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Previous MP Thread SP Thread / Spoilers subujun posted:Hey, don't forget to include the list of goons for multiplayer: All of the multiplayer DLC so far is free, but you have to "buy" it for $0. Make sure you do this before you play or you'll miss out on pretty much half the game and won't be able to join matches. THE BASICS ME3's multiplayer is a cooperative four-player horde mode developed by a mostly independent team within Bioware. They've been very active with post-release support in the form of new maps, classes, powers, and weekly balance tweaks. It's a very well-balanced game and while some classes and guns are better than others, they're all viable at all difficulties depending on your play style. I went into ME3 expecting to ignore the multiplayer entirely, and wound up hooked. Even if you really hate the endings, you should give it a try. Rounds consist of 10 waves of enemies with short breaks in between. Each wave increases the number and variety of enemies, and waves 3, 6, and 10 have timed objectives which need to be completed before enemies will stop respawning. These objectives are randomly chosen from the following: Kill - 4 random enemies are highlighted and must be killed Disarm - 4 devices randomly appear on the map and must be disarmed Delivery - 2 objects must be carried from one part of the map to another Hack - One specific area of the map must be occupied and defended Escort - A drone must be defended as it travels along a pre-determined path Completing missions gives you XP and credits. XP allows you to level up your character with more powers, and credits let you buy reinforcement packs. These packs can contain anything from one-time use ammo and armor powers, new guns and gun upgrades, new alien characters, etc. Items are awarded on a scale depending on how rare/expensive they are: Common items have a blue background and are found in every pack. Uncommon items have a silver background and are guaranteed to appear in Veteran packs. Rare items have a gold background and are guaranteed to appear in Spectre packs. Ultra-rare items have a black background and aren't guaranteed in any pack, but your best chance is with Premium Spectre packs. There are also a handful of promotional items, like the N7 guns (which are only awarded during promotional weekends) or odd pre-order stuff hardly anyone uses like the Battlefield 3 Soldier or the Collector Rifle. CHARACTERS Characters are capped at level 20. At this point you can either "promote" them, which adds to your single player War Assets and resets them to level 1, or you can just continue to play with them on higher difficulties and rack up more credits. You start out with two identical Human options in each class, but there are many races (6-8 in each class) you'll unlock over the course of the game. At this point there are way too many classes and abilities to usefully list, but the always useful theorycrafting machine from the Bioware forums can provide them if you'd like. This also lets you plan your character's build in advance and see your HP/damage stats, as well as conveniently share your favorite character builds to other players. By way of example, here are some pro build suggestions by yours truly. MAPS Original Maps - These are exact copies of the N7 sidequests in the single player: Dagger Ghost Giant Glacier Reactor White Hazard Maps - These are newer versions of the original six maps with added "hazards," which range from cosmetic (Giant) to annoying (White) to hilarious (Reactor). They usually contain more grenades and slightly altered textures, but are otherwise identical. DLC Maps - These are original, smaller-scale remixes of single-player locations (some cut during development): Condor (Palaven) Goddess (Thessia) Hydra (cut Quarian mission) Jade (SurKesh) London (Earth) Vancouver (Earth) Rio (cut Earth mission) WEAPONS The easiest way of tracking your weapons and items is the official Multiplayer Manifest, which takes your Bioware account and puts everything in easy-to-digest tabs showing you how unlucky you are compared to everyone else on your friends list. If you want some unofficial weapon stats, this google doc is updated fairly frequently to keep up with the weekly balance changes. The game is tweaked so often that the stat bars in-game mean essentially nothing. For instance, they show the Valiant as having a low rate of fire when it's one of the fastest sniper rifles in the game. Keep in mind that armored enemies get a flat damage reduction per shot, so you're penalized for using weapons with a high rate of fire but low damage per shot (mainly assault rifles). Conversely, shielded enemies have a damage "gate" which negates any extra damage done by the shot that finishes off their shields (this mainly affects