Love him with the Crusader. +37.5% weapon damage from passives, another 25% from Cryo Freeze, and then another 30% for 20 seconds after every heavy melee kill. Suddenly those husks become less of a nuisance and more of a walking damage bonus.
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited March 2013
...Well...I don't hipfire for one. And I don't know why you ever would unless the enemy is right in your face, and even then...aim assist still makes aiming a good idea in those instances.
Harrier isn't more accurate.
The fire rate isn't that different(its 50).
And it has a larger magazine and ammo capacity.
So its pretty good. Really, damage is the only thing the Harrier has over it.
Dragkonias on
0
ComradebotLord of DinosaursHouston, TXRegistered Userregular
I think that if I had to give advice for people moving from Silver to Gold it'd be to play a class that you feel you can survive with. It might be the AIU, the Ghost, the Juggernaut, the Havoc, the Kroguard, the Krogan Soldier or Sentinel, any of the Infiltrators, etc, doesn't matter. Just play a class where you feel comfortable and you feel like you're able to survive stuff.
And then, focus on staying alive. Don't worry about topping charts. Get comfortable with the idea that you'll have a Brute on the other side of the pillar and a Banshee blinking in your direction, but that it's that Marauder in your face that's the danger. Eventually, things will start to click, but it'll take time to get used to it, get comfortable with it. In Silver and Bronze, you're basically conditioned to be afraid of bosses. In Gold, they're annoying.* And when you reach that point, where you see three Phantoms running up to you and you don't panic, then it's time to switch classes around, away from those you're comfortable with,
*Except Praetorians. Fuck those guys. **
** Seriously, just avoid Collectors if you're new to Gold.
Also agreed. When I first went to Gold, I used my Quarian Infiltrator. Sabotage still really limits her point making ability, but a cloak and a Carnifex is all you need to stay alive and not feel completely ineffective next to your teammates.
In fact, I was so good at staying alive with her (because pre-nerf tactical cloak was just silly), I ended up being Lone Survivor the first time I beat Gold, having had to solo a Banshee, Brute, and a smattering of mooks on Wave 9 after the rest of the team saw fit to suck and die.
But really, it's whichever class you feel most comfortable with. Don't read this and go "I need a Kroguard or NEDI to beat Gold!". You don't, you just need the go with the class you feel you're absolutely best with in terms of surviving, which usually just equals out to the class you feel best with. Maybe it's a Human Soldier or a Krogan Sentinel or... okay, you should avoid all Drell at first on Gold, but the point remains. And once you've played around with that and got comfortable with how Gold works, then you can start trying out some other classes. Because I can tell you from personal experience, there's nothing better on Gold than shutting up the kid who was crying for everyone to "kick the Drell because they suck and he doesn't want to spend all game picking him up" by proceeding to top the charts, solo chunks of waves where everyone else died, and not get knocked down a single time. "What was that, you wanted to kick the Drell? I'm sorry, I can't hear your tears over the rolling thunder of how AWESOME I AM."
But Infiltrators, hard to go wrong with them on Gold. Cloak n' shoot, and use your cloak to play medic and help with objectives. So long as you don't do anything stupid like sprint right through a dozen Swarmers instead of just going around them, you'll be fine.
I actually don't die that often on my drell adept on gold!
Typically a few times each match, which I don't feel is bad for a drell.
Maps with tall cover help. Not being within 2 star systems of Firebase Glacier is also helpful.
You just need to flip. And flip. Then you should flip. Lastly, flip.
Flipping is most certainly key, especially with the Drell Vangod. Just flip while you search for your next target if you're in a pile, and keep charging and grenading
But with the Adept, I most certainly prefer more open maps. Mobility is the Drell's defense, and the more room you have to play around with and flip about, the better. Though Glacier I've learned to disagree with, so long as it isn't hazard. It's such an easy map to Reave + Cluster Grenade entire spawns to hell with. I've literally soloed entire earlier waves on Gold with mine before, just because no one else has time to get more than a couple shots off before I've wiped the map clean. But control where the spawns are coming in, be liberal with the ammo packs, and always be hunting for more Grenades... unless there's a Banshee or Praetorian coming your way, you can hold the swarms of jerkfaces and make em' all explode in the most glorious of fashions.
