New comments cannot be posted and votes cannot be cast, Press J to jump to the feed. With the exception of Rockets, these items apply their bonus to primary weapons only. I made the same original judgement as OP - only took one gunner with Heat. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers. In b14 normal, a rapid fire gunner with an autoblaster could solo a regular mechtoid. And to get that 10.4 out of Shredder, you had to deal 26 damage pre-Shred and 10 to apply it. 45 Long Colt 45 Schofield 454 Casull 50 AE 500 S&W Magnum 7.62x25 Tokarev 9x18 Makarov 44-40 WIN 38-40 WIN Rifle 223 / 5.56 NATO 308 / 7.62 NATO 7.62x39mm 300 AAC Blackout 6.5 … Shredder Ammo is a power you gain in Mass Effect 2. i go on most people for shred and use a small items slot for heat ammo to deal with these nasty robots. - Shredder ammo removed from all muton elites to just leaders - It was too difficult to avoid and felt too punishing for the rate at which you acquired it, this should make it so it is somewhat avoidable by only worrying about the leader ... - Very Long War (#9): Overall game length doubled. Note that none of these items can be equipped more than once. Second of all, HEAT skips DR. Shredder does not. I think I'm missing something here. Sectopods start with 4 armor, and scale to 9 at 1200 research. In Long War, all regular soldiers have 2 equipment slots from the start of the game. It inflicts heavier damage to organic enemies. All the other robots have a lot of hitpoints. I could see it as being a one shot thing, but that would only really apply to drones. Previously HEAT was an auto choice, now shredder is a lot more appealing. These are the right tools for the job. It doesn’t matter if you need We’ve got that. Press question mark to learn the rest of the keyboard shortcuts. ↳   Long War of the Chosen Development (Community Adaptation), ↳   Pavonis Interactive's standalone XCOM 2 mods. Flush, HEAT, Ranger, Rapid Fire, Resilience, Mayhem. The Gunner could go for Shredder Ammo and Double Tap in order to apply it to two targets per turn, but this build can add 2 free supercharged rockets, 3 free smokes and the Arc Rifle to compensate. Note that soldiers can pick up the same type of grenade more than once. Smoke: Units that are covered by Smoke gain a +20 bonus to defense. Most items have a weight, which is represented as a movement penalty. Shredder works on anything and is in effect for 4 turns, seems like a no brainer to me. So you'd have to have a third guy shoot this target to get the same amount out of Shredder (10.4) as HEAT (10). Shredder to, well, shred armor (you really need all the shred you can get lategame, but shredder ammo is bad as it does not scale with weapon tier like the perk does. And you said you would apply a holo beforehand. All trademarks are property of their respective owners in the US and other countries. I didn't realize HEAT ignored DR. That's awesome. It doesn’t matter if you need 12 gauge buckshot for self defense, or 375 H&H for your next African Safari, Short Round Supply has the ammunition you need. same goes for shred ammo, many classes can equip it as an item beside their perk tree. 2nd row, Holo-Shredder-Mayhem, Suppress or Disable, Rocket Engineer. But if I shred it, then the next, lets say 3 squadmates, who all do 10 damage each, actually do 15. While you are right about that, you on the other hand seem to be overestimating HEAT gunners. The unit will lack the ability to shoot twice per turn, but considering he will be consistent applying Shredder on an enemy who will be receive a Rapid Fire (two shots) HEAT Ammo (+50% to robotics) to the face, the +50% bonus damage that the Shredder effect will add will be high enough to compensate for the lack of independent high damage. Assaults can’t use Suppress in order to apply it from a safe range, and even if they could, there are other items that they also need in order to be good at what they do. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Gunners, of course, may select a "Heat Ammo" perk (which I've selected for all my qualified gunners, thus far). Since most items provide a movement penalty, this effectively gives you a small movement bonus. It's not as easy as its looks to youShredder bonus is after all dmg bonuses and reductionHEAT is bonus from weapon damageYou don't really need HEAT in beta 15 as much as before, but it is still nice to have. You're overestimating Shredded. Now after reading Cysic's post (great points), I'm back to thinking a 40/40/20 split for Gunners of Heat/Shredder/Overwatch respectively. No longer is HEAT autopick if you are fearing big mechanical monsters. Shredding is not really worth it as very few enemies have enough armor and HP to make them more than 2-3 shot kills. All other items need to be produced first, and can only be equipped once per time they are produced. I've always gone for shredder as H just seems to situational, it's only against robotic and if I understand correctly, DR has to have been seen prior to it having any effect (i.e someone has to already have hit anything for it to work). Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item. Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that's provided by the perk. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game armors (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the Tactical Rigging Foundry project. In my opinions, its pretty balanced. Also, HoB isn't as good as it sounds because it eats too much ammo). Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item. A double-tap shredder gunner can turn many muton elites or other high HP organics into easy kills for the rest of the squad. When your research is a little behind the time. Note that soldiers can pick up the same type of grenade more than once. From a single action on a single soldier. If the big thing is already dead, he can kill most Drones or Seekers with a single Flush. There is no longer a native penalty for shooting at MECs, SHIVs, Cyberdisks, Sectopods, or Mechtoids on Overwatch. I generally stick the shredder ammo item on my assaults and later on after getting tac rigging on my engineers as well.