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#151
Credit2team

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Yigorse wrote...

Stasis is entirely ineffective against any target with ARMOUR. It does not stop these enemies, it does not slow them down, it does not apply an effect that can be detonated.
.


This is also true of PULL, SINGULARITY, and LASH

#152
Guest_Lord_Sirian_*

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^ Lash will stagger Brutes and Atlases on occasion though, so not entirely true.

#153
Credit2team

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Immortal Strife wrote...


200% cooldown only really matters on TB characters. and BE characters


Fixed it for you

#154
Credit2team

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Lord_Sirian wrote...

^ Lash will stagger Brutes and Atlases on occasion though, so not entirely true.


smash it!

#155
Credit2team

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I don't think its been mentioned yet (sorry if it has) but you cannot get synch killed on ramped/uneven surfaces. As a vanguard get the banshee to chase you onto a ramp before charging them (also really effective if you need to melee them)

#156
Hrothdane

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You can shoot the front shoulder and crotch plates off of an Atlas. I'm told the Atlas will take more damage from attacks afterwards.

Biotic Charge is for an emergency shield recharge and/or quick exit stage left and/or trying to knock someone out of a sync kill 100% of the time. When you get good enough to know when it's safe to charge offensively, that number becomes 95%.

Remember that you have rockets, but save them for emergencies. Taking out the whole spawn with 1 rocket at the beginning of wave 10 on gold may make you feel like a badass, but they will just respawn elsewhere and you will be down 1 rocket.

Don't use shadow strike on guardians unless you are 100% sure they haven't seen you. Otherwise, they will just turn around before you finish your animation and block your sword.

Popping the sacks on a ravager makes it take damage and opens up additional weak point where the sacks were.

Brutes have armor plates that reduce damage taken. They can be shot off if you so desire.

Take your time lining up a shot on Nemeses if you are close to them rather than going in guns blazing. They will often just sit there and let you headshot them.

#157
Credit2team

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Hrothdane wrote...

Don't use shadow strike on guardians unless you are 100% sure they haven't seen you. Otherwise, they will just turn around before you finish your animation and block your sword.

 

if they have focused their attention on other temmates they will keep there fcus on them and you are free to SS them regardless of whether they have seen you

Hrothdane wrote... 
Take your time lining up a shot on Nemeses if you are close to them rather than going in guns blazing. They will often just sit there and let you headshot them.


Nemisis will be more inclined to run away the closer you get to them, take them out at range to line up headshots. If you are intent on running in use an ability or a melee to stagger them, slow or stun them or they will be VERy difficult to hit.

#158
Grunt_Platform

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- Always attack where the enemy forces are weakest. This is especially true on circular maps like Vancouver and Glacier. You'll get further, and survive longer by attacking and advancing through waves of trooper and lieutenant level enemies than you will trying to push through an Atlas.

- The Acolyte can be charged and fired in the middle of nearly any animation. It will automatically fire while using Biotic Charge or falling, but otherwise you're free to charge it while dodging or using powers.

- If you time it right, you can strip an enemy's shields with the Acolyte and lift them with Pull in the same instant, allowing you to set off a fairly strong biotic explosion right away. This works wonders against Phantoms.

- Tactical Cloak is not broken. Seriously. If your connection to the host is decent, and you're playing against a full team, you should be able to sneak around quite effectively with a duration cloak. Don't rely on enemies being completely oblivious to you, because they can still "hear" you, and they will shoot your last known position. The faster you move while cloaked, the more cloak's going to work for you.

Modifié par EvanKester, 24 août 2012 - 11:25 .


#159
Blind2Society

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Pyth the Bull wrote...

Hold A to drink water continuously.


Do you have any idea how long it took me to figure that out.

Actually, truth be told, I found out by reading an identical post on the Bethesda boards.

#160
LePetitRobot

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darkpassenger2342 wrote...

If the other 3 people on your team are somewhere you arent,  besides waves 3,6, or 10, you are being a douchebag.


Seriously? Do you mean just on the harder difficulties/later waves?
Players move around and get split up all the time.
Melee characters and snipers fight their way around the field quite differently.

