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Multiplayer Guide


Bahroo3
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-BASICS-

 

-EQUIPMENT-

 

First lets start with equipment. For stats check here. https://docs.google.com/spreadsheet/pub?key=0ArNVjEsDluBFdHdMZlltdVFuNmFKS1c0bkl6WG5PUEE&gid=0

 

-AMMO TYPES-

 

Inferno Ammo

Increases damage and adds a burn based on damage dealt.

 

Cryo Ammo

Freezes and chills targets hit by this and will also reduce the armor damage reduction.

 

Disrupter Ammo

Deals significantly more damage to sheilds and has a chance to stun targets. Can setup tech bursts from the shock.

 

Warp Ammo

Deals extra weapon damage and increases damage to lifted targets. Will also reduce damage reduction by armor.

 

Armor Piercing Ammo

Increases damage to health, reduces damage reduction by armor, and allows further penetration through objects.

 

-Armor bonus-

 

Adrenaline Module

Increase speed while walking.

 

Cyclonic Shields

Increases Shields.

 

Power Amplifier

Increases damage dealt by powers. Does not effect Tech or Biotic explosions

 

Power Efficiency

Reduces recharge time of powers.

 

Weapon

Increases damage for weapon mod that it is used for.

 

-Medals-

Medals are gained for getting kills, assists, grabs, ect. Everyone will get the exp from the medal and not just the player who earned it.

 

Kills:25-50-75

Weapon Kills:25-50-75

Biotic/Tech Kills:10-25-50

Headshots:5-10-20

Melee Kills:5-10-15

Grabs:1-3-5

Assists:10-25-50

Revives:5-10-15

 

-Squad Medals-

These are gained by the entire team.

 

Killstreaks - Gained by killing 6 enemies in 1 second. Can be gained 3 times

 

Waves Survived - Gained by have no team member go down. Gained on waves 3(2500) 5(5000) and 10(15000)

 

Extraction BonusGained based on how many team members survive extraction. Bronze(only survivor) Silver(More than one member) Gold(Entire team).

 

Difficulty Bonus Extra xp is awarded based on difficulty. Bronze(2500) - Silver(5000) - Gold(10000)

 

Unknown Medals Gained from fighting on Unknown maps(2500) or Enemies(5000)

 

-GAME PLAY MECHANICS-

 

Weapon Penetration and Armor Piercing

 

The penetration mechanic (going through walls) has no impact by itself on the amount of damage a weapon does against armored enemies (the yellow health bar). The Javelin, for example, has a penetration value of 100 = 1 meter so it can penetrate through a total of 1 meter of solid objects but it doesn't do extra damage to the yellow armor health bar. The Javelin will, however, penetrate through other solid objects like the detachable armor plating on the Brutes, Husks, and Cannibals, and the Guardian shield. Whenever a weapon hits a target after going through a solid object, the amount of damage done is reduced by a flat amount.

 

The weapon mods, equipment (MP), and Armor Piercing Ammo can all increase the distance that weapons can penetrate through solid objects. So if you add a penetration mod on the Javelin, the penetration distance gets even larger, but that won't increase the damage done to enemies after penetrating through objects.

 

The penetration mods and Armor Piercing Ammo have another mechanic called 'piercing' which affects the damage done to armored targets. By default, enemies with the yellow armor bar will chop off a set amount of damage done to them from weapons. This makes low damage weapons less effective against armor and high damage weapons very effective against them. So even if a weapon has a really fast fire rate but each bullet does a low amount of damage it will get penalized for hitting armor since a big chunk of every bullet's damage is ignored. When equipping penetration mods and using Armor Piercing Ammo, the weapon's "armor piercing" goes up, which means a lot less damage is cut off. For example, equipping rank 1 Armor Piercing Ammo will reduce the amount of damage that armor cuts off by 50%. By default, weapons do not have any base armor "piercing."

 

Armor can never negate weapon damage completely. There is a minimum damage value that weapons will always do to armor.

 

Weapon/Ammo Power Damage Formulas from Peddroelmz

 

Ammo_Power_Damage

 

 

  • When using an ammo power the damage provided by the ammo power is applied before the Actual_Weapon_Damage and as such is has some advantages.
     
