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

Except...

Shockwave upgraded will lower the cooldown on all your powers and it's not always a good idea to charge into an enemy. It gives you a ranged option.

Having a ranged option is nice, but being able to have Charge available at all times (for shield recharge) is FAR more important. The Nova/Charge synergy is so incredibly powerful that there are very few situations to remain at range (upload objective and extractions are the only ones where I sit still).

Maxing all the skill trees is also only possible if you put *zero* points in Shockwave. Why is this important? Why not sacrifice maxing out one skill if it means you can put a few points into Shockwave? Because of the combined synergy of all the other skill trees:

Charge: Level 6 gives you 100% shield recharge instead of 50%. Besides the added protection, this allows you to use Nova to its fullest capabilities.

Nova: Level 6 gives you Pierce, which does +100% damage to barriers/shields/armor. Absolutely key in taking down the most dangerous enemies in Centurions, Phantoms, Atlas' and Turrets. (Also level 5 gives you the ability to only use 50% shields per use. Even if your shields are at 55% you can still use Nova twice, which keeps you invulnerable long enough to immediately use Charge again).

Fitness: Level 6 gives you 25% increased health/barrier bonuses. Besides the extra life (825 each of barriers/life), this means your Nova is a) more powerful and b) more likely to be able to be used twice between Charges.

Assault Mastery: Level 6 gives you a power damage bonus of 15%, and power duration/force bonus of 25%. You can go entire rounds without firing a single shot with the Nova/Charge combo. You can solo an Atlas (in his FACE) with this combo. And giving a bonus to both damage and force means you can kill everyone faster. Why does the force bonus matter? Well, even if your shields are at 5% you can still use Nova. Why would you? Because if the enemy doesn't have protection, then they will at least stagger, if not fly up into the air outright. This gives you (and your teammates) tons of breathing room when 3 guys all hit the deck at the same time, making them incredibly easy targets (and not able to shoot back at you). And note that with level 6 Nova (double damage to shields/barriers/armor), dropping their protection is easier as ever. With this build, if you have full shields a Nova at close range will immediately drop a Phantom's full barriers and stagger them. The second Nova will make them fly into the air, and a Charge will usually finish them.

What does Shockwave give you? It's solid at range, and it gives a way to stagger Guardians. But both Nova and Charge stagger Guardians as well, with the added bonus of being at a *consistent* range when you do so. It becomes second nature to Nova or Charge at close range, then immediately go for the headshot since the distance will be about the same every time. This isn't true with Shockwave. If an enemy is close enough to use Shockwave, it means they're also close enough to run up to and use Nova. And a (human) Vanguard at range is a Vanguard not living up to her capabilities. Also, using Shockwave means you *can't* use Charge, which is your lifesaving skill.

And yes, I agree, it's not a good idea to go Charging everywhere. This is why I've advocated in all my posts to lead with Nova, *not* Charge. Leading with Nova means you have time to survey the situation (ie, look for turrets) then Charge to get your shields back if you need to escape. Leading with Charge means you have to wait for the cooldown, which is death on Silver and Gold.

Edit: On top of everything above, favoring Nova over Shockwave means you don't have to aim your Novas (since it hits in a radius around you). Lots of times I'll run blind (literally if there's a smoke grenade out) into a hotspot and just lead with Nova. If my shields drop early then I'll have Charge available to reset (and escape if need be) but if not then I'll go with a second Nova to weaken enemies further. Clean up with a shotgun or pistol or melee if there are stragglers or go back into Nova if there are still a lot left. Point is you don't have to aim if you know you're surrounded.
 

Mindlog

Member
I get like 150-170k and buy about 6 recruit packs and rest veteran packs. Veteran packs are great for upgrades and supplies and recruits are better for power buffs.
The amp power buffs? In the demo my recruit packs always had level 1 stuff. The veteran packs always had level 2. I have switched exclusively to veteran packs. I'll pick up a recruit pack occasionally, but it's always crap gear that I burn away in a bronze match.

My Krogun Claymore is level IV. I have yet to get another Widow or Revenant. I'm pretty much done with the demo. Eagerly awaiting retail.
___
RE: Vanguard Shockwave
Agreed, the situations in which shockwave is a better choice than Nova are extremely limited.

Almost any build can be somewhat effective given the proper playstyle. I like the revenant on a Turian. I've seen an immensely successful Drell-Hornet Vanguard. I charge on Gold with 0 points in shockwave. There is a video in this thread with a gold vanguard using shockwave.
 

