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Mass Effect 3 Multiplayer |OT| Rich, deep online role playing

Xevren

Member
Your GT is Xevren11?

I think I just played with you on Vancouver. There was a pink Krogan and a grey Krogan -- I was the grey one and joined late.

Have you been mostly sticking with Silver matches?

Yea, if I don't have any friends on I just stick with silver. I remember that match because a human vanguard rage quit after he died.
 

Melchiah

Member
6/6/6/6/0

Cloak > Damage, Recharge, AR damage*
Overload > Chain, Neural OR Recharge (can't go wrong with either. Neural Shock is very underrated though), Chain (don't bother with the shield damage increase... you'll do more damage with your weapon in the time it takes for you to raise and lower your arm)
Stim Packs > damage, duration, weapon damage. 2000 shields is already a big deal - and with cloak you'll be in and out too much to be worrying about taking a massive barrage
Turian Dude > weapon damage, headshots, weapon damage

*now with cloak, you don't have put that into AR damage. You can opt for bonus power and potentially go for more tech bursts and take advantage of turian stability perks by using a weapon like the Hurricane..

but that's my build at least. Every Stim Pack/decloak is a guaranteed boss kill.

The reason why I give zero fucks about fitness is because of the Cyclonic Mod equipment. Throw one on, and continue to patiently avoid fights you can't win, section off your enemy, bail the fuck out when its time to bail the fuck out, and you'll always be fine. The vast majority of deaths come from people thinking that they can take more punishment they were ever meant to. Just fall back - the flanking fuckyou attacks arent even that common.

Thanks. =) I'll try that, once I get another Reset Powers consumable. I usually leave out the old ability, in this case Overload, and use the points on the new abilities when I try out a new character.
 

Omega

Banned
6/6/6/6/0

Cloak > Damage, Recharge, AR damage*
Overload > Chain, Neural OR Recharge (can't go wrong with either. Neural Shock is very underrated though), Chain (don't bother with the shield damage increase... you'll do more damage with your weapon in the time it takes for you to raise and lower your arm)
Stim Packs > damage, duration, weapon damage. 2000 shields is already a big deal - and with cloak you'll be in and out too much to be worrying about taking a massive barrage
Turian Dude > weapon damage, headshots, weapon damage

*now with cloak, you don't have put that into AR damage. You can opt for bonus power and potentially go for more tech bursts and take advantage of turian stability perks by using a weapon like the Hurricane..

but that's my build at least. Every Stim Pack/decloak is a guaranteed boss kill.

The reason why I give zero fucks about fitness is because of the Cyclonic Mod equipment. Throw one on, and continue to patiently avoid fights you can't win, section off your enemy, bail the fuck out when its time to bail the fuck out, and you'll always be fine. The vast majority of deaths come from people thinking that they can take more punishment they were ever meant to. Just fall back - the flanking fuckyou attacks arent even that common.


this build is great. only difference is that I go with survival damage on rank 6 of stimpack. it comes in handy with those shitty hacks on the Earth maps and doing devices.

I don't put a cyclonic modulator on him. 750 is good enough and when things get rough just use a stimpack. I go with power amps for stronger fire explosions, plus the extra damage from the power amp takes out a phantoms barrier in 1 overload.
 

DY_nasty

NeoGAF's official "was this shooting justified" consultant
this build is great. only difference is that I go with survival damage on rank 6 of stimpack. it comes in handy with those shitty hacks on the Earth maps and doing devices.

I don't put a cyclonic modulator on him. 750 is good enough and when things get rough just use a stimpack. I go with power amps for stronger fire explosions, plus the extra damage from the power amp takes out a phantoms barrier in 1 overload.

Oh I was just talking about armor mods altogether. They add a lot of versatility that I think a lot of people miss out on and forget to take advantage of. Adrenaline mods in particular.
 

Mindlog

Member
Explosions don't get amp bonuses, but yeah taking out the Phantom barrier is nice.

