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The Big Thread of Multiplayer Strategy


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#76
sp0ck 06

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Ender1221 wrote...

Sorry if this has already been asked, but I just saw a video where a guy was hitting guardians with singularity and it didn't remove the shield. Is there a specific level it needs to reach before it's effective?


All it does is slow them down if you hit the front side fo the shield.  You need to really arc the Singularity to hit them from behind before they lose the shield

#77
United_Strafes

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D Amiri wrote...

Turrets will squad wipe noobs. Engies need to be focused down immediately.


Yes, yes "squad wipe noobs" please more of your wisdom oh ME3-multiplayer-professional-guy.

#78
Mike Aus

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+1 for the Infiltrator. Excellent for hacking as you can cloak and reviving your buddies is aided by cloaking too.

Plus I've discovered something neato with the freeze ability.

#79
Eckswhyzed

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Mike Aus wrote...

....

Plus I've discovered something neato with the freeze ability.


Do tell, kind sir.

#80
husky husk

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four adepts with no guns equiped to see if that no gun bonus makes an impact

#81
Mike Aus

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Eckswhyzed wrote...

Mike Aus wrote...

....

Plus I've discovered something neato with the freeze ability.


Do tell, kind sir.


Well, perhaps it's not a big secret. But if you only equip a pistol or SMG and put points in Cryo, you can spam it every 1.5 odd seconds. Meaning you can fire it, take down an enemy in a few pistol shots (as the Cryo damage boost kicks in) then rinse and repeat. Works even with a basic Phalix pistol.

Plus it also gives squad mates added damage against those enemies if they're frozen. It also slows down those annoying as ninja dudes and snipers.

And lastly, it's also useful against a group with the increased radius. You spam it 3 times till the whole group of 6 odd enemies is frozen, then just chuck a grenade and they all go boom in one hit.

#82
Ender1221

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sp0ck 06 wrote...

Ender1221 wrote...

Sorry if this has already been asked, but I just saw a video where a guy was hitting guardians with singularity and it didn't remove the shield. Is there a specific level it needs to reach before it's effective?


All it does is slow them down if you hit the front side fo the shield.  You need to really arc the Singularity to hit them from behind before they lose the shield


Thanks!

#83
hawkens982

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RocketManSR2 wrote...

D Amiri wrote...

Turrets will squad wipe noobs. Engies need to be focused down immediately.


Agreed. Second only to Atlas mechs in priority.


Wrong, atlas should be focused down last. Making it a priority gets your squad flanked hard.

#84
N7Kopper

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hawkens982 wrote...

RocketManSR2 wrote...

D Amiri wrote...

Turrets will squad wipe noobs. Engies need to be focused down immediately.


Agreed. Second only to Atlas mechs in priority.


Wrong, atlas should be focused down last. Making it a priority gets your squad flanked hard.

If you get one or two people focused on the Atlas, you can often take it out/whittle it immensely while the others stop that from happening.

#85
MrAtomica

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Dealing with enemy types:

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 they manage 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 a class 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 swords are lethal, and they move fast enough that hitting them is difficult in the heat of battle. 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.

Atlus(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.

General Rules...
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. Enemies will 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.

Stick close to your squad. It can be easy to lose focus and over-extend yourself (Vanguards, looking at you lol), but try very hard to avoid letting this happen. Remember this one crucial point, if you gain nothing else from my post. THERE ARE ALWAYS MORE THAN YOU THINK. ME3 has lived up to its promise of higher difficulty. Throwing yourself into a group of angry Cerberus goons gets you nowhere but dead in a hurry. There are always the moments of exception, where you do exactly this and wind up massacring the enemy. But those moments are just that, an exception. Don't tempt fate unless absolutely necessary. You are given 3 other teammates for a good reason.


Well, that's it. TL;DR or Cool story bro me to hell and back, I just stopped by to offer some of my extremely limited advice. All of this info is a snap to figure out on your own, and I'm sure most people who have played for some amount of time have picked all this up. For those who haven't yet, haven't had a chance to play yet, or are just as unskilled at online shooters as I happen to be, welcome to ME3. Any amount of frustration from the losses that are certain to come only makes the awesomeness of forming a kickass squad all the sweeter. Have fun, I look forward to playing many more rounds with my fellow PC gamers.