     
  • Will bypass Target_DR adding some damage, potentially more than doubling the damage inflicted by weapons that inflict minimum_damage (it will still be very low damage) because of Target_DR (using a higher base damage weapon would still be a better option)
     
     
  • Can remove target shield//barrier allowing the actual weapon damage to remove health//armor in the same hit - potentially opening the door to ME2 style 1hit kills (most relevant to infiltrators using Widow from cloak ...But even with the right skills and hand picked equipment removing full hit point barrier or shield from Ammo_Power_Damage alone is not realy going to happen (true 1 hit kills) ...in my tests with a Widow V I could get WarpAmmo to remove 1194.56052 barrier HP and DisruptorAmmo to remove 895.92039 shield HP...most (all?) insanity enemies start with more(not much) Barrier//Shields than that... )
     
     
  • Increasing BaseWpnDamage - is the only way (other than the skill itself) to increase damage inflicted by the ammo power (BonusPowerDamage doesn't work with ammo powers) ... While extra Power Damage from equipment does not affect ammo power damage - Power Damage from skills does ... There aren't many ways to improve BaseWpnDamage that I am aware of (purchasing the upgrades from II to X is one of them) (inflitrators have 2 skills that apply to (increase) BaseWpnDamage )

 

AmmoPowerMod is the modifier specified in the skill Example for warp_ammo evolved for maximum damage 0.8 vs Barrier (best ammo power vs barriers) , 0.4 vs armor (best ammo power vs armor when using high base damage weapons), 0 vs shield , 0.4 vs health (best ammo power vs health), 0.75 vs lifted targets (does not appear to be working) ...

 

for example

 

Disruptor ammo 0.6 at rank 6 vs shields becomes 0.6 * 1.35 = 0.81 with 35% PD from skills

Warp ammo 0.8 at rank 6 vs barriers becomes 0.8 * 1.35 = 1.08 with 35% PD from skills

 

Actual_Weapon_Damage

 

 

BaseWpnDamage

 

For the most part this is the value for the weapon damage read from coalesced.ini .Purchasing (unlocking) weapon versions from II to X upgrades increases this value by roughfully 2.77 % per upgrade lvl (~25/9 ~25% damage bonus for Weapon, 9 upgrade lvls) ... (in coalesced.ini there are two values for weapon damage I and X) ...I say roughfully because Weapon X damage is roughfully Weapon I damage * 1.25 (25%) Its not quite 25% for any of the weapons and differs from weapon to weapon ...

 

Here is an example of how I calculate BaseWpnDamage for Raptor

 

Raptor I 78.2

Raptor X 97.7

 

(((97.7 - 78.2) / 9) * 100) / 78.2 = 2.77067349 % Damage per upgrade lvl

 

Base damage for Raptor III = 78.2 * (1 + (0.0277067 * 2)) = 82.5333279

Base damage for Raptor V = 78.2 * (1 + (0.0277067 * 4)) = 86.8666558

 

Here is an example of how I calculate BaseWpnDamage for Widow

 

Widow I 867

Widow X 1083.8

 

(((1083.8 - 867) / 9) * 100) / 867 = 2.77841856 % damage per upgrade level (notice this is ever so slightly diffrent that for the raptor)

 

Base damage for Widow II = 867 * (1 + (0.0277841 * 1)) = 891.088815

Base damage for Widow VIII= 867 * (1 + (0.0277841 * 7)) = 1035.6217

 

Infiltrators have 2 skills that modify BaseWpnDamage when using sniper rifles

 

"Operatinal mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage) the 5% extra is a regular damage multiplier but the 15% sniper rifle damage applies to BaseWpnDamageINFILTRATOR "TACTICAL CLOAK"

 

RANK 6 EVOLUTION "SNIPER RIFLE" 40% bonus damage when cloaked applies on base sniper weapon damage {it is much stronger than regular damage bonuses}

 

Example:

 

Base weapon damage for an infiltrator with the two skills and using a Widow V from cloak

 

BaseWpnDamage = 867 * (1 + (0.0277841 * 4)) * (1 + 0.15 + 0.4) = 1493.20065

 

Ammo_Power_Damage:

 

for warp ammo (80%) vs barrier = 1493.20065 * 0.8 = 1194.56052 (if the target has less current barrier it can be one shot - actual weapon damage will apply to health)

 

for disruptor ammo (60% vs shield) = 1493.20065* 0.6 = 895.920391 (if the target has less current shield//barrier it can be one shot - actual weapon damage will apply to health)

 

for warp ammo (40% vs armor) = 1493.20065 * 0.4 = 597.28026

 

 