But fuck Hazard Glacier as a Drell Adept. Some kits can sprint through the swarm and still make their escape, albeit a little bloody. If that thing so much as looks at a Drell, you're on the ground.
I think that if I had to give advice for people moving from Silver to Gold it'd be to play a class that you feel you can survive with. It might be the AIU, the Ghost, the Juggernaut, the Havoc, the Kroguard, the Krogan Soldier or Sentinel, any of the Infiltrators, etc, doesn't matter. Just play a class where you feel comfortable and you feel like you're able to survive stuff.
And then, focus on staying alive. Don't worry about topping charts. Get comfortable with the idea that you'll have a Brute on the other side of the pillar and a Banshee blinking in your direction, but that it's that Marauder in your face that's the danger. Eventually, things will start to click, but it'll take time to get used to it, get comfortable with it. In Silver and Bronze, you're basically conditioned to be afraid of bosses. In Gold, they're annoying.* And when you reach that point, where you see three Phantoms running up to you and you don't panic, then it's time to switch classes around, away from those you're comfortable with,
*Except Praetorians. Fuck those guys. **
** Seriously, just avoid Collectors if you're new to Gold.
Bolded for emphasis. Having teammates who aren't putting out much DPS is managable. Having a teammate who is going down multiple times each round because he's playing too aggressively makes life difficult for everyone as the other teammates can't dish out damage if they're reviving.
Well I almost soloed wave 9 of a silver game against reapers with my salarian eng. The idiot team just started dying instantly around wave 7. There was a N7 paladin who was a bit better than the other 2. I probably could have stayed in the camp clusterfuck death zone with the team and res-died and completed but I decided to pretend I was in gold and run-and-gunned the level.
I didn't realize just how many mobs spawn in that wave. It was incredible. I think I've cleared out all the husks and can focus on the marauders; nope. More husks sneaking up behind me.
Finally! Last marauder down, I can get rid of that fucking ravager.
And hey look here's two more marauders and another ravager.
And of course a banshee was chasing me around Firebase: Dagger the entire entire time.
Finally got killed by yet another brand new fresh pair of marauders and decided it wasn't worth a medigel to continue.
I really hope that in their next multiplayer game Bioware makes some effort to curb the number of things that straight up don't work. I see people with smart chokes on Crusaders or piercing mods on Geth Plasma Shotguns all the time, and nowhere is there any indication that those options are totally useless. You might eventually notice that your GPS shots aren't going through walls, but it isn't at all obvious that it natively ignores armor.
Then there's the countless power and skill evolutions that don't work at all, don't work all the time, don't work how they say they work, or don't work how they're supposed to work. Or the various weapon mods that are supposed to adjust weight but mysteriously don't.
Basically, the multiplayer support is over and it feels like we're halfway through beta. If no other improvements are made, the next iteration needs to make things do what they say they do.
0
ComradebotLord of DinosaursHouston, TXRegistered Userregular
Remember when we first saw ME3 and saw Shepard do a swat roll between cover and sprint to new cover and that seemed like a game changer? And now we're hardened MP vets we mostly just kinda stand out in the open on ramps and duck in and out from behind walls and pillars
Back before gwg anti-farming measures, silly good guns, and massive kit buffs you had to use those cover mechanics. These days going into cover just gets ya killed.
I think I'm sticking with the Harrier on my Havoc. I like the range, but also there's something satisfying about the thwump of the assault rifle that the reeger just can't duplicate.
Id suggest the Hurricane. Turians should all take advantage of that stability bonus.
Well I almost soloed wave 9 of a silver game against reapers with my salarian eng. The idiot team just started dying instantly around wave 7. There was a N7 paladin who was a bit better than the other 2. I probably could have stayed in the camp clusterfuck death zone with the team and res-died and completed but I decided to pretend I was in gold and run-and-gunned the level.
