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Geth gold farming on white - common mistakes + guide (Elite players skip please)


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#51
fluffmoresheep

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CryeTitan wrote...

Yeah I've noticed the reg asari and justicar paired are super killers.

One question though. I've heard overload/ED doesnt actually kill off my BE.
I was farming white with a SE and he was actively draining and I was warp/throw.
Sometimes my warp wouldn't go off after a throw, but on a second throw it usually would,
and sometimes I feel much stronger vs primes.
Anybody notice that?


Overload/ED covers warp. Throw once, it will tech burst. Throw again, the warp will detonate.

Of course, things become annoying when engineers keep spamming overload/ED between your throws. It can actually go like this:
-Warp
-ED
-Throw into Tech Burst
-ED
-Throw into Tech Burst
-ED
-Throw into Tech Burst
-Throw into BOOM (from original warp)

Tech bursts are fine as long as the target still has shields, but most engineers keep spamming ED even when there's only armor left, and BEs are much more effective there. BEs also do better collateral damage versus anything that isn't shields.

Rule of Thumb: keep throwing until your warp goes boom.

Modifié par fluffmoresheep, 18 avril 2012 - 10:47 .


#52
CryeTitan

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fluffmoresheep wrote...

CryeTitan wrote...

Yeah I've noticed the reg asari and justicar paired are super killers.

One question though. I've heard overload/ED doesnt actually kill off my BE.
I was farming white with a SE and he was actively draining and I was warp/throw.
Sometimes my warp wouldn't go off after a throw, but on a second throw it usually would,
and sometimes I feel much stronger vs primes.
Anybody notice that?


Overload/ED covers warp. Throw once, it will tech burst. Throw again, the warp will detonate.

Of course, things become annoying when engineers keep spamming overload/ED between your throws. It can actually go like this:
-Warp
-ED
-Throw into Tech Burst
-ED
-Throw into Tech Burst
-ED
-Throw into Tech Burst
-Throw into BOOM (from original warp)

Tech bursts are fine as long as the target still has shields, but most engineers keep spamming ED even when there's only armor left, and BEs are much more effective there. BEs also do better collateral damage versus anything that isn't shields.

Rule of Thumb: keep throwing until your warp goes boom.


Ah ok yeah that explains why I was consistant. Thanks.

I'm fairly certain an infiltrator was somehow synced with a late BE, Prime was just to armor, i warped, he ed'd, i ended up throwing twice or more and the resulting BE knocked over half armor down single explosion.

#53
Asaghon

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The only thing you really need is an infiltrator of any kind to do the objectives, the rest doesn't really matter much. Sure, sal engi makes it easier, but if you don't have one you will be able to grab most of the ones that get into the room.

#54
Kristalghost

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Does anybody know if the balancing of 17/04 changes anything to this? I read the decoy can't pull as many enemy's as before.

Nice work btw! I hope I get to try it out soon.

#55
Utopianus

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Lajkos wrote...

Wesus wrote...

U need à guide for That?!

Lvl 1 krogan soldier team can do it


tell that to the level 20 krogan vanguard that think it's a good idea to charge 3 primes and 2 pyros, or the engineer that block my (AA) cover so i cant get a view of the enemies comming from the landing pad. Or the infiltrators that never get the objectives OR the SE that didn't even spec into a decoy


Love those SE with either no decoys or simply forget to deploy them. They always get the team killed because everyone expects them to deploy decoys.

#56
Achossa

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Dr.Sid wrote...
But the fastest killing machine is two asari adepts, one only warping, one only throwing.

Actually it's 1 warp 2 throw warp 1 throw warp etc, but this guide is for uncoordinated non elite players.

ElementL09 wrote...
If
the Geth Engineer has Disruptor ammo with a Geth SMG or Geth Pulse Rifle, then they can help the team with tech burst, also its preferred to have armor piercing mods for weapons, your going to encounter alot of
Pyros and Primes.
 

The aim of this run is to get credits without spending equipment, also I'm asuming new players don't have RP classes unlocked yet.

Atheosis wrote...
Does this really need a guide? It's easy as **** with almost any team setup as long as there is at least one
SE. That's why everyone is doing it...

Actually the infiltrator is the only mandatory class, so you should probably read this.

Kristalghost wrote...
Does anybody know if the balancing of 17/04 changes anything to this? I read the decoy can't pull as many enemy's as before.
Nice work btw! I hope I get to try it out soon.

Very slightly you won't even notice the difference. Just follow this guide and you'll do fine until you are good enough to not need it. :D And thank you

Modifié par Achossa, 18 avril 2012 - 11:58 .