Cerberus/Glacier/Gold
My first game since the DLC with my Paladin (Wraith X - Choke/Blade/Incendiary IV.)
I used this build. Didn't take tech combos on Snap Freeze, because I've always relied on the debuff. I'm pretty happy with this setup. Explosions from Incinerate suffer because it's only at level 3, but those fire explosions are only there for stagger effect. Almost every mook dies from Fire Shield + Snap Freeze. At close range I don't really need Incinerate because after Snap Freeze I'm going to take a shot (applies ammo effect) or melee (applies fire) again while waiting for cooldown.

I didn't extract because I ran around trying to revive evrybody, but it was a cakewalk otherwise. I was pleasantly surprised that Dragoons didn't change the Paladin's melee effectiveness.
 

DY_nasty

NeoGAF's official "was this shooting justified" consultant
Honestly, my favorite classes post updates/patches is the Asari Vanguard.

Run around with 9 cranked up Lift Grenades and headshot everything with a Crusader.
 

exYle

Member
Explosions don't get amp bonuses, but yeah taking out the Phantom barrier is nice.

Cerberus/Glacier/Gold
My first game since the DLC with my Paladin (Wraith X - Choke/Blade/Incendiary IV.)
I used this build. Didn't take tech combos on Snap Freeze, because I've always relied on the debuff. I'm pretty happy with this setup. Explosions from Incinerate suffer because it's only at level 3, but those fire explosions are only there for stagger effect. Almost every mook dies from Fire Shield + Snap Freeze. At close range I don't really need Incinerate because after Snap Freeze I'm going to take a shot (applies ammo effect) or melee (applies fire) again while waiting for cooldown.

I didn't extract because I ran around trying to revive evrybody, but it was a cakewalk otherwise. I was pleasantly surprised that Dragoons didn't change the Paladin's melee effectiveness.

While we're on this subject...
New Glacier SUCKS. I don't understand why changes were even remotely necessary.
 

Omega

Banned
Explosions don't get amp bonuses, but yeah taking out the Phantom barrier is nice.

oh ok. i thought they did because i played one game without it and it felt like the fire explosions were doing more damage the next match when i had a power amp on.

i was mainly bringing it for phantoms anyway. i like to take them out as quick as possible since they've screwed up so many gold/platinum solos
 

Sai

Member
While we're on this subject...
New Glacier SUCKS. I don't understand why changes were even remotely necessary.
Too much camping 'n Slash-spam from that room they blocked off; I'm glad they did it.

Don't understand why the ammo crate in the basement was removed though. Not a game/map-breaker, but it did make me wonder.
 

Mindlog

Member
oh ok. i thought they did because i played one game without it and it felt like the fire explosions were doing more damage the next match when i had a power amp on.

i was mainly bringing it for phantoms anyway. i like to take them out as quick as possible since they've screwed up so many gold/platinum solos
They do amplify the power so it could be that little bit on each end was enough to make a difference.
While we're on this subject...
New Glacier SUCKS. I don't understand why changes were even remotely necessary.
Theoretically I like the changes. No more camping the panic room so it's all speed-run all the time.

For some reason players still like to screw up spawns by crossing the yellow lines >:\
Do not cross the yellow line!
 

Sai

Member
Theoretically I like the changes. No more camping the panic room so its all speed-run all the time.
Thank you.

For some reason players still like to screw up spawns by crossing the yellow lines >:\
Do not cross the yellow line!
A lot of 'em just don't know. I try to point it out when I can, but most will play the way they want regardless.
 

exYle

Member
You see, I only ever recall slash/smash spammers camping the panic room once. I myself only used it ever as an actual panic room - when I was close to dying and needed a quick respite. Aside from that, the room provided an excellent spawn nuking site and an awesome teleportation pad for the Fury/Slayer to the lower rooms.

My bigger gripe is the loss of cover in two hallways. Why, why, why? Hitting the lower spawns is now just plain annoying, as you're completely exposed to lots of gunfire.

FB White's changes were addition, Glacier's subtraction. Who on Earth thought that would be a good idea?
 

