Mass Effect 3 Multiplayer Tips and tactics discussion.

RJ 17

The Sound of Silence
Nov 27, 2011
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BloatedGuppy said:
RJ 17 said:
B.Widow is the way to go. The fact that it gets 3 shots before reloading makes it so much more efficient than the standard Widow. The Widow does do more damage in a single shot, but in the time it takes to fire and reload, you could have shot twice with the B.Widow, and 2 shots from the B.Widow is stronger than one shot from the regular Widow.

That and the B.Widow has a lot more spare ammo than the standard Widow so you don't need to make as many runs to the ammo box when in some of the tougher waves of Silver or Gold.
I just CANNOT get a goddam B.Widow. I don't want to say how many Spectre packs I've opened either. (Hint...it's a lot). I've got almost every character unlocked, I've got almost every weapon unlocked, and yet the one thing I really wanted...the B. Widow...remains locked. I don't even have the normal Widow. I'm still sniping with the goddam Mantis.

It's not fair ROWLWOROWWLWORLWOWLR
Yeah, I had been stuck with a lvl 4 Mantis for the lllooonnngggest time. Finally got a Widow at about 2:30 on Saturday morning just before I called it a night. Gotta hand it to the Mantis, it's still a damn good rifle. But yeah, just GOTTA get yourself a Widow or B.Widow.
 

Ironlungz949

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Mar 14, 2012
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RJ 17 said:
BloatedGuppy said:
RJ 17 said:
B.Widow is the way to go. The fact that it gets 3 shots before reloading makes it so much more efficient than the standard Widow. The Widow does do more damage in a single shot, but in the time it takes to fire and reload, you could have shot twice with the B.Widow, and 2 shots from the B.Widow is stronger than one shot from the regular Widow.

That and the B.Widow has a lot more spare ammo than the standard Widow so you don't need to make as many runs to the ammo box when in some of the tougher waves of Silver or Gold.
I just CANNOT get a goddam B.Widow. I don't want to say how many Spectre packs I've opened either. (Hint...it's a lot). I've got almost every character unlocked, I've got almost every weapon unlocked, and yet the one thing I really wanted...the B. Widow...remains locked. I don't even have the normal Widow. I'm still sniping with the goddam Mantis.

It's not fair ROWLWOROWWLWORLWOWLR
Yeah, I had been stuck with a lvl 4 Mantis for the lllooonnngggest time. Finally got a Widow at about 2:30 on Saturday morning just before I called it a night. Gotta hand it to the Mantis, it's still a damn good rifle. But yeah, just GOTTA get yourself a Widow or B.Widow.
Just payed with the black widow......(jaw drop) very nice. Makes me even more of a hazard . krogan sentinel!!!!
 

Uszi

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Feb 10, 2008
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The last thing worth mentioning is map awareness, and just a basic understanding of how the AI will fight you in each area of the map, knowing good positions to hold and one's that are indefensible. For instance, the extraction point that's down a ramp on Firebase Ghost is a fucking death trap. Don't ever try to hole up in there, or you will die.
 

a ginger491

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Apr 8, 2011
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Personally I try to use
Bvenged said:
This weekends Silver-Reaper challenge is one of the hardest things I've done this year. Silver Geth are tolerable and Silver Cerberus is relatively easy (Bronze is a walk in the park now, but it used to be hard work too).

Has anyone got any ideas as to what the best map is for the Silver/Reaper challenge or any gold attempts, with some rough tactics? I have a full squad most of the time and we're all pretty good but keep wiping at approximately wave 8-9 against reaper forces.

I play a level 20 H.Infiltrator and my pals play as high level combat-engineers, adepts and soldiers. I usually top the scoreboard but it does fluctuate between us and I can guarantee 25+ head shots a game, but we always get overwhelmed in the last few waves when Banshees and Brutes come in greater numbers than ourselves.

Like I said, Cerberus, Geth & Reapers at Bronze on any level, easy. Reapers on Silver, we just can't quite do it.

Cheers.

My pro-tips:
Stay within range of each other, and while we all love saving up for Spectre/Veteran packs, purchase the odd recruit just to give you that equipment self-revive / missile edge.

Save your missiles for at least wave 7, and use only as a last resort in killing waves as they are a must for the objectives. Also, check around to make sure nobody is already using theirs.

Build your character to work for you play-style. It's all well and good to have your overload jump twice, but if you find yourself hitting single enemies more often, it would've been better points spent on the damage increases instead.