I agree, don't go down on the other side of the map and expect to be rescued...

#161
PaperAlien

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Justicar Bubble (even without warp evolution) can set off BEs when you're casting it.

#162
Pride Demon

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- A Banshee's Shockwave Scream damages everyone sorrounding her AND it applies a DoT effect not dissimilar to her Warp Bomb, if you have little health left this will be fatal...

- Brutes apply their melee damage every time you touch them while they move around (doesn't seem to be true if you attack from behind), this makes them potentially immune to player shield gate (as they can apply melee several times when charging) and can be lethal if you find yourself chased in a small place as even just bumping into them as they turn to face you can stagger and damage you, effectively granting the Brute "free" melee attacks...

- Ravagers can and will give birth to Swarmers even if none of its eggsacks have been popped, popping the eggsacks merely speeds up the process (they spawn more often)...

- Beware Ravager acid: pools deal a hefty amount of damage and said damage gets progressively worse the longer you stand in them, but you'll immediately stop taking damage as soon as you exit them. Swarmers deal little damage on impact, but apply a nasty and long lasting DoT (your character will also appear covered in acid), said DoT stacks with itself (like, say, Reave), so while a character could concievably survive one swarmer, getting splattered with four or five can be lethal even for a krogan. In addition, if you get TOO close (bumping on them), a Ravager can self detonate its eggsacks, this has the result of covering in acid everyone right in front of it (the same as being hit by a swarmer)...

- The Ravager like the Nemesis is a lot less dangerous at melee range, as they can't shoot you if you get within a certain distance from them, like the Nemesis they will try to create distance if you get near them (and probably not succeed as they lack speed and agility), sill consider that if they DO succeed and start their firing routine they will complete it no matter what and won't stop even if you get within melee range again...

- On higher difficulties (at least, I only saw it happen on Silver and Gold) Nemesis can hipfire her Raptor while moving from cover to cover if her target is clearly in sight, this deals less damage then her proper aimed Assassination shot, but still enough to warrant caution (especially since it lacks the typical red beam so if you are not careful you won't notice till it's too late)...

- Phantoms constantly growl and mumble. Since they do so very softly and most other cerberus troops shout at the top of their lungs it can be difficult to hear, but with a bit of practice you can use this quirk to understand when there's a Phantom within a certain distance of you well before you spot her (and hopefully well before SHE spots you) thus allowing you to prepare...

- Geth Hunters, while cloaked, are only vulnerable to AoE and bullets, melees won't connect and powers that require lock on will generally miss...

- When they are NOT cloaked, Geth Hunters fire from a MUCH longer distance than they usually do, as befits the Geth Pulse Shotgun. This is also why they keep shooting at you for so long if they ambush you and you run away...

- Unlike what the in game tips tell you the Geth Drones the Primes spawn don't fire rockets, what they do is speed up the Prime shield reloading time and alert the Prime to the position of cloaked enemies...

- If you are cloaked, geth Rocket Troopers can sometimes triangulate your position following where their rockets lock on...

- Geth Pyros start firing at you when you are within range of the fire animation from their flamethrower, however the effective range of the flamethrower actually extends well beyond what the animation would suggest. This means when a Pyro starts firing at you you are already WELL WITHIN the effective radius of his flamethrower...

- While slower and without a AoE, the "light melee" of a Phoenix character (electrified baton) does MORE damage than their "heavy melee" (Cerberus Lash)...

- Characters with the Martial Arts descriptor constantly stagger enemies on light melee (even stagger resistant ones like geth Pyros), on top of that their light melees are also quite fast. With proper timing (and careful planning) most enemies that can be staggered can be stunlocked to death. The Fury gets honorable mention as she also deals proximity damage with Annihilation Field on top of the melee...

- It's much harder to get stunlocked by enemies if you are firing from cover, even direct hits from rockets or pulse cannons don't always stun if you are firing from cover...

- If properly specced Adrenaline Rush "restores" a portion of you shields on top of giving you DR, this is can be a life saver if your shields are down and you are under heavy fire or if you need to stop a particularly nasty DoT effect (like a Banshee's Warp Bomb). On top of that it also autoreloads your weapon whenever it is activated, so if the weapon has a big enough clip and you have a low enough power reload time you can basically fire nonstop...

