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#26
kingtrouble

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Night Wraith wrote...

This is why you always save your missile for extraction or assasination missions.


On silver as an infiltrator you don't really need missiles in general cases since if you have a widow an atlas can be down in 10seconds or so. I usually save mine for clutch situations when I'm with bad groups. That or I let them die and solo the the level. Only time I really need the is when I'm the last one alive with multiple phantoms, nemysis, and atlas running around. 

#27
Gnarlesee

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What are you guys on about. You can hold the LZ on gold, i did it, even without Asari adept on the team. (The snow level you cant always, since they can sometimes shoot through the plane, but the slum level work just fine at LZ)

The only thing you need to do is : CC and kill phantoms , use cobra´s on atlas if too close and make sure you kill the guardians before they are too close (snipe, flank positions or asari adepts)

#28
HolyAvenger

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Usually I'll only use the missile if there's two Atlases right next to each other. 2 kills for one shot, can't beat that.

#29
Sabbatine

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evilmunky80 wrote...

...on running around like chooks with there heads cut off during wave 11. If your looking to rack up more points you can do that just as easily by taking cover in the extraction zone and waiting for the enemy to come to you. Drives me absolutely mad when in a group of four im the only one in the extraction zone then my teammate's go and die so I either run and help them or try and hold off everyone by myself.


It's bad form to sit in the LZ waiting for two minutes.  It's doable on silver but it makes it more difficult than it needs to be, and on gold it's suicide.

1. If you're camping the LZ generally that means anyone using a sniper rifle is at half effectiveness.  
2. Vanguards and anyone using a shotgun are even less effective than snipers.
3. There are too many entry points making it more difficult to hold enemies at arm's length.
4. The cover available only protects you from enemies coming through one or two of the entrances.
5. Aoe powers are devestating... I can't tell you how many times I've seen team mates or even entire teams die to a grenade or atlas rocket.
6. Smoke grenade effectiveness is amplified because all the enemies have converged on the landing zone which means a smoke grenade that would have normally hidden three enemies now hides ten.
7. If you're in the landing zone then you have given the enemy the high ground.  This makes it more difficult to shoot them behind cover while they can often shoot at a downward angle which allows their projectiles to hit you behind most of the cover that appears in the LZs.

As for racking up points, The amount of exp you get is the sum total for your entire team.  Players don't ever get points for just themselves.  Players should be careful though, the added points they get won't likely outweight the bonus for a full extraction.

The more tactically sound way of handling the final wave is finding the best defensible place near the LZ that either two or four players can hold with little fear of being flanked.  Ideally you want a position that gives you a commanding line of sight down at least one of the LZ entrances.  A position that allows you to keep visible tabs on your team mates (if you split).  A position that allows you to take cover against the enemies coming down the entrance you're watching and any others near it.  The other group does the same with the opposite side of the LZ which greatly reduces and even eliminates the risk of being flanked.

When the countdown hits 30 seconds (short enough to easily make the run in time, but with enough time to spare to get someone up if you have a death while retreating) both teams should collapse into the LZ and wait for extraction.  If done properly you could stop shooting enemies entirely at the 30 second mark and be picked up before they become a serious threat, but doing that would just be a wasted opportunity.  Killing targets of opportunity will help add a little more exp before the end.

Modifié par Sabbatine, 21 février 2012 - 05:47 .


#30
WizenSlinky0

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Uh, it's hard to hold the LZ below gold? I don't think I've ever had a single team hold it with any real difficulty. Usually after the ever brutal wave 10's it's a breath of fresh air.

#31
EVani

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Sabbatine wrote...

evilmunky80 wrote...

...on running around like chooks with there heads cut off during wave 11. If your looking to rack up more points you can do that just as easily by taking cover in the extraction zone and waiting for the enemy to come to you. Drives me absolutely mad when in a group of four im the only one in the extraction zone then my teammate's go and die so I either run and help them or try and hold off everyone by myself.


It's bad form to sit in the LZ waiting for two minutes.  It's doable on silver but it makes it more difficult than it needs to be, and on gold it's suicide.

1. If you're camping the LZ generally that means anyone using a sniper rifle is at half effectiveness.  
2. Vanguards and anyone using a shotgun are even less effective than snipers.
3. There are too many entry points making it more difficult to hold enemies at arm's length.
4. The cover available only protects you from enemies coming through one or two of the entrances.
5. Aoe powers are devestating... I can't tell you how many times I've seen team mates or even entire teams die to a grenade or atlas rocket.
6. Smoke grenade effectiveness is amplified because all the enemies have converged on the landing zone which means a smoke grenade that would have normally hidden three enemies now hides ten.
7. If you're in the landing zone then you have given the enemy the high ground.  This makes it more difficult to shoot them behind cover while they can often shoot at a downward angle which allows their projectiles to hit you behind most of the cover that appears in the LZs.

As for racking up points, The amount of exp you get is the sum total for your entire team.  Players don't ever get points for just themselves.  Players should be careful though, the added points they get won't likely outweight the bonus for a full extraction.

The more tactically sound way of handling the final wave is finding the best defensible place near the LZ that either two or four players can hold with little fear of being flanked.  Ideally you want a position that gives you a commanding line of sight down at least one of the LZ entrances.  A position that allows you to keep visible tabs on your team mates (if you split).  A position that allows you to take cover against the enemies coming down the entrance you're watching and any others near it.  The other group does the same with the opposite side of the LZ which greatly reduces and even eliminates the risk of being flanked.

When the countdown hits 30 seconds (short enough to easily make the run in time, but with enough time to spare to get someone up if you have a death while retreating) both teams should collapse into the LZ and wait for extraction.  If done properly you could stop shooting enemies entirely at the 30 second mark and be picked up before they become a serious threat, but doing that would just be a wasted opportunity.  Killing targets of opportunity will help add a little more exp before the end.


Well said. Everyone is happier racking up credits& exp by finding nearby defensive position than rushing to extraction point. Also a terrible idea to let your guard down after 10th wave.  If some guardians/ atlas breach your line, you're screwed cos of the increased spawn rate. More so if you're holed up.

#32
count_4

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WizenSlinky0 wrote...

Uh, it's hard to hold the LZ below gold? I don't think I've ever had a single team hold it with any real difficulty. Usually after the ever brutal wave 10's it's a breath of fresh air.


This. But that hasn't kept one of my brilliant teammates yesterday from running out of the LZ 5 seconds before evac. And then he stood there, 2 meters out and let the timer run down - no enemy pressure at all.
I really think I should set up my mic so I can scream at such stupid people...

#33
Homey C-Dawg

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Creating a perimeter around the LZ gives you some room to fall back.

#34
thrones6

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To hold the line from different angles, rather then gather up at the LZ and have a family dinner of grenades

#35
oOmpie

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Well, it's been said before, but I'll mention it again:

Cerberus troops beind cover way out of the LZ are easier to deal with than those at arms' length. You simply reduce the risk of overlooked grenades and it plain buys you time to take them out.

#36
JohnDoe

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kingtrouble wrote...

Because waiting at the LZ for the entire 2 minutes is usually suicidal. I rather take out some of those Peskey atlas with my team mates rather then wait for all of them to swarm my team. On silver there's about 5 or 6 of them


atlas die way too easily with rockets.
the problems are still these annoying ghosts or whatever their name is..

getting your shield in 2 shots from big distance.. and then having super fast meles.. kill engies very easily.