KKRT00

Member
The amp power buffs? In the demo my recruit packs always had level 1 stuff. The veteran packs always had level 2. I have switched exclusively to veteran packs. I'll pick up a recruit pack occasionally, but it's always crap gear that I burn away in a bronze match.

Sure there are lvl 2 power ups, but even lvl 1 are great boost, especially cryo ammo is amazing and its for one match only ;p, so its better to get it from recruit pack :)
 

Kenaras

Member
Assault Mastery: Level 6 gives you a power damage bonus of 15%, and power duration/force bonus of 25%. You can go entire rounds without firing a single shot with the Nova/Charge combo. You can solo an Atlas (in his FACE) with this combo. And giving a bonus to both damage and force means you can kill everyone faster. Why does the force bonus matter? Well, even if your shields are at 5% you can still use Nova. Why would you? Because if the enemy doesn't have protection, then they will at least stagger, if not fly up into the air outright. This gives you (and your teammates) tons of breathing room when 3 guys all hit the deck at the same time, making them incredibly easy targets (and not able to shoot back at you). And note that with level 6 Nova (double damage to shields/barriers/armor), dropping their protection is easier as ever. With this build, if you have full shields a Nova at close range will immediately drop a Phantom's full barriers and stagger them. The second Nova will make them fly into the air, and a Charge will usually finish them.

Assault Mastery? Are you saying the full version has different powers than the demo, and I'm out of the loop? (My demo Vanguard has Alliance Training, and what you're describing isn't one of the options for Rank 6.)
 
Assault Mastery? Are you saying the full version has different powers than the demo, and I'm out of the loop? (My demo Vanguard has Alliance Training, and what you're describing isn't one of the options for Rank 6.)

Oh whoops, I pulled the info from the wiki because I was at work so I got it wrong.

You're right, Alliance Training is correct, and Level 5 is where the power damage and force increases are. Level 6 is still vitally important though, as it reduces the weight of your weapons by 20%, meaning you get a better cooldown bonus.

My point still stands, however. With one weapon and the build I described above, the time it takes to do two Novas is the time it takes for your Charge to cooldown. Still not worth increasing your cooldown time for Shockwave.
 

Kenaras

Member
Oh whoops, I pulled the info from the wiki because I was at work so I got it wrong.

You're right, Alliance Training is correct, and Level 5 is where the power damage and force increases are. Level 6 is still vitally important though, as it reduces the weight of your weapons by 20%, meaning you get a better cooldown bonus.

My point still stands, however. With one weapon and the build I described above, the time it takes to do two Novas is the time it takes for your Charge to cooldown. Still not worth increasing your cooldown time for Shockwave.

Depending on your choice of weapon, you can get the maximum 200% recharge bonus without getting the 20% weapon weight reduction.

Personally, I'd go with Level 3 Shockwave when using a single SMG or pistol and no second weapon. 20% weight reduction is important when using a shotgun and/or dual weapons.
 

Tsukumo

Member
Note: Shockwave is great for everything but the Human Vanguard.

The primary downfall of Shockwave is that it shares a timer with Charge, which is several orders of magnitude more important than Shockwave.

I like the vanguard. A LOT. But the thing is it makes a mess for the other players. I don't like to ruin the game for other people in my team: is one thing to go for the Atlas and see who makes the most points out of it (without the friggin' launcher) but ruining headshots with shockwaves like EmCeeGmr points out or bursting into force balls and force waves throughout the entire map with a Vanguard is like...anti-social ^_^ I absolutely cannot fathom how playing 10 waves, for more than 30 minutes, just doing an endless sequence of stasis -> headshot, stasis -> headshot, stasis -> headshot could be any fun, but why spoil their game when I can just get out of the match and co-op with someone who actually tries to play around with lot of characters and different powers? ^_^ There is also a practical reason by the way: lag is not that big of a deal if you use powers like incinerate or overload, but when I was playing Vanguard in the multi I got downed several times because the game wouldn't register the charge attack. Fracking frustrating.
I'll keep in mind the build you suggested though. A build like that is going to make single player a galactical carnage.
 
Depending on your choice of weapon, you can get the maximum 200% recharge bonus without getting the 20% weapon weight reduction.

Personally, I'd go with Level 3 Shockwave when using a single SMG or pistol and no second weapon. 20% weight reduction is important when using a shotgun and/or dual weapons.