#57
Sark47

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For the fourth character I'd recommend either the Drell Adept of Vanguard (Adept is better since he can aid with biotic explosions with his reave) and running behing both of the camp spots between the two ammo caches aiding both or the one facing most enemies with the cluster grenade. He is weak which is why I'd keep in the back section but if you keep the grenades stocked he is a great asset if going gets hairy, he can even clear out the hacking site with 3 grenades if push comes to shove.

#58
Dr.Sid

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For sure I've seen this 'oh so simple' failed many times. I had some smooth runs, and I had some real bad.
Don't even try without infiltrator, and better don't try without decoy. Sure it can be done, but you want credits fast and reliably right ?
Lately I've seen:
- engineers not refreshing decoy fast enough, getting team swarmed by hunters.
- infiltrators not running errands.
- asari not coordinating
- people not grabbing
- 2 team members running to revive engineer who thought 'running around the map would be fun'.
- in general, people who thought 'running around the map would be fun'.
- people not talking
- people wasting missiles on first prime in the game.
- people entering the game without medigel or single cobra.
- adepts and engies shooting their pistols too much - exposing themselves and getting killed. AA especially does not need to fire a shot, she should concentrate on target picking and connecting explosions.
- and so on ..

#59
Achossa

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Dr.Sid wrote...

For sure I've seen this 'oh so simple' failed many times. I had some smooth runs, and I had some real bad.
Don't even try without infiltrator, and better don't try without decoy. Sure it can be done, but you want credits fast and reliably right ?
Lately I've seen:
- engineers not refreshing decoy fast enough, getting team swarmed by hunters.
- infiltrators not running errands.
- asari not coordinating
- people not grabbing
- 2 team members running to revive engineer who thought 'running around the map would be fun'.
- in general, people who thought 'running around the map would be fun'.
- people not talking
- people wasting missiles on first prime in the game.
- people entering the game without medigel or single cobra.
- adepts and engies shooting their pistols too much - exposing themselves and getting killed. AA especially does not need to fire a shot, she should concentrate on target picking and connecting explosions.
- and so on ..


Seen all of it as well, hence this guide. :D

#60
Achossa

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Bumping this, read OP if you're having trouble farming FB White

#61
Tajz

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1. Infiltrator - Quarian probably best - your job is to disable/enable devices (mandatory)
2. Salarian Engineer - your job is to place the decoy (can help players with little XP taking up enemy fire)
3. Asari Adept - your job is to blow everything up (damage dealer)
4. Justicar/Geth eng/ AA/whatever (Turian sentinel can help with both Bio explosions and tech bursts)

Salarian engineer is key here. Decoy help out tons. Without it, u will need quite a good dps to bring them all down fast or they will start overwhelming.

I used to do without decoy, but most of those times double adepts are mean. (Biotic explosion every 3 sec lol)

Infiltrator isnt really needed but it help tons with those disarm mission. Without it, u will need someone with a decoy or packed with some missiles to clear the way if needed.

#62
Achossa

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Tajz wrote...

1. Infiltrator - Quarian probably best - your job is to disable/enable devices (mandatory)
2. Salarian Engineer - your job is to place the decoy (can help players with little XP taking up enemy fire)
3. Asari Adept - your job is to blow everything up (damage dealer)
4. Justicar/Geth eng/ AA/whatever (Turian sentinel can help with both Bio explosions and tech bursts)

Salarian engineer is key here. Decoy help out tons. Without it, u will need quite a good dps to bring them all down fast or they will start overwhelming.

I used to do without decoy, but most of those times double adepts are mean. (Biotic explosion every 3 sec lol)

Infiltrator isnt really needed but it help tons with those disarm mission. Without it, u will need someone with a decoy or packed with some missiles to clear the way if needed.

Hacks and targets can be done with any setup, with or with out the decoy, preferably with.
But for the devices you need that cloaked infiltrator to run around the map getting them, while the rest stay in cover and draw enemy fire giving the infiltrator space.
Sure you can do it with other setups, but we're talking about a farming run here. This is supposed to be swift, clean, easy credits run, not a challenge.
The point is to have both.

Modifié par Achossa, 19 avril 2012 - 08:57 .


#63
AngryMetalGuy

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What's the best spot to drop the decoy? Should the SE be near the door on the right and then drop the decoy right in the center between the two cover areas? I was gettin' some aggro from two dudes today for my placement, as though I was doing it wrong, but I've never seen it done differently.

Modifié par AngryMetalGuy, 19 avril 2012 - 01:25 .


#64
akula51

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AngryMetalGuy wrote...

What's the best spot to drop the decoy? Should the SE be near the door on the right and then drop the decoy right in the center between the two cover areas? I was gettin' some aggro from two dudes today for my placement, as though I was doing it wrong, but I've never seen it done differently.