I didn't realize just how many mobs spawn in that wave. It was incredible. I think I've cleared out all the husks and can focus on the marauders; nope. More husks sneaking up behind me.
Finally! Last marauder down, I can get rid of that fucking ravager.
And hey look here's two more marauders and another ravager.
And of course a banshee was chasing me around Firebase: Dagger the entire entire time.
Finally got killed by yet another brand new fresh pair of marauders and decided it wasn't worth a medigel to continue.
I really don't mind people not wanting to spend consumables in Silver. Or not even having consumables to spend. It's when people don't use them in Gold that I get pissed. The best/worst teammate possible is when you get a guy who never missiles or medigels in the first ten waves, bleeding out repeatedly and leaving you to solo the rest. And then, come the extraction wave, they use about five medigels and nine missiles.
On Bronze.
Shadowhope on
Civics is not a consumer product that you can ignore because you don’t like the options presented.
Remember when we first saw ME3 and saw Shepard do a swat roll between cover and sprint to new cover and that seemed like a game changer? And now we're hardened MP vets we mostly just kinda stand out in the open on ramps and duck in and out from behind walls and pillars
Back before gwg anti-farming measures, silly good guns, and massive kit buffs you had to use those cover mechanics. These days going into cover just gets ya killed.
Hehe yes the game was designed around using cover then in multiplayer they did everything they could to make going into cover for more than a couple heart beats suicide. Really all they ever needed to do was give geth grenade throwers but no that would have been to easy.
+2
BrocksMulletInto the sunrise, on a jet-ski. Natch.Registered Userregular
Remember when we first saw ME3 and saw Shepard do a swat roll between cover and sprint to new cover and that seemed like a game changer? And now we're hardened MP vets we mostly just kinda stand out in the open on ramps and duck in and out from behind walls and pillars
Back before gwg anti-farming measures, silly good guns, and massive kit buffs you had to use those cover mechanics. These days going into cover just gets ya killed.
This cycle's ideas about 'cover' developed along the lines the Reapers intended, so that Harbinger's Collectors could easily decimate any and all opposition that believed 'cover' was to their advantage.
Civics is not a consumer product that you can ignore because you don’t like the options presented.
Bombers, Dragoons, and the entire faction named "Collectors", for one.
You can make decent use of cover against reapers and collectors really. The moment you see a scion get possessed though cover becomes horrible. If you have decent ping or are hosting cover fire is a safe way to get rid of annoying ravagers. If you have any latency though it's worthless, you get shot before the animations play.
Man, I am getting rusty at Gold. Trying to complete the 200 wave challenges and promotion challenges mean I'm spending a lot of time on classes I'm not familiar with in Bronze/Silver, but then upping to Gold in the later levels. And I just get dropped like nobodies business because I'm not accustomed to that level of damage anymore.
I think the Juggernaut spoiled me, and made me think I could stand out in front of enemy fire with classes that have 500 health/shields.
That said, the Talon Merc is a hell of a lot of fun. Crossbow all the things.
Bombers, Dragoons, and the entire faction named "Collectors", for one.
You can make decent use of cover against reapers and collectors really. The moment you see a scion get possessed though cover becomes horrible. If you have decent ping or are hosting cover fire is a safe way to get rid of annoying ravagers. If you have any latency though it's worthless, you get shot before the animations play.
True, Reapers are okay still. Collectors, hell no, you get about 3 seconds before 4 troopers, 3 swarms, 2 captains, and a Scion in a pear tree are all dropping themselves, grenades, or nuclear bombs into your pocket.
+1
ComradebotLord of DinosaursHouston, TXRegistered Userregular
Bombers, Dragoons, and the entire faction named "Collectors", for one.
You can make decent use of cover against reapers and collectors really. The moment you see a scion get possessed though cover becomes horrible. If you have decent ping or are hosting cover fire is a safe way to get rid of annoying ravagers. If you have any latency though it's worthless, you get shot before the animations play.
