You think Phantoms are bad?
#126
Posté 01 mars 2012 - 11:18
#127
Posté 01 mars 2012 - 11:31
#128
Posté 01 mars 2012 - 11:33
My Krogan finally has a worthy foe.
#129
Posté 02 mars 2012 - 12:19
I'm looking forward to playing on Reaper Maps. Geth too. Geth Prime are going to be crazy on Gold. Do they still buff the smaller Geth around them? Cause thats going to be crazy.
I'm hoping we get Collector's as a enemy type too, either in the game or through DLC. Would be awesome to have Harbinger jumping into random drones, and taunting you as you and you're team are trying to survive. Though I guess Collector's could also have Husks, Scions and Praetorians (shiver) if they are even in the game.
#130
Posté 02 mars 2012 - 12:26
But in all seriousness, I think my hype meter just broke. Multiplayer just got 2000x better.
#131
Posté 02 mars 2012 - 12:31
#132
Posté 02 mars 2012 - 12:42
Silly Gnome wrote...
Are the factions specific to certain maps?
I don't think so, but maps are likely designed to be most balanced for one specific faction. To clarify, I think you'll be able to play all factions on Firebase White, but it'll probably make for a better (or at least less chaotic) game to play Cerberus there rather than Reaper Husks.
#133
Posté 02 mars 2012 - 12:46
Dark-Kyon-X wrote...
I think the phantom only want a hug(?)
Phantom: came here i only want a hug!
Players: go away i dont want die!
This is exactly my thoughts on your comment.
#134
Posté 02 mars 2012 - 12:53
#135
Posté 02 mars 2012 - 12:56
Night Wraith wrote...
Looks like they can use shadow clones.
THOSE AREN'T CLONES! OH MY GOD, THOSE AREN'T CLONES! ;_;
#136
Posté 02 mars 2012 - 01:05
#137
Posté 02 mars 2012 - 01:11
Phantoms can, at gold. At least I am not skilled enough to kill a fully barriered phantom at full health with a widow. At gold, they have very high health and barriers that recharge pretty quickly. I take them out once their barriers are down, but depend on someone else to do that (or take out her barrier and someone else finishes them).Indoctrinated Spectre wrote...
We have anti geth agents called Quarian Infiltrators with Sabotage:)themaxzero wrote...
I was expecting Banshees to be ultra nasty. The Reaper version of Phantoms.
Reapers also have a version of an Atlas called the Maurader (I think). Unlike an Atlas it is melee based but also unlike an Atlas it moves faster and is much more aggressive.Honestly...
Cerberus has Phantom spam on Gold
Husks has Banshee spam on Gold
???? has ????? spam on Gold
I expect each faction to have that nightmare "unit" where just one is enough to wreck your squad.
Geth Primes Cloak and can summon Turrets AND Drones. They also have dangerous normal troops in the form of Rocket troops and Flamethrower troops.
Also, can someone validate the claim that Banshees cannot be stasised? I guess since they're Reaperized Asari, they may have developed an immunity, but it's a game, such there's always a clear cut strat against any enemy. Perhaps Warp is more useful against them than the Phantoms. They're pretty tall, maybe easy to hit targets? Not a lot of enemies, actually, no enemy in the mass effect universe can stand up to a cloaked widow, so we'll see.
Modifié par robarcool, 02 mars 2012 - 01:12 .
#138
Posté 02 mars 2012 - 04:55
#139
Posté 02 mars 2012 - 05:12
#140
Posté 02 mars 2012 - 05:55
#141
Posté 02 mars 2012 - 06:13
Gregums wrote...
where're you getting the info re: full-game multiplayer maxzero? i wanna see!
anyway, that vid looks like an old model test platform or something similar - unrendered; the noted missile/medigel/etc; that many Banshees on wave 1?? That would be too upsetting to play..
i remember reading on a loading screen after a disconnect that Banshees are vulnerable when they're moving, so I guess you'd have to keep moving and concentrate fire on them.. might be resistant/difficult to defeat with sniper rifles then??