Cover isn't a must. As an infiltrator I prefer to move around a lot, flee from groups closing in on you and such. The few times I use cover I end up getting bogged down or flanked. Always aim for the head and remember the bonus damage you do when you shoot from stealth. You also get one second after your shot where you remain invisible, so fire off a cryo-blast immediately after you shoot to get a free power off.
Play with some sentinels. I play a human sentinel with an upgraded avenger but my power recharge is still at 200% since I upgraded my carrying cap. My tech armor only decreases my power recharge by 50% as well and the armor bonus is worth it against those banshee kill balls, warp throw combos are are quick and easy to pull off as well . The krogan sentinel is nigh invincible if you upgrade damage reduction on the tech armor and take all the durability upgrades on the class too.
 

Janus Vesta

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Mar 25, 2008
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All the tips so far seem to focus on the player classes. That's all well and good, but the only way to really be successful is to experiment with the classes for yourself. What my tips will focus on are the enemies.

Reapers:

General: Reaper forces have a combination of sustained fire troops and close range attckers ranging from swarmers, dealing minimal annoying damage, to brutes and banshees, dealing high damage and one hit kills. Reaper forces are designed to keep you in cover while their powerful melee units flank you, Their primary means of doing this is by covering your position with a wall of fire, their high damage ranged attacks discourage you from leaving cover, leaving you vulnerable to brutes and banshees. Conversely, on lower levels they use wek, but annoying melee units to force you OUT of cover and into the line of fire, often forcing a dramatic shift in player tactics. The Reapers forces encourage the use of cover on lower levels, by sending primarily ranged attackers, once brutes and banshees arrive players are forced to employ tactics almost entirely counter to those they had previously employed.

Husks: Their slender frame and waving movement make these weak enemies surprisinglyhard to hit with precision weaponry so semi-automatic and automatic weapons are advised. Husks are quite weak and anyone who has played Mass Effect is WELL accustomed to facing them. A new twist in thehusks' arsenal is their aility to both leap over cover and to latch on to the players dealing constant damage until killed by hammering melee or having a team mate remove them. They can also receive armour plating from Marauders. Much like Mass Effect 2 the legs of a husk are much weaker than the rest of the body, often being destroyed before the husk loses all it's heatlth, this kills the husk instanly. A husk's legs are also the only part which does not recieve armour plating.

Cannibals: The primary cannon fodder for the Reaper forces, Cannibals are mutated husks of Batarians with a human husk mounted as an arm cannon. Cannibals do not have very high health, though though their ranged attack is quite powerful and can take unaware players by surprise. Cannibals do not tend to move up to melee range, often prefering to stay back and lay down supressing fire. Canibals are usually the first units to receive armour plating and can consume dead husks to grant this buff to themselves. It should be noted that Cannibals become much more aggressive when armoured and often move in groups. It can be difficult to land a headshot on a Cannibal as their head is located in the center of the body mass, as opposed to the top.

Ravagers: Long range enemies with a nasty surprise inside. The Ravager's main attack is very powerful, able to take down a player in a single volley, even on Bronze. Care should be taken when fighting Ravagers as they can be quite powerful up close and at a distance. Their heavy armour allows Ravagers to soak up a lot of damage, and their incubation sacks carry a small swarm of swarmers, making them quite deadly up close. Shooting a Ravager's sacks not only releases the swarmers inside, but it also deals no damage to the swarmer itself. When possible avoid shooting the sacks. On a final note: Ravagers can even be lethal after death, their corpses quickly liquify into an acidic substance capable of tearing shields and barriers apart.

Swarmers: A single swarmer is not a threat, the swarmer deals minimal damage and is destroyed in it's own attack. A swarmer's real threat comes from it's geat numbers and miniture size. Often overlooked in the heat of battle a swarm of these tiny pests can quickly remove your shields and sap your health resulting in an unexpected demise. The best method of dealing with swarmers is to simply never allow them to spawn, killing the Ravagers which host them without breaking open their incubation sacks. Failing this it is recomended that you use automatic weapons to erradicate thses pests before they close in on yourself, or your team.

Marauders: A Marauder has powerful shields and decent health making it a threat on it's own. However Ravagers often imbue husks and cannibals with armour plating, whcih blocks all damage until the plating has been knocked off. When a wave begins Marauders should be your priority targets as their high shields, Phaeston assault rifles, and ally buffing abilities can often turn a mild threat into an overwhelming force.