- Hitscan powers (like Reave, Overload or Energy Drain) can generally still affect a Phantom even when her anti-power barrier is up...

- Panics while on fire (must be unshielded first, if it has shields). Cerberus: all except the Phantom, the Turret and the ATLAS; Reapers: Marauders only (Husks don't panic but sometimes they'll get confused and just stand there making pained moans till they die); Geth: none. Those who panic while on fire, occasionally panic while under the effect of Warp too...

This is what comes to mind, not sure if they are all correct, but to my knowledge they are... :P

#163
The_Pretender00

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Not sure if this has been mentioned yet or not, but when using the Paladin if you use your melee when a banshee throws a warp at you, you just bat it away, same for geth rocket troopers, but it's harder to get the timing.

When the warp comes towards you, you know if you have time it right when you character glows, and then the effects just dissapear and no damaged gets done or lasting damage.

#164
Grunt_Platform

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thewalrusx wrote...

Immortal Strife wrote...
200% cooldown only really matters on TB characters. and BE characters

Fixed it for you

It's not really the same. For a tech burst character, every tenth of a second on their cooldowns matters, since the detonation window on Energy Drain and Overload is barely longer than their minimum cooldowns, so self-detonating off them is a pain. Their weight load out can make all the difference to whether they even get a tech burst in the first place. By contrast, Reave and Warp have really forgiving detonation windows, and long durations.

It's going to depend a lot on the kit and the play style. For pure power spam, you probably want as little weight as possible. Characters who use grenades to set up and/or detonate, of course, will care a lot less about weight.

Modifié par EvanKester, 24 août 2012 - 12:59 .


#165
NuclearTech76

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ParatrooperSean wrote...

Smart Choke does nothing for the Reegar Carbine.

You *can* get head shots with the Reegar, despite the fact that it shoots electricity flamethrower style.

You get more damage per clip if you fire the reegar in bursts instead of just holding the trigger. You can fire the weapon and fire most powers at the same time if you fire first then cast your power; works particularly well with smash and flamer.

#166
Boog_89

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Everybody gets the same amount of experience at the end of the match regardless of individual score. Its co-op so stop complaining that I 'stole your kill'

#167
waltervolpatto

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Toss the grenade near the phantom, not wher the red lock is on: the phantom will not register aggression and it will not raise the barrier taking considerably more damage

#168
waltervolpatto

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If you are on a stair tanking a brute or a banshee, you can stick to the side of the stair/ramp, turn 180 degree and shoot, you get the DR and the tank is godly....

#169
Feneckus

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Pride Demon wrote...

- Geth Hunters, while cloaked, are only vulnerable to AoE and bullets, melees won't connect and powers that require lock on will generally miss...


Shoot them first and it won't miss. 

#170
waltervolpatto

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You can attemp tanking on a stair banshee with any character, one of my favorite is to use the demolisher planting the pylon in the middle of the ramp and circling in a deadly dance with one or two banshee (gold)... Tossing yo granade in da face....

Fury is the same drill, circling and tossing powers... Krogan with some equipment is the easiest... AJ bubble and reave.... All the same technique.....

#171
NuclearTech76

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Some characters get damage reduction during heavy melee if they have been warped by a banshee. Some powers particularly ED or AF can halt the effects of a warp ball.

#172
ToaOrka

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- Don't use the Incisor unless you know what you're doing and/or have used it in ME2 so you have an idea of how it works.

#173
Yigorse

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thewalrusx wrote...

I don't think its been mentioned yet (sorry if it has) but you cannot get synch killed on ramped/uneven surfaces. As a vanguard get the banshee to chase you onto a ramp before charging them (also really effective if you need to melee them)


O_O

Best

Tip

EVAR

#174
Frosty10001

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Your throw has two projectiles...

Wait... Something's off...

#175
sunlight10f

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Probably been said already (if not, I don't want to live on this planet anymore) but using medigel improves yours and the teams chances of earning credits ^^