Most weapons in the Mass Effect universe are micro-scaled mass accelerators, using mass-reducing fields and magnetic force to propel miniature slugs to lethal speeds. Nearly every gun on the battlefield is laden with features, from targeting auto-assists to projectile shavers that can generate thousands of rounds of ammunition from a small, internal block of metal.
In Mass Effect, to generate ammunition a weapon shaves a projectile the size of a sand grain from a dense block of metal contained within the weapon's body. The projectile is launched at supersonic velocities by decreasing its mass in a mass effect field. Thousands of these tiny rounds can be produced from a single ammunition block. Ammunition is never a concern because of this, but managing the weapon's internal heat is; if a weapon is fired too rapidly, heat will build up inside of the weapon and it will overheat, forcing the operator to stop firing long enough for the weapon to disperse that heat buildup.
Damage - The amount of Damage inflicted on a targets Shields first, and then Health minus their Damage Protection (%) on a successful hit. In contrast to subsequent games in the series, weapons in Mass Effect do not deal bonus damage to heads or other specific body parts.
Accuracy Rating - Each weapon has a uniquely-sized circular targeting reticle visible in the HUD when weapons are unholstered. The size of the circle is a rough indicator of the "probability cone" where rounds may travel when fired. Narrower circles indicate greater accuracy than larger ones. For more information see the relevant section of the Combat page.
Level - Weapons also have a level (I through X) which denote their overall quality. Higher level weapons inflict more damage, maintain greater accuracy, and can fire for longer time periods before overheating than lower level weapons.
All weapons of level I-VI can be upgraded with one modification to the weapon itself and one modification to its ammunition and weapons of level VII and above can accept two upgrades to the weapon itself. The exceptions are in-game available weapons from Geth Armory, which do not accept upgrades to the weapon or its ammunition. Upgrades to weapons have various effects, such as increasing damage or stability, but often have negative effects as well, such as reducing shots before overheating. Upgrades to ammo also have effects, such as poisoning or burning targets, but sometimes have negative effects, such as a slower rate of fire or greater heat generation.
Some player and non-player character (NPC) classes may gain greater proficiency with certain weapon types. Usually, this is expressed through various talents that class possesses. There are four specific talents that correspond to each of the four main weapon types. Also, some class talents and unique specializations available to the player classes may improve weapon skill in various ways.
In Mass Effect Legendary Edition, weapons can deal bonus damage with headshots against almost all enemies with heads (or head analogs). This mechanic does not exist in the original version of Mass Effect.
In Mass Effect 2, personal weapons have undergone a massive shift. It was discovered that, in an age of kinetic barriers, most firefights were won by the side who could put the most rounds downrange the fastest. As such, detachable heat sinks, known as thermal clips, were adopted first by the geth, and shortly thereafter by organic arms manufacturers. Ammunition may never be a concern with modern arms, but the availability of thermal clips is; weapons without thermal clips have nowhere to disperse their heat and are incapable of firing. Luckily, thermal clips litter modern battlefields, and can be obtained from fallen enemies or found lying around the environment.
Thermal clips become more likely to drop from slain enemies when the extra carried ammunition (i.e. not the rounds still in the weapon's magazine) for any of Shepard's weapons starts to drop below maximum capacity. Some enemy types will never drop thermal clips upon death, mainly those that don't utilize conventional weapons such as Husks. Occasionally some clips found in the environment are capable of "respawning" in the same location a short time after being picked up.
Thermal clips dropped by slain enemies restore a smaller amount of ammunition than clips found already lying around the environment. Picking up thermal clips will restore a flat amount of ammunition to all of Shepard's weapons not at full carrying capacity, the amount varying for each weapon type. Ammunition will not be restored to a weapon with an empty or partially empty magazine if the weapon is still at maximum capacity for extra clips, so weapons should always be reloaded before obtaining ammunition pickups to maximize the ammo regained.
Legendary Edition: Spare clips will go over max capacity as necessary so that they will be at max capacity after reloading. It is not necessary to reload weapons before picking up clips to optimize replenishment. This is the same way thermal clip replenishment works in Mass Effect 3.