#86
Major Tao

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Thanks to EcksWhyZed for starting the thread, and to Mr. Atomica for the thoughtful suggestions. 


Here some thoughts on squad maneuvers based on the Mass Effect 3 Demo game play I've seen so far.  


1)  Your team is your strongest resource.  
If your team gets too far apart, you won't be able to deliver combined fire / powers on enemies, work to distract / disable tougher opponents, complete objectives or revive downed teammates.  Instead, your team will get cut to pieces.


2)  The enemy is totally out to flank you from all sides if possible.  
The team will encounter the enemy as they move forward, and you can expect that other enemy elements will be moving to deliver fire from your sides and unguarded rear. 

A team might consider having two squad members checking front and sides as the squad moves forward from cover to cover, and two members watching sides and rear guard while the squad advances.  


3)  Since there are positions that need to be held temporarily while objectives are completed, squad members can take up defensive / offensive positions to cut down the advancing enemies while protecting the squad member who must perform hacking, setting up communications relays or other tasks. 


4)  As Mr. Atomica notes, a squad will want to be able to shift position as a unit, and coordinate their actions. 
Having good squad communication will enable the team to support each other and win. 


To me, this all comes down to several basic actions that a squad will need to able to perform and coordinate together to stay alive and win the day. 


Engage enemy:
  Ideally we engage the enemy from cover, reduce their numbers, and move towards our objective while  supporting each other with powers, firepower,  taking turns in cover, and reviving as necessary. 
We always want to have the advantages on our side, having cover, superior numbers, and combined fire whenever possible.  


Regroup / Rally:  We've gotten too spread out from chasing weakened enemies that retreated from our fire.
The squad has separated into individuals without support.  We must link up so we are acting as a team again.  
We identify one squad member ( maybe the one already in trouble ) and move to link up on that person's position. 


Shift Position ! :  We're taking too much fire, are facing too many opponents, are getting encircled or flanked, or a large squad / boss is charging and we're in a bad spot.  The team will need to relocate at speed to a place that may provide at least a temporary advantage. We might as well make the terrain work to our advantage as much as possible whether it's having cover or an exposed area the enemy will have to cross, a choke point the enemy will bunch up in, or a doorway that can be covered with turrets or blocked temporarily with powers.   We may have to cover some ground to evade the enemy if we're getting whelmed, but very soon we'll want to choose a spot to set up and take out the enemy following us....before we run into another large group !  With this in mind, we'll always want to keep an eye open for the next clear area to move into. 


Flanking / Pincher Movements

While other players have suggested very direct attacks on challenging enemies such as Guardians and the Atlas, it is also worth considering dividing the squad into groups of two to enable basic flanking movements. 

If a Guardian has a player pinned down while he advances - one or more of the team can move to attack the guardian's sides or rear.  This same tactic could be used against the Atlas - to catch it in a cross fire and hit it with powers and weapons from two sides. 

 If the Atlas operator turns to chase part of the team, the other pair can open up and deliver more pressure - while being ready to melt back into more cover when the Atlas turns to focus fire upon them.  


Prioritizing Enemy Targets
While all of the enemy are out to kill your squad, some of them may be considered a larger immediate threat than others.   When I play Gears of War 3, I always seek to quickly kill elite units such as: rocket firing Boomers, Flamethrower units, Machine Gun carrying Grinders, Grenadiers and enemy squad reviving Kantus quickly as I consider these to be a huge threat to my team and my team's position.  

This is something a team may want to consider in Mass Effect 3 as they face elite enemy units such as the Phantom. 

Another approach is to kill all the supporting units and leave the enemy Boss for last ( if you can avoid them ). 
This will require a squad to keep moving while reducing enemy numbers and evading the Boss until we're ready to take it out. 


Use the Terrain
As we move across the terrain, we may notice spots that offer certain advantages.  Maybe we can find a place with good cover to mount a counter attack, perhaps we can lure the enemy into a bottleneck and we can reduce their numbers with our combined fire and powers.  Perhaps there is a spot that a mech cannot move into easily or provides enough cover for the squad to attack it and stay alive while moving from cover to cover.  Whether it is a sniper perch or a place to set up turrets we'll want to find places that can be used to kill the enemy and provide us an edge whenever possible. 





