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Post by Deleted on Mar 17, 2017 15:37:26 GMT
This post got me to start this thread. I am looking for tips and tricks for a smooth start on the 21st. Fingers crossed for more detailed and helpful posts like this! I found it a lot more challenging but I think it will get better once the game is out. Most of my pugs were using the avenger but when I was grouped with others who were 10+ and had other weapons unlocked, I had the Talon which could one and two shot most things, it went smoothly, If you are just starting out I suggest doing Outlaws. they are by far the easiest. The Remnant aren't too bad. The Nullifier's attack cannot be blocked or hidden from but they are easy to take out if you flank them. The giant walking turrets have a mega shield that requires a rapid fire weapon and tech abilities to take down. My talon and biotics did nothing against it. The Khett have the most annoying/difficult enemy in the Floating energy ball guy. You can only damage him after you shoot off a sphere that rotates around him. Once that is down you only have a short window to damage him before he puts his energy encasement back up and you have to shoot off the sphere again. He shoots giant energy balls that travel across the map and can only be dodge, no hiding. He will sync kill you if you are too close. Any time exaction failed it was because of him. Thank you everyone in advance :)
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Sinistrality
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Post by Sinistrality on Mar 17, 2017 17:04:51 GMT
Shields regen faster in cover.
Right hand advantage no longer works as well (it still does, just not as reliable).
Aerial Dashes are faster then running on the ground and just superior in every way to every other form of movement in the game. Keep low to the ground to stay less exposed as well as faster movement as you only have one action in the air (note: may not be true, have been able to dash and nova from very high up) and the sooner you hit the ground, the sooner you can refresh your aerial actions.
Nova is faster from the air, you can also dash-cancel it into a melee hit.
Melee is by far stronger then anything else early game (unless you're lucky with boxes). Air Melee is also AoE and is an on-demand stagger. I believe Melee has a base damage of somewhere greater then 300, but less then 400 (level 1 no bonuses).
The Katana, which was decent in ME3, is now garbage. Just melee.
The Khett Ascendent can only execute while firing his ranged attack or his nova bubble. There's only small windows of time between those two actions, so until you can recognize those stay away. A Charge+Nova dash away will get you grabbed if you don't do so at the very end of their animations, but a Charge dash away won't typically.
Destroyers open up sometimes and reveal some glowy bits. Shoot those.
Outlaws are very easy.
Backlash can parry melee attacks, but good luck if you're lagging.
Lance can headshot.
The best starter weapon is the Avenger, or if you can get it the Charger.
Don't be discouraged if you used to farm plat in ME3 and can't even do bronze off the bat. The movement system needs to be adjusted to.
Use push to talk please, if you want to talk. So many open mics and background noises.
As for an overall opinion of enemy difficulty my mind says (from easiest to hardest), Outlaw<Khett<Remnant Outlaws are squishy, and don't do too much damage. They lack executes, and the Hydra is very slow and has telegraphed attacks slow as molasses. The Khett do a fair bit of damage and has a few special units that are quite deadly. You have the Anointed, heavy machine gunners who will mow you down if you don't break LoS, the Destined, who stealth if shot at and have fairly accurate shotguns, Brutes I mean Fiends, Wraiths, dogs who stealth and chase you down with a stagger on hit melee, and the Ascendent who shoots cover piercing energy balls as well as an aura damaging ball around himself if you are close enough. He also executes. The Remnants are jerks, like the Geth. Those energy beams from the flying ones track insanely well in the air, are constant, and deal massive amounts of damage. Other then that they aren't so bad, but Destroyers are probably the tankiest things in the game right now.
Send out Strike Teams! Mission Funds will probably be very useful.
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Post by Cirvante on Mar 17, 2017 17:06:59 GMT
Map the dodge button to your mouse. The dodge has a CD of about half a second. You can forward dodge out of a jetpack jump and by alternating the two traverse across the map a lot faster.
Use Alt to switch between being right-handed and left-handed, which allows you to use both RHA and LHA.
Combining a small jump with a melee has the same AoE, but is faster and more acurate.
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Post by Heroicmass on Mar 17, 2017 17:17:13 GMT
Don't be like peebee. Point the gun at your enemy
In all seriousness, I would take a similar approach as in ME3 and start off by buying basic packs to unlock your common items and characters. This will help you progress with skill points upgrades and easy weapon upgrades you can use immediately rather than saving all your money to buy 1 expensive pack that may give you nothing useful. It will also help you grow your consumables which are invaluable at times.
