Murphy's Laws of Mass Effect 3 Multiplayer
- Anything cloaked you shoot at will be a friendly.
- Anything cloaked you don’t shoot at will be a hostile.
- Alliance Command feels the mission is not worth wasting a good artillery strike on. That’s why they sent you.
- There's a reason the guy hiding in the corner was sent on the mission, and it wasn't to help you.
- You get experience only after you need it. If you have experience, you’re lucky. Some people never receive it, despite rank and missions accomplished.
- Cerberus and the geth feel content giving their forces unlimited ammo. Unfortunately, Alliance Command does not have the same sentiment.
- No one will head for the hacking objective until you do.
- Everyone will head to the disarming objective when you do.
- Everyone will fire their Cobra missiles at the first assassination objective.
- No one will fire their Cobra missiles at the last assassination objective.
- Tactical Cloak, doesn’t.
- Decoy, won’t.
- Reave, does. Your allies’ ears.
- Blood Rage, is. Your blood, mostly.
- Your Decoy will run out when the Rocket Trooper enters the room.
- Contrary to popular belief, vanguards, infiltrators, and krogan aren’t invincible superheroes.
- Once your allies charge, you will be outflanked.
- The more allies you have with you, the more bullets fly towards your general direction.
- Stay in cover. Running around annoys your allies and attracts enemies.
- All your allies on gold are actually fresh from bronze. The gold veterans are currently playing bronze or are sleeping. None of the silver players have any idea what the others are doing.
- Any additional reinforcements you receive in combat will quickly be in need reinforcement.
- You will be dropped for no good reason. This applies to the beginning of the mission, during the mission, and after the mission.
- Despite advancements such as the universal translator, no one will speak the same language as you.
- The only thing that will translate universally is gunfire. In that regard, the enemy is quite verbal.
- Your automatic weapons are pointers for snipers, pistoleros, and shotgunners.
- The banshee is chasing you.
- The phantoms are around the corner from you. So are the pyros.
- The hunters are on top of your position. So are the phantoms, husks, and brutes.
- The enemy turret is in the corridor you failed to clear.
- Note to medics: You can find the vanguard under the turret.
- The pyro with the burning tank will be the first thing the sniper will kill. The more it burns, the faster it will be sniped.
- Enemies affected by biotics or tech draws fire. Anything not affected is secondary.
- The enemy you’re about to snipe is about to be biotic charged.
- The enemy you’re about to biotic charge just got sniped.
- The weapon upgrade you’re looking for is going to turn out to be a character related card.
- The weapon upgrade you do get will be the Geth Pulse Rifle. If you already have the Geth Pulse Rifle X, it will be the Arc Pistol. If you already have the Arc Pistol X, it will be the Geth Plasma SMG.
- The Falcon launches duds. So does the Striker. And the Scorpion launches duds with a time delay.
- Anytime you used the medi-gel, you shouldn’t have.
- Anytime you don’t use medi-gel, you should have.
- If you need medi-gel, you’ll get Cobra missiles. If you need Cobra missiles, you’ll get medi-gel. If you need both medi-gel and Cobra missiles, you’ll get thermal clips.
- The more damaged a geth prime, atlas, or banshee is, the more it attracts Cobra missiles.
- The enemy that Combat Drone is shooting at is on the wrong side of the wall.
- The geth turret will restore your shields when they’re fully charged.
- The geth turret will be in cooldown when your shields are down.
- Sabotage doesn’t refer to what you’re doing to the enemy. It describes what your allies are about to do to you.
Edited: Format, preface addendum
Modifié par Fiery Fury, 23 mai 2012 - 07:05 .





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