
Enemy attacks you must combat roll to avoid will also cancel your beam.
Taking damage from enemy attacks that can stagger you will also cancel the beam and reset its level of charge. The intensity of the glow from the weapon can actually obscure your vision significantly.
When the beam reaches full power after sustained fire it becomes visibly thicker and also much brighter. This makes the Assault Rifle Magazine Upgrade mod especially useful on this weapon, extending the magazine capacity as high as 180. Using most powers will interrupt the charge, however, as will as depleting ammo reserve. Pre-charging the weapon behind obstacles can be useful on higher difficulties, where you might get killed while your weapon is charging to full power. This property makes it well-suited for long, sustained fire against targets and can do very high amounts of damage in a short time as long as the beam remains on-target. The Particle Rifle's initial Damage-Per-Second (DPS) is very low, but goes up dramatically (quadruples) after about 2-2.5 seconds of continuous fire - this consumes about 30% of the unmodded Rifle's energy (about 30 units out of a total reserve pool of 100 units), and any breaks in fire prior to or following the warm-up will reset the beam. Swarmers and their gestation pods) and exposing invisible enemies. Due to its continuous fire, Particle Rifle is perfect for killing low-health enemies (e.g. This balances out the beam's perfect accuracy at long range against other, more traditional rifles. The Particle Rifle's beam has a finite range, after which no damage will occur. Players may want to treat this weapon as a weaker Collector Particle Beam with a smaller, but regenerating ammo pool. It cannot run out of ammunition as a result, giving this assault rifle a significant advantage over the other assault rifles. Instead, it uses a cooldown system like the weapons of the original Mass Effect.
The Particle Rifle does not use thermal clips.