Basics of Multiplayer
#1
Posté 17 février 2012 - 12:10
Being a noob sucks but hey, there's a big kicking ass community here to teach us, right?
#2
Posté 17 février 2012 - 12:34
Modifié par DragonRageGT, 17 février 2012 - 02:38 .
#3
Posté 17 février 2012 - 12:59
Got to lvl 10 before one of those ninjas killed us
#4
Posté 17 février 2012 - 01:00
Nizzemancer wrote...
I just played my first match, I have no idea how to change weapons, radial menu doesn't pop up (not sure if it should or not?) Tried pretty much every button except start to swap to SMG (I had it equipped) but nothing?
Got to lvl 10 before one of those ninjas killed us
Hold down X on Xbox (or equivalent)
and the radiel menus don't work
Modifié par ShankDaHippo, 17 février 2012 - 01:01 .
#5
Posté 17 février 2012 - 01:05
1. Stick Together! Never leave someone to go solo. Always have at least 2 man Squads. And thats pushing it. 4 Man Squads work the best.
2. Dont use the same class as Someone else. If someone is using the same class as you switch or try to get him to switch. Your more effective when everyone has diffrent strenghts and weaknesses.
3. Revive~But dont be a Suicide Medic. If someone is down get to them and attepmt to revie them but if there are too many enemies, in the area just finish the wave and they will respawn. Use Medigel when your down in the later rounds. But dont waste them in the first few since your team can usally get you since there are not that many enemies.
Finally you unlock weapons, characters, Equipment, ECT. From packs. Which cost you 5,000 Credits or 20,000 Credits. You get Credits when you complete the objective based parts and at the end of the game.
Hope this helped
#6
Posté 17 février 2012 - 01:13
The multiplayer in Mass Effect 3 seems to be based around fast paced action, and with a rather high difficulty curve. Make sure you are only playing in the bronze league when you start out, or you will get your butt handed to you.
Make sure to spend some time reading through your powers before you enter a match. Make a little plan on which abilities you wish to unlock. This will dictate much of your playstyle.
About the enemies: Currently we are only fighting Cerberus. The retail version will no doubt feature a wide array of hostile species.
Cerberus on the other hand field a large bulk of Assault Troopers as their main combatants. They throw very powerful grenades, so make sure to jump or run away from those right away.
Next are Centurions, which have powerful shields. They too toss grenades, but apart from their shields they are only a little bit tougher health wise.
Guardians are next. These guys carry huge combat shields which are nearly impenetrable. You will have to make them fumble with your biotics, tech or powerful shots, then finish them off quickly. Alternatively you can try to flank them, but this requires either invisiblity or lots of luck. Lastly, you can actually fire through their vision slit on the shield. This is commonly exploited by snipers, allowing for a easy 1-shot-1-kill.
Nemesis are Cerberus' snipers. You'll hear a sharp buzz when they are targetting you. Make sure to jump in any direction when you hear this buzz, or they'll cause massive damage to you. They're agile, but otherwise quite puny in melee, and can easily be shot down as well once you manage to target them properly.
Last of the infantry are phantoms. These agents are brutal. They can instantly kill you in melee, so you should always - always - ALWAYS stay at range with these girls. They have powerful biotic barriers, and the ability to cloak when in danger. These guys will kill you a lot if you aren't careful. Advice on taking them down? Teamwork - Bring massive firepower on them. Shotguns seem to work well on them, but you've really gotta hit them before they melee you. NEVER melee them!
Cerberus also deploy heavy walkers called ATLAS. These walking tanks have a powerful shield and very good armour. When starting out you want to use your rockets on these guys exclusively. Rockets will finish them off with a single missile. Later on you will either need a sniper on your team with the M98 Widow to take it down effectively, or a really good team effort.
Generally - Follow the objectives. Always follow the objectives. They are alpha and omega. New enemies of lesser importance will keep spawning eternally if there are objectives out on the field. The extraction objective is also important to abide, as it gives a nice 15000 experience boost if the entire team makes it out alive.
Consumables, survival packs, medi gel, ammo resupply and the aforementioned rocket launcher should be used sparsely, as they are extremely powerful and are emergency use only. They'll save your arse in a critical situation, so don't waste them on Shock Troopers.
And remember to revive squadmates. This game is a lot about teamwork, and keeping your comrades alive thus becomes very important.
And make sure to use cover! That'll save you more than once throught the game.
If you have any specific class inquires or other general questions I will gladly try to answer to the best of my ability.
Modifié par Dot.Shadow, 17 février 2012 - 01:15 .
#7
Posté 17 février 2012 - 01:34
Never NEVER let yourself be pinned down during objective phases. If you did get yourself pinned down, charge through the enemies, it doesn't matter if you get shot down (at least you tried), since the mission will be over when you can't complete an objective.
2. Outside objective phases your priority should be staying together and reviving everyone as fast as you can, unless you have the situation under control and know you will make it. When the situation is a little chaotic you should revive teammates no matter the cost, as they can still revive you when you die in the progress, during reviving, dying and being revived you can always shoot off some abilities that can help. Got through a really tight spot on silver like that.