Sum_Damage_Mods

---------------

Most damage mods from all sources add here

  • extra weapon damage from equipment
  • extra weapon damage from most skills (AR, infiltrate)(passives) (I found that 2 of the skills for the infiltrator class affect base weapon damage)
  • extra weapon damage from weapon add-ons
  • extra HS damage from equipment in case of headshots
  • extra weapon damage from Liara room - upgrades

 

HSmod

 

Targets immune to headshots

I've never managed to record a HS vs armored opponents (banshee, brute) under testing conditions ...My current assumption is that armored opponents are immune to HEADSHOTS (HSmod = 1 in this case) ...If the HSmod would apply vs the banshee it would be possible to remove all its armour in one shot (~140000 armor hit points) from a widow V from a properly specced and equiped infiltrator ...

 

For the targets not immune ..

Edited by Bahroo3
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The base head shot modifier is 2.5 ...aka 150% damage bonus - it is very powerfull - it allows a lvl 1 sheppard with a Mantis 1 , without any damage boosting skills or add-ons ( 615.6 * 1 * 2.5 = 1539 damage) - capable of removing all health HP in one head shot to most mundane monsters ... As you start adding damage mods, headshot modifiers, get stronger weapons ... the damage from Head shots skyrockets ...

 

Sources of HSmodifiers

 

The 25% HS damage from ammo powers (warp, disruptor, AP, inferno(not tested)) is global (* 1.25) and applies even when the coresponding ammo power is used against a protection on which AmmoPowerMod is 0 (Ex. warp ammo or AP ammo vs shield) (POWERFULL STUFF)

 

(using the above mentioned widow V example with a reasonable 3 damage modifier - damage from 1 shot 1493 * 3 * 2.5 * 1.25 = 13996.875 (banshees have ~1.4 armour but they are immune to HS ) !! without any ammo power or additional HS modifiers )

 

As a general rule HSmod*sumdamagemods can easily go over 10 (actual weapon damage > 10* weapon base damage)

 

The 35% HS damage from cryo ammo is probably(not tested) global aswell but it does not work against protected targets (must remove protections and freeze them first which makes it far less appeling)

 

HS modifiers (from equipment SP or passive from skill Combat Mastery rank 5 HeadShots - are in fact regular damage multipliers that are added with the rest in case of a head shot ...

 

here are some examples of how it works

social.bioware.com/unity.freeforumshosting.org/forum/1/topic/343/index/10903302#10917312

 

 

Target_DR

 

Armored targets in Mass effect 3 have a fixed DR value that is subtracted from the armor HP damage of every weapon attack that lacks armor piercing abilities...If the amount of damage from the attack is lower than this Damage Reduced constant (brutes and banshees have 50 Armor Damage Reduced) - minimum damage(5 in all tests so far) is inflicted instead ...

 

Armor weakening is party friendly ... Weakening armor with say 25% (Warp Ammo I) means the effective DR for the other party members becomes 50 * (1 - 0.25) = 37.5 ...

 

If squad member 1 hits the target using AP piercing V (65%) add-on in his weapon DR for his hits will be 37.5 * (1 - 0.65) = 13.125

 

If squad member 2 hits the same target without any piercing effects hits - it hits 37.5 DR ..

 

If squad member 3 hist the same target with say AP ammo lvl 1 (50% pierce)

DR for his hits will be 37.5 * (1 - 0.5) = 18.75

 

The duration of the Armor weakening effect is short however (~ 2 seconds ?) and must be constantly refreshed (ideally with a full auto weapon)

 

======================

Tested

Weapons using no ammo powers get the bonus ..

Weapons using AP ammo get the bonus (see above)

Weapons with disruptor ammo get the bonus

 

This has implications (means 1 player using warp ammo can increase damage inflicted by the other 3 provided they shoot the armored target in the same time - focus firing the same armored target with auto weapons is rewarded (as long as at least one member has warp ammo) )

 

===================

 

I can say warp ammo has 100% chance of applying the weakening effect while cryo ammo seems to be chance based ...

 

Probably only the strongest weakening effect - remains in effect and cannot be overriden by a weaker weakening effect ...

(I did empty a raptor clip with cryo ammo on a ravager (25% weakening) and had Liara fallow up with Warp Ammo I (25% weakening)) .. She hit DR weakened by 25% - no stacking ...

