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The Big Thread of Multiplayer Strategy


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#101
Costin_Razvan

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Just a few things I would add, though I am sure some if not most have been said already: Stick together, don't go rushing off like a wild dog just because you can: That's the thing that will get everyone killed.

If you die try not die in the middle of a pack enemies, that way you can at least be revided.

Always focus on the Phantoms, they are the biggest threat. The Atlas is just made to be kitted. The turrets of an engineer are static.

Always guard your flanks. If you are in building try and keep an eye out on the other ways to enter it.

Don't turtle if you are alone. You will die. Stay mobile.

Don't stay clumped together.

Modifié par Costin_Razvan, 15 février 2012 - 08:26 .


#102
clopin

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Also: When you are the last one alive, make sure you know where the enemies turrets are. Those things are sons of btches.

#103
EasyEight

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Any advice on what skills to level up as a Sentinel and Soldier?

I'm thinking about taking all the improvements for the shield on the Sentinel in order to reduce damage from incoming fire, but wasn't sure if the other ability to pop your shield to hurt people was worth anything.

#104
Eckswhyzed

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EasyEight wrote...

Any advice on what skills to level up as a Sentinel and Soldier?

I'm thinking about taking all the improvements for the shield on the Sentinel in order to reduce damage from incoming fire, but wasn't sure if the other ability to pop your shield to hurt people was worth anything.


There are 2 rough sentinel builds:

-Tank/Weapon builds with Assault Rifles, Shotguns, Snipers etc. These rely on Tech Armour for durability and use weapons a fair bit.

-Lighter sentinels with SMGs/pistols only. They use a light loadout, spam powers and don't use tech armour that much.

Soldier seem quite hard to build badly, but I'm still working the kinks out on mine.

#105
Xerxes52

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shumworld wrote...

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?


I'm an Infiltrator, and I spam it constantly. When paired with a melee-heavy class (Vanguards or anything Krogan), you will destroy frozen enemies instantly.

One of the best team combos in the game imo.

#106
mitthrawuodo

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What's the strategy for engineer's and their turrets
also guardians always come in pairs

#107
Xerxes52

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mitthrawuodo wrote...

What's the strategy for engineer's and their turrets
also guardians always come in pairs


For Engineers, focus fire. If you have a mic, call out their location. Kill them before they get their turrets out, of course.

If they get their turrets out? Sticky Grenades ftw.

For Guardians, have a sniper headshot them in the "mail slot". If you don't have snipers, get one player to hose down their shields and get their attention, then have another player flank them. Also rolling a grenade behind them also works. Casters can also arc powers around their shields too.

#108
sp0ck 06

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Anyone else feel like the best offense is a good offense in this? I've found camping to be tough as enemies close from all sides and many are hard to kill at range. It seems more productive (and fun) to move as a squad around the map, engaging the mobs one small group at a time, rather than trying to defend all of them at once. I'm playing mostly on Silver btw.

#109
sp0ck 06

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EasyEight wrote...

Any advice on what skills to level up as a Sentinel and Soldier?

I'm thinking about taking all the improvements for the shield on the Sentinel in order to reduce damage from incoming fire, but wasn't sure if the other ability to pop your shield to hurt people was worth anything.


Frag Grenade and Concussive Shot seem much better than AR in the multiplayer, since it removes the time dilation effect and has a long ass cooldown.  Since there's ammo boxes everywhere, I've just been spamming grenades like crazy.  Once you upgrade them all the way, they're really OP lol.  

But if you want to focus more on slowing incoming damage, Fitness I guess.

#110
Xerxes52

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sp0ck 06 wrote...

Anyone else feel like the best offense is a good offense in this? I've found camping to be tough as enemies close from all sides and many are hard to kill at range. It seems more productive (and fun) to move as a squad around the map, engaging the mobs one small group at a time, rather than trying to defend all of them at once. I'm playing mostly on Silver btw.


On the snow base, that U-turn hallway is a good camping spot, and you can kite the Atlas around the L-shaped console all day long.

But on the slums map, a roving kill team works much better, since most of the areas have a lot of entry points. Surprisingly though, you can hold out for quite a while near the initial insertion point. Lots of cover and an ammo stash, and plenty of escape routes.

In one game, we did a loose diamond formation in the slums (point man forward, one guy right, one guy left, one guy rear guard/sniper), and we stomped everything we came across.

Modifié par Xerxes52, 15 février 2012 - 09:15 .


#111
Soranul

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Eckswhyzed wrote...

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.


you should add that shots can actually go thru the small opening for their eyes in their shield. if u have a sniper or any accurate weapon u can headshot them thru it, even a viper can one shot these guys that way. also since they walk really slow, you have enough time to line up a shot.

#112
rickhyuga

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Soranul wrote...

Eckswhyzed wrote...

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.


you should add that shots can actually go thru the small opening for their eyes in their shield. if u have a sniper or any accurate weapon u can headshot them thru it, even a viper can one shot these guys that way. also since they walk really slow, you have enough time to line up a shot.