X-Frame

Member
What does everyone think of this Krogan Soldier build that focuses on durability and fire explosions from Inferno Grenades + Carnage?

I have been doing very very well on Gold with only 3 ranks in Inferno Grenades and 6 in Carnage but want to max out the damage as much as possible and be able to take on Collectors and Reapers. I had to sacrifice from survivability but I think I retained a good amount but boosted his destructive force as much as possible.

I have a Grenade Gear V as well.

Build for those who don't want to click the link:

Fortification: Durability/Power Synergy (Damage & Force)
Carnage: Damage/Incapacitate/Armor Damage
Inferno Grenades: Damage/Damage/Armor Damage
Berserker: Damage & Capacity/Power Damage
Rage: Durability
 
What's the difference between setting up tech bursts/fire explosions/cryo explosions?

Ive noticed with the human engineer if i go incinerate > Overload it does a fire explosion

however if i do it the other way around it doesnt work?
 

exYle

Member
What's the difference between setting up tech bursts/fire explosions/cryo explosions?

Ive noticed with the human engineer if i go incinerate > Overload it does a fire explosion

however if i do it the other way around it doesnt work?

I don't think Overload lasts long enough to set up an Tech Burst from a single character. It works best with another person working alongside you.

I could be speaking out of my ass.

EDIT: According to this, the window for detonating a Tech Burst with Overload is 3.5 seconds, so I guess I was wrong. Maybe you're just experiencing a glitch?
 

EatChildren

Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
Something I've always wondered: do weapon mods stack above X?
 
I don't think Overload lasts long enough to set up an Tech Burst from a single character. It works best with another person working alongside you.

I could be speaking out of my ass.

EDIT: According to this, the window for detonating a Tech Burst with Overload is 3.5 seconds, so I guess I was wrong. Maybe you're just experiencing a glitch?

Not sure really, Fire explosion works all the time if i start with incinerate and go straight to Overload.

The thing is i have a cooldown of 191% with the mattock so the timing shouldnt be the problem really..
 

exYle

Member
Not sure really, Fire explosion works all the time if i start with incinerate and go straight to Overload.

The thing is i have a cooldown of 191% with the mattock so the timing shouldnt be the problem really..

Wait, are you asking if Overload + Incinerate will create a Fire Explosion? If so, that won't work because Incinerate is a setup power for only FE's, but it can detonate both FE's and Tech Bursts.

Something I've always wondered: do weapon mods stack above X?

What do you mean?
 
Wait, are you asking if Overload + Incinerate will create a Fire Explosion? If so, that won't work because Incinerate is a setup power for only FE's, but it can detonate both FE's and Tech Bursts.

Its still a bit confusing to me. i understand biotic explosions completely and their setups - but since Tech Bursts/Fire Explosions/Cryo Explosions only recently became viable its still very new to me.

I know you need a primer and detonator etc.

Do Tech bursts make a sound or have an effect like fire explosions/biotic explosions etc?
 

exYle

Member
Its still a bit confusing to me. i understand biotic explosions completely and their setups - but since Tech Bursts/Fire Explosions/Cryo Explosions only recently became viable its still very new to me.

I know you need a primer and detonator etc.

Do Tech bursts make a sound or have an effect like fire explosions/biotic explosions etc?

You can hear and see a quick burst of electricity after the detonation. After that, the only notification you get that a Tech Burst actually occurred is if you killed the enemy and it showed up on your feed. It's not very distinctive.
 

EatChildren

Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
What do you mean?

Rail amps sorry. Looked it up while I was trying to explain it, and learned it's based on percentage. I always thought it stacked on the base level, like Assault Rifle Rail Amp II on a Mattock V would result in a Mattock VII. And thus was wondering of amps stacked above max level, eg: Mattock X to Mattock XII.

And now I know it's a percentage boost to damage, not a level. I feel like an idiot.
 

exYle

Member
Rail amps sorry. Looked it up while I was trying to explain it, and learned it's based on percentage. I always thought it stacked on the base level, like Assault Rifle Rail Amp II on a Mattock V would result in a Mattock VII. And thus was wondering of amps stacked above max level, eg: Mattock X to Mattock XII.

