Tips and tricks that you may or may not know.
#76
Posté 21 octobre 2012 - 06:30
#77
Posté 21 octobre 2012 - 06:35
#78
Posté 21 octobre 2012 - 06:40
if you time the charges right both shots will be full charged as well
#79
Posté 21 octobre 2012 - 06:44
Darqwaters wrote...
Sometimes enemies get stuck in mid-air on Firebase Reactor when they spawn from the ceiling. Rockets, weapons, and most powers don't work on them. If one of you is a Fury, you're in luck, no need to abandon the game. Use dark channel and annihilation field to kill the bastards.
i had this happen on reactor against reapers but after a few seconds they fell and just turned to mush as soon as they hit the ground. it was like marauder snow lol. it even made a splat sort of noise
note i hadnt shot or attacked them at all
#80
Posté 21 octobre 2012 - 06:49
#81
Posté 21 octobre 2012 - 06:50
KrizB wrote...
Turian Ghost/Havok can leap forward with their heavy melee without dropping the package, and some characters look like they move faster walking sideways.
On characters that have a forward roll if continuously press the dash button the package with drop and be picked up again while the character is dashing.
#82
Posté 21 octobre 2012 - 06:53
cory257383 wrote...
I can reload cancel like a pro like 95% succes rate but how do you nova and smash cancel
Offhost nova cancels are difficult due to latency, but nova cancelling is easy on host. Nova then immediately roll or light melee (I've tanked an entire wave 10 silver geth hack by standing there punching the air and eating the rockets).
Smash cancelling requires a bit more timing, since you want to cancel the wind down and not the power. Assuming you're hosting as soon as the power goes off roll or melee (usually I roll, but sometimes melee is the right answer).
Nova cancelling is probably more useful as it gives full invulnerability frames (protecting from everything but stagger and sync kills)
#83
Posté 21 octobre 2012 - 06:59
joker_jack wrote...
On characters that have a forward roll if continuously press the dash button the package with drop and be picked up again while the character is dashing.
Hey that's what I saw this morning:-) We were in a London pug and 2 players had dropped out, I was cursing my slow rate of fire from the top level when the other player went scooting across the map with the package, dropping and picking it up so fast it sounded like a typewriter crossing the street.
#84
Posté 21 octobre 2012 - 07:01
It's also not hard to do with two shot shotguns.
There are some other useful macros you can make with a programmable controller. Tired of spamming the fire button with the Mattock? Fire, wait 50 ms, fire, loop.
Of course I would NEVER do such a thing.
#85
Posté 21 octobre 2012 - 07:13
fulcrum290 wrote...
Best way to troll phantoms is equip Acolyte on Batarian or Krogan Soldier, once barrier is down throw some nades bad let them bleed to death while trying to stab you.
Bararian Soldier is the ultimate phantom hunter, Acolyte X plus Ballistic Blade and/or nades is easy killer for phantoms. And if you miss any of those, 250% damage from Blade Armor will kill the phantom anyway
#86
Posté 21 octobre 2012 - 07:14
sy7ar wrote...
not sure if someone's mentioned this: PPR destroyer build, turn off and on destroyer mode so that you don't have to wait the overheat animation to recharge your ammo.
Same applies for Adrenaline Rush and Markman
#87
Posté 21 octobre 2012 - 07:19
sizzlinpapaya wrote...
if using a charge shotgun like the geth plasma shotgun on an infiltrator... Charge the gun and then cloak. This will allow you two full cloaked shots. If you get the bonus power while cloaked you can have two geth plasma shots and a proxy mine all cloaked damage.
if you time the charges right both shots will be full charged as well
Actually, because you can fire an uncharged shot immediately after firing a charged shot with the GPS and most other charge weapons, you can empty an entire clip of the GPS within the cloak damage window. Charge, cloak, proxy mine, release trigger and fire three uncharged shots.
#88
Guest_frudi_*
Posté 21 octobre 2012 - 07:19
Guest_frudi_*
Don't know if this is something Retaliation changed, but it seems like the Atlas can also sync-kill after performing the sideways-swipe melee attack. The day the DLC was released my Kroguard got sync-killed 3 times that way before I wised up <_<Mr Goodcat wrote...
it seems an atlas can only instakill once it has punched the floor
#89
Posté 21 octobre 2012 - 07:20
#90
Posté 21 octobre 2012 - 07:22
Modifié par darthxaher, 21 octobre 2012 - 07:23 .
#91
Posté 21 octobre 2012 - 07:22
A forward roll is not required, and, in fact, generally works better on a character without. Start dashing, then repeatedly press the pick up button, and it will work. On a dodge class, it's easy to dodge forwards and tehrefore have to run back to pick up the object.joker_jack wrote...
KrizB wrote...
Turian Ghost/Havok can leap forward with their heavy melee without dropping the package, and some characters look like they move faster walking sideways.
On characters that have a forward roll if continuously press the dash button the package with drop and be picked up again while the character is dashing.
If you can't master that, using the N7 Slayer's light melee gets you there reasonably fast with near constant insane damage reduction.
#92
Posté 21 octobre 2012 - 08:05
cory257383 wrote...
Alas I am bored so I thought I would share some knowledge that I learned along the way.
- If doing the destroyer particle rifle build, don't use rate of fire or accuracy as they don't matter.
- Looking to increase your chances of getting a elusive gun? Save up money then delete dlc that are not a part of it.
- Rocketing the first target in platinum only chaneges the enemy if you are fighting Cerberus and there are too many atli on the field, it will be a raverger *tested*
- Learn reload cancel, tap an action button as soon as the thermal clip hits the chamber, you will cancel the pull back. obviously works best with single shot guns but works with all.