Or if you happen to have a Widow equipped just shoot through the shield.

#113
iTofu

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I wish this would get stickied so it wasn't lost in the spam of threads. Excellent tips. Thank you everyone for posting.

#114
Syokhan

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Soranul wrote...

you should add that shots can actually go thru the small opening for their eyes in their shield. if u have a sniper or any accurate weapon u can headshot them thru it, even a viper can one shot these guys that way. also since they walk really slow, you have enough time to line up a shot.


If you're an infiltrator and, like me, suck at aiming for that mail slot, you can also snipe them in the thigh, foot, shoulder, or in the hand they're using to hold their gun. With a good enough rifle + powers they'll still die in one hit.

#115
Nizzemancer

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neubourn wrote...

For the Guardians (dudes with the riot shields), easiest way to take em down is a Sniper headshot through the little slit on the shield. Its usually a one shot kill, 2 at the most.


I have maxed concussive shot so I just use that and then shoot them in the face. Just aim slightly to the left before it hits and then unload your avenger in them as soon as they stagger backwards.

My plan for my Male Human Soldier build is:
Adrenaline Rush:2
Concussive Shot:6 (Force&Damage/Recharge Speed/Shredder)
Frag Grenade:3
Alliance training: 6 (Weapons Damage/Power Damage/Weapons Damage)
Fitness:6 (Durability/Shield Recharg/Fitness Expert)

Currently at level 16 with 0 in frag grenade, 1 in Adrenaline and 5 in fitness but aside from that built as above.

Basicly lets me hold my own against just about anything.

Modifié par Nizzemancer, 18 février 2012 - 12:32 .


#116
PSUHammer

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I find that a great Vanguard strategy is to just hang back and charge clustered troops. Avoid guardians and turrets. But spam the hell out of regular troops. Always have long range support with you who is willing to work as a team (long distance headshots if you charge into trouble!)

#117
tomcruisejr

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Adept (human)

shockwave = great vs gaurdians and nearly stunlocking Mechs through walls.

spam shockwave + gun burst to take off shield = then obviously singularity + swave or warp for a nice explosion


simple strats

#118
Ultenth

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[quote]Eckswhyzed wrote...

<<class Strategies>>

-Engineers with Overload/Incinerate work as excellent support classes, allowing other teammates to focus on damage dealing.
[/quote]

Overload is a beast, always go for it vs. Cerberus, maybe once we get access to other enemies that will change, but right now is MASSIVELY outperforms Incinerate, especially with the upgrades to jump to 2 additional targets and stun/damage organics.  With it and combat drones or turrets they are fantastic and stunning, ripping off shields, and generally causing ranged CC and debuffing.

[quote]Eckswhyzed wrote...
-Infiltrators excel at securing objectives due to tactical cloak. It's also very handy for reviving downed squadmates.
[/quote]

Cryoblast is also a fantastic ability if used right, it makes it really easy to line up headshots for yourself and teammates, and should be used whenever a powerful enemy has no shielding but is moving around too much to easily headshot or is behind cover (bend those missile abilities!)
[/quote]

[quote]Eckswhyzed wrote...
-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.[/quote]

Vanguards also have perhaps the best surviability.  With just a Carnifex or Phalanx, and maxed out charge, they can refill their barrier to full ever 2-3 seconds, and deal tons of damage in the process by mixing in heavy melee, headshots, or nova or other abilities.  Shotguns are too heavy  and slow down cooldowns too much.

[quote]Eckswhyzed wrote...
-Soldiers and Sentinels 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.[/quote]

Sentinels shouldn't always be built to be defenders, they can also (especially the turian one) be build to be awesome debuffers.  Having both Warp and Overload for the Turian makes him a defense removing monster when spec'd properly, and not having tech armor up increases his ability to spam those, especially with lighter weapons equiped.

[quote]Eckswhyzed wrote...
-Adepts are the Crowd Control class. Lock down chokepoints with Bubble Stasis and Singularity, use combos on tougher enemies.[/quote]

Shockwave isnt' my favorite, but it is good for removing shields and barriers when spec'd properly.  But the singularity/warp combo and a nice powerful SMG or Pistol makes the adept a beast flinging people around all over the map.

[quote]Eckswhyzed wrote...
<<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.
[/quote]

Remember that their unshielded nature makes them easy kills with headshots or certain abilities that aren't as effect vs. fortified opponents but destroy unshielded ones. Lots of people try to leave them for last, but I think they should be first targetted since they die so fast and makes it a lot easier to move around and find proper cover and fight without them cluttering up the battlefield.

[quote]Eckswhyzed wrote...
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.
[/quote]

Any full auto weapon works, but also so do shotguns or headshots with powerful heavy pistols like phalanx and Carnifex.  Almost Every class has the potential to combat shields, if spec'd properly, whether it be overload, shockwave, frag grenades, etc.  They aren't that much more of a damage threat than Assault Troopers, but their ability to throw grenades more often and smoke grenades can be dangerous, although smoke grenades can actually work in your favor as well, so feel free to use them for cover if needed also.