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thestratovarian
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Post by thestratovarian on Mar 17, 2017 17:28:35 GMT
Characters have different dodges, and some can chain dodge very well. Find the character that you like to play from the list, or get, and go for them, there is a reason to play even at 20 for their secondary benefits. (Some have extra max shields, power recharge, shield/health recharge) For me, its the huntress, as her cloak dodge makes 2 of the 3 factions temporarily lose aggro against her for that.
Shields and armor can shut down a great deal of powers. Also, many classes don't have immediate access to both a primer and a detonator. Check your ability tab to see if you can get one as an option, or if you need a secondary option like an ammo booster to do so. To use my favorite class above, Huntress has throw, a consumable cloak, and lance. Throw and lance are both detonators. But throw has the option for being able to prime at rank 5.
All three factions have cover piercers in some units (A few units have heat seeking ammo). So make sure whatever you bind your dodge to, you are comfortable with. Two of the three have units that can grab you.
Most units have stronger shields than health/armor, with exceptions, but generally once you get through the shield on many units, they fold very fast.
The charger is an amazing pistol, and very much worth the investment. Melee is strong in this, dont be afraid to get in some units faces if low on ammo and reloading.
When you use a power, there are blue gauges in the center of your aiming area that show the time left till they are usable again. (Handy for not having to look and guess.)
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Post by squidney2k1 on Mar 17, 2017 17:59:03 GMT
- Stick with Bronze for a bit. Character progression is slower this time around since there are across-kit bonuses with Prestige stats, so you won't be ready for Silver/Gold for a while. Remember, even if you played a metric ton of ME3 multiplayer, you are starting bare bones this time around: hardly any consumables, weak guns, no gear, etc. Avoid the urge to play like a Geth Infiltrator w/ Harrier X, and take it slow.
- Stay mobile, but in a group. Don't get too far from your teammates as enemies are faster, aerial at times, and have a lot of different spawn points. It's not as predictable as in ME3 and your shields do not recharge anywhere near as fast out of cover
- If you have a detonator for a power, don't constantly spam it. Powers have longer cooldowns than in previous games. Spam your primer instead if you have one, and always be on the lookout for primed enemies (it's really visually obvious this time). Combos are king, but also shields block the effects of many powers--i.e. you can't pull a shielded enemy, and hitting them with Throw or Shard will just stagger them momentarily, rather than send them flying. Those powers should only be used against unprotected targets.
- You can switch shoulder views by clicking the stick, or pressing Alt on the keyboard, which helps with aiming around corners. Can't believe how many players don't know this.
- If your shields are down, consider taking cover rather than running away--shields recharge something like 50% faster while in cover, and enemies will still nail you while you're jumping & dashing through the air, killing you.
- Tackle objectives as a group, one at a time. The speed, range, and mobility of enemies makes it harder for just one person to Play the Objective (PTO). Gone are they days where you would "just have the Infiltrator take care of it."
- You can blind-fire over/around cover. It's pretty accurate at close range, too.
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Post by thestratovarian on Mar 17, 2017 20:49:22 GMT
I would also like to add. Its not immediately obvious, but there are mutators in the strike tab you can do in multiplayer. If you hit the strike tab, you will see a chevron-like thing. (Bronze-military Up arrow) Those you can do multiplayer with friends, or in public games, but you only get one chance at them to my knowledge. (I may be wrong here, but in testing with the strike teams, and having them fail, removed it from queuing in. Never did find a game for those to try.) They reward with the tier appropriate chest tier upon completion for the difficulty. One for bronze, one for silver, one for gold.
An example one i saw yesterday was -50% damage, +200% weak spot damage for one mission against khett I think it was. Gold mission, the ice base for spot. But the best way of it is thinking of it like a daily challenge for single or multiplayer as you like.
Also be careful of chain buying packs early on, the cursor auto-resets to the top, and thats the resource pack, not the basic or other you were on. You usually get enough for 2 basic packs out of a bronze win. And its very easy to accidentally buy a resource pack not meaning to on autopilot.
The escape also rewards a bit of credits for full extracts. (A bit more than it did. I would like a second person to verify this for sure.) As i've noted that getting partial extracts if we had a bad objective completion time, would set me lower than the usual 2 basic packs buy that I did.