Brutes: We all know 'em, we all hate 'em. Big SOBs with armour plating and a surprising reach. Wee al know to shoot for the head. But did you know that you can knock a brute's armour plating off, just like a cannibal or husk? You did, very well, well how about the fact that the brutes have a weak point in the back, the exposed and glowing spine deals similar damage to a headshot. Now your brute killing is more efficient, handy for silver and gold, no?

Banshees: Their slender frame and slow, menacing walk may give you the impression that behind the Banshee's powerful barriers is a soft target, easily subdued. This is not the case, the Banshee is easily the most poweful and formidable of the Reaper forces. Capable of instantly killing any player in melee range this devastating force will often cause teams of hardened soldiers to become disorganised. The Banshee has the most powerful barriers in the game, capable of withstanding long periods of sustained fire and recharging extremely quickly. It is advised that you focus on removing a Banshee threat as soon as possible and, if necessary, using a Cobra missile launcher. The Banshee's barriers are vulnerable to traditional barrier busting techiques, such as Concussive Shot and warp ammo. Shield draining technology, such as disruptor ammo and overload are also quite useful. The most important thing to remember when facing a Banshee is to not panic, a coordinated group can take down a Banshee with miniml trouble as it's powerful barriers can not withhold against sustained combined arms fire. Though players are warned to remember the Banshee's massive armour rating and rapid regeneration. Only a powerful and focused effort can reliably take down a Banshee. The Banshee also has an array of biotic attacks, from it's biotic area attack to it's powerful warp field, making this foe difficult to confront at close range. The Banshee can sometimes be stunned by attacking it as it uses it's biotic charge ability, though this is unreliable at best.[/i]

Cerberus:

General: Cerberus are often considered the easiest foe to fight. Despite their heavy use mixed unit tactics, flanking and heavy armour support Cerberus have the distinct disadvantage of being human, and therefore are predictable. Cerberus troops try to minimise their losses with covering fire, smoke and shielding. Troopers will usually try to flank and supress rather than push through or overwhelm.

Troopers: Cerberus troopers are the most easily countered foe in the game. While they have moderate attacking and defence capabilities they are only aggressive in the most predictable ways. The trooper is only willing to lay down his life when accompanied by a superior officer, often spending extended periods in cover waiting for an opening. They are prone to flanking, and will often try to find indirect route to their targets. Cerberus troopers do have a preference for grenades, throwing a seemingly limitless number behind the cover of entrenched players, though most players note this more as a minor annoyancethan a major threat.

Centurion: The Cerberus command unit, this enemy employs a mobile shield generator and smoke grenades. Centurions do not flank all that often, prefering to keep players occupied by laying down covering fire and heavy smoke screens. It should be noted the Centurions will only deploy smoke in choke points or on their squad, making their use slightly predictable. Certain scope upgrades for sniper rifles allow players to see enemies through this smoke, negating it's effectiveness. The Javelin sniper rifle has this property as a core function, rather than a modification.

Guardians: The Ceberus Guardian is armed with a Hornet SMG or a Paladin pistol, making them fairly powerful offensively. However the Guardian's real strength is it's thick shield. The shiled takes advantage of the mass driver weapons' design of flattening a round on impact, meaning while modern firearms are powerful against flesh a simple metal plate is enough to stop a shot dead. Firing on a Guardian's shield is both a waste of time and thermal clips. Precision shots from a sniper rifle or pistol are the optimal method of dealing with Guardians, by eaither shooting threw the view port or attacking the user's arms or feet. Flanking also works.

Combat Engineer: The Cerberus Combat Engineer has low health, high shileds and a weak weapon. Alone it is hardly a threat. However Engineers set up sentry turrets which are both incredibly powerful and deadly accurate. Engineers tend to stay out of direct combat, fucusing instead on repairing turrets and the formidable Atlas mechs. Using Sabotage to hack a Turret is often the easiest, as well as the funniest, ways of eliminating a Cerberus Engineer. You can also destroy the turret while it it on the engineer's back or as he sets itup to instantly destroy both.

Nemesis: A Nemesis has no close range combat abilities at all. As such it tends to stay as far way from players as possible. If approached it will simply try to run away. It has moderate shielding and low health, but compensates with massive damage. A nemeis often strips a players shields in a single shot. It is worth noting that the Nemesis uses the Rptor sniper rifle, one of the weakest but fastest firing sniper rifles availalbe, however the Nemesis uses it as a powerful single shot weapon.