the single-shot sniper rifles). ENEMIES Cerberus - Generally considered the easiest enemy faction. Lots of shielded enemies, with the only armored unit being the laffo Dragoon and the HP sink Atlas. Mostly dangerous due to Phantoms, who have cloaks, tough melee attacks, tougher hand cannon attacks, and one-hit-kills. Reapers - Lots of armored enemies, and lots of very tiny enemies (Swarmers, Husks) that result in death by a thousand cuts. They're anchored by Banshees, which are fast and have the cheapest one-hit-kill, but in practice you'll probably die more to combined fire from the other enemies while you're busy running from a Banshee. Geth - Both shielded and armored units. Very slow-moving, so fighting them is more of a matter of territorial attrition. Anchored by Primes, which don't one-hit-kill but have a ton of HP and stagger the gently caress out of you, although like Cerberus, you'll probably die more to the sneaky cloaky unit (Hunters). Collectors - Only unit with multiple barrier enemies, plus two extremely hefty tanks in the Scion and Praetorian. Units can become "possessed" which makes them tougher and gives them an extra attack (different for each enemy). Kill or avoid Swarmers if you're a caster class, they will stop your power recharge. TACTICS / TIPS Work together. The game rewards you for this. Hitting an enemy with multiple biotic and tech attacks will set off biotic explosions and tech bursts for huge area damage and is one of the quicker ways to wipe out enemies. Several classes can set up combo attacks solo, but things get exponentially easier with helpful teammates. Sticking together will also keep your teammates from having to cross the entire map to revive your dumb rear end. Looking at you here, Human Vanguards. Save your "consumable" items (medi-gel, missiles) for the later waves. The best time to use them is during waves 7-10, since these are the toughest waves and completing the wave 10 objective is what nets your credit payout. Wave 11's credit and XP bonuses are minor compared to Wave 10, so don't be that guy who dies leaving missiles on the table. Think of extraction as a bonus round. Watch your cooldowns. If you're a class that relies heavily on powers, like an Asari Adept, you should only carry one gun and that gun should be light enough to keep your cooldowns near 200%. On the other hand, if you're an N7 Destroyer, feel free to take two heavy-rear end guns and go to town. BUGS? IN A BIOWARE GAME? SURELY YOU JEST GOON SIR Although this is on balance a great game, there are a number of bugs that Bioware have yet to fix, most likely due to the expense of console patches. Here are the known issues with the game: - Shield Boost will lock up players in reloading animations. Heavy melee to free yourself. - The detonation evolutions on Snap Freeze and Electric Slash do not work. - Tech bursts detonated with Snap Freeze are centered on the player rather than the enemy. - Incinerate's rank 6 combo evolution does not work with Snap Freeze. - Asari Huntress' cloak does not give bonuses to weapons (retconned into a feature). - Blade Armor's bounce-back damage does not scale correctly above Silver. - Tactical Scan's rank 5 headshot evolution is broken. - Ballistic/Nightshade Blades will not fire from cover. - You cannot Shadow Strike an Atlas. - Playing the Talon Mercenary will force default keybinds on PC. Elotana fucked around with this message at 18:42 on Mar 28, 2013 |
# ¿ Aug 6, 2012 17:03 |
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# ¿ Apr 27, 2024 05:21 |
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GOONFAQS:Zoran posted:Can you edit the OP to add links to my guide with builds for every class? I'm trying out [CLASS], how should I spec it? by Smol I'm trying out [CLASS], how should I spec it? by Elotana (lowercase builds are a lil dated) jpmeyer's Best of the Best Banner Guide Elotana's Guide to Vanguards (Slayer-Specific Guide) Two Finger's Guide to Vanguarding Lagomorphic's N7 Slayer Guide Lagomorphic's Guide to Farming Platinum on Firebase Glacier UnknownMercenary's Krogan Soldier Guide Pumpking's Mini-Guide to the Cerbguard/Cerbdept SurreptitiousMuffin's Short Guide to the Batarian Soldier SciFiDownBeat's Guide to Individual Kit Tactics Elotana's Weapon Tier List (8/24/2012) SurreptitiousMuffin's Short Guide to the Krogan Sentinel Elotana fucked around with this message at 01:59 on Jan 27, 2014 |
# ¿ Aug 6, 2012 17:04 |
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Batham posted:This should basically be in the OP concerning new players and soldiers; Don't take concussive shot. Ever.
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# ¿ Aug 6, 2012 17:33 |
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Crows Turn Off posted:Which is a better deal - one PSP for 99k or two SPs for 120k?