[quote]Eckswhyzed wrote...
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.[/quote]

Lots of people I've run across don't know how to properly combat these.  But yeah, combat drones behind them will turn them around and make them vulnerable, sticky/frag grenades will outright kill them if placed right, throw, pull and shockwave can knock them down or pull their shield off if spec'd properly.  Sentinels are one of the few that don't have an easy way to kill them, so they must rely on what every class can do ->  Headshots through the small slit that they look through in their shield.  Vanguards can charge them, which will stagger them enough to drop their shield and open them for an easy headshot with a carnifex or shotgun.

[quote]Eckswhyzed wrote...
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.[/quote]

Any class can take them out fairly easy by storming them and hitting them with heavy melee's, Vanguards have an easier time with charge, and make mincemeat out of them almost as well as overload using classes.  Their laser shot can be dodged with a sideways roll.

[quote]Eckswhyzed wrote...
Phantoms - Overload, then stunlock. Actually, any barrier destroying power will do, so long as it strips their protectionsaway 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. 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.[/quote]

Phantoms when they go into "ranged mode" can actually do pretty beastly damage as they approach you, so don't take them for granted from range.  They cannot really be stunned or frozen, even with barrier down, but they can be singularitied I believe.  Vanguards take special care when using charge to immediately move out of melee range as they don't stay staggered for long and their insta-kill is a huge threat.  They are very spry opponents and like to dodge a lot side to side when being engaged at range.

[quote]Eckswhyzed wrote...
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.
[/quote]

Grenades do wonders once shields are down, and otherwise yeah, smg's or full auto assault rifes and overload are your best bets.  But once their shields are down they can actually be handled VERY easily.  I usually make an effort to move the group out of range of them and kill off all it's guards, then save it for last when it's easy to handle (not possible when it's an execution target or incoming to a defend point objective, in which case, yeah, use the missile).  But once it's shields are down a vanguard can actually take them on in single combat at near melee range fairly easily, as can others, but Vanguards have the easiest time.  Simply charge, heavy melee, dodge back, nova, charge again, repeat till dead.  Once close enough he WILL NOT fire at you, and instead will try to stomp you or grab you for an insta-kill.  His animation is fairly slow though and easy to dodge if you're paying attention, making him easy meat.

Modifié par Ultenth, 19 février 2012 - 04:29 .


#119
metalface13

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I started off playing Soldier but unlocked the Drell Vanguard in one of my first packs so I switched to that. No experience as a human vanguard. I initially put a lot of points in the Charge Biotic, but often found myself getting into big trouble due to lack of support from my team and the Drell not having the defensive qualities as the human (I assume) as I died a lot.

Instead I found great use out of using Pull. It's great for crowd control and especially effective against guardians. It just yanks their shields right off. I was using a sniper rifle to snipe the floating pulled enemies, but I'm not a very good sniper. So now I mostly stick to the SMG and pull enemies constantly. I get lots of assists.

#120
Riot Inducer

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A quick note about Atlas I've discovered while playing my Asari Adept. If you spec for biotic combos warp+throw is a highly effective way to deal with Atlas mechs (and engineer turrets). Not only will it drain their health much faster than anything else available to you (save the missile but that's besides the point). But in the case of Atlas' who have lots of grunts crowding around them the biotic combos will damage and kill the little guys. So while you can't kill an atlas outright as fast as some classes you can do significant collateral damage to the enemy while focusing on an Atlas.

#121
Volus Warlord

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As requested:
How to Flank: The Four F's

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.

Credits to the Brothers In Arms Series.

My brothers used this tactic at a paintball course to slaughter the opposition with few if any losses on our side for several rounds. The ref asked us if we were cops or ex-military. "No, I play video games."

#122
wirelesstkd

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shumworld wrote...

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?


God yes! As a Vanguard, a team mate who spams Cryo is the
most useful and satisfying supporting power out there 

:D

#123
Abraham_uk

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I use human adept with a matock and no other weapon.
I have maxed out singularity and have points in warp, shockwave, fitness and class.
I am going to max out warp next.

Is this a good build?
Would I be better off with Phalynx heavy pistol instead?

#124
FredrikJarl

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Turrets
I've noticed that, as an Infiltrator, you can destroy a turret in one shot if you hit the little black shaft (rod?) part in the middle of it. It's thin, but with a sniper scope it's easy to hit.

#125
Abraham_uk

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FredrikJarl wrote...

Turrets
I've noticed that, as an Infiltrator, you can destroy a turret in one shot if you hit the little black shaft (rod?) part in the middle of it. It's thin, but with a sniper scope it's easy to hit.


Turrets don't bother me unless I don't see them. I remember getting blitzed by a turret behind a ladder that took me by surprise when I climbed it on Noveria. Good thing there was some cover at the ready.