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#26
Frosty10001

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Very fleshed out, this would be very helpful for new players in MP. Honestly this is good enough to be it's own little "booklet" that comes inside the cases of games these days. Thanks for the effort!

#27
denarius15

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An D wrote...

I though device objectives were given a 5 minute time limit without extensions.


You're correct, at least for the set time.  That was a mistake on my part and is corrected.  I'm not intending to put the exact time as I didn't want to verify them by playing bronze and silver games.

Modifié par denarius15, 18 septembre 2012 - 03:55 .


#28
denarius15

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KJoker61 wrote...

Wait, thermal clip packs give a 100% weapon damage bonus?



http://social.biowar...9130/1#13759130 

#29
Grinch57

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denarius15 wrote...

An D wrote...

I though device objectives were given a 5 minute time limit without extensions.


You're correct, at least for the set time.  That was a mistake on my part and is corrected.  I'm not intending to put the exact time as I didn't want to verify them by playing bronze and silver games.

Well done OP.  Wish there was some way to sticky it for new folks coming to BSN for help.  BioWare says they don't do that and I can understand why, maybe there needs to be a "new guy" forum for MP where this could live on the front page in perpetuity.  Whatever.

Re: Objectives.  You mention that fast completion results in bonus credits.  What is not obvious is that you start losing bonus credits with less than 3:30 remaining in the objective.  Or to put it another way, you have 1:30 to complete an entire objective (e.g. both pizza runs, all four enables, the hack, etc., etc.) and get full bonus credits, while you have the full 5:00 to complete the objective for the baseline credits.  Even a lot of supposedly experienced players seem unaware.  On Gold or Platinum, you often just want to survive getting it done, but on Bronze or Silver, not getting it done within the 1:30 timeframe is usually the result of just being unaware of the time constraints or allowing yourself to get distracted killing random baddies, instead of focusing on the objective.

Also, for the escort, TC causes R2-Detour to lose track of the cloaked character, so R2 slows down, as if the TC character was not inside the escort circle.  It would be useful if more infiltrators knew that.

Again, well done.

#30
RoZh2400

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Sticky grenades CAN prime explosions if there are ammo powers equipped. I have seen a fire explosion set off my incendiary sticky grenade by someone else. No one was using fire based anything other than me.

Yeah, small note: sticky grenades apply ammo powers. That's why they suck without them usually.

#31
denarius15

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Grinch57 wrote...

denarius15 wrote...

An D wrote...

I though device objectives were given a 5 minute time limit without extensions.


You're correct, at least for the set time.  That was a mistake on my part and is corrected.  I'm not intending to put the exact time as I didn't want to verify them by playing bronze and silver games.

Well done OP.  Wish there was some way to sticky it for new folks coming to BSN for help.  BioWare says they don't do that and I can understand why, maybe there needs to be a "new guy" forum for MP where this could live on the front page in perpetuity.  Whatever.

Re: Objectives.  You mention that fast completion results in bonus credits.  What is not obvious is that you start losing bonus credits with less than 3:30 remaining in the objective.  Or to put it another way, you have 1:30 to complete an entire objective (e.g. both pizza runs, all four enables, the hack, etc., etc.) and get full bonus credits, while you have the full 5:00 to complete the objective for the baseline credits.  Even a lot of supposedly experienced players seem unaware.  On Gold or Platinum, you often just want to survive getting it done, but on Bronze or Silver, not getting it done within the 1:30 timeframe is usually the result of just being unaware of the time constraints or allowing yourself to get distracted killing random baddies, instead of focusing on the objective.

Also, for the escort, TC causes R2-Detour to lose track of the cloaked character, so R2 slows down, as if the TC character was not inside the escort circle.  It would be useful if more infiltrators knew that.

Again, well done.


Good points, I added them in.

#32
PyroByte

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Very good post with a lot of useful information, especially for new players.

Imho a guide like this should be stickied. Well done denarius!

#33
ozthegweat

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Wow, a great guide you put together here, wish I had it when I started playing. And even now I got some new tips, e. g. the 100% damage bonus when using an Thermal Pack...

#34
denarius15

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xassantex wrote...

thanks for that wrap up . I did learn a few details i had no idea about.

One thing: in the weapons suited for Gold/Platinum you didn't mention the Wraith. It's a super SG at level X , esp on a GI or Destroyer with faster RoF .


It's definitely a good weapon, all the ultra's are.  I just didn't want to make a huge list, or get into too many particulars.  I picked out some of the top weapons in each tier, either for special abilities, DPS, or accessibility.

#35
DocDAM

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GREAT GUIDE!