The HUD element, in the lower left corner of the screen, shows how much ammunition the player has in their equipped weapon. The number on the left (the one which decreases along with the nearby bar) shows how many shots you can fire before you need to reload. The other number, on the right, shows how many shots are available from your backup clips. The player can manually "reload" a thermal clip at any time, or Shepard will automatically do so when the current clip becomes saturated with heat. Reloading a new clip before using up all of the rounds in a magazine will not waste the remaining rounds.
Each of the playable character classes is only able to equip some of the five conventional weapon types; the Soldier can wield the most by default, being able to carry all types with the exception of submachine guns. No more than one of each type of equipable weapon can be carried at a time during a mission. Squadmates are only able to carry two types of conventional weapon. In contrast to the original Mass Effect, as long as a weapon type can be equipped, it can be used without any other penalties to effectiveness.
In Mass Effect 2, all conventional weapons save sniper rifles suffer a damage penalty at extremely long ranges and benefit from a damage increase at very close (nearing melee) ranges. Almost all conventional weapons save shotguns gain bonuses to accuracy when aiming down sights (zooming) and a further bonus when clinging to any type of cover; sniper rifles are extremely inaccurate if fired "from the hip," or unscoped. Unlike in the original Mass Effect (not Legendary Edition), there is no longer any accuracy penalty (crosshair bloom) for moving while shooting, though most automatic weapons will lose accuracy the longer they are fired.
Heavy weapons, carried only by Shepard, are a special weapon type separate from the five conventional weapon classes. In Mass Effect 2, they utilize power cells instead of thermal clips. These power cells can be found in crates throughout the environment and are usually an important find because heavy weapon ammo is not automatically refilled to maximum between missions like the ammunition of other weapons. Power cells will also restore a large amount of ammunition to non-heavy weapons at no penalty to the amount of heavy weapon ammo restored. Picking up power cells while at full heavy weapon ammo capacity will refill the ammo of other weapons and also salvage 100 credits. Heavy weapons can only be used by Shepard and not squadmates. They can be researched, unlocked with DLC, and occasionally, found on missions. Heavy weapons usually have special functionalities not available from other weapon types such as homing in on a target, stunning or disabling enemies, or causing damage in large areas.
Upgrades in Mass Effect 2 are not weapon-specific modifications. Instead, the player obtains upgrades through research which apply across an entire weapon type. For example, an Assault Rifle Damage upgrade will boost the damage output of all assault rifles that the player owns, not just a specific model.
Another fundamental change from Mass Effect is how ammo types for weapons can be modified. Previously, a given weapon could be upgraded to use Cryo Rounds to freeze enemies or Proton Rounds to cut through their shields. In Mass Effect 2, ammo for all weapon types except heavy weapons can be modified through the use of different powers which can be applied at any time at the cost of a very short cooldown. Ammo powers usually provide weapons with a damage bonus to specific types of protection or health and often secondary effects as well, all of which become more powerful with rank.
All of the ammo powers have rank 4 evolutions that can share the power to all members of Shepard's squad. Only one ammo power can be active per weapon, and activating a squad-evolved ammo power will override other active ammo powers for the currently selected weapons only. Finding a new weapon or changing weapons at a weapons locker during a mission will deactivate all ammo powers across the entire squad.
Which ammo power is active can be verified either from looking at which power icon is highlighted in the HUD, or by visually inspecting weapons for a glowing holographic effect color-coded for each ammo power, or by firing a weapon as each ammo power imparts a distinctive colored particle effect to the firing bursts, bullet trails, and shot impacts of the weapons they are active on. Note that Shepard's own ammo powers can't be used if a heavy weapon is the current weapon selection, even if the ammo power is evolved for squad-sharing.
The following squadmates all can have ammo powers of their own: Garrus Vakarian, Grunt, Jack, Jacob Taylor, Thane Krios, and Zaeed Massani. Shepard can have access to various ammo powers as either native class powers or as bonus powers. Various enemies in Mass Effect 2 can also use ammo powers at higher difficulty settings.
c80f0f1006