If your connection is that bad, then whether or not cover is useful is probably the least of your problems. When it's that noticeably bad, it's one of the few times I'll be tempted to bail.
Staying near cover is usually smart, even if you just plan to back up around it and not actually use the cover mechanic. Sure, a Kroguard can never once go into cover (not that it usually does them much good) during a game, but with a Drell Adept you shouldn't be out in the open much longer than it takes you to flip. And I tend to like sticking in cover if I'm using a Turian, and plan to spray enemies with a Typhoon or Striker, and I can just poke my head back down instead of sidestepping at Turian pace.
But guns with a charge? Forget about it. If I'm using the KHG, I'm not using cover. If I do use cover, it's by accident and I'm probably about to get murderized for it.
Yeah, the Geth are a bunch of VI who were designed to be capable of higher tasks via inter-connectivity between the VI. They just happened to be *really* good at it.
Does the codex mention any major incident prior to the Morning War that caused everyone to be so wary of AI? Or were people just extrapolate the possible outcomes and being extra cautious?
Does the codex mention any major incident prior to the Morning War that caused everyone to be so wary of AI? Or were people just extrapolate the possible outcomes and being extra cautious?
The reapers/starchild leave hints laying around the citadel that AIs have a tendency to go apeshit, thus fueling the synthetic/organic conflict they are there to manage.
The Geth are the first time AIs have had a chance to actually exist, and it proves them so hilariously wrong that the starkid tweaks the crucible to fry them too out of spite.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
the combat in citadel is obscenely hard. Not having armour and thus power cooldowns aren't reduced make it hard as shit as a vanguard
They've learned a lot from MP.
Speaking of, I'm probably more excited for the next iteration of MP than SP, just thinking of all the lessons they should be able to implement.
Another big thing- the possibility of fighting something that isn't human, Reaper, Geth, or Collector. Like facing a faction that has a Turian Soldier. With Marksman.
the combat in citadel is obscenely hard. Not having armour and thus power cooldowns aren't reduced make it hard as shit as a vanguard
They've learned a lot from MP.
Speaking of, I'm probably more excited for the next iteration of MP than SP, just thinking of all the lessons they should be able to implement.
Another big thing- the possibility of fighting something that isn't human, Reaper, Geth, or Collector. Like facing a faction that has a Turian Soldier. With Marksman.
Yeah don't get me wrong the difficulty is a whole lotta fun on insanity and is some of the most fun I've had in me3
Oh like introducing more alien groups to.fight? Or enemies that use player specific powers to help level the platform
the combat in citadel is obscenely hard. Not having armour and thus power cooldowns aren't reduced make it hard as shit as a vanguard
As a sentinel I found it stupidly easy. I took Liara and Garrus with me, and I was waltzing through shit faster than the dialog could keep up. I think its just a bit unbalanced, to be honest. I can see how those shield troops would be tough for a vanguard, but they are easily susceptible to overload which both Garrus and my Shep have, so it was easy. Overload + Chain Overload + Liara area lift + Warp and done.
Bit of both. Watching some YouTube videos of 1 and 2 reminded me of how interesting it was to fight Turians, Krogans, Batarians, etc.
And I think they're getting better at implementing enemy powers in a way that doesn't remove control from the player and gives the enemy something to do other than shoot/throw grenade/melee.
So, finally got to the endgame and finished up Sanctuary and every side-quest in the game. Only things left is to attack Cerberus Headquarters and the Citadel DLC.
So what do I see first?
Wrex does the People's Krogan's Elbow on a C-SEC car.
Wrex. Elbows. A. Car.
I also took him to the party, his distraction? "I'm a food inspector."
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
the combat in citadel is obscenely hard. Not having armour and thus power cooldowns aren't reduced make it hard as shit as a vanguard
This on Insanity was probably the most difficult part of the game. That and 0 medi-gel, and a forced almost-dead healthbar.
I got the sense that part of it was supposed to be played like a stealth mission, but I never figured out a rhythm that didn't involve aggroing the whole map when you took out the first or second guy.