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# ¿ Aug 6, 2012 18:34 |
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Yeah feel free to write new guides, or link ones from the last thread that aren't ancient/awful. I'd check myself but the old thread is huge and I'm lazy
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# ¿ Aug 7, 2012 11:48 |
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I don't really have any beef with those guides except the Batarian Sentinel. I disagree that if you're meleeing on Gold, you're losing. I guess I'll repost my Spiky the Sentinel builds: Caster Variant Gunner Variant I agree that Shockwave and Subnet are worthwhile utility powers after their buffs. The issue I have with them is that their higher evolutions simply aren't that useful on high difficulties. Shockwave's 6th evolution, for instance, can either shave a fraction of a second off your cooldown, or lift basic mooks (who aren't really a problem to kill in the first place). Subnet is a nifty techy Stasis, but its main utility is wrapping up Phantoms and Hunters, not doing damage, and evolving a 66 DPS electric field just ain't as useful to me as taking more passive bonuses. This makes the Batarian Sentinel a natural choice for a falcon punch specialist, since the Soldier counterpart DOES have tasty high-level evolutions. Both variants of this build center around getting up close and personal and punching poo poo, using Shockwave for staggers and Subnet for stopping pesky individuals (they're also both good situational detonators, and I'd go with the Caster build if you're playing with people you trust to prime combos). I think Fitness 4 melee and Fitness 6 tank provides the best balance for Gold. A good way to think about it is to weigh whether you'd prefer 10% extra HP (the difference between 4/6 tank), or 20 seconds of a 25% weapon bonus (the difference between 4/6 melee). Since I'm usually using melee as a finishing move, I went with the HP. You can also go full tank or full melee if you prefer. In either case I recommend Stronghold gear, although Berserker and Juggernaut are also solid choices. The cumulative DR of Blade Armor and heavy melee means you can soften up most boss-less crowds with your powers/Graal and then charge in to start swinging. Midlevel enemies like Centurions and Rocket Troopers are usually stupid enough to melee you back during your punch animation. You'll shrug this off due to your DR, while the Blade Armor bounce will usually bring them down enough to kill in one punch. You can match Brutes blow for blow. Geth Primes are choice targets too, since their melee is actually way less dangerous to you than their staggerriffic aimbot gun. The caster build only carries a choked Graal, which can practically snipe on a full charge. The gunner build sacrifices some casting ability for more Graal damage and the addition of a Kishock, which is underrated as gently caress and bypasses the shield gate. It murders Geth since they're slow enough to headshot consistently at any range, and you can put some Incendiary ammo on it to make Phantoms become utterly trivial even when they're dodging your Subnet. Throw Shockwave at them, charge an easy headshot at their chi-blocking pose, and walk away as they gasp and die of burn damage. Elotana fucked around with this message at 16:26 on Aug 7, 2012 |
# ¿ Aug 7, 2012 16:04 |
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Zoran posted:Given that I always want to take those two powers to rank 6, there's no way to build up both Blade Armor and Fitness enough to make Blade Armor worthwhile over pure Fitness. That's the main rationale behind skipping Blade Armor completely.
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# ¿ Aug 7, 2012 16:38 |
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The shield penalty is just a stupid drawback for a Soldier class, especially since it actively works against the tank evolutions of Devastator Mode and Fitness. It would take comical amounts of missile damage to make it a worthwhile power. They should've thought of a mobility drawback like maybe removing the ability to take cover if you have them engaged. Buff the missiles to make it a worthwhile choice and now the class has a lot of different options all centered around the unified concept of trading mobility for damage.
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# ¿ Aug 7, 2012 16:51 |
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Yeah, they're kind of screwed on the Piranha because if they nerf it too little it won't change anything and if they nerf it substantially it'll be ruined for everyone else while the GI powergamers will just go back to Claymores and still wreck Platinum in 12 minutes.
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# ¿ Aug 8, 2012 02:22 |
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London is surprisingly easy vs Geth. Have a Demolisher set up a pylon at the broken vending machine at the top of the stairs. One person watches the stairs, another watches the balcony, while two others rain fire on the Geth as they slowly make their way towards you across all that exposed low ground.
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# ¿ Aug 8, 2012 17:59 |
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Nordick posted:EDIT: Speaking of biotics with guns, do Asari Justicars usually run with some more firepower than the usual Adepts? They do get quite a hefty reduction to the weight of ARs, but that would require taking the passive up to 6.
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# ¿ Aug 10, 2012 02:32 |
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If you want to get away with playing Vanguard off-host on PC give this a try, especially if you play odd hours: http://social.bioware.com/forum/1/topic/343/index/12567065/1
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# ¿ Aug 10, 2012 19:13 |
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I like Pull on my Drellguard because you can find an unshielded enemy in a group fairly often, whether it's a Guardian you can troll or a mid-level enemy worn down by your teammates. I get double kills all the time and triple kills every once in a while from charging into self-combos, which is one of the few things more common Vanguards can't do.