While it may be a tad irking, there is a good reason to clearing out the basic packs. The silvers happen with them with semi-regular frequency, plus there are often good boosters in them you accrue, not to mention mods for your guns. (I ended up getting about 10 mods through just basic packs. One really nice sniper one, and many good pistol/shotgun ones.)
Don't be mind using boosters for power damage if you can prime and detonate or ammo ones for pure detonators. Or even defensively if you are starting a new class. Its pretty cheap to get the basic ones, and they really expand your combat performance early on with combo effects. There is a notable TTK difference with these on, even as simple as a basic level 1 ammo lets you destroy shields or health/armor so very fast with how synergetic things are now, or at least for your squad too.
The cobra missile key is different, and me3mp muscle memory is a jerk to overcome as you try to hit the old missile key and get the wrong thing. (I still do this sometime.)
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Post by Deleted on Mar 17, 2017 21:38:29 GMT
Map the dodge button to your mouse. The dodge has a CD of about half a second. You can forward dodge out of a jetpack jump and by alternating the two traverse across the map a lot faster. Use Alt to switch between being right-handed and left-handed, which allows you to use both RHA and LHA. Combining a small jump with a melee has the same AoE, but is faster and more acurate. It does not let you dodge on double tap of the awsd still?
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Post by Beerfish on Mar 17, 2017 21:46:00 GMT
This is a good thread, I've already learned some valuable things. Keep it coming.
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Post by Cirvante on Mar 17, 2017 21:48:41 GMT
Map the dodge button to your mouse. The dodge has a CD of about half a second. You can forward dodge out of a jetpack jump and by alternating the two traverse across the map a lot faster. Use Alt to switch between being right-handed and left-handed, which allows you to use both RHA and LHA. Combining a small jump with a melee has the same AoE, but is faster and more acurate. It does not let you dodge on double tap of the awsd still? I meant the jetpack evade. It has it's own button.
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Post by Deleted on Mar 17, 2017 22:07:17 GMT
As said, melee is really your friend at low levels. When getting humped by dogs, don't shoot them. Melee them a few times fast. On bronze 3 quick melee attacked killed them I think. And I didn't have to run around like an idiot looking for ammo after dealing with a pack of them. I was using melee a lot and honestly it felt more solid than my crappy avenger which avenges nothing.
Kett faction, that Ascendant I think it is called (Orange bubble of WTF-ness) feels like the banshee of that faction with some kind of shockwave hell attached to it. You cannot keep in cover anywhere near that thing when the bubble expands. Run far. Run fast. I think it might even go through walls.
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TJLenz
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Post by TJLenz on Mar 17, 2017 22:13:39 GMT
Krogan must headbutt eachother inbetween waves. If there are no krogan to headbutt you must headbutt the others. If a friendly krogan is headbutting you, you must headbutt them back or melee in a timely manner. Failure to do any is punishable by death in the empire.
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Post by TormDK on Mar 17, 2017 22:34:41 GMT
The Kroguard is love, the Kroguard is life.
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thestratovarian
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Post by thestratovarian on Mar 18, 2017 2:08:19 GMT
Used a bit more of my time left in demo for nabbing a few image bits for reference mainly. (Most won't be for all vets, but general useful reference stuff.) Sorry on the cruddy image bit, but something quick was needed here with the time left. There is no more quick recharge past the baseline 100%. Not anymore, basically you have the baseline 100% and degrees under which add times. Some powers run upwards of 20 seconds for recharge. From the image above, we have the weight thing. Note it doesnt go above 100%, so your baselines are always that. The other is with my heaviest stuff, it looks odd because it goes from 100% to something like -1% and down. To what i'm guessing is double recharge times at -100% (The best I could do with weight is what you see. And power times did not want to update to reflect) That would likely mean that at -20% your 10 seconds are now 12s seconds and so on. So in a way, its more open, and sorta not. I didn't have enough time left to check if different characters had different weight values. (Sorry.) Under that, from left to right is Ice Primer, Fire Primer, and Biotic Primer. Red for likely Unaligned or Soldier abilities (Frag Grenade, Flak Cannon) The usual Orange for Tech, Purple for Biotic. Bonus Stat, below that, is what that class works to permanently unlock for all classes when you get a level. To the right, universally so for tech or biotics, the combo detonator icon for quick reference purposes.