Wish I had this 3 months ago!  But still a good, informative read, and it should be a boon for newbies.  Maybe consider posting it to Gamefaqs.com to get greater visibility? I know I used ShinesmanOW's FAQ to great benefit when I started:
www.gamefaqs.com/xbox360/995452-mass-effect-3/faqs/64052

Since you specifically mentioned RAGE bonuses, I think you should point out that they do not work! (at least that's what the community here says).
And you also recommend the Asari Justicar go to 5a in "Asari Justicar", which again everyone says is bugged.
Given the myriad bugs in the game, I'm sure there are others, but these happened to catch my eye.

#36
denarius15

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RoZh2400 wrote...

Sticky grenades CAN prime explosions if there are ammo powers equipped. I have seen a fire explosion set off my incendiary sticky grenade by someone else. No one was using fire based anything other than me.

Yeah, small note: sticky grenades apply ammo powers. That's why they suck without them usually.



Checked into it, you were right.

Test 1
Gold / Reapers
1 Human Infiltrator equiped with Cryo IV (between 80-100% chance of priming) and Grenade Capacity V
2 Krogan Vanguards (no ammo types)
Managed to get a few cryo explosions, maybe 3 in the first 4 or 5 waves.

Test 2
Gold / Reapers
2 Human Infiltrators
  one equipped with Incendiary IV (between 80-100% chance of priming) and Grenade Capacity V
  one equipped with Disruptor IV (between 80-100% chance of priming) and Crenade Capacity V
1 Krogan Vanguard (no ammo)
Again managed to get a maybe a dozen adding both types together.  Not as many as one would expect.

Notes:
1. A sticky grenade that has directly hit and stuck to an enemy appears to have a small chance of priming the target.  In our test it was something like 17% of the time.
2. A sticky grenade explosion by itself, not coming from a direct hit regardless of ammo type doesn't ever prime as it would with an AOE weapon. 
3. If a sticky grenade does prime the follow up explosion from it will not detonate the effect.
4. A second sticky grenade or other power will however detonate a target that has been primed by the first one.
5. We noticed the incendiary effect didn't panic the targets (cannibals specifically) as it would from a weapon or a power like incinerate.  Nor do any of us recall seeing the glow normally associated with it.  I personally did see disruption and cryo effects take place though.

It works, but it's very odd, almost as if bugged.  It seems that while it's possible, there appears to be some factor aside from the normal chance of a given ammo type priming.  Rare enough from preliminary testing that planning or specing for it in particular doesn't seem worthwhile.  It's more like a bonus when it happens.  

Perhaps further testing or digging around in the the coalesced file by someone might be useful.  There are people on the forums that like to do that sort of thing.

Modifié par denarius15, 19 septembre 2012 - 06:17 .


#37
denarius15

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DocDAM wrote...

GREAT GUIDE!

Wish I had this 3 months ago!  But still a good, informative read, and it should be a boon for newbies.  Maybe consider posting it to Gamefaqs.com to get greater visibility? I know I used ShinesmanOW's FAQ to great benefit when I started:
www.gamefaqs.com/xbox360/995452-mass-effect-3/faqs/64052

Since you specifically mentioned RAGE bonuses, I think you should point out that they do not work! (at least that's what the community here says).
And you also recommend the Asari Justicar go to 5a in "Asari Justicar", which again everyone says is bugged.
Given the myriad bugs in the game, I'm sure there are others, but these happened to catch my eye.


Thank you :)

I was aware of the rage problem, but I didn't think it pertinent to mention.  The bug affects melee bonuses for the Krogan Vanguard.  The build I supplied is neither spec'd for it, nor do I recommend melee with that class.  I was told by a friend about the Justicar thing just recently, but honestly forgot to update it.  It's been modified accordingly.

I'll look into the gamefaq thing, sounds like a great idea.

#38
Boldly Enter There

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Wow, OP superb post. Tremendous effort. Was very long, I didn't read some of it, cause I already know most of it. But new and early intermediate level players should benefit greatly from reading this guide thoroughly. Good job OP.

10 Stars.

#39
Squire Rudi

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Making this a mandatory read before heading into Gold matches would make PUG'ing a much more enjoyable experience.

Well done, OP.

Acutally, a 3 page leaflet about the MP part of ME3 could've come with the game upon shipment. Bioware might want to take note.

Not necessarily the part about the builds. While interesting and helpful, there's a lot of fun to be had with trying differenty builds, and not going for the "best one" right from the bat. Turian Sentinel spec'd out of Overload? I beg to differ ;-)

#40
vironblood

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Nice job with the guide. New players have everything they need to know - gameplay mechanics, tips, sample class builds and even a glossary.

#41
denarius15

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Squire Rudi wrote...

Making this a mandatory read before heading into Gold matches would make PUG'ing a much more enjoyable experience.

Well done, OP.