 

====================

 

Example 1:

 

Mantis 1 (15% damage mod lvl 1) vs Brute (torso)

 

0+(615.6 * (1 + 0.15)*1 - 50) = 657.94 0 - no ammo power used

 

- 615.6 base damage for mantis I

- 615.6 * (1 + 0.15)*1 actual weapon damage

- (1+0.15) - sum of weapon damage modifiers (only 15% from a weapon add-on)*1

- HSmod 1 (not a head shot//target immune to head shot)50 - brute DR value

 

 

Example 2: (AP ammo)

 

Mantis I + Adrenaline Rush(75%) + AP ammo lvl 1 (10% mod vs armor 50% AP piercing) + (15% damage mod lvl 1)

 

615.6*0.1 + (615.6*(1+0.75+0.15)*1 - 50 * (1-0.5)) = 1206.2

 

- 615.6*0.1 = AP ammo damage (base weapon * 0.1 modifier vs armor) - applied first, bypasses DR

- 615.6*(1+0.75+0.15)*1 actual weapon damage

- 0.75 (75% extra weapon damage from AR)

- 0.15 (15% extra weapon damage from weapon add-on)

- *1 - HSmod 1 (not a head shot//target immune to head shot)

- 50*(1-0.5) - Target_DR*DR_PiercingMods

 

Example 3: (AP ammo lvl 1 & AP wpn mod)

 

Predator I + WpnMod AP lvl2 (35% pierce) + AP ammo lvl 1 + AR(75%) vs brutebody

 

58.8*0.1 +(58.8*(1+0.75)*1 - 50*(1 - 0.5 -0.35))= 101.28

 

Intresting here we have 50% AP piercing for AP ammo and 35% AP piercing from WeaponAdd-on (in the case of AP ammo they add toghether)

 

Example 4: (Warp ammo rank 1 ((15% extra damage vs armour, 25% armour pierce)) & piercing mod from weapon (35%) )

 

Weapon: Paladin V

 

(350.9 * (1 + (0.0278015 * 4)) * 0.15) + (350.9 * (1 + (0.0278015 * 4)))* 1* 1 - (50 * (1 - 0.35) * (1 - 0.25)) = 424.035513

 

- BaseWeaponDamage for paladin V = 350.9 * (1 + (0.0278015 * 4)) = 389.922185

- 350.9 * (1 + (0.0278015 * 4)) * 0.15 = Warp Ammo Damage vs armour

- No damage mods, no HS multiplier

- 50 * (1 - 0.35) * (1 - 0.25) = 24.375 {amount of effective DR} - the armor weaken effect from warp and cryo ammo is diffrent(weaker :p) from the one from AP ammo in the way it interacts with piercing mods {they don't simply add }

==============================

 

AP ammo or Warp ammo vs Armour ?

 

AP ammo will add more damage for weapons with low wpnbasedamage (most smgs, ARs )

Warp ammo will add more damage for weapons high wpnbase damage (the extra 10% vs armour offsets the loss to DR) (most sniper rifles and heavy pistols)

 

================================

 

And finally a slightly more complex example involving an infiltrator firing an Raptor V from cloak

 

"Operatinal mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage)

body shot - cloak (90% + 40%)

AP ammo (20% damage -50% pierce) vs armour

Liara Upgrades 5% Wpn damage * 3

No additional weapon damage from equipment

 

(78.2 * (1 + (0.0277067 * 4)) * (1 + 0.15 + 0.4) * 0.2) + (78.2 * (1 + (0.0277067 * 4)) * (1 + 0.15 + 0.4) * (1 + 0.15 + 0.05 + 0.9)* 1) - (50 * (1 - 0.5)) = 284.679628

 

- Base Raptor V damage = 78.2 * (1 + (0.0277067 * 4)) = 86.8666558

- Infiltrator skills improve base weapon damage 78.2 * (1 + (0.0277067 * 4)) * (1 + 0.15 + 0.4) = 134.643316 (15% from Operational Mastery rank 6 passive, 40% from TACTICAL CLOAK" RANK 6 when firing a sniper rifle from cloak )

- 78.2 * (1 + (0.0277067 * 4)) * (1 + 0.15 + 0.4) * 0.2 = 26.9286633 Damage done by AP ammo

- 1 + 0.15 + 0.05 + 0.9 = 2.1 sum of damage mods (15% upgrades from liara room, 5% from operational mastery, 90% from cloak)- no head shot modifier

 

-Combos-

 

Power Combos

 

The damage of power combo explosions depends on the rank of the source and detonator power, not the stats of the power. So if you combine a rank 6 Pull with a rank 6 Throw, you will get maximum combo damage. Whether you use Throw or Warp to detonate doesn't really matter, except when that power has special upgrades to increase the damage of combos. Even if Warp, by default, does more damage than Throw on a regular impact, this does not affect how much damage is done on power combos - only the rank of the power matters.