0
grouch993Both a man and a numberRegistered Userregular
Is there a list somewhere that documents things that are broken or what not to use? (I glanced at the OP and jumped to about five pages ago in this thread if that helps)
I just installed ME3 a week ago, and have been doing a little of the solo and multiplayer games. Mostly selecting stuff that sounds good and using wild ass guesses on the weapons.
the combat in citadel is obscenely hard. Not having armour and thus power cooldowns aren't reduced make it hard as shit as a vanguard
As a sentinel I found it stupidly easy. I took Liara and Garrus with me, and I was waltzing through shit faster than the dialog could keep up. I think its just a bit unbalanced, to be honest. I can see how those shield troops would be tough for a vanguard, but they are easily susceptible to overload which both Garrus and my Shep have, so it was easy. Overload + Chain Overload + Liara area lift + Warp and done.
That beginning combat sequence. The only thing that got me through that was having energy drain as my bonus and popping it off and follow up with a pistol.
the combat then does lean to tech characters having the advantage.
Is there a list somewhere that documents things that are broken or what not to use? (I glanced at the OP and jumped to about five pages ago in this thread if that helps)
I just installed ME3 a week ago, and have been doing a little of the solo and multiplayer games. Mostly selecting stuff that sounds good and using wild ass guesses on the weapons.
In single player use whatever you feel like.
In multiplayer mostly get a feel for what you like because most of the (really) good stuff you likely don't have as a new player.
the combat in citadel is obscenely hard. Not having armour and thus power cooldowns aren't reduced make it hard as shit as a vanguard
This on Insanity was probably the most difficult part of the game. That and 0 medi-gel, and a forced almost-dead healthbar.
I got the sense that part of it was supposed to be played like a stealth mission, but I never figured out a rhythm that didn't involve aggroing the whole map when you took out the first or second guy.
i honestly don't know what they were trying to do there
on my infiltrator, I got behind tall cover, hit cloak and it aggroed a dude
the stealth class' stealth skill doesn't even help you sneak through there
+4
jefe414"My Other Drill Hole is a Teleporter"Mechagodzilla is Best GodzillaRegistered Userregular
the combat in citadel is obscenely hard. Not having armour and thus power cooldowns aren't reduced make it hard as shit as a vanguard
As a sentinel I found it stupidly easy. I took Liara and Garrus with me, and I was waltzing through shit faster than the dialog could keep up. I think its just a bit unbalanced, to be honest. I can see how those shield troops would be tough for a vanguard, but they are easily susceptible to overload which both Garrus and my Shep have, so it was easy. Overload + Chain Overload + Liara area lift + Warp and done.
That beginning combat sequence. The only thing that got me through that was having energy drain as my bonus and popping it off and follow up with a pistol.
the combat then does lean to tech characters having the advantage.
the combat in citadel is obscenely hard. Not having armour and thus power cooldowns aren't reduced make it hard as shit as a vanguard
This on Insanity was probably the most difficult part of the game. That and 0 medi-gel, and a forced almost-dead healthbar.
I got the sense that part of it was supposed to be played like a stealth mission, but I never figured out a rhythm that didn't involve aggroing the whole map when you took out the first or second guy.
i honestly don't know what they were trying to do there
on my infiltrator, I got behind tall cover, hit cloak and it aggroed a dude
the stealth class' stealth skill doesn't even help you sneak through there
I could write a page on how much that section irritated the shit out of me.
Mainly because it could have being fixed by adding the sodding view cones that they have IN THE NEXT MISSION. I get that there's a reason you don't have them for that section but sod it, write a reason for it.
Posts
the indra's good, and not every gun needs to be the harrier, but let's not kid ourselves here
I think I've mentioned this build before but here's how I like the Havoc:
http://narida.pytalhost.com/me3/classes/#Soldier/TurianHavoc/RAPRQ/Crusader7BH5AL5/Scorpion10AI5AJ5////
Love him with the Crusader. +37.5% weapon damage from passives, another 25% from Cryo Freeze, and then another 30% for 20 seconds after every heavy melee kill. Suddenly those husks become less of a nuisance and more of a walking damage bonus.