Acutally, a 3 page leaflet about the MP part of ME3 could've come with the game upon shipment. Bioware might want to take note.

Not necessarily the part about the builds. While interesting and helpful, there's a lot of fun to be had with trying differenty builds, and not going for the "best one" right from the bat. Turian Sentinel spec'd out of Overload? I beg to differ ;-)


Thank you :)
It was never my intent to provide an ultimate build for any particular class.  I wasn't initially intending to include them at all.  However, a friend pointed out that people often don't know how to play a certain class and convinced me to include them so....  The ones I provided are just samples people can try with explanations on use.  I expect that people will make their own modifications once they get a handle on the class.  As for that Turian Sentinel build.  I got it from here:
 
It was the first Gold solo run I ever watched.  I was impressed as hell so I used his build.

#42
jovial_monk

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Awesome job D! Finally read through it all. I'm proud to say that I had some contribution in its creation.

-jm

#43
O______O

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Thanks for the Raptor info. I'm gonna see what I can do with it later.

#44
MittelBienchen2

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This is a great guide, not only for new players. Thank you for this!

You at least could put it in your sig, even if you are not posting that much, so that it will not vanish completely in the huge amount of threads.

 I did so as well as I think it is good to make this known to a lot of persons (even if I also do not post that often). I hope you don't mind :)

#45
denarius15

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MittelBienchen2 wrote...

This is a great guide, not only for new players. Thank you for this!

You at least could put it in your sig, even if you are not posting that much, so that it will not vanish completely in the huge amount of threads.

 I did so as well as I think it is good to make this known to a lot of persons (even if I also do not post that often). I hope you don't mind :)


Thank you.

I'm not really a Forum posting kinda person generally.  I'll read them, but the guide and subsequent replies are the only posts I've ever made on the forum.  Still, I can look into it on the off chance that I may.  And certainly I don't mind that you or anyone else links to the thread in their signatures, or in other posts.  I suppose I wouldn't mind credit if someone references material from it, but I really don't even care about that.  I was just looking to help people out.

#46
Autumnal Skies

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A lot of subjective thoughts in my opinion (which is subjective). If people are likely to disagree with some of the statements, you sort of lose the "Guide" effect.

Nevertheless overall some excellent and well written stuff.

You have my support on this.

#47
Guest_Maggieblue_*

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Great Job ! Should be required reading for the new and not so new players.

PC:   Anna1951

Modifié par Maggieblue, 20 septembre 2012 - 07:36 .


#48
denarius15

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Thought I'd post a couple more builds for the heck of it.

Turian Soldier
Marksman 1-3, 4a, 5a, 6a
Concussive Shot 1-3, 4a, 5b, 6b
Proximity Mine none
Turian Veteran 1-3, 4a, 5a, 6b
Fitness 1-3, 4b, 5b, 6b
Gun: Hurricane or Tempest with heat sink and high velocity barrel mods.
Ammo: Disruptor
Fire the gun and use Concussive Shot as often as possible. If equipping these specific guns one could spec out of Marksman and take Proximity Mine instead. Keeping Marksman does allow him to be viable with other guns however.
This setup has a 200% recharge, meaning you can Concussive Shot every 1.3 seconds. Given the amount of bullets that either of the two guns spits out nearly all your targets will be primed. The subsequent Concussive Shot detonate and result in a tech burst. One can literally cause a tech burst almost every time Concussive Shot is used. It also helps keep enemies off what is effectively the squishest soldier there is.

Human Soldier
Adrenaline Rush 1-3, 4a, 5b, 6a
Concussive Shot none
Frag Grenade 1-3, 4a, 5b, 6a
Alliance Training 1-3, 4a, 5a, 6b
Fitness 1-3, 4b, 5b, 6b
Gun: Claymore with choke and damage. Though piercing can be used instead of the damage mod depending on ammo availability.  An alternative gun might also include the Striker which works particularly well on them.  If chosen capacity and damage mods are the best choice.  Another alternative gun selection might be the Valiant modded with piercing and damage.

Basically just fire the gun. Adrenaline Rush is used to recharge ones shields, but also to instantly reload the gun for additional shots. Frag grenades are reserved for massed troops and boss enemies.

Modifié par denarius15, 24 septembre 2012 - 07:49 .


#49
polymphus

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Very solid but I think the bit about support classes and score needs to be emphasised more.

I play a lot of Geth/Salarian Engineer and the number of times I've been kicked post-match for "low score, idiot" is starting to get on my nerves. A lot of players don't understand the importance of support. We really want more people backing each other up and less glory hogs.

Modifié par polymphus, 22 septembre 2012 - 09:44 .


#50
Sesca5

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Sweet guide! Commenting so I can remember where this is.