And now I know it's a percentage boost to damage, not a level. I feel like an idiot.

They recently updated the UI to weapon, ammo and armour amps. If you look at the description, they now have percentage boosts instead of "Assault Rifle Damage Level III"
 
There have been a LOT of bugs with the new DLC.

My Volus characters often (once every 3 games) lose all power control inputs. I cant fire, revive, use powers, reload or switch weapons. i try to heavy melee as this used to work but nothing happens. it lasts 2-3 waves of me doing NOTHING.

Sound glitches - using a reeger with my volus - sometimes there is no sound from that or from the recon mine.

Also, when sitting in a lobby often my stats get replaced with the person above me.

Also, a few of the packs spawn faulty info i.e. "Assault Rifle + 111%,, Grenades + 0" etc
 
I think i'm having a run of bad games right now, did almost half of the entire game where I couldn't see any baddies. My only points came from doing the little missions.
 
There have been a LOT of bugs with the new DLC.

My Volus characters often (once every 3 games) lose all power control inputs. I cant fire, revive, use powers, reload or switch weapons. i try to heavy melee as this used to work but nothing happens. it lasts 2-3 waves of me doing NOTHING.

Yeah I've had this happen a bunch of times too. Really odd.
 
worst glitch ive experienced yet: a huge sound started coming from my speakers like they were going to blow up. we then lost all sound in the game. it happened to all 4 of us ajd we couldnt hear anything. i checked my.amp and.speakers and they worked fine on xbox and ps3. i was seriously worried this glitch would ruin my sound system. ive.never.experienced anything like this before. we all had to restart and then it worked ok.
 

Sajjaja

Member
Yeah... I've been getting that bug too where I couldn't shoot or use abilities. Have to heavy melee out of it.


Does unlocking the Cerberus characters require the purchase of DLC?
 

Bisnic

Really Really Exciting Member!
I've seen a bunch of these bugs before the DLC, so its not like its the main cause of them.

But the most annoying one is when the escort robot suddenly disappear... making the objective impossible to complete since even his circle stops moving. I think i've seen this happen at least 3 times since they've added this new objective, so thankfully it's a pretty rare bug, but it still is very frustrating when it happen at wave 10 on Gold.
 

Bisnic

Really Really Exciting Member!
Weird, i was pretty sure ME3 sold more than 1.8 millions copies.

Still, 204k active players doesn't seem like a lot, and they're still giving us free multiplayer DLCs.... guess there is some crazy people in those 204k that spend a lot of money on packs.

And damn, Xbox 360 sure got the biggest drop in players compared to the other 2 platforms. They only have 41k more active players than on PC, yet they sold 700k more copies. :lol
 

Xevren

Member
Probably doesn't matter much when we already play with people from all over the world. I remember hearing languages i couldn't even understand a few months ago.

All I know is playing with a GPS when some dude from Australia is hosting really really sucks.
 

Jinjo

Member
Thanks for the Turian Ghost tips guys.

Put my fresh and sweet Typhoon on him and wrecked shit up. Got to lv20 and promoted him immediately to start over and perfect the build. :)
 
There have been a LOT of bugs with the new DLC.

My Volus characters often (once every 3 games) lose all power control inputs. I cant fire, revive, use powers, reload or switch weapons. i try to heavy melee as this used to work but nothing happens. it lasts 2-3 waves of me doing NOTHING.

Sound glitches - using a reeger with my volus - sometimes there is no sound from that or from the recon mine.

Also, when sitting in a lobby often my stats get replaced with the person above me.