Only after these 2 points should be "know your character, teamplay, etc.". As long as you can shoot and hit you'll be mostly fine here.
#8
Posté 17 février 2012 - 01:36
Solider: Adrenonaught.
Concept; this build focuses on making the solider the gun king. This build revolves around the solider core skill adrenaline rush.
What role does this build fill? Sustained DPS. Highest in the game
What weapons should I use? I've been using the avenger (because my credits are loopy and I've been unable to get the revenant which I think will be the daddy class weapon). No backup weapon, ammo is plentiful, and the cooldown bonus means you can keep Adrenaline Rush up more. I've got the accuracy mod attached, but not been able to get many mods (see credit issue for reason).
How do you build? Basically max Adrenaline rush, putting the rest of the points into fitness(as many spare as possible)/frag(want this at lest at 2)/training (dump spare). In terms of power tree, I've been going for damage/cooldown reduction/duration bonus. Avoid concussive shot as its in the same cooldown as adrenaline rush.
How do you play: Get in cover, start shooting at an enemy, just as your clip is about to run out pop AR, this wont interupt firing and will refresh your weapons ammo clip. Aim for the face and just hose them down.Keep AR up as much as possible. Throw frags at big blobs. If you're used to other classees you'll get giddy with the pure DPS your gun now puts out
Weaknesses: Crowd control. Your crowd control is killing people. Your sustained DPS.
Poor start. When you start the game, at level 1 to 6 you're really weak, other classes match your dps and have cool powers on top. You'll often come last in the rankings.
You're gear dependent, AR is a force multipler, it multiplies the power of your weapon. This means your base weapon is a vital contributer to your overall power. Lets say you're rocking an avenger and has a power ranking of 10(just for the sake of argument). Say an adapt has a revenant with some upgrades, giving him a weapon with a power ranking of say 15. With AR active you get a 50% bonus to weapon damage (not exact, just making a point here), making your overall power level around 15, putting you on a par with the adapt, even though he's got pimp gear and you're usings barbies first pea shooter. Now when you get the Revy and hit AR you get a 50% bonus to it giving you a power level of around 22.5, a marked improvment over the adapts weapon damage output.
All in all the adrenalnaught solider is a good solid class, scales into silver and gold nicely due to high sustained DPS allowing for wave clearing. But it's a weak start and heavily gear dependant, so I'd actually advice using another class first untill you get a good number of upgrades. You'll be much more beastly in the long run.
#9
Posté 17 février 2012 - 01:43
1. Use Cover. A single enemy can take down your shields, couple that with multiple enemies and you will get killed easily
2. Be aware of the your surroundings. Know where and when to flank an enemy or back track against Phantoms or an Atlas. Also be ware of turrets, they are more hazardous and hard to spot.
3. Work as team. Don't be a hero and don't go rambo, you need to work as a team. Otherwise, you'll get downed and others have to go and revive you. This happens constantly to new players. I learned my lesson after the first waves I played.
4. Save consumables for higher waves. Save your missiles for waves 10 and 11. You only have 2, so you might as well use them when your close to the end.
#10
Posté 17 février 2012 - 01:53
1. Heavy melee is slow, but powerful, it's easy to dodge, light melee the enemy first once or twice to stun them, and set yourself up for the finishing blow.
2. Don't charge blind to objectives, that's a surefire way to meet an atlas face to face. Advance hardcore as a team.
3. A lot of people seem to like the stormtrooper effect, but when rapidly running around it's really similar to the cerberus grunts and that can cause some confusion. Its not like it's a huge deal, but taking a bright colour or a black tint helps rapid visualisation/assesment. I find going with black + the second to bottom blue gives the Kadien/Ashely in armour colour, which is both cool and very easy to distinguish from cerberus. Flamingo pink also works I guess
4. Grenades, grenades, grenades.
#11
Posté 17 février 2012 - 02:10
Don't go and save them for later, use them when you need to. Your revival pack won't do you any good when the mission failed in wave 5. Same with rocket launchers: can't get that last Nemesis/Guardian/whatever down in time? Blast the **** with a rocket.
#12
Posté 17 février 2012 - 02:16
This is mostly about staying alive and tank your way around
Powers:
The tech shield, tho not as awesome as me2's, is your primary defense and can be used in 2 roles, either with letting it stay on and soak damage or as "bugger off" function when detonated, i personally believe its best to give it all defense and "while active" boni that are possible and ignoring all detonation options, as the cooldown takes ages and you will want to spam your enhanced warp/throw
Second most important is fitness, it boosts your shields and with that your tech armor, try to keep them even leveled with a focus on fitness
After that dump points in training and then on choice either warp or throw (i prefer warp to weaken especially the atlas, sniper love that and to ruin the barrier of phantoms, youre gonna hate them^^)
Weapons:
With what i unlocked so far, i like to use the avenger, with recoil dampener and bigger clips, this is to keep a constant fire on enemys and allows quite precise barrages at long range, making headpopping that much simpler
This combined with whatever pistol you have highest rated and a scope for ranges can do wonders for crowd control and hvt takedowns (sentinels are there to kill nemesis and phantoms imho, letting the rest of your squad mop up the smallfrys)
The other way i like to use the sentinel is with a mattock and scope as well ammo and a shotgun, with scope the rifle shines at taking headshots on longer ranges at low value targets, thinning the crowd while the shotgun is great when any kind of enemy closes up
For any class there should be a balance between long and short/midrange weapons, where i still find a scoped pistol wont drag your weight too much down and seems to be switched faster to, excellent to get some pinning shots, as soon as i get some real smg and not that burst fire garbage i believe that should be the primary short/midrange weapon
#13
Posté 17 février 2012 - 02:27
The combat drone is great against guardians and for popping enemies out of there hidey holes ^.^
Incinerate is good for popping enemies out of cover,and they go into panic for a few seconds if they are organic enemies.