I have found, that when I played an SE on this map, I liked to be in the closest spot to the door.  I can then put my decoy in the middle of the room all the way to outside the door...and I movde it around a lot.  Starting a wave, I liked to drop it right in the doorway, so that all enemies (yeah, not just the Geth) coming from all three avenues of attack (down the internal staircase, down the external staircase, coming straight in from the ladder leading from the landing pad) could see it.  Obviously if you're fighting the grenadeless Geth, you don't have to move much...which honestly got pretty old pretty quick.

I haven't been using the SE much lately, I have to admit.  It wasn't ever really necessary for clearing this map.

#65
Achossa

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AngryMetalGuy wrote...

What's the best spot to drop the decoy? Should the SE be near the door on the right and then drop the decoy right in the center between the two cover areas? I was gettin' some aggro from two dudes today for my placement, as though I was doing it wrong, but I've never seen it done differently.

Pretty much right in front of you so it distracts both enemies coming from the corridor in front and ones entering from the right is just fine.
But be cautious that the cover you're in is narrow, not much room to move around so try not to place it right in front of your team mate next to you cause he can't shoot thruogh it.
The one in cover 2 can move to shoot past it though.

Happy farming :D

Modifié par Achossa, 19 avril 2012 - 02:41 .


#66
Highlord Heian

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I don't see why biotics are included in this at all. Fastest way to burn through is with 2 engy 2 infiltrators, making sure you hit every Combat Drone and Geth Turret with incinerate and energy drain/overload to hammer out Fire Explosions.

Of course that's true for any map vs Geth.

#67
Dr.Sid

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I put the decoy almost into the doors. Generally I duck in the cover by the doors, spot next to the wall .. and I cast the decoy right in front of me.
But I keep and eye on what are geth shooting at. Primes are sometimes picky and start shooting whoever is not ducked at the moment. In such case I put the decoy right under their nose,they usually 'reacquire'.
Putting the decoy too close to the 'table' (ie making 2 steps back from the cover before casting it) makes the decoy lot more visible and geth aim at it sooner. But it also makes the decoy too close to you, and when 4 pyros flame it, lots of it comes your way.
My decoy is set to stun and explode. It does not hold that long, but I have no problem casting it again and again. Stun helps to attract attention of the geth from close, and explosion is good for attracting my attention, as I need to recast. I actually even killed geth or too with that explosion, but don't count on it.

#68
Dr.Sid

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Highlord Heian wrote...

I don't see why biotics are included in this at all. Fastest way to burn through is with 2 engy 2 infiltrators, making sure you hit every Combat Drone and Geth Turret with incinerate and energy drain/overload to hammer out Fire Explosions.

Of course that's true for any map vs Geth.


Biotic explosions deal more damage if done properly .. that's why.

#69
Achossa

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Highlord Heian wrote...

I don't see why biotics are included in this at all. Fastest way to burn through is with 2 engy 2 infiltrators, making sure you hit every Combat Drone and Geth Turret with incinerate and energy drain/overload to hammer out Fire Explosions.

Of course that's true for any map vs Geth.


And beacuse this is a guide for people who have trouble with this run bacuse they are not elite players, have little XP playing gold matches, are not good at chaining combos.

The classes are set up as such so every one can hold his/her own without relying much on others cause they may not use mics etc.

Decoy is obvious
Sabotage is obvious and can prime tech bursts
AA can chain powerful bio combos quickly on her own

#70
QuantaStarfire

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Hey there. I noticed that you made a lot of mistakes in your "guide", so here are my recommended corrections:

1. Infiltrator - Quarian probably best - your job is to disable/enable devices (mandatory)


Incorrect. The job of the infiltrator (if you even bring one along; I personally don't see the point, as you could do much better taking along a Human Adept with Shockwave, for instance) is to sit outside away from the rest of the group and farm points from easy enemies like Troopers. It's also important that they lure enemies like Geth Primes towards the back door, where they'll be out of the way.

2. Salarian Engineer - your job is to place the decoy (can help players with little XP taking up enemy fire) 


A Salarian Engineer is actually a bad thing to bring along. Not only does their Decoy not do any damage, but it prevents the enemy from attacking you, which I believe costs points in the long run. If you really need an Engineer, it's best to bring the Quarian, as lore says they're good with machines and Geth are machines.

Stay in both covers, SE & TS in the one next to the side door (C1) for the decoy, AA in other (C2) covering the enemies coming down ledders from landing pad and attempting to enter the room. Infiltrator, stay in the middle close to back door, you can revive if someone goes done. 