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Post by someN7orother on Mar 18, 2017 3:35:48 GMT
Hey, I remember the OP from the SWTOR "a PVP a day..." threads. Good stuff.
So stuff I've realized.
Grow eyes on the back of your head. Sound design is bad and doesn't convey well where the action is, which, combined with enemies being more mobile and numerous, makes it very easy for you to be a frequent recipient of surprise buttsecks.
Semi-related to the previous: cloaking enemies are also harder to spot than geth were, so pay attention. The cloaking Kett unit (Anointed?) DGAF that you're shooting at him, actually, and he'll re-cloak while taking fire. I make taking these out a high priority.
Charge is weak. Maxed out charge will afford you a second or two of stagger against regular mooks, doesn't seem to ragdoll anymore. That being said, it is more flexible and reliable than it was and has better range. Combined with jumps it affords absolutely superb mobility.
While the advice to melee frequently is sound, you should be careful. Melee doesn't lock on the enemy so well so it's easy to swing and miss, literally. Egregious rubberbanding compounds the issue.
Ammo boxes have a visual indicator above them. A quick glance can tell you if the box is depleted for you and save you a pointless trip.
Ascendants are more dangerous than Banshees ever were. Their projectile bubble attack isn't reliably blocked by LOS and their sync kill doesn't require them to be standing right next to you. It does telegraph briefly by marking a spot on the ground which you should immediately abandon, but it's easy to miss if you're even momentarily distracted.
Cover doesn't guarantee that you're safe. Especially the Remnant flying laser drones have a tendency to hit you from above the cover, but it seems that the whole cover/LOS system is more "realistic" in general than in ME3.
Cobra behavior is changed, for the worse. It's hard to prepare it beforehand, as sprinting or dodging will put it away, as will using powers. Equipping it slows you down to a crawl. Ugh.
Make sure to read stuff. Obvious advice is obvious, but this is a new game. Overload can now be charged up to hit multiple targets, for instance. I was surprised to find that Nova no longer depletes your barrier by default (though you can spec it to do that). The vet mentality can play against you. The Silver tooltip makes it clear that it's intended for level 10+ characters, etc.
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Post by missileglitcher on Mar 18, 2017 4:21:49 GMT
Hey, I remember the OP from the SWTOR "a PVP a day..." threads. Good stuff. So stuff I've realized. Grow eyes on the back of your head. Sound design is bad and doesn't convey well where the action is, which, combined with enemies being more mobile and numerous, makes it very easy for you to be a frequent recipient of surprise buttsecks. Semi-related to the previous: cloaking enemies are also harder to spot than geth were, so pay attention. The cloaking Kett unit (Anointed?) DGAF that you're shooting at him, actually, and he'll re-cloak while taking fire. I make taking these out a high priority. Charge is weak. Maxed out charge will afford you a second or two of stagger against regular mooks, doesn't seem to ragdoll anymore. That being said, it is more flexible and reliable than it was and has better range. Combined with jumps it affords absolutely superb mobility. While the advice to melee frequently is sound, you should be careful. Melee doesn't lock on the enemy so well so it's easy to swing and miss, literally. Egregious rubberbanding compounds the issue. Ammo boxes have a visual indicator above them. A quick glance can tell you if the box is depleted for you and save you a pointless trip. Ascendants are more dangerous than Banshees ever were. Their projectile bubble attack isn't reliably blocked by LOS and their sync kill doesn't require them to be standing right next to you. It does telegraph briefly by marking a spot on the ground which you should immediately abandon, but it's easy to miss if you're even momentarily distracted. Cover doesn't guarantee that you're safe. Especially the Remnant flying laser drones have a tendency to hit you from above the cover, but it seems that the whole cover/LOS system is more "realistic" in general than in ME3. Cobra behavior is changed, for the worse. It's hard to prepare it beforehand, as sprinting or dodging will put it away, as will using powers. Equipping it slows you down to a crawl. Ugh. Make sure to read stuff. Obvious advice is obvious, but this is a new game. Overload can now be charged up to hit multiple targets, for instance. I was surprised to find that Nova no longer depletes your barrier by default (though you can spec it to do that). The vet mentality can play against you. The Silver tooltip makes it clear that it's intended for level 10+ characters, etc. excellent post, thanks for this. it's always great when people take the time to write such informative comments on the whole, how much would you say you've enjoyed what you've played so far?
