level 6 7 8 9 10
Magazine 113 116 119 122 125

Neo89515 (talk) 17:49, 8 February 2022 (UTC)


again, it doesn't matter because the bar graphs were designed to accept inputs from 0-100 based on how they look like ingame. they're emphatically not the actual weapon stats.
observations of larger magazines on higher levels likely translates to how much longer you can hold the trigger without overheating, but that's just it. T̴̴͕̲̞̳̖̼̱͒͛̎͒ͫ̃ͧeͩ̈̽̈҉͓̝̰̼̦̫̤̀͠m̫̪̪̯̻͎̫̅̇̓̇͌̚p̸̙̝̓̓͌ͨ͆ͣͥ̂̕o͒̽͐̽͏̞̬̻͕͔͕͚̰͍͠͞ṙ̢̞͚͈̹̰ͨ̓ͭ̈́̌ạ̢̧̪̹̺̺̣̹̲͂͆̏ͪͨ͒ͭř̹͈͜͠y̷͍̻̜̹̼̾̽̈́e̵̹̼̟̦͚͐̈́͌͘d͉̲̣̻͉̱͗̅ḭ̷̻̆͋̆̓̔͝t̨͍̦̫̗͂̅̍̋̆ͩ͝ộ̫̟̬̳̝̲̾ͫ̒̿ͮ̑̚rͯ̎ͨͭ̄̿̽͛҉̠̫̱̠̘̘̲́ͅ7̩̻ͤͩͨ͝͡8̜̣̙͇̻ͨ͛͛̆͒̆̽̒͐͜͡ ͥ̍̉̃̇ͥ̓ͨ͏̕҉̥̹͓̗̤̠̖̤ (talk) 18:08, 8 February 2022 (UTC)
This has nothing to do with the bar graphs at all, this is about the number in the infobox that says "Clip Size" under the Ammunition section. The bar graph for Capacity is a separate data point in the code from the displayed number at the bottom under Ammunition. The data point this concerns isn't "Capacity2", it's "Clip2", which doesn't affect the size of the bars, it's just the displayed number. Therefore I see nothing wrong with adjusting said number to match the actual MP range. In single-player, the Particle Rifle base clip size is always 100, regardless of the weapon's level, the point here is that in MP it ranges from 100-125 as weapon level increases. If that number in the infobox isn't meant to reflect increases in the clip/magazine size as a weapon levels, then that's a separate issue. Neo89515 (talk) 01:05, 9 February 2022 (UTC)
alright carry on then T̴̴͕̲̞̳̖̼̱͒͛̎͒ͫ̃ͧeͩ̈̽̈҉͓̝̰̼̦̫̤̀͠m̫̪̪̯̻͎̫̅̇̓̇͌̚p̸̙̝̓̓͌ͨ͆ͣͥ̂̕o͒̽͐̽͏̞̬̻͕͔͕͚̰͍͠͞ṙ̢̞͚͈̹̰ͨ̓ͭ̈́̌ạ̢̧̪̹̺̺̣̹̲͂͆̏ͪͨ͒ͭř̹͈͜͠y̷͍̻̜̹̼̾̽̈́e̵̹̼̟̦͚͐̈́͌͘d͉̲̣̻͉̱͗̅ḭ̷̻̆͋̆̓̔͝t̨͍̦̫̗͂̅̍̋̆ͩ͝ộ̫̟̬̳̝̲̾ͫ̒̿ͮ̑̚rͯ̎ͨͭ̄̿̽͛҉̠̫̱̠̘̘̲́ͅ7̩̻ͤͩͨ͝͡8̜̣̙͇̻ͨ͛͛̆͒̆̽̒͐͜͡ ͥ̍̉̃̇ͥ̓ͨ͏̕҉̥̹͓̗̤̠̖̤ (talk) 04:09, 9 February 2022 (UTC)

Henchman charge up rate[]

PPR damage ramps up twice as fast in squadmate's hands. The info can be observed using the "profile combat X" command (with hench name instead of X, for example javik) while the hench is firing its PPR.

Or by datamining the Default_DLC_HEN_PR.bin file. Find the PPR data in:
bioweapon.ini/sfxgamecontentdlc/hen/pr/sfxweapon/assaultrifle/prothean

timetoheatup = 2.f <- heat up rate in player's hands
timetoheatupai = 1.f <- heat up rate in AI hands

Could someone add this info in a proper wikified language?

Thanks for the observation, but just so you know that datamining such as you've done above alone is not enough. Please see the "Information Sourcing" section of the Manual of Style that you can access from the menu bar. Did you also observe this faster charge-up in actual gameplay with squadmates? As in, you saw the weapon visually charge faster, and deal the bonus damage at a noticeably faster speed than a player would? You may have done so, but I'm just saying make sure you say so if you did that observation. I will also try and corroborate this myself to confirm. Thank you. Neo89515 (talk) 21:03, 4 April 2022 (UTC)
Adding my own confirmation here. Observed in unmodded OT, using console. Damage quadrupled for squadmates in about half the time it takes for the player, though with squadmate AI this only barely compensates for the fact that they never fire continuously long enough to do much. Neo89515 (talk) 16:30, 9 April 2022 (UTC)
Also noting this appears to be the case with other guns that have damage ramp-up, so far only tested the Typhoon though. It makes sense, since squaddies are programmed to only fire in short bursts so those weapons would be at a disadvantage. Neo89515 (talk) 16:38, 9 April 2022 (UTC)