nope
I've discovered that heavy pistols are amazing, finally my infiltrator can actually damage phantoms.
Have they said if there will be any other modes beside horde?
nope
I've discovered that heavy pistols are amazing, finally my infiltrator can actually damage phantoms.
Have they said if there will be any other modes beside horde?
Ya it's a bummer it would be sweet if there was some kind of versus multiplayer, but to me its not a huge deal.
I'm actually glad there isn't versus. I don't think the powers and stuff would work well for PvP stuff.
I think I need to stop playing the multiplayer now. Over 30 veteran bags and still nothing besides a turian sentinel. Need to stop now before I burn out even before the real version comes out, god I hope there's better chests in the real version...
I think I need to stop playing the multiplayer now. Over 30 veteran bags and still nothing besides a turian sentinel. Need to stop now before I burn out even before the real version comes out, god I hope there's better chests in the real version...
PvP multiplayer would be terrible with the current balance issues. Terrible. I'm glad they only decided to do co-op.
On top of that they'd have to code in how effects like Stasis, Charge, Overload, etc. affect your actual gameplay (since you're using it on humans instead of AI).
That would be an incredible headache and too small a part of the game to invest too many resources into.
I'm getting tired of people using that shield regen exploit on Ghost, especially since it never works (phantom instant-kill)
What exploit? Why havnt I heard about this yet lol >_<
if you run across the map and jump off somewhere (I don't know where exactly) the game bugs out and everyone has increased shield regen - you're basically invincible (outside of instant-kill attacks). The player that triggered that bug can't play though, and sometimes the exploit stops working. I've seen it a couple of times now.
That's it.
For me it's the experience that carries over - thanks to the demo i know what class i want to play, how to use all the skills, what build do at launch, what type of enemies cerberus does and how to kill them efficently, and i know the two available maps to death.I've had 2 long and great sessions online with this demo but yes, hold back for the final release since nothing carries over.
I would say... for the moment thats all.
When they see that the MP is amazing and many people play it... they may add some more content to it through a dlc.
Besides that... they will have Cerberus, Reapers and maybe something like the Collectors as enemies for the mp
Speaking of that, I wonder what kinds of enemies we'll face? Will each enemy type have a corresponding race equivalent? Say, Phantoms would be Collector X? Or maybe each race is different? If so, that would rock.
six maps
That's disappointing. I expected at least two per system.
Based on the things I've heard from people who have apparently played the full game, the different enemy factions are not just swapped skins. In particular, (not-really-a-spoiler spoiler.the Geth are supposedly the 'easiest' to solo, because none of their units have one-hit automatic kills the way that the Atlas and the Phantom do for Cerberus
If that information is right (and I don't see much reason to believe that it's not), out of the box the full game should have (not a spoiler unless you're absolutely committed to keeping everything a surprise):And then obviously there are the locked classes and the weapons that don't show up in the demo.Three enemy factions (Geth, Cerberus, and one faction that's basically 'Reapers', although I forget whether it's Collectors, Husks, or what), six maps, and another purchasable item pack beyond Veteran (Spectre Pack) for 50,000 Credits.
That's disappointing. I expected at least two per system.
When they see that the MP is amazing and many people play it... they may add some more content to it through a dlc.
I think I need to stop playing the multiplayer now. Over 30 veteran bags and still nothing besides a turian sentinel. Need to stop now before I burn out even before the real version comes out, god I hope there's better chests in the real version...
Is there a way to NOT be owned by turrets so much? Friggin' turrets are the only ones I really fear. Not Phantoms, Not Atlas' just friggin' turrets!
I'm running with just the shotgun now but the cooldown seems to be lacking a bit. By that, I mean a second. I've maxed the Nova and Charge powers. For Nova, I chose the 25 percent chance to not trigger barriers. For Charge, I also chose the 25 percent thing. Is there a way to further increase the cooldown a bit?
I agree with the other's sentiment that competitive MP would sound good, but would be a bitch to make it work. Honestly, I'm fine with the game having just one MP mode as long as it's done well - and in honesty, it's awesome. As evidenced by the lot of us discussing tactics and whatnot about it.
I appreciate the help the people here have helped me with regarding classes and whatnot but I have a few questions regarding the Vanguard.
Is there a way to NOT be owned by turrets so much? Friggin' turrets are the only ones I really fear. Not Phantoms, Not Atlas' just friggin' turrets!
I'm running with just the shotgun now but the cooldown seems to be lacking a bit. By that, I mean a second. I've maxed the Nova and Charge powers. For Nova, I chose the 25 percent chance to not trigger barriers. For Charge, I also chose the 25 percent thing. Is there a way to further increase the cooldown a bit?
Also, I read from the BioWare forums that the packs only represent about 50 percent of the final game's content. If so, I wonder what else we can unlock in the game, no? More weapon types? Ammo types? Modules?
Damn! I need to stop playing the game. I'm at level 40 now and I know I'll be annoyed that they'll wipe my stats.
Just let a sniper handle the turrets its down in 3 shots.
If you dont have a sniper... throw grenades or shoot from mid range. If you need hide behind a obstacle near it.
Turrets are easy as hell for me.