This may be true as I use a shotgun with my build. I don't have any worthy SMG's or pistols that are strong enough to put enemies down with minimal shots.

Either way though, I still fail to see instances where using Shockwave is unequivocally better than using Charge. At higher difficulties having Charge available at all times to use at a moment's notice is of paramount importance. And if there are enemies behind cover, Nova is still able to go through cover to hit them.

And I could be wrong, but doesn't shockwave merely stagger unprotected enemies from a direct hit? Even a 5% shield Nova hit will throw enemies into the air, and it doesn't share a cooldown timer with Charge.

If you do have a Carnifex or other powerful light weapon, then taking the other option at Level 6 Alliance Training is still wholly beneficial with the benefit to weapon damage. Having a weak Shockwave available for use in rare times isn't worth giving up the damage you gain from a weapon you'll use for the entire match.
 
I like the vanguard. A LOT. But the thing is it makes a mess for the other players. I don't like to ruin the game for other people in my team: is one thing to go for the Atlas and see who makes the most points out of it (without the friggin' launcher) but ruining headshots with shockwaves like EmCeeGmr points out or bursting into force balls and force waves throughout the entire map with a Vanguard is like...anti-social ^_^ I absolutely cannot fathom how playing 10 waves, for more than 30 minutes, just doing an endless sequence of stasis -> headshot, stasis -> headshot, stasis -> headshot could be any fun, but why spoil their game when I can just get out of the match and co-op with someone who actually tries to play around with lot of characters and different powers? ^_^ There is also a practical reason by the way: lag is not that big of a deal if you use powers like incinerate or overload, but when I was playing Vanguard in the multi I got downed several times because the game wouldn't register the charge attack. Fracking frustrating.
I'll keep in mind the build you suggested though. A build like that is going to make single player a galactical carnage.

Why does it have to be 'anti-social'? When I don't play I don't look to steal kills; rather, I'll lone wolf and cover areas that my teammates aren't covering.

For the white base, I'll start by covering the landing pad. With the staggered way that enemies come in, it's very easy for a solo Vanguard to knock off and/or eliminate enemies even in the later waves of silver and gold. This allows my teammates to cover the lower area and stairwell, and this creates a very strong wall as a large part of the map at our backs is entirely safe.

For the brown base I'll immediately run to the large open area on the right and stand at the top of the ramp next to the ammo. From here a solo vanguard can cover 4 entry points (from left to right): the room to the left, the crates at the top left, the crate at the top right, and the chute inside the room on your right. In later waves on silver/gold (waves 7+) this becomes more dicey if an Atlas comes out on the left with phantoms/troopers/engineers and this is the only situation where I'll pull back and engage with teammates. Otherwise, if they follow the pattern of jetpack-ing down then it's an easy area to hold by yourself.

If your teammates follow you to these areas then just go to where they don't like to go. However, I've followed this routine with these areas because it's easier for other classes to hold down areas that have more cover, are less open, and have longer sightlines.

It takes some practice to learn the timing and situations to hold down these areas solo, but a Vanguard is probably the best class to do so. This lets your teammates hold down the rest of the map and have their backs (mostly) covered.
 
I like the vanguard. A LOT. But the thing is it makes a mess for the other players. I don't like to ruin the game for other people in my team: is one thing to go for the Atlas and see who makes the most points out of it (without the friggin' launcher) but ruining headshots with shockwaves like EmCeeGmr points out or bursting into force balls and force waves throughout the entire map with a Vanguard is like...anti-social ^_^ I absolutely cannot fathom how playing 10 waves, for more than 30 minutes, just doing an endless sequence of stasis -> headshot, stasis -> headshot, stasis -> headshot could be any fun, but why spoil their game when I can just get out of the match and co-op with someone who actually tries to play around with lot of characters and different powers? ^_^ There is also a practical reason by the way: lag is not that big of a deal if you use powers like incinerate or overload, but when I was playing Vanguard in the multi I got downed several times because the game wouldn't register the charge attack. Fracking frustrating.
I'll keep in mind the build you suggested though. A build like that is going to make single player a galactical carnage.

True, but every class is capable of stealing kills. Sometimes it's a sniper, then it's the vanguard, then it's the adept warp. Vanguard does seem to put it's mark upon a battle the most though.
 