See you on the battlefield ! 

#87
clopin

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Support your Vanguard. Will he get more kills than you? Yup, but that's what he's supposed to do. Don't btch that he is stealing your kills, throw some nades/headshots/warps/overloads/incinerates/supporting fire and let him do his thing.

#88
WizenSlinky0

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Don't all die and leave WizenSlinky to solo an atlas mech with a Mantis I rifle. It will take him 15 minutes.

#89
casedawgz

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I find the best way to deal with guardians is just switching to an accurate, single shot weapon and shooting through the slit on the shield. Exploded a dude's head with the mattock.

#90
ItsFreakinJesus

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Vanguards are a Phantom's worst enemy.

Nova->Charge->Shotty->Heavy melee

Or

Charge->Shotty->Shotty->Heavy Melee

Every time I see a Phantom, I take care of them for my teammates because my strategies never fail.

#91
SarenReborn

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ItsFreakinJesus wrote...

Vanguards are a Phantom's worst enemy.

Nova->Charge->Shotty->Heavy melee

Or

Charge->Shotty->Shotty->Heavy Melee

Every time I see a Phantom, I take care of them for my teammates because my strategies never fail.


Vanguards do wreck these phantoms . :D

Also shockwave is good on those pesky guardiands for opening them up for a headshot :D

#92
casedawgz

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Engineer is good for turrets. Overload the shields away, incinerate the armor down. I kill them markedly faster than my colleagues.

#93
benwebtar

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All you need is a team of 4 Krogan Soldiers.

#94
neubourn

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casedawgz wrote...

Engineer is good for turrets. Overload the shields away, incinerate the armor down. I kill them markedly faster than my colleagues.


Turian Sentinel is also pretty good against Turrets. They have Overload for the Shields and Warp for the Armor. If you have a Turian Sentinel on your party, make sure you tell them they are on turret Disposal duty. 

#95
casedawgz

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Bit off topic, but can I just say how happy I am that this mp is fun? We're already strategizing and synergizing and etc., if this has a goodly amount of maps and some dlc support its going to have some serious legs to it.

#96
neubourn

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casedawgz wrote...

Bit off topic, but can I just say how happy I am that this mp is fun? We're already strategizing and synergizing and etc., if this has a goodly amount of maps and some dlc support its going to have some serious legs to it.


Yeah, i am quite surprised how good this MP is turning out to be. Ive always been a fan of Horde mode in games, and im having a blast with this one. Cant wait to play more maps and more enemy types. Should be interesting. I can see them extending this for months with DLC.

Speaking of which:


Dear BioWare...when making DLC, i would suggest coming out with a SP mission AND another map for Co-op in a single DLC pack. That way its more bang for the buck and youll make everyone happy. If you had a DLC pack that had a mission like Kasumi's Stolen Memory plus another Co-op map, id gladly pay $10 for it. 

#97
shumworld

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I was talking a friend who wants to be a vanguard where as I want to be an Engineer. Is Cryo Blast a good power to have so that my friend can shatter them with biotic charge?

#98
casedawgz

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Cryo blast is great. If you keep your encumbrance down (either single assault rifle or assault rifle and pistol depending on which assault rifle you're using), the cooldown is really short. I freeze an assault trooper, blow him away, and cryo blast is ready to be cast again as he shatters, then i move onto the next. You can make short work of a squad of unshielded enemies with this power.

#99
Xerxes52

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Indoctrinated Spectre wrote...

Infiltrator seem to be the class to be if you want to be a survivor lol. That cloak is not god tier..TITAN TIER.


This. And there's no problem that can't be solved with the liberal use of sticky grenades.

#100
goofyomnivore

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I don't know if this just works with the Vanguard's melee animation, but you can aim your heavy melee by holding down the melee key and holding down W and looking in the direction of your target. You perform a mini charge then heavy melee them. It adds a few meters to the range of your heavy melee and allows you to better aim and hit Nemesis.

Modifié par strive, 15 février 2012 - 07:55 .