Atlases: Atli? Atlasus? The Cerberus mechs. Anywho, we all know that sadly you can not hijack an Atlas in multiplayer but the glass is still a weak point, well worth focusing your fire. Did you know that the glowing eezo core on the back of an Atlas is actually it's weakest point? It's true! But wait there's more! Despite it's high armour rating and powerful weaponry the Altas is actually surprisingly unstable. So much so that a krogan charge can potentially stagger it, this tactic has a heavy risk, but the priiiize. Also biotic powers such as pull or throw can also stagger Atluses, though they deal minimal damage.

Phantoms: No one likes Phantoms, they have that hand-gun thing that instantly drains your barriers and EVERYONE has stories of how a single unchecked Phantom has ganked an entire team. However, did you know that Phantoms and Nemesises, I don't know Latin, often work in pairs? If you see a Nemesis lining up a shot be careful, a Phantom could be flanking you. Despite their speed, tactical movement and powerful barriers Phantoms have one major flaw the Phantom is actually one of the weakest enemies in the game, meaning once it's barrier is down it is pretty much screwed. They are particularly weak to stasis, headshots and sustained fire. If you are having trouble with Phantoms, and are ludicrusly skilled with a rifle you can actually shoot the sword out of a Phantom's hand, removing it's melee attacks entirely Though such a shot is incredibly hard to pull off and extraordinarily rare.
 

Ironlungz949

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@ Janus vesta

I seem to be running into problems facing the banshee.... (silver,gold) I have equipped the black widow and saber .....what ammo mod works best against reaper forces especially against banshees
 

Janus Vesta

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Mar 25, 2008
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Ironlungz949 said:
@ Janus vesta

I seem to be running into problems facing the banshee.... (silver,gold) I have equipped the black widow and saber .....what ammo mod works best against reaper forces especially against banshees
It's a bit of a problem. You should probably use warp ammo as it deals extra damage to barriers and armour and use a barrier draining power like concussive shot or power drain. Your main problem is the banshee's rapidly recharging barrier and your lack of rapid fire weapons.

If you don't have any means of breaking the Banshee's barrier you should consider running. Banshee's are very easy to kite, but you'll need to fire at them constantly if you don't want their shields to recharge.

Really you need a good team to assist if you don't have automatic weapons.
 

Gannarr Uthrix

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Mar 21, 2012
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For a place good against Reapers on Silver, I actually have to say Firebase Giant. This base can defend against roughly anything if you got at least 2 full on snipers. Go to the big friggin base where the computer terminals and stuff are, have one sniper take cover in the door way, and the other in that window like area just inside. The one in that gunner's nest has a great defensive area since most enemies will be forced to aim up, odds are they'll hit the bottom of your cover, and this let's you take some heat off your buddy. However this may hinder your field of view and allow some quicker enemies to get through, but this is where the sniper in the door way comes in. He'll have a clear shot, seeing as they have to literally walk right up to him to get in. So unless you got a blind man guarding your door, your golden. Enemies will often fill that loading bay like area in front of you, turning it into a shooting gallery. Enjoy.

But hold on, cause this base has two points of entry. Yeah, you got the one pretty covered, but this is where your other two guys come in. Have them head to the far back by the ammo box where the ramp and ladder are. Have one guy stay there right by the ladder as full time guard. Weapon choice matter's little. This place only gets light enemy spawning unless there's an objective, so one guy can usually handle it. Have dude #4 cycle between helping peeps where it's needed, and checking the base just in case something slipped in. There IS a ladder that my strategy leaves kinda unguarded, but dude #3 can see it if he looks left and odds are will get shot at by anything trying to go up it. So you'll get a heads up. And the ladder can only be accessed via the docking bay A.K.A. shooting gallery. So if your snipers are doing there job, that shouldn't be an issue.

As for objectives, thats kinda luck just like any other map. My advice? if you can see the objective from the high ground of the base, have a sniper and some other class go up there and cover. Why take the other guy? If you've ever had a brute sneak up on you, then you have your answer. While yeah, you might not get that nice time bonus, you might live.

"Help! A Banshee got in the base and we don't know what to do!!"-
On silver, this is a game killer cause they'll spawn two at a time. Good communication is a MUST. First, try and spot one. Hope it pops up in the sniper's field of view. If it does, have both your snipers and that guy not doing a lot focus fire on the closest one. Take it out QUICK before they both get in. If you can do that, proceed to phase two. If not, start crying. anyway, if you can take both out, great, but if one gets in, don't panic. Have someone disengage to keep the front and back entrances guarded. The two left to deal with the wailing ice queen should literally give her the run around. Keep moving, keep her aggravated at you, and don't get cornered. Wear her down, and, if someone on guard duty catches a breather, press the assault when she isn't so "jumpy".