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Post by thestratovarian on Mar 18, 2017 12:19:08 GMT
So stuff I've realized. Grow eyes on the back of your head. Sound design is bad and doesn't convey well where the action is, which, combined with enemies being more mobile and numerous, makes it very easy for you to be a frequent recipient of surprise buttsecks. Semi-related to the previous: cloaking enemies are also harder to spot than geth were, so pay attention. The cloaking Kett unit (Anointed?) DGAF that you're shooting at him, actually, and he'll re-cloak while taking fire. I make taking these out a high priority. While the advice to melee frequently is sound, you should be careful. Melee doesn't lock on the enemy so well so it's easy to swing and miss, literally. Egregious rubberbanding compounds the issue. Ammo boxes have a visual indicator above them. A quick glance can tell you if the box is depleted for you and save you a pointless trip. Cobra behavior is changed, for the worse. It's hard to prepare it beforehand, as sprinting or dodging will put it away, as will using powers. Equipping it slows you down to a crawl. Ugh. Make sure to read stuff. Obvious advice is obvious, but this is a new game. Overload can now be charged up to hit multiple targets, for instance. I was surprised to find that Nova no longer depletes your barrier by default (though you can spec it to do that). The vet mentality can play against you. The Silver tooltip makes it clear that it's intended for level 10+ characters, etc. The enemies now dont auto-id out to all ranges when under the scope like they did in me3. Theres a limit to it, its often notable the ice base, if you are near the flat ice shelf area off to the east as well. The revenant big guy is multi-sectioned, and taking out the side turrets actually stops one of his attacks, though makes him slightly harder to injure as well, given his shielded core. Not every faction seems to execute at the same rate. The rebels will execute the most, then the kett, the revenant seem to let you often bleed out much more. (But this may change more in the full game.) As for the cloaked units, the kett dogs, wraiths, will stagger, and can hit from a good distance, but do not grab like the rebel lizards can. The best way of getting to see them is to view the wisps of smoke they exude. (It's a little lighter version of reapers smoke, puffs at times, not the miasma.) It's notable once you do get used to it but in shadows they can be practically invisible. But they have no shields or armor, so are very susceptible to ragdolling or powers in return. It's true, there is no equivalent heavy or light locks like there were with me3, the charged melee does give you a bit of leeway, and pulls forward. It is very intuitive though. The ammo boxes i had no idea about, i'll have to keep an eye out for that one, thanks. The cobra, and reloads as well. Reload suffers from the sprint thing as well. and so many times i hit the key to sprint a half second to early, and had to wait again. Yes, yes, yes. It's true, especially at rank 5 and 6 for all power and passive choices. Those give you very marked improvements and often can drastically change the power, even the passives are that way. Two examples, one in krogan, rank 6 either gives you an auto rage at 25% hp, and other benefits, or the -1 melee kill, and better melee and other aspects. (I dont recall it fully, sorry.) Rage now also regens health for them from rank 1 or 2. Lance, at rank 6, has the option to remove its recharge, at the cost of spending your barrier. Coupled with a rank 6 for asari (I'm guessing) of auto-replenishing your barrier every 10 seconds in a different passive like rage? There are combo's like old in this that exist, but read and consider more, what kind of character you want to play with these combos. Every class has them. Do the strike missions, even with mp. Yes, they reward for SP mostly, but they also reward mission points, which you can buy things like respecs with, and odds are the full game will have other things you can buy too. You can have up to 5 strike teams as well. (They level relatively quickly too. 3-4 missions succeeded had one suite at level 6.)
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physiolosopher
Mass Effect Trilogy, Mass Effect Andromeda
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Post by physiolosopher on Mar 18, 2017 14:46:06 GMT
Do the strike missions, even with mp. Yes, they reward for SP mostly, but they also reward mission points, which you can buy things like respecs with, and odds are the full game will have other things you can buy too. You can have up to 5 strike teams as well. (They level relatively quickly too. 3-4 missions succeeded had one suite at level 6.) I believe this is the only way to buy gear.