 

This applies for the other combos as well. Using a rank 6 Incinerate to set up a fire combo and detonating with a rank 6 Throw will cause maximum damage. Using a rank 1 Incinerate with a rank 6 Throw does the same damage as using a rank 6 Incinerate followed by a rank 1 Throw, which is less than having max rank in both powers.

 

The power upgrades for increasing combo damage (ex: Warp rank 4 bottom choice) applies to both setting up and detonating the power, but only some powers can set up combos. So for Warp, that upgrade will increase the damage when setting up and when detonating. Throw doesn't set up combos so its combo upgrade only applies to detonating. These upgrades do stack, so if you have both the Warp and Throw upgrades, setting up with Warp and detonating with Throw will apply both bonuses.

 

All 4 combos (Biotic, Fire, Cryo, Electric) have different radius, damage, force, and other effects. The Fire combo, for example, does the most damage, while Cryo is fairly low damage but has the added benefit of freezing nearby enemies. Biotic and Electric are in the middle for damage, but are easier to do because the target doesn't have to die when detonated.

 

The combo damage is done after the normal power impact. So if you detonate with Warp, Warp will do its normal damage and then the combo damage is added.

 

Power bonuses from gear and passive powers (like +10% power damage) do not affect power combos; however, power combos do what we call "normalized" damage, meaning they scale with enemy health. So even on the hardest difficulty where enemies have more health, the power combos still do the same % damage to the enemy.

 

This makes them scale really well with difficulty, which makes up for them not scaling in other ways like getting power upgrades from other sources.

 

Power combos do not cause other power combos. So if you create a biotic detonation near an enemy in Stasis, the detonation won't cause another power combo.

 

A power can only detonate a single combo every time it is cast. So if you have AoE Throw and you hit 2 targets both in a singularity, only one of them will get detonated.

 

Henchmen do the same amount of damage as the player when it comes to power combos, so it doesn't matter who set up or detonated the combo. The only thing that matters is what rank the powers were.

Edited by Bahroo3
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BIOTIC COMBOS

 

Notes:

  • Not all biotic powers are compatible with each other (E.G. Singularity --> Pull will not cause a biotic combo).
  • Stasis is unique, because it can bypass defenses (such as shields and barriers), and enemies can be detonated while their defenses are still present. It is, however, completely ineffective vs. armored targets such as Atlas mechs and Turrets.
  • Warp & Reave are unique because they can either set up or set off biotic combos. They can also set up combos on enemies with defenses (shields/barriers), so they functions similar to Stasis in this regard. And they are the only two biotic powers in the game, able to set up combos on armored targets, such as Turrets and Atlas mechs.

 

 

List of biotic combos below.

 

 

  • Sigularity --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
     
  • Stasis --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
     
  • Pull --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
     
  • Warp --> Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
     
  • Lift Grenade --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
     
  • Shockwave (only with Rank 6 Lifting Shockwave evolution) --> Warp/Throw//Charge/Nova/Cluster Grenade/Reave
     
  • Reave - Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade

 

ELEMENTAL (aka tech) COMBOS

 

There are also some new combos in ME3, that involve Tech or Combat elemental based powers. It's the same principal as with biotic combos, but they function in a slightly different manner.

 

FIRE EXPLOSION

 

  • Can be set up by: Incinerate, Carnage, Inferno Grenade, Incendiary Ammo
  • Can be detonated with any Biotic/Tech/Combat powers that can deal direct damage (except for the powers that are used to set up the combo).
  • Effect: Enemies effected by any of the fire based powers, cause an AoE fire explosion, once they are killed by a direct damage power. The effect is similar to blowing up Pyros with Overload in ME2.
  • Note: Enemy MUST be killed by the second power, in order to cause a Fire Explosion. E.G. it will not work, if an enemy is hit by Incinerate --> Overload, and still has HP left after that. So, in this case, Overload would have to do sufficient damage to outright kill a burning enemy, in order to cause a Fire Explosion.

 

CRYO EXPLOSION

 

  • Can be set up by: Cryo Blast, Cryo Ammo
  • Can be detonated with any Biotic/Tech/Combat powers that can deal direct damage.
  • Effect: Frozen enemies killed by damage based powers, cause an AoE cryo explosion, freezing any enemy that is nearby.
  • Note: Same as Fire Explosion, frozen enemies MUST be killed by the second power in order to trigger Cryo Explosion.