(it pretty much freezes them into place and does damage to them from the burns)
And overload helps freeze enemies and take out those pesky shields.
And there heavy attack is literally a fist full of fire.....yeah its pretty cool
Modifié par TheLeoMan, 17 février 2012 - 02:28 .
#14
Posté 17 février 2012 - 02:30
For bronze:
Wave 1: normal kill wave, Assault Soldiers (AS), Centurions ©
Wave 2: normal kill wave, AS, C, Nemesis (N)
Wave 3: Objective wave, AS, C, N, Guardians (G)
Wave 4: normal kill wave, AS, C, N, G
Wave 5: normal kill wave, AS, C, N, G
Wave 6: Objective wave
Wave 7: AS, C, N, G, Atlas
Wave 8: AS, C, N, G Phantoms (x2)(P)
Wave 9: AS, C, N, G, P, Atlas
Wave 10: Objective wave
Wave 11: Extraction
Objective Waves are one of 3 types:
1.Kill. You have to kill 4 specific Enemies, they are noted as blue diamonds on your map. The enemy is dependent on what wave it is. Wave 3: usually Nemesis or Guardians. On wave 10 the first one will always be the Atlas (at least in my experience).
2.Hack. The simplest of the objectives, simply activate the terminal, and wait in the blue circle while it uploads. Note: YOU MUST ACTIVATE THE TERMINAL TO START!! I have been in groups that just stand around it and expect it to start on its own. The more people and the closer they are to the terminal, the quicker it goes.
3.Defuse. This is ripped straight from ME1: defuse 4 indoctrination terminals spread through out the map. This is easy for the most part, EXCEPT if you get it on wave 10. Its very tricky on 10. Objectives are the same as the Kill ones: blue diamonds.
Extraction: you can be spread out to give yourself a tactical advantage, but make sure everyone is in the circle as time runs out so you get the full extraction bonus. Extraction lasts 2 minutes you must survive, and you always will face an Atlas, so save at least one rocket for it.
#15
Posté 17 février 2012 - 02:36
I've been playing a while as Soldier, level 12 now, a few full extraction completed with a nice team but I still haven't figured out some stuff. New Weapons and their upgrades, how do we get them? I bought a couple of Veteran packs but nothing. I know they are random but weapons are in the packs too? Or are they level-based unlocked?
My starter tip for a Soldier is: Learn the layouts of the two maps ASAP. Ammo reload is essential for a AR user. And like most posts said, never leave your team to go solo. It's suicide and they will be far and busy if we need a revival. =)
#16
Posté 17 février 2012 - 02:40
DragonRageGT wrote...
Thanks a lot, guys, and keep them coming please? I'm sure it will help many other players too.
I've been playing a while as Soldier, level 12 now, a few full extraction completed with a nice team but I still haven't figured out some stuff. New Weapons and their upgrades, how do we get them? I bought a couple of Veteran packs but nothing. I know they are random but weapons are in the packs too? Or are they level-based unlocked?
My starter tip for a Soldier is: Learn the layouts of the two maps ASAP. Ammo reload is essential for a AR user. And like most posts said, never leave your team to go solo. It's suicide and they will be far and busy if we need a revival. =)
well how about you give us specific questions, and we can then post specific answers.
And yes, weapon unlocks are completely random in the recruit/veteran packs
Modifié par neubourn, 17 février 2012 - 02:41 .
#17
Posté 17 février 2012 - 02:41
generally I find the recruit packs give 3 power ups, 1 mod + 1 weapon upgrade/experiance pack
Not had enough vet packs to see how they work but I think its 3 3xpowerups, 1 mod, 1 exotic weapon/character pack
#18
Posté 17 février 2012 - 02:45
Not had enough vet packs to see how they work but I think its 3 3xpowerups, 1 mod, 1 exotic weapon/character pack
correct.
Equipment:
(basing it on Xbox/PS3)
UP on the D-pad is your Cobra Rockets (save for Atlases)
RIGHT on the D-pad is Insta-heal. THIS IS IMPORTANT. So many people dont even realize what it does. It restores your health AND your shields to full. Very useful.
DOWN on the D-pad is Self revive. If you are downed, and nobody is near (or an enemy is ready to execute you), you can self revive yourself.
LEFT on the D-pad is refill of ammo.
You are only able to carry 2 of each per game session, and once its used, its gone. You can have more in your inventory, but will only be able to use 2 in a game.





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