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SalMasRac
Salarian Master Pimp
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salmasrac
Mass Effect Trilogy, KOTOR
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PurpGuy
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Post by SalMasRac on Mar 18, 2017 15:13:48 GMT
Do the strike missions, even with mp. Yes, they reward for SP mostly, but they also reward mission points, which you can buy things like respecs with, and odds are the full game will have other things you can buy too. You can have up to 5 strike teams as well. (They level relatively quickly too. 3-4 missions succeeded had one suite at level 6.) I believe this is the only way to buy gear. I just saw a tip on a loading screen that said Mission Funds are the only way to buy them, and that they won't appear in packs.
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Silvershroud
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
Origin: Silvershroud
Posts: 132 Likes: 343
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Sept 15, 2016 3:34:58 GMT
September 2016
silvershroud
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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Post by Silvershroud on Mar 19, 2017 5:21:59 GMT
I believe this is the only way to buy gear. I just saw a tip on a loading screen that said Mission Funds are the only way to buy them, and that they won't appear in packs. I saw that too, and immediately went to the store to see how much they cost. And they aren't there. Hopefully they'll show up for the full release!
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adrynbliss
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 61 Likes: 114
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March 2017
adrynbliss
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by adrynbliss on Mar 19, 2017 6:10:37 GMT
one simple thing. hover. hover is ridiculously handy and fun, in the trial I don't remember seeing anyone else do it, I got the impression maybe they didn't know you could or if they jumped right in before learning the controls they didn't know how to. and if I remember correct there are bonuses that encourage it like damage resistance while in the air, extra damage dealt while in the air stuff like that.
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TormDK
N3
"No Fear! No Pity! NO REMORSE!"
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: TormDK
Posts: 880 Likes: 1,378
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TormDK
"No Fear! No Pity! NO REMORSE!"
880
March 2017
tormdk
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by TormDK on Mar 19, 2017 7:16:27 GMT
one simple thing. hover. hover is ridiculously handy and fun, in the trial I don't remember seeing anyone else do it, I got the impression maybe they didn't know you could or if they jumped right in before learning the controls they didn't know how to. and if I remember correct there are bonuses that encourage it like damage resistance while in the air, extra damage dealt while in the air stuff like that. The Turian Havoc can spec into things like that, it's not something all the characters get. (There is an option for improved damaged resistance while hovering under Fitness for all characters though) I consider it suicide to hover though, especially on later waves of Silver, or Gold (I'd imagine)
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zorinho20
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: Zorinho20
Posts: 609 Likes: 1,597
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November 2016
zorinho20
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by zorinho20 on Mar 19, 2017 7:33:31 GMT
Why do I find Remnants easier than Outlaws? Ah,I know, they don't have Krogan.
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Astronautic
N3
Go left, where nothing is right? Or go right, where nothing is left?
Games: Mass Effect Trilogy, Jade Empire
XBL Gamertag: Astronautic II
Posts: 250 Likes: 544
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Astronautic
Go left, where nothing is right? Or go right, where nothing is left?
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Jan 28, 2017 11:16:26 GMT
January 2017
astronautic
Mass Effect Trilogy, Jade Empire
Astronautic II
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Post by Astronautic on Mar 19, 2017 9:36:05 GMT
Blind firing while in cover is incredibly accurate in comparison to other games. USE IT!
And ammo type consumables are way more useful than they've ever been. In my opinion some kits(like the human kineticist) requires them to be viable. So be sure to stockpile them early on.
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valorofarms777
My ME3 Broke Phys X.
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Mar 18, 2017 19:35:01 GMT
March 2017
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Post by valorofarms777 on Mar 19, 2017 11:00:40 GMT
Step 1 Step 2 If enemies are overwhelming a zone too hard and you need to do that "download the point thing" ...GET AWAY FROM IT and lead the foes away from it...stop trying to do it while under 4 enemies fire hosing you. It's sad. AND that even means extraction go at it at like 40-30 seconds left on the timer so you don't have to defend a point to which you have to traverse enemy fire. Step 3 If hacking...goto the hack best you can. Objects are more important than your "kills" get your credits before anything. Step 4 Profit. From the looks 3 staring/Extraction = Credits To note the thing PLAYS just like ME3s style of progression so. Don't be too shocked When I state this. "This is not hard" If you want a bit sounder advice and hints I'll try to think of better ones tomorrow. Off to bed. -Sign VOA "The BSN psychotic mass effect camper of data analysis"
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