 

TECH BURST

 

  • Can be set up by: Overload, Energy Drain, Sabotage, Disruptor Ammo
  • Can be detonated by any Biotic/Tech/Combat powers that can deal direct damage (except for the powers that are used to set up the combo).
  • Effect: Enemies effected by electricity based powers, discharge multiple electricity bolts to nearby enemies, when hit with direct damage powers. Effect is similar to Overload's Chain Overload upgrade.
  • Note: Unlike Fire & Cryo Explosion combos, this one doesn't require an enemy to be killed by the second power. E.G. enemy hit by Overload --> Incinerate will produce a Tech Burst, whether he is killed by Incinerate or not.

(Special Thanks to Relix28 for finding all of these.)

 

-Difficulty-

 

At the start of every round there is an invisible "enemy reinforcement" bar with how many enemies you kill and they will continue to respawn until this bar is drained.

 

Here is a listen how many reinforcements each wave/difficulty gets.

 

Difficulty - (Wave1) - (Wave9)

 

Bronze - (240) - (550)

 

Silver - (400) - (1000)

 

Gold - (600) - (1800)

 

Note that Objective waves (3,6,10) and Extraction wave have unlimited respawns.

 

-Shield Gating-

 

Shield/Barrier Damage Gates

 

There is a new mechanic for shields and barriers in ME3, which we call the shield gate. Whenever an enemy shield/barrier is destroyed (last point taken off), the rest of the damage that passes through to the health/armor is cut by X%, where X is:

 

50% on Normal/Bronze

75% on Hardcore/Silver

100% on Insanity/Gold

 

This means that if an enemy has a single sliver of shields on Insanity/Gold, any weapon bullet will only take the remaining point off, and then a second bullet is required to start damaging the health/armor. This means that even the most powerful sniper rifle will take 2 shots to kill any shielded enemy on Insanity/Gold. For shotguns, keep in mind that most fire multiple pellets, so even if some of the damage gets cut off on one of the pellets, the remaining pellets should pass through to the health/armor.

 

-CLASSES AND BUILDS-

 

These are just a few of the builds and for a full list check out this website for more. http://me3multiplayer.com/

 

Use this website for creating your own builds.

http://masseffect3.pixeldepth.net/

 

**Note: This are just example builds for the Class are there are much better Classes/Builds based on your group make-up, enemy you're fighting, and difficulty.**

 

ADEPT

 

The Big Bang Asari Adept – by SiNfulDeSiReS

 

Power Evolutions:

 

Stasis: (1), (2), (3)

Warp: (1), (2), (3), Detonate (4), Expose (5), Pierce (6)

Throw: (1), (2), (3), Force (4), Detonate (5), Force & Damage (6)

Asari Justicar: (1), (2), (3), Damage & Capacity (4), Power Damage (5)

Fitness: (1), (2), (3), Durability (4), Shield Recharge (5), Fitness Expert (6)

 

Weapons:

 

Any weapon that allows 200% power recharge speed is recommended. I personally use the M-5 Phalanx X. For attachments, I recommend the Pistol High-Caliber Barrel V and the Pistol Piercing Mod V.

 

Strategy:

 

This build optimizes power damage and force for taking out many enemies with biotic explosions. It also provides high survivability with fitness. With those two aspects combined, this build is capable of taking on any enemy in any location on gold difficulty.

 

To do so with this build, use warp and then throw on a single enemy to cause a biotic explosion that kills surrounding enemies. The best targets to do this with are atlas, geth primes, brutes, and ravagers. Otherwise, pick any target surrounded by enemies. For panic situations, use throw first to either stumble enemies or throw them away before doing a biotic explosion on them. Small enemies like husks only require a throw to kill with this build.

 

There are only three enemies that are troublesome to this build. These three enemies are listed in the order of the most difficult to deal with to the least difficult to deal with: phantoms, geth hunters, and guardians.

 

To deal with phantoms, use stasis and shoot them in their heads until their barriers and about a little over half of their health remains. Then, follow up with throws to finish them off.

 

To deal with geth hunters, precision aiming is required to set off the biotic explosions or biotic explosion the enemies around the geth hunters. As long as the geth hunters don’t have their shields, then they cannot go invisible and can be dealt with directly using biotic explosions or throws.

