Last update - 21/12. I am currently too busy with multiplayer
UNDER CONSTRUCTION STRATEGY GUIDE PART - your suggestions are welcome!
Massive thanks to MrAtomica for a large chunk of this guide.
<<General Strategy>>
-If your squad gets wiped out, a highly mobile, more defensively oriented playstyle is more effective for getting to the end of the round than camping. Enemieswill flank a stationary target too quickly for you to handle. Furthermore, if this happens on a level requiring hacking or uploading/activating points, I believe enemies spawn endlessly. Have fun with that.
-Headshots inflict more damage than body shots. Common knowledge, but worth mentioning. If you happen to main the Mattock, or similarly accurate guns, headshots are incredibly efficient. Still, the unlimited supply of ammo at various dumps makes pinpoint accuracy less of an issue than it could be.
-Conserve ammo as best you can. This becomes a bigger issue when your squad is surrounded, especially by an Atlus. Running out of ammo for your long range weapon is crippling in a firefight. Ammo dumps abound in both levels, but getting to them is not always an option. Spray if you need to, but always keep your ammo count in mind at all times.
-Don'y worry about someone stealing your kills - the XP you receive at the end of the match is based on the SUM of all player's scores and bonuses. So you don't need to worry about those showoff Vanguards getting all the rewards
-The Four F's of Flanking, by Volus Warlord.
- 1. Find 'em - Spot the enemy and ensure your allies know of their location, as well as a loose idea of their numbers.
- 2. Fire 'em - Lay
down suppressing fire (or abilities) to force your enemies to take
cover. If they are suppressed, their ability to move and fire back will
be greatly limited. - 3. Flank 'em - While maintaining
suppressing fire, send some squadmates around, preferably so that you
make a 90 degree angle. The idea is that the flanking team has cover
while the targeted group does not, allowing them to take potshots at the
targeted team that is behind cover to the suppressing team. - 4. Finish 'em - The flanking team makes the kill from the side.
<<class Strategies>>
-Engineers with Overload/Incinerate work as excellent support classes, allowing other teammates to focus on damage dealing.
-Infiltrators excel at securing objectives due to tactical cloak. It's also very handy for reviving downed squadmates. Neither action breaks the tactical cloak making you pretty much immune to ranged attack.
-Vanguards have excellent mobility due to Charge. This can be useful for assisting team members in trouble or quickly escaping hot zones. They also provide excellent distractions.
-Soldiers and certain Sentinel builds are the most durable classes, and excel at 'holding the line'. Staying mobile isn't as important as drawing fire away from the squishier classes.
-Adepts are the Crowd Control class. Lock down chokepoints with Bubble Stasis and Singularity, use combos on tougher enemies.
<<Enemy Strategies>>
Cerberus Enemies
Regular infantry - Short, controlled
bursts if possible. High damage output staggers them on occasion, allowing for an easy kill. Beware, however, as they are ruthless and dogged. They will actively flank and surprise you, using a combination of rifles, grenades, and shock batons to bring you down one by one. Be wary of engaging groups of them (or any enemy, for that matter), as there are ALWAYS more than you think.
Centurions - Fairly simple,just regular guys with shields tacked on. Get out an assault weapon and
go to town. Again, staggering them by any means is almost a sure win. Slow fire weapons are weak against shields, so conserve ammo for the heavy hitters until they're down. If you lack any strong means to combat
shields, Centurions are an issue. Also, ensure that you kill them before allowing their shields to regenerate, as this will happen if theymanage to slip away from a firefight.
Guardians - A few ways to get past the shield. Any power which staggers or distracts opponents (Combat drone, Sticky Grenade, Pull, etc) will cause them to fall backward, opening them up for a good ol' fashioned hose down with your weapon of choice. WARNING, DO NOT MELEE THEM AS A RULE! IF you have an opening, take it, otherwise leave the flashy stuff to other enemy types.Not especially aggressive or deadly, but if a few of these manage to flank a weakened squad, they become a real nightmare, as they provide a wall for more deadly enemies to close in.
Nemeses - If you have aclass with Overload in your lineup, you're in luck. A Nemesis has high
shields but very poor health and damage mitigation. One blast from any shield breaking power ought to be enough to open them up. As an added bonus, they stagger when they lose their shields. Since they carry
sniper rifles, don't be afraid to get up in their face and punch them. When facing one from range, watch for the bright red flash, indicating their laser targeting. They may be weak, but they hit very hard with each shot.
Phantoms - Overload, then stunlock. Actually, any barrier destroying power will do, so long as it strips their protections away fast. Phantoms are not terribly annoying at range, but they are positively awful if they get into melee range. Their ranged attack is slow firing, but hits farily hard, so standing in the open firing at them is not recommended. Their swords are lethal, and they move fast enough that hitting them is difficult in the heat of battle. They can also instant-kill you if you hang around in close quarters for too long. Thus, engaging them quickly and relentlessly is advised. Break the barrier, and light them up. They apparently won't move if they are being shot fast enough. Also, watch out for their Tactical Cloak, they can be quite sneaky with it. Abilities of note include Singularity and Stasis. A high risk strategy is sneaking up on them while they are distractedand then heavy melee stunlock for an easy kill.
Atlas(es) - Save all missile launcher ammo for the inevitable Atlas or two in each mission. One shot
is all you need to ruin its day, and generally this allows for an easy win. Buying Veteran Packs seems to give +3 missile ammo quite often. If no missiles are available for whatever reason, prepare for a long fight.
An Atlus is always accompanied by numerous foot soldiers, who use its commanding presence as license to hit you from behind. Keep your squad tight, well covered, and ready to move. Use fast firing weapons like
SMGs, in tandem with powers, to strip the shields. Then switch to slower, more powerful weapons and powers for the armor. But seriously, just use the Missile Launcher.
Modifié par Eckswhyzed, 20 février 2012 - 01:26 .





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