Also, a few of the packs spawn faulty info i.e. "Assault Rifle + 111%,, Grenades + 0" etc

yep same shit has happened to me too. not being able to shoot or use any powers is fucking terrible, in a gold match its enough to ruin it for everyone...

i've also had something even more infuriating happen to me twice now; i'm the only one alive trying to complete an objective (i think it was hacking both times), and it's ALMOST done.. and i look at the time, still a minute or so left, so i'm definitely going to make it. but THEN i suddenly get mission failed... wtf? i swear i had more than enough time left! and it literally failed JUST as our team was about to get the credits. happened in a gold match where i had to use all my medigels and rockets, and the upload was about 2-5 seconds from done... and it just fails for no reason even though there was plenty of time left. pissed me off so much and i couldn't believe my eyes.
 

Harlock

Member
Shield/Health gates are working, the most likely cause of the difficult spikes is the host making more game calculations.

http://social.bioware.com/forum/1/topic/343/index/14478691/26

Off Host is a lot more deadly now, even when lag isn't noticeable (you don't jump all over the place) we are actually lagging more often now that the Host makes all the calculations as part of the vanguard glitch fix.

Health evaporates 1000 health isn't the same as 1000 shield, health appears to go down faster, but that could very well be because how the host calculates damage.

Third point:

If the game felt the same to bioware while testing on their labs with 0 lag, and feels much more difficult while playing with players then is pretty clear that the only issue is lag aka Host calculations screwing the players.
 

Bisnic

Really Really Exciting Member!
Shield/Health gates are working, the most likely cause of the difficult spikes is the host making more game calculations.

http://social.bioware.com/forum/1/topic/343/index/14478691/26

Yeah, but i guess we can expect some enemy nerfs when they say this :

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.
 

X-Frame

Member
Yeah, but i guess we can expect some enemy nerfs when they say this :

Oh, that's interesting.

TBH I also notice the increase in difficulty but at the same time we have also been given new classes and mods and gear and fire/cryo explosions are actually worthwhile so it balances out a little bit.

Still, I'm curious what they do. Tomorrow's balance changes are going to include buffs to the sniper rifles as well.
 

Bisnic

Really Really Exciting Member!
Oh, that's interesting.

TBH I also notice the increase in difficulty but at the same time we have also been given new classes and mods and gear and fire/cryo explosions are actually worthwhile so it balances out a little bit.

Still, I'm curious what they do. Tomorrow's balance changes are going to include buffs to the sniper rifles as well.

I just want Gold to be yet again about games that i can easily complete by only using half my consumables at most rather than being frustrating and wasting all of them without being even sure i can beat wave 10.
 

Xevren

Member
I wish we had some invincibility when joining games. Seems like I'm always joining games when they're going and I can't really do much since I'm instantly getting gangbanged when I joined.
 

Omega

Banned
did they buff biotic explosions?

i was taking a good 3-4 bars of armor of Primes and I don't remember doing that much damage.
 

Mindlog

Member
Finally unlocked the "great wind". :D
Nice! I can't wait for the Great Hurricane (Vanguard.)

Someone threw up a Platinum solo vid with the exact Turian Ghost build I was going to use to do it.
Thread - Video - Build
Granted it's against Collectors to start, but Sy7ar is quite good and it still took him an hour. That's a long friggin time.
 

X-Frame

Member
The only thing I don't really like about these challenges is that a headshot on Platinum is of the same value to a challenge as a headshot on Bronze.

The Husk 1, Husk 2, Husk 3 doesn't make any sense but to have people approach milestones more often. It should require less to meet the challenge on Gold than it should to meet it playing strictly on Bronze, otherwise everyone seems to just be dropping down to Silver or Bronze to complete challenges easy but then they're not really challenging anymore and that defeats the purpose.
 

Omega

Banned
The only thing I don't really like about these challenges is that a headshot on Platinum is of the same value to a challenge as a headshot on Bronze.

The Husk 1, Husk 2, Husk 3 doesn't make any sense but to have people approach milestones more often. It should require less to meet the challenge on Gold than it should to meet it playing strictly on Bronze, otherwise everyone seems to just be dropping down to Silver or Bronze to complete challenges easy but then they're not really challenging anymore and that defeats the purpose.

wouldn't it take longer doing it on bronze or silver since theres less enemies?
 
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