Well, that's it. I find this place works well on any faction and is one of my favorite hold out points. If anyone has any other "strats" for maps, I'd like to know.
 

DustyDrB

Made of ticky tacky
Jan 19, 2010
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I actually find myself getting flanked more by Geth than the other factions. Hunters are easy to miss when they are cloaked, and Pyros seem to love to hug walls around corners so you might not see them either.

What sucks is when you just happen to be coming around the same corner as a Phantom. That happened to me tonight. And...instakill. I think I told the game to fuck off then...

Another thing that makes me rage: When I search for games in a particular map, join the game, only to find the leader changed the map right before the game started. And if he changes it to Firebase Reactor, I'm leaving. I hate that map soooooo much.
 

Dio

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Jan 31, 2012
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I love my Drell Adapt. He practically rapes banshees and anything with armor with reave spam. If I have a lot of reaves going on a banshee and the barrier drops, it will die within 5 seconds tops. This is on silver difficulty, so I don't know about gold. Reave is pretty good against the big units of all factions. The only problem is the survivability since you only get half the shields normal classes get. But it ads to the fun.

The best part of playing a Drell is the movement. You basicly fly over the map with all kind of wierd acrobatic moves xD. It is a fun sight to see.
 

ScaryAlmond

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I go for the adept or infiltrator invisible revives are practically unbeatable they work extremely well

Anyone on origin looking for partners needed to have at least finished on silver
Add me Merciless Almond
 

Dio

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Grubz said:
I go for the adept or infiltrator invisible revives are practically unbeatable they work extremely well

Anyone on origin looking for partners needed to have at least finished on silver
You can add me on origin. The IGN is Diocruel. I have finished silver like 4 times so far but lately we keep dieing after we complete the objective on wave 10. So we get the money, but not the extraction exp xD.
 

Ninjat_126

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I've just finally managed to join games today, so my info's a bit limited.

I'm traditionally an Adept specialising in Warp/Singularity combos and crowd control, or a Suicide Vanguard. Vanguard hasn't got me anywhere so far, but my Adept is level 8 after finishing two missions, and not half bad.

I've got a level 3 Avenger, which is pretty good at all ranges, and use Singularity and Shockwave to keep the enemies off me. Enough bullet spam and Singularities, you can hold off an army of Cannibals and Husks forever, the Avenger tears through Marauder shields, and you can even deal substantial damage to a Banshee with sufficient application of Warp.

It kind of sucks against Geth, but even then I've managed to hold off corridors of Troopers, Hunters and Pyros by just spamming abilities at them. It doesn't kill the ones with shields, of course, but it still causes knockback.
 

DustyDrB

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Don't run everywhere!!!!

This just happened. Wave 10 on Silver in Firebase Glacier vs the Geth. We were given a "take down the targets" objective. Two people on my team just took off running as soon as the first target appeared. Of course, they blindly ran into a room and promptly met a couple Pyros, a Prime, and a Hunter or two. My other teammate dies trying to revive the others. I crawl into a corner and close my eyes, singing, "If I can't see them, they're not here" try to take down what targets I can, but the time limit forces me to take risks that result in my death.

Just...don't run everywhere. When you're about to enter a new room, search the area. I appreciate your vigilance in wanting to complete objectives, but I'd rather not end up having to complete those objectives on my own. Because I'm just not that good.
 

Drizzitdude

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Seriously an exreamly basic tactic people don't seem to grasp is to stick near the drop off zone. when everyone run around the map it screws up the enemy spawns and makes them more unredictable then say if everyone stayed in the room with 2 entrances.

Also I did a gold yesterday with 3 infiltrators andn an engi. Hilarious. Everything just dropped. Banshee didn't even get a chance too look at the combat drone before she took 2 widows shots and a javelin to the forehead.
 

tendaji

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If you are an engineer, spawn your Combat Drones on top of banshees. It will quickly get the Banshee's attention and the banshee will actually stand perfectly still seeing as she cannot melee the combat drone. She'll occasionally do a few of her biotic jumps, but won't move due to being stuck on the Drone. After about 20-30 seconds she'll finally use her AoE move to destroy the drone, by that point you and your team should have done some major team, and just rinse and repeat.

Stasis beats Phantoms, Stasis bubble is wonderful for gold when you can bubble a lot of phantoms and headshot them with ease.

I go with Chainx3 Overload with Neural Shock. So when my group is distracted by a heavy melee fighter, I can use Overload on some of the weaker enemies firing at us and disable them for a few seconds while we deal with the Brute or Banshee.