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Weapons are equippable items. There are no class restrictions on weapons.
Types of weapons
In addition to melee weapons, there are four categories of firearms:
- Assault rifles - Shoot while on the move while maintaining distance
- Pistols - Used in close combat
- Shotguns - Used in close combat
- Sniper rifles - Hang back and pick off enemies one-by-one
Technology types
Weapons fall into three technology types based on where their supporting tech comes from. Milky Way weapons typically use physical ammunition that's similar to the types of weapons found in the previous three games – with some advancements. These are high-impact, projectile-based guns; they're great against most non-shielded targets, but require ammo.
Remnant weapons typically use beams, have a high rate of fire, and are extremely accurate. They use an overheat system that doesn't require a reliance on ammunition. Players will never run out of ammo, but will have to wait for their gun to cool down from time to time.
Players will also encounter weapons incorporating technology from civilizations in the Heleus Cluster of the Andromeda galaxy. Heleus weapons are generally plasma-based, which means they benefit from heat-seeking technology. Some other Heleus weapons are charge-based: the longer they are charged them before releasing, the harder they hit.
Melee weapons vary in both damage and speed. Hard-hitting hammers do maximum damage, while lightning-fast shivs or swords allow players to get in and out of harm's way with speed and precision.
Notes
Weapons stats can be affected by a number of factors. Obvious factors include:
- Weapon mods (spare clips, scopes, barrels, etc.)
- Augmentations to weapons (kinetic coils, aerial lubricant, aerial stabilizers, etc.)
- Training (pistols, assault rifles, sniper rifles, shotguns)
Changes to a specific weapon, either through crafting with augmentations or through weapon mods, are reflected in the inventory entry for that specific item. They don’t appear on the blueprints.
Other explicit but perhaps less obvious factors include:
- Profiles
- Skill points invested in Combat Skills
- Equipped armor
These effects are reflected in the blueprint stats without explicit notation.
The stats shown on the weapons pages are baseline: Initiative I armor, no skill points assigned, no profile active.
Achievements and trophies
The following achievements and trophies can be earned which are related to Weapons:
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