This is bad advice. You need to stand in the open doorway. Your Salarian Engineer (you actually brought one along?) should not be casting Decoy and should just shoot enemies with his sniper rifle (I recommend the Incisor). The infiltrator should be outside and ignore when someone falls down as they have medi-gels for that.

Devices - only the infiltrator goes for these, others stay in place and shoot. Run to device cloak, enable.
Done correctly, they won't even notice you. Revive self if needed, the team should not brake cover to revive you.
Common mistake, everybody runs for devices, Geth spawn from everywhere, team dies. 


This is also bad advice. The infiltrator needs to stay back and kill guys for points. If he does go for a device, he needs his teammates to help find guys for him to shoot after disarming, so they should stay close and he should avoid cloaking whenever possible.

Targets - stay in cover, they will come to you. 
CM, a cowboy runs for the target , target stays on him, time out/ he dies, team overwhelmed.
CM2 breaking cover to get a piece of the target neglecting your watch, a trooper kills you from the flank. 


I disagree. You need to take the fight to the enemy; that's what Sherperd would do. Kill everything, but save the marked guy for last, as he'll be defenseless without his soldiers backing him up.

Extraction - stay in cover until 40-30 seconds out then run for LZ. Or suicide after objective on wave 10 for credits only. 


You should actually fight in the extraction zone so that there's lots of enemies to get points off of. You should also try and get as many of your teammates killed as possible, as the Lone Survivor will get all the points in the end (because he was the only one left to give points to).

Anyways, I hope this helps make your guide better.

#71
BellaStrega

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Dr.Sid wrote...

It is common mistake to combine tech types with biotic.

Overload and warp is no no. The trick of biotic explosion is not killing primes fast, but killing all the lesser guys around them in the process. So if you hear biotic blasts, leave overload only for self defense and use incinerate instead. Don't overload even primes with shields, becase when they come with shields, it's usually also the time, when they have tons of smaller guys around. Same thing for shield drain.


This isn't really true. Biotics can set off tech bursts, which will also kill things around the prime, plus the adept can use another trigger power to set off the biotic detonation once the tech burst is done. You can complete FBWGG in a reasonable amount of time whether you aim for razor-sharp precision and killing speed or if you allow for a bit of slack (say, not fussing over whether biotic classes are unintentionally setting off tech bursts or not.

When I did this, I used a Salarian engineer and there was also an Asari justicar, a quarian infiltrator, and an Asari adept. It went pretty well and I don't recall anyone complaining about the use of energy drain on shields. We weren't exactly being overrun, and it was easy to keep my decoy up to distract everything.

I agree with the guy who said unknown/unknown is more fun, though.

#72
RGFrog

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lulz@QuantaStarfire

I think the fastest way to use a pair of adepts is one starts with warp. 2nd throws, then warps. 1st throws then warps. Repeat.

This may require a bit of coordination which in turn requires the use of a mic. Which sadly is some kind of magic vooodooo to most pugs.

#73
akula51

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RGFrog wrote...

lulz@QuantaStarfire

I think the fastest way to use a pair of adepts is one starts with warp. 2nd throws, then warps. 1st throws then warps. Repeat.

This may require a bit of coordination which in turn requires the use of a mic. Which sadly is some kind of magic vooodooo to most pugs.

Works very well with Adept + casting Turian Sentinel.  Unless the Adept decided to bring along 800 lbs of useless crap, they just throw after the TS warps.  Ker...BLAM...2.5s...Ker...BLAM...2.5s...Ker...BLAM.  Primes just evaporate.

Whoever said Warp and Overload don't mix certainly hasn't played a TS (well).

#74
Rhaina

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OP, thanks for taking the time to make the guide, I think its rather funny that you've given some very basic and simple pointers for new players, make it clear that its for those players, and get inundated with responses that try to explain the "pro" way to do it, or the "best" when again... you made it clear this is a guide for new players.

#75
Highlord Heian

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Achossa wrote...

Highlord Heian wrote...

I don't see why biotics are included in this at all. Fastest way to burn through is with 2 engy 2 infiltrators, making sure you hit every Combat Drone and Geth Turret with incinerate and energy drain/overload to hammer out Fire Explosions.

Of course that's true for any map vs Geth.


And beacuse this is a guide for people who have trouble with this run bacuse they are not elite players, have little XP playing gold matches, are not good at chaining combos.

The classes are set up as such so every one can hold his/her own without relying much on others cause they may not use mics etc.

Decoy is obvious
Sabotage is obvious and can prime tech bursts
AA can chain powerful bio combos quickly on her own


But it's still not even that great a team composition. Throwing Biotics in, with no Reave? This doesn't look like a guide written by somebody with a lot of gold experience.