It's all in the coalescend.ini file. Drop rates, whats in each item pool, whats in each wave, what powers each class, what those powers do, etc.
#142
Posté 02 mars 2012 - 09:06
Did you notice that the bit about whats in a pack is missing from biogame.json? packlist under sfxgamempcontent.sfxgawreinforcementmanagerthemaxzero wrote...
Gregums wrote...
where're you getting the info re: full-game multiplayer maxzero? i wanna see!
anyway, that vid looks like an old model test platform or something similar - unrendered; the noted missile/medigel/etc; that many Banshees on wave 1?? That would be too upsetting to play..
i remember reading on a loading screen after a disconnect that Banshees are vulnerable when they're moving, so I guess you'd have to keep moving and concentrate fire on them.. might be resistant/difficult to defeat with sniper rifles then??
It's all in the coalescend.ini file. Drop rates, whats in each item pool, whats in each wave, what powers each class, what those powers do, etc.
#143
Posté 02 mars 2012 - 09:20
NarfGarg wrote...
Did you notice that the bit about whats in a pack is missing from biogame.json? packlist under sfxgamempcontent.sfxgawreinforcementmanagerthemaxzero wrote...
Gregums wrote...
where're you getting the info re: full-game multiplayer maxzero? i wanna see!
anyway, that vid looks like an old model test platform or something similar - unrendered; the noted missile/medigel/etc; that many Banshees on wave 1?? That would be too upsetting to play..
i remember reading on a loading screen after a disconnect that Banshees are vulnerable when they're moving, so I guess you'd have to keep moving and concentrate fire on them.. might be resistant/difficult to defeat with sniper rifles then??
It's all in the coalescend.ini file. Drop rates, whats in each item pool, whats in each wave, what powers each class, what those powers do, etc.
What do you mean? I see the card and pack list. What should be there but isn't?
#144
Posté 02 mars 2012 - 09:20
#145
Posté 02 mars 2012 - 09:43
They're there in the full game? I don't have themthemaxzero wrote...
NarfGarg wrote...
Did you notice that the bit about whats in a pack is missing from biogame.json? packlist under sfxgamempcontent.sfxgawreinforcementmanagerthemaxzero wrote...
Gregums wrote...
where're you getting the info re: full-game multiplayer maxzero? i wanna see!
anyway, that vid looks like an old model test platform or something similar - unrendered; the noted missile/medigel/etc; that many Banshees on wave 1?? That would be too upsetting to play..
i remember reading on a loading screen after a disconnect that Banshees are vulnerable when they're moving, so I guess you'd have to keep moving and concentrate fire on them.. might be resistant/difficult to defeat with sniper rifles then??
It's all in the coalescend.ini file. Drop rates, whats in each item pool, whats in each wave, what powers each class, what those powers do, etc.
What do you mean? I see the card and pack list. What should be there but isn't?
#146
Posté 02 mars 2012 - 09:54
NarfGarg wrote...
They're there in the full game? I don't have themthemaxzero wrote...
NarfGarg wrote...
Did you notice that the bit about whats in a pack is missing from biogame.json? packlist under sfxgamempcontent.sfxgawreinforcementmanagerthemaxzero wrote...
Gregums wrote...
where're you getting the info re: full-game multiplayer maxzero? i wanna see!
anyway, that vid looks like an old model test platform or something similar - unrendered; the noted missile/medigel/etc; that many Banshees on wave 1?? That would be too upsetting to play..
i remember reading on a loading screen after a disconnect that Banshees are vulnerable when they're moving, so I guess you'd have to keep moving and concentrate fire on them.. might be resistant/difficult to defeat with sniper rifles then??
It's all in the coalescend.ini file. Drop rates, whats in each item pool, whats in each wave, what powers each class, what those powers do, etc.
What do you mean? I see the card and pack list. What should be there but isn't?
What exactly is missing in your game? I don't have the full game either just working off the demo.
#147
Posté 02 mars 2012 - 02:19
<333
#148
Posté 03 mars 2012 - 09:23





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