Right, well after a couple matches of lovely platinum in a row, I can happily say I'm glad to be back on the harder difficulties. There's a lot of pressure, teamwork and hauling your ass back and forth from ammo boxes, after standing at them for about 5 seconds.
But what got me is that some players seem to just charge in using whatever the hell they please, and it's bad for themselves and the team. So, I came here to make a simple guide on how to handle Platinum (for relatively-skilled characters).
First things first, you want to plan around the team. Just like any MMORPG group, you gotta set your team up appropriately, four Talons are just asking to get their heads bashed in. With the implementation of the Juggernaut, this is made even easier:
1 Tank
1 Medic
2 DPS-based characters
First things first, the tank. I don't think I even need to emphasize the values of this. One guy to stand at the front and take the flak for an entire team is vital, and despite my original thoughts on the matter, it does work. So then I suppose there's only one metal-man for the job: The Juggernoob. I don't think I even need to explain this, he has enough shields to take flak and he can be vital to protecting players when faecal matter hits the fan. Not only this, but thanks to the games AI, enemies will focus on enemies in melee with them more than ones at range (in moderate amounts, 20 enemies will not flock around one person), including enemies like phantoms and Banshees, which are the things which kill off the unprepared teams of platinum. Also his sync-kill can not only increase his defense, but also allow him to protect teammates in danger of being insta-killed by phantoms, or get that Hunter away from your team support. Either way, I could describe this guy all day, but in the end he's the best thing to happen to platinum since it was released...
...Except for when he's dead. Pretty obvious point really. That's where the next role comes into play. The medic. Even the tankiest tank will be killed eventually if they become overwhelmed or stupid, so it's always nice to have someone around to keep him standing. And there's a couple of classes which fill this role perfectly. Obviously, one could just pick a volus and use sheild boost to drastically boost shields of teammates, as well as the mini-cloak to do certain things. However, one could also use another Juggernaut focused only on supporting his allies, or a Geth Engineer utilizing the Medi-turret. Although these are a little trickier than our tricky little friends, so I'd recommend a volus kit. Bring any weapon and try to get some output out, but remember that your job is to make sure that everyone else can do their job.
Speaking of jobs, there's two more people on the team, and there's a good job that need to be filled. Next are the teams DPS units. These should be focused primarily on dealing as much damage as possible, without having to get into the line of incoming pain. Good examples of usable classes here are the Turian Ghost Infiltrator utilizing a high-power AR, the Geth Trooper, utilizing the amazing firepower of the Flamer or going a little more weapon-based, or the newly-released Alliance Infiltration Unit (if you don't mind feeling a little dirty). Basically, anything that deals damage fast to a multitude of targets without being too heavily exposed is perfect for this. I personally though wouldn't recommend focusing on power damage as DPS unless you intend to have two of the same power type detonating off of each others power sets, although this can also be a curse, as you may end up relying too heavily on each other and that means that if one of you goes down when bad things happen, the teams major DPS is out the window. Weapon-centric builds can do well here, but powers work too, and powers don't have to run to ammo boxes, while gunners do.
Now on to maps. Look at all the things the maps have before you choose one. You don't want maps with multiple flanking areas, as the tank can't really take the fire from two sides at once, meaning you either have to devote a DPS to rear-guard duty or listen closely for something sneaking behind you. Both options suck, so try to find somewhere defensible where flanking isn't much of an issue. One map I find works well is the control room in Giant. there's ammo inside and flanking is that little bit less often than on bigger maps, and using a class like the Turian Ghost, you'll have no trouble killing anything that decides to flank you, if it's a boss, then you can move the tank over there or lure it to him. He'll have no problem handling it if he knows what he's doing.
Other things you need to understand is that you must obviously be using high-end equipment if this is going to be easy, if possible at all. Don't be stingy and use ammo powers according to what your team is utilizing. if its a group of combat-weapon users, don't bother so much with elemental damage and go for the highest damage ammo power you have. If you can't think of anything to put in your armor bonuses, go for shields, chances are that's the one thing you'll need a lot of if nothing else is important.
Finally, trust your team, if they have mics, you can speak to them. Nobody wants to turn round to their entire team abandoning them for dead. So keep the team posted with whats going on by your end. If you have an infiltrator as a teammate, they can probably handle device arming/disarming objectives. And as for deliveries. The tank can get it there easier, but someone else can get there faster, decide who's taking it BEFORE you get to the item. Most upload sites are killboxes, so try to hold them off while not leaving yourselves blocked off with no way out.
That's pretty much all you need to know to play platinum. Trust your team, hide behind a Juggernoob and laugh as a low-scoring Volus keeps the entire team alive and kicking while they decimate everything that moves.
A Relatively New Platinum Player's Guide to... Platinum? For Dummies.
Débuté par
GroverA125
, févr. 28 2013 11:31
#1
Posté 28 février 2013 - 11:31





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