 

To deal with guardians, shoot them in or hopefully near their mail slot with a pistol. That’s why I recommended the pistol piercing mod.

 

Note: The perfect team to compliment this build is another asari with maxed out stasis, a quarian infiltrator, and a salarian engineer. This team is the most suitable for gold difficulty at an unknown location and against an unknown enemy. The reasons for this being that the asari adept with maxed out stasis will be good against phantoms, the quarian infiltrator will be good against geth and good at the activate the four devices missions with tactical cloak, and the salarian engineer will be good against geth hunters with energy drain and provide a good distraction for enemies to group around with clone. This all means that all of this build’s weaknesses are nonexistent with this team.

 

N00b Rating: (scale 1-5, 1 is easy for everybody!)

 

2. I only give this build a n00b rating of 3 because of the difficulty it has with phantoms when you are alone.

Edited by Bahroo3
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VANGUARD

 

Power Evolutions:

Biotic Charge: Radius(4), Power Synergy(5), Barrier(6)

Shockwave: N/A

Nova: Force & Damage (4), Half Blast (5), Pierce (6)

Alliance Training: Damage & Capacity (4), Power Damage (5), Weapon Damage (6)

Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

 

Weapons:

Anything that can keep your cooldowns at 180+ bonus is good, 200 is great. The Predator or Katana standard weapons work fine.

 

Strategy:

This build offers the most defense while maintaining a strong offense. It allows you to use nova twice in a row, but the main idea is that after the first nova, you’ll still have barriers left to keep from getting killed instantly in dire situations. You don’t necessarily need a weapon, as you’ll be hitting Y and RB almost nonstop, but in case a charge or nova doesn't kill something, you can finish it off quickly with something like a Predator or Katana. It’s also good to have a weapon just for situations where going in might get you stomped. Atlas and Brutes are moderately safe–roll backward after charging them to keep a safe distance. You can destroy Phantoms, but be aware of what they’re doing in case you don’t stagger them.

 

Skill Breakdown:

Biotic Charge

  • Barrier - Increases your survivability and your ability to cast nova
  • Radius - I took this for the sake of lessening risk by twitching more enemies-Power Synergy- Buffs damage of your nova and biotic charge
  • Nova
  • Half Blast- The most important for Nova, increases your survivability and damage output (by not being dead)
  • Force & Damage - Chose this over Radius, because Nova’s radius is actually quite large already
  • Pierce - Increases damage potential on armor/barrier/etc.
  • then Nova again.

Alliance Training

  • Weapon Damage - Over Weapon Weight, because you really don’t need anything much stronger than standard weapons, but this is ultimately up to you.

 

Gold Tip - by banthracis: Basically for gold, you don’t really want to completely blow up your barriers with 2 nova’s in a row, instead, start the animation for the second nova and then roll right when you’re at the apex of the jump. This prevents the ability from activating and allows you to keep half your barriers while still giving you the full invincibility frames. This plus right spec and 180% + cd and you can just charge+ nova+nova cancel all day nonstop.

 

N00b Rating: (scale 1-5, 1 is easy for anyone!)

1. This build is easily approachable, but that doesn't mean there isn’t room for finesse.

 

ENGINEER

 

Build Title:

Of Fire and Lightning – by nicodeemus327

 

Power Evolutions:

Combat Drone: (1), (2), (3)

Overload: Damage (4), Recharge Speed (5), Shield Damage (6)

Incinerate: Damage (4), Recharge Speed (5), Armor Damage (6)

Alliance Training: Damage & Capacity (4), Power Damage (5)

Fitness: Durability (4), Shield Recharge (5), Durability (6)

 

Weapons:

Go with any weapon that gives you a 200% cooldown bonus. This build isn’t very weapon dependent as you’ll be spamming overload and incinerate a lot. I went with an M-8 Avenger X.

 

Strategy:

Your top priority should be stripping enemies of their shields/barriers. Second should be planting your combat drone as a distraction. Last should be burning everything in sight. You’ll use incinerate to burn through armor and stun weaker enemies when appropriate.

 

Also, incinerate curves around corners. A brute / banshee won’t be able to attack you if you lead them the right direction while burning them down.

 

Gold Note:

You may choose to swap some points from Fitness to Alliance Training or Combat Drone to fit your style. I really like having a high fitness for silver and gold runs.

 

Noob level: (scale 1-5, 1 is easy for everybody!)