Harrier isn't more accurate.
The fire rate isn't that different(its 50).
And it has a larger magazine and ammo capacity.
So its pretty good. Really, damage is the only thing the Harrier has over it.
Flipping is most certainly key, especially with the Drell Vangod. Just flip while you search for your next target if you're in a pile, and keep charging and grenading
But with the Adept, I most certainly prefer more open maps. Mobility is the Drell's defense, and the more room you have to play around with and flip about, the better. Though Glacier I've learned to disagree with, so long as it isn't hazard. It's such an easy map to Reave + Cluster Grenade entire spawns to hell with. I've literally soloed entire earlier waves on Gold with mine before, just because no one else has time to get more than a couple shots off before I've wiped the map clean. But control where the spawns are coming in, be liberal with the ammo packs, and always be hunting for more Grenades... unless there's a Banshee or Praetorian coming your way, you can hold the swarms of jerkfaces and make em' all explode in the most glorious of fashions.
But fuck Hazard Glacier as a Drell Adept. Some kits can sprint through the swarm and still make their escape, albeit a little bloody. If that thing so much as looks at a Drell, you're on the ground.
Bolded for emphasis. Having teammates who aren't putting out much DPS is managable. Having a teammate who is going down multiple times each round because he's playing too aggressively makes life difficult for everyone as the other teammates can't dish out damage if they're reviving.
http://spicyshimmy.tumblr.com/post/46281905808
I didn't realize just how many mobs spawn in that wave. It was incredible. I think I've cleared out all the husks and can focus on the marauders; nope. More husks sneaking up behind me.
Finally! Last marauder down, I can get rid of that fucking ravager.
And hey look here's two more marauders and another ravager.
And of course a banshee was chasing me around Firebase: Dagger the entire entire time.
Finally got killed by yet another brand new fresh pair of marauders and decided it wasn't worth a medigel to continue.
Then there's the countless power and skill evolutions that don't work at all, don't work all the time, don't work how they say they work, or don't work how they're supposed to work. Or the various weapon mods that are supposed to adjust weight but mysteriously don't.
Basically, the multiplayer support is over and it feels like we're halfway through beta. If no other improvements are made, the next iteration needs to make things do what they say they do.
No House Urdnot? With something like "I want you to try"?
Sadness.
But otherwise awesome.
Back before gwg anti-farming measures, silly good guns, and massive kit buffs you had to use those cover mechanics. These days going into cover just gets ya killed.
Id suggest the Hurricane. Turians should all take advantage of that stability bonus.
I really don't mind people not wanting to spend consumables in Silver. Or not even having consumables to spend. It's when people don't use them in Gold that I get pissed. The best/worst teammate possible is when you get a guy who never missiles or medigels in the first ten waves, bleeding out repeatedly and leaving you to solo the rest. And then, come the extraction wave, they use about five medigels and nine missiles.
Hehe yes the game was designed around using cover then in multiplayer they did everything they could to make going into cover for more than a couple heart beats suicide. Really all they ever needed to do was give geth grenade throwers but no that would have been to easy.
Steam: BrocksMullet http://steamcommunity.com/profiles/76561197972421669/
This cycle's ideas about 'cover' developed along the lines the Reapers intended, so that Harbinger's Collectors could easily decimate any and all opposition that believed 'cover' was to their advantage.
Bombers, Dragoons, and the entire faction named "Collectors", for one.
You can make decent use of cover against reapers and collectors really. The moment you see a scion get possessed though cover becomes horrible. If you have decent ping or are hosting cover fire is a safe way to get rid of annoying ravagers. If you have any latency though it's worthless, you get shot before the animations play.
I think the Juggernaut spoiled me, and made me think I could stand out in front of enemy fire with classes that have 500 health/shields.
That said, the Talon Merc is a hell of a lot of fun. Crossbow all the things.