Woo-Fu

Banned
Why does it have to be 'anti-social'? When I don't play I don't look to steal kills; rather, I'll lone wolf and cover areas that my teammates aren't covering.
Everything gets split evenly at the end---doesn't it?---and there are no ongoing stats other than N7 level. Even if you could kill steal it'd be meaningless. If it didn't nobody would want to play with my adept. People worried about it aren't thinking straight. If they want all the kills they can play the campaign, lol.

I hope they implement scoreboards by class, difficulty, and map. Give some meaningful competition and some replayability trying to achieve better scores. Everybody sitting at n7 120 makes for a useless scoreboard a couple weeks in.
 

Bisnic

Really Really Exciting Member!
Haven't played the demo, but i heard Noveria was there. If it's true, does it have the same music as in ME1 or some kind of remix?
 

Woo-Fu

Banned
Took gold today with a pickup team. Sooooo many atlas, soooo many phantoms, sooo many engineer turrets. What a mess. Three of the rounds it was just an infiltrator and my adept left standing---and I don't have bubble, just straight up stasis.
 

Mindlog

Member
Haven't played the demo, but i heard Noveria was there. If it's true, does it have the same music as in ME1 or some kind of remix?
There is no map theme iirc. It's just battle themes when an objective comes up.

In mildly possible news: Day 1 patch to contain balance changes based on demo feedback? I would like to know more.
 

Tsukumo

Member
Why does it have to be 'anti-social'? When I don't play I don't look to steal kills; rather, I'll lone wolf and cover areas that my teammates aren't covering.

I wasn't suggesting that people who roll a vanguard are anti-social, I was joking about the fact that anti-social is what I would feel to be acting like if I'd use a class with powers like those. It would feel like playing Gears, which I'm huge fan of but it's a competitive game.
Be it as it may I enjoy looking at guys in my team playing as a vanguard if I'm down and waiting for the next wave (hopefully, waiting for the next wave) so my opinion about that class is much more like..playful animosity rather than pure hate. Infiltrators though: different story. It's sooooo boooooring to watch them play and I'm always tempted to disconnect.
Since we are talking shop:
1) one of the characters that I'm using from time to time is a Drell vanguard ^_^. Now, like I said I go for powers which have a wide array of uses (overload, pull, singularity, drones) or considerable AOE, so I decided that I just LOVE the cluster granades and I'm going to use them no matter what. Problem is: how IN HELL can you aim right with them? they seem to bounce like bubblegums. Last but absolutely not the least, I've almost got them fully upgraded and they seem to cause almost no damage at all. Some tips? Aside of not using them ^_^
2) what's up with the concussive shot? It would tear down biotic barriers like they were nothing in ME2 but here they seem to be pretty much useless against phantoms. How can it be that if I overload a phantom barrier I can easily stagger them and take out a big chunk of the barrier, while if I fire a concussive shot they just absorb the damage like a boss?

Everything gets split evenly at the end---doesn't it?---and there are no ongoing stats other than N7 level. Even if you could kill steal it'd be meaningless. If it didn't nobody would want to play with my adept. People worried about it aren't thinking straight. If they want all the kills they can play the campaign, lol.

That's one of the things I like the most about this multi. I make a buttload of points and rarely kill any enemy at all. Most times I'm just keeping an eye on the Atlas, ripping shields, throwing mines/grenades in the middle of a group of guardians, and zapping centurions in the ass with a drone. And yet I score more points than the guy who's never around to save you when you are down, but who's always there when you are finishing someone with a slow charged melee to take out your target with an headshot. Here, take those 53 points, bitch.

Haven't played the demo, but i heard Noveria was there. If it's true, does it have the same music as in ME1 or some kind of remix?

360 here and I use a custom soundtrack with a saved playlist from the first Mass Effect, Overlord main theme, and a couple of bgms from Arrival. I only play them on Bronze missions though, since on Silver and Gold I can't find a way to adjust the music volume so that I'd still be able to understand what's going on around me from footsteps, explosions and weapons' sound effects.

Hope they don't go backwards on anything. Wish it included better netcode :(

My guess is they will reduce the amount of ammo you get from staches all over the map, or they'll cut down the amount of staches on a single map...it seems the only aspect of the multiplayer they haven't figured out for the better.


Infiltrator?
...
Infiltrator
 

Violet_0

Banned
Thankfully the widow is good for huge damage when you need it and with energy drain it can 4 shot an Atlas on Gold. That proved quite useful.