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# ¿ Aug 11, 2012 01:23 |
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Nordick posted:As for the BatSol, I put 4 to both Blade Armor and Inferno Grenades to max out the passives. Someone tell me if this was a good or bad idea? I feel like I'm doing fine, but am wondering if I could be doing even better. Also Origin is working fine for me Elotana fucked around with this message at 04:54 on Aug 11, 2012 |
# ¿ Aug 11, 2012 04:52 |
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404notfound posted:With all this pull vs. reave chat that could apply to the drell adept, I'm starting to wonder again: is there any way to make the drell vanguard useful?
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# ¿ Aug 11, 2012 05:12 |
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Adrenaline is pointless on a Vanguard, ABC
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# ¿ Aug 11, 2012 05:54 |
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Fight Club Sandwich posted:FYI the game isn't hard enough to force you to use optimized setups but Stardusks' guides and builds aren't very good. Also lol at him turning up his nose at the GPS because it carries classes while painstakingly shooting everything with a Talon
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# ¿ Aug 11, 2012 17:08 |
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I'd rather have an Eagle than a Crusader, at least until SMGs get a melee mod.
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# ¿ Aug 15, 2012 01:12 |
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If you, like me, have a high-level Javelin and are wondering how to put it to use above Silver, give this guy a look: http://tinyurl.com/9sbv92f I just carried the gently caress out of some pubbies on two unfortunate Gold combos (Jade/Reapers, Condor/Geth) in a row with it. Overload helps you take out the trash, while you can use your offensive turret like a short-term Decoy. It's especially hilarious against Banshees who have to go through their start/stop animations until they warp it twice.
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# ¿ Aug 15, 2012 05:30 |
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I'd like them to give the Widow and Javelin massive bonuses to armor, something on the order of the 300% that the Reegar and Acolyte get against shields. That would give single-shot snipers a niche as boss-killers without requiring a total redo of the shield gate mechanic.
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# ¿ Aug 15, 2012 23:56 |
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Counterpoint: The Hurricane does 1000 DPS and makes fart noises. Hurricane Supremacy
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# ¿ Aug 16, 2012 04:54 |
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I probably put about 1500 hours into TF2, it's a good game but it's just too crowded and chaotic for my taste these days. 24 players is a lot as it is and then they started putting out nothing but payload maps which funnel all the spam into one corridor forever (picture a Platinum drone escort objective that spans the length of the map).
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# ¿ Aug 17, 2012 23:50 |
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If you're just learning the Turian Sentinel I'd go with 6/6/6/4/4 and you can play with that for a while to learn it. Tech Armor is great for toughness and power synergy and also makes a nice stagger button for Phantoms/Hunters. Overload is a very reliable AoE tech burster (it primes everyone in the chain). Not dodging is your HP/Tech Armor toughness tradeoff
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# ¿ Aug 18, 2012 03:15 |
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N7 Slayer's heavy melee has RIDICULOUS range. I've locked onto Phantoms behind cover from like 8m away before and he'll just scoot around them like a mini-Shadow Strike. If you're having trouble making Slayer melee builds work, just pause for a half-second after each charge before you highlander that poo poo.
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# ¿ Aug 19, 2012 05:27 |
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1st AD posted:Of course, that gun has been nerfed a lot since Earth was released
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# ¿ Aug 20, 2012 06:06 |
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Lagomorphic posted:Biotic Charge buff
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# ¿ Aug 21, 2012 18:46 |
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Kraven Moorhed posted:Hate to tack another advice-post on here, but here is my (PC) manifest. Lately I've been running at Turian Sentinel with a Hurricane I and Predator X, but I'm looking for a change of pace that'd allow me to be more useful in Gold matches. I've been farming for PSPs some, so I have a good variety of weapons that hang between level 1 and 3 or so. Nothing seems extraordinary except the Talon. gently caress that gun. Elotana fucked around with this message at 22:15 on Aug 21, 2012 |
# ¿ Aug 21, 2012 21:05 |
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jpmeyer posted:Man, at this point I wish they would un-nerf the Falcon. It had the highest DPS at launch, but now those values would only be good enough for 6th place just among ARs.
