[*]Know the map. Know where the enemies come from, know the avenues of attack for the various locations you end up fighting, know where you might get attacked from. If you don't know the map, watch what other people are doing, and where they looking. Watch how they move and keep notes.
[*]Keep your ears open. Enemies make a lot of noises when they do stuff, turrets have distinct sounds, atlas's have distinct sounds, so do nemesises and phantoms. Stereo, or even better, surround sound can help you isolate the general area from where you may get struck.
[*]Keep your eyes open. DOn't tunnel vision on the area you're shooting towards. Situation changes, sometimes the group wanders off. Keep tabs on where your allies are. If they wander off, wander off after them.
[*]If someone is defeated watch the combat log. If it says Bob was killed by a phantom, you know there's a knife-crazy lady lurking about. If it said bob was killed by a turret you know to look around the corner before lunging out.
[*]When you see a downed teammate, look before you leap. SOMETHING dropped that person, and it's likely still about. If you blindly lunge in you may fall victim too. Don't be the guy who gets dropped by the turret that dropped his buddy while trying, and failing to heal him.
[*]Lay pressure on combat engineers wherever you see them. Keep them from deploying.
[*]If they drop a turret lay HEAVY fire on it before it can deploy, if you explode it while they are setting it it will take them out.
[*]The turret fires a burst of pure concentrated murder and then cools down for a few moments before repeating. If you rush in and melee it during the cooldown you can drop it rather quickly.... assuming the engineer isn't right next to it and healing it.
[*]Turret fire makes a distinct sound, listen for it and be aware of it, don't get caught off-guard if you can.
[*]Anytime you see a phantom lay as much abuse on it as possible. Better you weaken it for when it catches up to you eventually.
[*]If you're really lucky and the planets are in proper alignment you might be able to smack a phantom with a smash melee hit by leading it so they walk into it. I've only successfully done this once, so don't count on it. Melee with them is a very bad thing unless you have no other options.
[*]If a phantom hits you with a melee attack it will strip your shields. The second stroke will kill you unless you're a buff sentinel turrian or something similar. Take advantage of the pause between attacks and run like hell. Even if you get gunned down without shields you're not outright dead and may be revived, unlike how you'd be if a phantom ices you directly.
[*]If you hear beeping that's quickly growing more rapid, it's a grenade. Figure out where it is (Look for the red indicator on the screen) and get the hell away from it.) Generally speaking the game blinks that indicator if you're in the kill zone. Number one cause of new players falling over is they didn't get away from a grenade.
[*]Overload shielded targets. Burn armored targets.
[*]Its possible to equip only one gun. If you stick to a single light handgun you can fire off biotics and techs really rapid fire. An engineer or adept with this configuration is far more devastating this way. A good mod for a handgun is a scope when you get it, let's you snipe rapid shots to the head to make up for the lack of stopping power.
[*]You can't use shift to pause the game, so get used to using 1 2 and 3 to fire off your tech and biotics.
[*]Projectiles from tech and biotics track the target. You can use this fact to aim over or to the side of cover when firing it. The projectile will curve around the cover and smack your target, often times forcing them to jump into the open, making finishing them off easy.
[*]If you don't have a bracketed target, overload is hitscan. You can use this and a scoped weapon to hit far off targets with it.
[*]Combat drone summons behind whatever target is highlighted, even if you can't see them. It will draw agro when it strikes. This can be abused to force guardians to turn their back to you without fail.
[*]Guradians can be sniped through the eyeslit of their shield, take slow careful aimed shots
[*]If someone is facing a guardian at close range near you, and you are a tough guy who can take hits, like a sentinel, run behind the guardian and smack him, he can't guard against two directions at once.
[*]Leaning out of cover and aiming can bait a nemesis into showing her head.
[*]A nemesis has horrible close/melee capabilities. Get in her face and melee it, but be careful she will try to evade and it might put you in a bad position if you chase too far. The use of a power to stagger her prior, like overload, greatly simplifies this act.
[*]The Atlas is a big pile of HP that takes a ton of abuse to knock over, stay on it and it'll go down.
[*]If an Atlas emits a series of beeps its going to fire a rocket. THe rocket will home on, you can't dodge it and it will likely knock your shields off unless you are a sentinel. So be behind cover.
[*]The atlas's guns will shred you, don't expose yourself for long periods of time before one.
[*]The Atlas is a huge target, this means you can use a shotgun effectively against it at far greater ranges then you would against smaller foes. The claymore is especially effective. Then again the claymore is especially effective against just about anything it hits.
[*]Rapid fire hits from incinerate by an engineer with a real low equipment weight can chew through an atlas's armor rather fast, but you need to strip those shields off first, (overload helps there, but not as nicely as incinerate against the armor).
[*]A rocket launcher will one shot an Atlas. A team can carry 2 each max. That's 8 shots you got. In higher difficulties they tend to come in multiples. Save your shots and budget them. Don't use them vs a kill all wave. An Atlas is big slow and predictable, you can easily stay ahead of it and whittle it down. If a pair of Atlases are advancing on you during a hack sub-mission, you can not surrender ground, now is a good time to deploy the rockets. Saving the rockets for the final wave is also an option considering higher difficulties tend to like to send several at you.
[*]THe shield recharge (6 key) is a godsend. YOu can use it only twice, however it's better you tap that and run away instead of falling over and force your team's attention towards healing your rear, further reducing their effectiveness.
[*]Medigel should only be tapped when it looks like nobody is in a position to resurrect you or an enemy is about to deliver the coup de grace.
[*]For the activate 4 things objective, move quickly to each device as a group, don't give the enemy a chance to get a defense around it (especially if there's engineers in play).
[*]Multiple players using a device will not activate it faster. For exposed areas a beefy player, like a sentinel can take a few hits while activating the device making them a good choice.
[*]An infiltrator can cloak and stay cloaked for most of the activation making them a BEAUTIFUL choice.
[*]Get in there and get distracting if you are not activating the object COVER the man or woman doing the activation.
[*]For the hack a console objective, the more people in the area, the faster it hacks. Stay in the area. Don't all wander off and leave one guy in it, it will take forever. Engineers love to set up turrents around these things, keep an eye out for them.
[*]For the kill 4 things objective, if there's one thing flagged there's likely several other units around him. It's good to move quickly to the objective (Again, as a group) but always think a few steps ahead, like what you will do if you run into a wall of death around the corner, since there WILL be foes at the objective. If it's an Atlas, a missile might be a viable option at this point.
Modifié par ccelizic, 22 février 2012 - 08:21 .





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