I guess I need to look into using sniper rifles again ...
 

Woo-Fu

Banned
There is a part during that last hack where he eats 2 atlas rockets one after another, out of cover. Every time that has happened to me I've been knocked down, even with shield mods.
 

Mindlog

Member
Could not resist played a few last maps of demo multiplayer.

Random gold pub group. Asari - Carnifax (me), Asari - Phalanx, Quarian - Phalanx, Human Soldier - Phalanx...
4 pistol only players.

First time through we made it to wave 10, completed the objective, but just couldn't make it through the whole wave. My first wipe on level 10 iirc. We worked pretty good together so we tried again. Different map, but we died at the end of the 10th wave again GAhahaha.

I tried one more gold map and that crappy group died on wave 6.

We've unlocked pretty much everything on our shared character. The Claymore is level 6.
Pistols should not get a scope upgrade.

Preloaded. It will be waiting for me when I get home.
preload.png


Note for the final weekend of multiplayer demo availability.
Bioware said:
We also wanted to let everyone know that we’ve been listening to your feedback, and during the final weekend of the multiplayer demo we will be increasing the chances of unlocking rare race/class combinations. This adjustment to unlocks will carry forward into the main game.
I don't know if it is already in effect, but the last 6 veteran packs I bought had 4 race unlocks and 2 Claymore upgrades.
 

Deraldin

Unconfirmed Member
I thought I was done with the demo, but a friend show up and had an N7 rank of 96 to me 78. I couldn't let that stand so now we're both at 104. I want to max this out before the demo locks out the multiplayer.
 

O D I N

Member
Hey Neo/MassGaf.

I'm a bit of a Lurker these days, but if anyone wants to hit me up, I'm gonna hop on the demo now, and get some more time in now while I can.

GT: The Doctor ODIN

LumpofCole; your Derpception comic was amazing. Though I told you this on Reddit. Still, top notch stuff.

Anyway, I have a lvl 20 Salarian, 20 Krogan, and working on a Turian. Asari isn't too far off either. Finally got a Widow the other day, so I'm looking to get a few more. I've been doing Silver runs for money, but I'm trying bronze solo if no one else joins in.

Anyway, hit me up if you want. I'm game nearly anytime.
 

Yaska

Member
So was there any information regarding if there would be a stat-wipe in transition to retail, or if players could keep their stats?
 

Squall516

Member
I don't know for sure, but if I had to guess i'd say im pretty positive that nothing is going to carry over from the Demo unfortunately :/
 

Squall516

Member
yup see thats exactly what i thought. Which sux cause i got all the classes to lvl 20 and now i have to start all over lol >__<
 

Skilotonn

xbot xbot xbot xbot xbot
So was there any information regarding if there would be a stat-wipe in transition to retail, or if players could keep their stats?

Yep, nothing from the MP demo carries over, you start from scratch.

And I saw that Krogan video by chance last night, and it craps in the face of anyone that said Krogans weren't viable on Gold - everything dies in two melees, mostly even one, and that's even just one on one - when you have three other good teammates as other good characters it's very, VERY doable. In fact, I tear it up with the Krogan already on Silver, and now that I got the Widow to add to the Claymore, I'm more than ready for any type of play for Gold.

I'm going to miss having my super Krogan off the bat in the full game, but it'll be fun trying my luck for items and characters again, with even more options,

EDIT: Didn't see the fresh confirmation, I didn't refresh the thread - but they did already state this since the demo started.
 

Woo-Fu

Banned
I'm glad nothing carries over.

Plotting a more effective order in which to level my characters, buy my items is part of the fun. I've been at 120 for over a week now, playing a few matches a day to try to get a carnifex finally. :)

Hopefully they add an option of some type to completely zero out any character you choose. Not just a respec, a complete return to the start.
 

Mindlog

Member
GOLD DEFEATED

A human adept and asari adept carried most of the weight. That might be the best group makeup. 2 human and 2 asari. Singularities lock down phantoms after their barriers are stripped. It's a nice way to work around stasis immunity. They just need Phalanx X and Tempest X SMGs to strip shields. You can use both and still have 200% regen.

If unlocks are as common as they are this weekend no one is going to buy spectre packs. Veteran packs are unlocking everything.
 