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Last round whole team was down and my infiltrator was up against two snipers and one atlas.... killed the snipers and then the atlas just with my sniper rifle. xD Hell of a work but feels good to survive and rescue all the asses! ^^ took me 20 minutes or so
Just let a sniper handle the turrets its down in 3 shots.
If you dont have a sniper... throw grenades or shoot from mid range. If you need hide behind a obstacle near it.
Turrets are easy as hell for me.
---
Last round whole team was down and my infiltrator was up against two snipers and one atlas.... killed the snipers and then the atlas just with my sniper rifle. xD Hell of a work but feels good to survive and rescue all the asses! ^^ took me 20 minutes or so
Wait, how do you throw grenades? Or is it something you get from those packs?
Wait, how do you throw grenades? Or is it something you get from those packs?
Shotgun weight (weapon weight in general) affects your recharge times on powers. I forgot which shotgun I ended up getting in a vet pack, but it was a gold one and put me at -130% or something.
I think it's fitness, higher ranks do let you reduce weight.
And 6 maps is really disappointing. I was expecting twice that.
My best defense against turrets is "hope and pray". If you come across one, evaluate the situation quickly because you've got two options: 1) Run, or 2) Commit. Don't hesitate, because you'll die. If you see it and it's engaged somewhere else, then go ahead and commit. Otherwise, look for another route.
Once you do Commit, run as close as possible then start with dual novas. Never, ever lead with Charge. And if your shields are down, then don't commit. Like I stated in one of my other posts, don't ever lead with Charge because this is your "Get out of Jail" card. Run up to the mob/turret and lead with Nova. Nova/Nova/Charge/Nova will eliminate most turrets, and even Nova/Charge/Nova/Nova will work. However Charge/Nova/Nova will most likely kill you if the turret's at full health.
Just remember... turret or mob or Atlas or whatever, it's always better to start with Nova.
One mistake I think you made though is picking the 25% chance to not trigger your shields. It's unreliable and it forces you to look down at your shields every time to see if you got the bonus. This means less time during those crucial moments when you're lining up a Charge to get your shields back. to It's nice when you get the bonus but if you can't rely on it, then it's a liability. The other ability Pierce is far more effective because it means you put down those enemies that are the biggest problems faster: Atlas, Phantoms and Turrets. Doing an additional 100% damage to protected enemies *every single time* is far more reliable.
As for Charge, not sure what 25% thing you're talking about. Is that also a 25% chance for no cooldown? Is that the same tier as the one that gives you 100% barriers? If so, 100% barriers is far more important. Besides the added protection, what's more important is that it gives you an extra Nova. You don't need to go two Charges in a row, since the first Charge will give you full shields (if you went the other route in your build).
Remember, think of Charge as your safety button, not your primary damage dealer. Why? Because if you use Charge when you have full shields, it's a waste. Those shields are the battery for Nova, and the Charge/Nova (x2)/Charge/Nova (x2) combo is so strong because of the synergy.
Also I play on Xbox, so with Nova on RB I can use it at a moment's notice, don't need to aim and don't need to take my thumb off RS. However, any time I'm lining up Charge I need to switch my thumb between RS and Y. We've all been in those frantic moments when our shields drop from a Nemesis/Atlas/Phantom/whatever and are frantically slamming Y to Charge as soon as the cooldown is over. This means you're only aiming with LS. So if 25% of the time you're lining up that second immediate Charge (that you don't need) then that means less time with your thumb on RS. It's a subtle difference but it makes worlds of difference when you're in a critical situation.
As far as cooldown, if you take the option for Charge to get 100% shields and Nova to only drain 50% of shields, then you'll never have issues if you only run with a shotgun.
I think I saw someone mention that the game had drop-in support for matches going on. I have yet to see this as I only ever get dumped into a lobby via quickmatch. Did I hallucinate reading about that?
I'm currently using the Scimitar as my shotgun of choice. I only have that and the Katana, so there's not much option there.
How do you know if you unearth a "gold" pack? I got the Widow, which I think is a gold, but how do you know for sure?
I think I saw someone mention that the game had drop-in support for matches going on. I have yet to see this as I only ever get dumped into a lobby via quickmatch. Did I hallucinate reading about that?
I'm currently using the Scimitar as my shotgun of choice. I only have that and the Katana, so there's not much option there.
How do you know if you unearth a "gold" pack? I got the Widow, which I think is a gold, but how do you know for sure?
Argh! Damn! Your build makes more sense than what I did! Shit! I hope I can re-assign the points! Ah, well...at least I won't make the same mistake in the final game's MP, no?
Your tactic does make a lot of sense. Yeah, I think I chose the wrong max levels for Charge and Nova
Thanks for the tip! Man, I haven't even tried the other classes other than Human Vanguard and Human Infiltrator.
But the thing that really pisses me off is the matchmaking. Doing a quick match and constantly getting put with like 2 people in the the lobby...and it's gold and they are like lvl 4's T_T lol Not to mention people always dropping as host and leaving during matches and I rarely ever have it let anyone join mid game. They could easily fix a lot of these things, and I hope some improvements are made in the final release.
Yeah, but you can't filter who gets to join a game. It can really slow down getting a good gold game going.You know you can filter by challenge level, right?