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# ¿ Aug 22, 2012 04:57 |
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Still trying to figure out the Vorcha Soldier, since I don't really care about credits and Gold with bad classes is a more fun challenge than Platinum. Getting a little closer to carrying pubs now that I've got a feel for when to press and back off (health tanking is tricky). Bloodlust's animation is stupid sometimes, but are you not entertained?
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# ¿ Aug 22, 2012 06:09 |
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Wet Biscuit McGlee posted:Man, what a lazy operation. The numbers are less than the last promote one.
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# ¿ Aug 22, 2012 18:55 |
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If they ever fix the desync bug I want an all-Vanguard match goal weekend
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# ¿ Aug 23, 2012 04:10 |
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Okay after failing at Vorcha Soldier I tried this Vorcha Sentinel build on a lark and it is just the bees knees. Essentially the PPR takes the place of Flamer allowing you to max out everything else, plus go for broke on melee to have fun with mobs since you can safely put a hurt on bosses from a distance.
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# ¿ Aug 23, 2012 05:42 |
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Kroguards have always been a class of choice for learning a new difficulty. Eventually you'll get comfortable and want a class with more raw damage-dealing but he's very, very safe to play. If you want to try a class that's totally changed by the Vanguard buffs, try the Slayer. Play him like a reverse Novaguard where the formula is blast then charge. Phase Disruptor is an even more reliable stagger than Nova, and your Slash/Sword fringe benefits are way more useful than the Novaguard's Shockwave/Melee.
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# ¿ Aug 23, 2012 16:24 |
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LogicNinja posted:Phase Disruptor has seemed kinda weak to me when I tried it (granted, that was on gold), and he's super fragile--how do I play this guy? Should I still be maxing Biotic Slash post-nerf? should I bother speccing for melee and relying on teleport sword slashes? The nice thing about Phase Disruptor is that it's a pure hitscan power with infinite range and no Phantom blocking. London is usually bad news for Vanguards but when I played the Slayer I could just snipe from the top with everyone else, lock down both ramps with Slashes, and still beast with Charge when enemies finally made it up top or an objective forced us down.
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# ¿ Aug 23, 2012 18:50 |
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I actually find it's super-distracting to carry multiple guns on a power-heavy class like the Slayer. I tried running the N7 Fury using the ULM trick with a Paladin and Hurricane, but having three powers + two weapons just sort of opened up too many possibilities for my feeble brain to keep track of and still play fast enough for Gold. The only time I carry a secondary gun is (1) sniper characters (2) pure passive/grenade characters
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# ¿ Aug 23, 2012 19:42 |
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Lagomorphic posted:Yeah that's fair, but running two guns gives you a chance to figure out which one works best for you. I do generally agree with you which is a large part of why I can't get behind the acolyte. That gun pretty much requires you to bring along a second weapon.
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# ¿ Aug 23, 2012 20:04 |
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SirViver posted:For trash mobs, sure, I wouldn't bother switching to the Acolyte if you have it as a secondary weapon. But holy poo poo does it wreck shields. An unaugmented lvl X Acolyte shot does 2450 damage versus shields/barriers. EDIT: I'll substantiate this with actual math when I get home from work Elotana fucked around with this message at 22:00 on Aug 23, 2012 |
# ¿ Aug 23, 2012 21:58 |
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New candidate for most inexplicable build: a pubbie N7 Shadow with, apparently, zero points in Shadow Strike. She also spent two games inexorably seeking the lowest, most exposed areas of Dagger and Goddess and getting shredded thirty seconds into each wave for her troubs.
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# ¿ Aug 24, 2012 01:49 |
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I want a Drell filter, but I have no idea what effect to use
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# ¿ Aug 24, 2012 04:30 |
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# ¿ Apr 27, 2024 05:21 |
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Here's my stab at a weapon tier list (assuming V for ultra-rares and X for everything else) Claymore GPS Harrier Hurricane Indra Paladin Piranha PPR Reegar Talon Valiant Arc Pistol Black Widow Carnifex Falcon Graal Hornet Kishock Mattock Saber Scorpion Tempest Typhoon Crusader Disciple Eviscerator Geth SMG Javelin Mantis Phaeston Phalanx Revenant Widow Wraith Acolyte Avenger Katana Predator Raptor Scimitar Striker Vindicator Viper Eagle GPR Incisor Krysae (RIP) Locust Shuriken Feel free to criticize or just point out what a nerd I am. I'll update the second post with all the new guides and stuff tomorrow.
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# ¿ Aug 24, 2012 05:54 |