Dresden

Member
GOLD DEFEATED

A human adept and asari adept carried most of the weight. That might be the best group makeup. 2 human and 2 asari. Singularities lock down phantoms after their barriers are stripped. It's a nice way to work around stasis immunity. They just need Phalanx X and Tempest X SMGs to strip shields. You can use both and still have 200% regen.

If unlocks are as common as they are this weekend no one is going to buy spectre packs. Veteran packs are unlocking everything.

Bioware upped the unlock rates for this weekend, so spectre packs should still be useful.

I think an asari adept + one human engineer with chain overload/stun drone + salarian infiltrator + random is the safest setup, though. Overload with neural shock is faster and more reliable than singularity for locking things down after the barrier/shields are gone, and overload itself is pretty godly.
 

Woo-Fu

Banned
I was playing a silver match with a pickup team today.
We get to wave 6, the host quits.
We switch host, the new host quits.
It is just two of us and the other guy dies.

I then kill 50+ enemy and the level NEVER ENDS. I'm just doing a loop with infiltrator, killing as I go and they never stop coming. I was on that level for close to an hour before finally dying. Is there endless respawn if you don't kill them quick enough or was it just a bug?
 

Ji66a-Man

Member
I was playing a silver match with a pickup team today.
We get to wave 6, the host quits.
We switch host, the new host quits.
It is just two of us and the other guy dies.

I then kill 50+ enemy and the level NEVER ENDS. I'm just doing a loop with infiltrator, killing as I go and they never stop coming. I was on that level for close to an hour before finally dying. Is there endless respawn if you don't kill them quick enough or was it just a bug?

Objective waves have endless respawns until you complete the objective or run out of time.
 

Woo-Fu

Banned
Objective waves have endless respawns until you complete the objective or run out of time.

There was no objective. Obviously if I killed 50+ enemy as infiltrator there also wasn't a time limit. I had a single shot sniper rifle, not a minigun.
 

rozay

Banned
I was playing a silver match with a pickup team today.
We get to wave 6, the host quits.
We switch host, the new host quits.
It is just two of us and the other guy dies.

I then kill 50+ enemy and the level NEVER ENDS. I'm just doing a loop with infiltrator, killing as I go and they never stop coming. I was on that level for close to an hour before finally dying. Is there endless respawn if you don't kill them quick enough or was it just a bug?
Definitely a bug, and that sucks LOL

If you're in a wave for over 10-20 minutes, you should just die.
 

Riposte

Member
I'm glad nothing carries over.

Plotting a more effective order in which to level my characters, buy my items is part of the fun. I've been at 120 for over a week now, playing a few matches a day to try to get a carnifex finally. :)

Pretty sure the terribleness of grinding overrides that.

Not a problem if the game sucks your soul away enough for you not to realize the time being wasted on making numbers going up to just get to the point of a playing on a leveled playing field. Given the amount of hooks I get the feeling this multiplayer is going to be a critical success.

EDIT: Also a respecialization option, though absolutely necessary IMO, pretty much removes the importance of character progression strategy (basically it would be like checking boxes except it takes hours of time to check each box).
 

Woo-Fu

Banned
Pretty sure the terribleness of grinding overrides that.
If you enjoy the combat there is no grind. If people think it is a grind they really need to stop playing right now, it isn't like there is some magic endgame waiting for them at N7 120.

EDIT: Also a respecialization option, though absolutely necessary IMO, pretty much removes the importance of character progression strategy (basically it would be like checking boxes except it takes hours of time to check each box).

I said efficiently. Doing it right the first time is efficient, spending money on respec kits isn't.
 

Chocobro

Member
Started playing again with my buddies yesterday and today. I unlocked the Widow! :D pretty nice sniper rifle. Silver was easy with three players using it.

We also completed gold today, 3 asari adepts and a human sentinel. Biotic explosions going off everywhere, it was a blast (pun unintended). We gave it another go but this time with 2 asari adepts, quarian engineer, and a human sentinel. Wave 10 got pretty sticky because we split up to get the last weapon trigger or something (I hate those objectives) and the other pair got killed, after completing the objective, leaving me and my cousin with three Atlases and three phantoms to kill. Cleared it, it was intense. Think we can move up to playing gold full time
 

Ji66a-Man

Member
There was no objective. Obviously if I killed 50+ enemy as infiltrator there also wasn't a time limit. I had a single shot sniper rifle, not a minigun.

Waves 3/6/10 are always objective waves. Seems like the objective never came up due to the host changing.
 
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