True, Reapers are okay still. Collectors, hell no, you get about 3 seconds before 4 troopers, 3 swarms, 2 captains, and a Scion in a pear tree are all dropping themselves, grenades, or nuclear bombs into your pocket.
If your connection is that bad, then whether or not cover is useful is probably the least of your problems. When it's that noticeably bad, it's one of the few times I'll be tempted to bail.
Staying near cover is usually smart, even if you just plan to back up around it and not actually use the cover mechanic. Sure, a Kroguard can never once go into cover (not that it usually does them much good) during a game, but with a Drell Adept you shouldn't be out in the open much longer than it takes you to flip. And I tend to like sticking in cover if I'm using a Turian, and plan to spray enemies with a Typhoon or Striker, and I can just poke my head back down instead of sidestepping at Turian pace.
But guns with a charge? Forget about it. If I'm using the KHG, I'm not using cover. If I do use cover, it's by accident and I'm probably about to get murderized for it.
Pyros not being grabbable anymore. If you don't kill a pyro before they get close to you with a squishy class.
You are deadeded.
AI-laws are weird. Quarians didn't even design AI. They accidentally AI. They should ban computers.
Best I could come up with for now. Given time I could replace the icon with something better, like a silk screen of Wrex's face.
Edit:
Trying without the tags.
https://www.dropbox.com/s/uzav0lwegbko5r8/Photo Mar 26, 11 19 35 AM.jpg
Want to play co-op games? Feel free to hit me up!
The Geth are the first time AIs have had a chance to actually exist, and it proves them so hilariously wrong that the starkid tweaks the crucible to fry them too out of spite.
Warframe/Steam: NFyt
They've learned a lot from MP.
Speaking of, I'm probably more excited for the next iteration of MP than SP, just thinking of all the lessons they should be able to implement.
Another big thing- the possibility of fighting something that isn't human, Reaper, Geth, or Collector. Like facing a faction that has a Turian Soldier. With Marksman.
Yeah don't get me wrong the difficulty is a whole lotta fun on insanity and is some of the most fun I've had in me3
Oh like introducing more alien groups to.fight? Or enemies that use player specific powers to help level the platform
Want to play co-op games? Feel free to hit me up!
As a sentinel I found it stupidly easy. I took Liara and Garrus with me, and I was waltzing through shit faster than the dialog could keep up. I think its just a bit unbalanced, to be honest. I can see how those shield troops would be tough for a vanguard, but they are easily susceptible to overload which both Garrus and my Shep have, so it was easy. Overload + Chain Overload + Liara area lift + Warp and done.
And I think they're getting better at implementing enemy powers in a way that doesn't remove control from the player and gives the enemy something to do other than shoot/throw grenade/melee.
So what do I see first?
Wrex. Elbows. A. Car.
I also took him to the party, his distraction? "I'm a food inspector."
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
This on Insanity was probably the most difficult part of the game. That and 0 medi-gel, and a forced almost-dead healthbar.
I got the sense that part of it was supposed to be played like a stealth mission, but I never figured out a rhythm that didn't involve aggroing the whole map when you took out the first or second guy.
I just installed ME3 a week ago, and have been doing a little of the solo and multiplayer games. Mostly selecting stuff that sounds good and using wild ass guesses on the weapons.
That beginning combat sequence. The only thing that got me through that was having energy drain as my bonus and popping it off and follow up with a pistol.
the combat then does lean to tech characters having the advantage.
Want to play co-op games? Feel free to hit me up!
In single player use whatever you feel like.
In multiplayer mostly get a feel for what you like because most of the (really) good stuff you likely don't have as a new player.
on my infiltrator, I got behind tall cover, hit cloak and it aggroed a dude
the stealth class' stealth skill doesn't even help you sneak through there
This is exactly what I did.
I could write a page on how much that section irritated the shit out of me.
Mainly because it could have being fixed by adding the sodding view cones that they have IN THE NEXT MISSION. I get that there's a reason you don't have them for that section but sod it, write a reason for it.