-To my farmer brothers I believe hydra Cerberus to be the new farm central, personal preference of coarse.
These tips are mostly for platinum if anyone else has other ideas by all means post them.
Why doing the destroyer particle rifle build rate of fire don't matter? PPR seems use up a faster rate if i choose rate of fire
#93
Posté 21 octobre 2012 - 08:11
siris98 wrote...
siris98 wrote...
ummmm, can anybody tell me how to deleat dlcs on the ps3 cause i rlly want the harrier
anybody?
Go to the menu where you select the game you want to play. scrol all the way to the top untill you get to to game data utility or something like that and find "mass effect 3 dlc and patches". delete that. unfortunatly it deletes every thing so you cant decide which one you want to delete. you will have to download all the dlcs back afetr you are done including the sp ones. Hope that helps
#94
Posté 21 octobre 2012 - 08:23
This.Podboq wrote...
This is a deeply insightful tip that so many cannot grasp.
You don't have to run to the extraction zone straight away, staying in a defensible position for a while is allowed.
And don't hang out in the center of Rio. I see less of both now, since the DLC. I think Collectors have forced folks to change behavior.
Yesterday, in a pug, the entire team joined me down by the crates on Rio. I didn't know whether to cheer or cry. Plus, they didn't immediately run to the LZ, but instead took care of big baddies and mooks before, finally collapsing back to the LZ in time for extraction.
I think the Collectors and the overall bump in difficulty is making the random pug better, 'cause the old bad habits fail so badly now.
#95
Posté 21 octobre 2012 - 08:34
And backwards.KrizB wrote...
Turian Ghost/Havok can leap forward with their heavy melee without dropping the package, and some characters look like they move faster walking sideways.
Plus Fury and Shadow, with their speed evolutions can move quite fast.
Saw a Volus move like nobody's business, but have not been able to duplicate it when I've played either engineer or adept. Would like to know what build allows for that, the Volus I saw moved as fast with the package as he does running without.
Modifié par Grinch57, 21 octobre 2012 - 08:35 .
#96
Posté 21 octobre 2012 - 08:37
They may seem invulnerable, they are not. It can sometimes take a lot of bullets and power spamming, but eventually they die. You don't have to lose credits by abandoning the match.Mr Goodcat wrote...
Darqwaters wrote...
Sometimes enemies get stuck in mid-air on Firebase Reactor when they spawn from the ceiling. Rockets, weapons, and most powers don't work on them. If one of you is a Fury, you're in luck, no need to abandon the game. Use dark channel and annihilation field to kill the bastards.
i had this happen on reactor against reapers but after a few seconds they fell and just turned to mush as soon as they hit the ground. it was like marauder snow lol. it even made a splat sort of noise
note i hadnt shot or attacked them at all
#97
Posté 21 octobre 2012 - 08:42
SalvationThroughDestruction wrote...
It's been known for a long time, even before it had info on the ammo select screen. Shoot without reave, shoot with, no difference.Tom1029 wrote...
ISHYGDDT wrote...
-Brutes are the best enemies to kill when facing reapers, from the point of view of ending a wave quickly, since they have 1/3 of the combined armor/shields of Banshees, but cost 70% as much as a Banshee to spawn. There are similar enemies in the other factions e.g. phantoms are worth 80% as much as an atlas, but are as easy to kill as centurions (only if you bring a stagger weapon.)
Useful, what works for Geth/ Collectors?SalvationThroughDestruction wrote...
False. Only works on enemies in the air, Pull shockwave ect.Ramsutin wrote...
Warp ammo does more damage to primed targets
Link to tests please?
Shoot same enemy while pulled, obvious difference.
test this out. warp a brute, then shoot it with warp rounds. then try it again without the initail warp. the damage is significantly different. I almost two shotted a brute with the shaman and wraith without ANY damage bonuses for the shotgun. excluding the warp rounds of course
#98
Posté 21 octobre 2012 - 08:43
#99
Posté 21 octobre 2012 - 08:51
jamesbrown3 wrote...
Choosing radius/reach on most powers is better than damage. Energy drain, reave, incinerate, snap freeze, etc. will stagger/ prime/ freeze several enemies instead of a slight bit more damage to only 1.
Another thing ive noticed now, if a husk grabs you and you have low health, dont knock him off, instead of the melee button mashing, keep pressing the revive button (action) and you can get instant revived if the husk takes you down. I know this seems confusing, but i did it like 10 times just yesturday on practice gold/plat solos. Try it out someone, i cant do the whole video thing.
I've noticed this. If you die in the middle of the husk stomp animation you automatically get a revive w/ 1 health bar(heathgate?)
#100
Posté 21 octobre 2012 - 10:14
DeadeyeCYclops78 wrote...
blaaaaaaaaaarg wrote...
Do not biotic charge a Banshee. Ever.
Practice spawn nuking (preferably with 'nades instead of missiles). The Drell Adept is great for this, and it'll make waves easier.
The HSol and TSol can double tap with Claymore (or any other single shot weapon). With this great power comes great responsibility. You will be the team Phantom killer.
Annihilation Field can be detonated. Use it when surrounded.
Tech Armour's detonation is weak, but staggers well. Use it when surrounded.
I have more, but am too lazy at the moment.
It's all about timing for BC a Banshee, seriously i have only been sync killed by a banshee once, and also same from atlases, but then i only BC them from the backside while they are occupied with teammatesand i have had the game since release
You CAN SAFELY bcharge a Banshee during her scream & warp toss animations. She cannot grab you from the moment those animations start until they end.





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