 

1. It’s a pretty easy build to play. Rip off shields. Burn down armor. Plant a combat drone once in a while. The extra fitness makes it more forgiving and basic weapons work just fine. For those who care your score will be pretty high as well. Ripping off shields contributes a lot and your squad members will love you for it.

 

SOLDIER

 

Overview

 

-Main Focus on weapons rather then powers

-Needs to use cover more often

-Can use Adrenaline Rush to instantly reload

-Great for newcomers

-Krogan and Turians have very high health and shields.

 

Power Evolutions:

Adrenaline Rush: Damage (4), Power Recharge (5), Shield recharge(6)

Adrenaline Rush is your go to(and really only) ability. It will reload your weapon, Increase your damage, and regen a small part of your shields should you be about to die. Use this ability every time it comes off of cool down.

 

Concussive Shot:Blank

 

Frag Grenade: Damage (4), Bleed Damage (5), Armor Piercing (6)

Use your frag grenade wisely as unlike other power this will rely on ammo box re-supplies. Since this is an issue I picked up Bleed damage so that every frag I do use will deal it's maximum damage. *Grenades take roughly 30 seconds to re spawn once picked up*

 

Alliance Training: Weapon Damage (4), Headshots (5), Weapon Damage (6)

Since you will not have Concussive Shot and your grenades are very limited going all weapon damage is a no brainer here.

 

Fitness: Durability (4), Shield Recharge (5), Durability (6)

Always max out fitness when leveling up any class since the more health/shields you have the less time you will need to sit in cover waiting to regen to get back into the fight.

 

Weapons:

Primary: M-8 Avenger(Upgrade to Revenant if you have it)

Secondary:Katana(Upgrade to GPS or Claymore)

 

Strategy:

The main goal of the Soldier is pretty much to assist and to lay down cover fire for other teammates. Since you have no real powers to help you if you get into a tight spot it is best to stick with your teammates as much as possible can assist where possible. As a side note, you can use Thermal Clip Packs to refill your grenades if you see a large group of enemies.

 

N00b Rating: (scale 1-5, 1 is easy for everybody!)

 

1. The Soldier is the perfect class to pick for those who are just getting starting with mass effect and it's combat system.

 

INFILTRATOR

 

Cloaky Claymore – by OblivionDawn

 

Power Evolutions:

 

Tactical Cloak: Damage (4), Recharge Speed (5), Bonus Power (6)

Cryo Blast: Radius (4), Cryo Explosion: (5), Recharge Speed (6)

Sticky Grenades: N/A (I have no points in Sticky Grenades, I find them fairly useless for this build.)

Alliance Training: Damage & Capacity (4), Power Damage (5), Optional (6)

Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

 

Weapons:M-300 Claymore

 

Strategy:

 

Basically, you use your cloak, run right up to an enemy (preferably one of the tougher ones like the Centurion or Maruader, etc.), put your Claymore in his mouth, and pull the trigger. Then you do some evasive maneuvers until your cloak recharges. Rinse and repeat.

 

The beauty of this class is that the Claymore has a tendency to one-shot anything human-sized. Although it does take some practice to line up that perfect shot before your cloak runs out.

 

You can use Energy Drain or Cryo Blast (depending on the race) to stagger your enemy and give you time to line up a good shot. It takes some getting used to, and you have to be pretty ballsy to get to some of the more protected targets. This build really flourishes in the “High Value Targets” objectives. You just sneak behind enemy lines and blow them away in short order.

 

N00b Rating:

 

4.5. I’d give it a 4 or 5. Like I said, it takes some getting used to and some pretty good situational awareness.

 

SENTINEL

 

Turian Blademaster - by PD ORTA

 

Power Evolutions:

Tech Armor:(4)Durability, (5)Melee Damage, (6)Durability

Warp:N/A

Overload:(4)Chain, (5)Recharge, (6)Shield Damage

Turian Veteran:(4)Damage+Capacity, (5)Headshots, (6)Fitness Expert

Fitness:(4)Melee Damage, (5)Martial Artist, (6)Fitness Expert

 

Weapons:

Since you’ll be upclose and personal alot of the time a shotgun is probably your best choice of weapon. While this is a highly offensive class , use of overload is important for dropping shields/barriers for quick kills, so staying reasonably light is a good thing. The Disciple or Katana are good choices for this class, .

As a back-up and so you can fight at all distances, go with a scoped heavy pistol.

 

Strategy:

Basically you’re the tank for the team. With a team backing you, you’re the spearhead destroying everything with your Overload, Shotgun.

 

Play the way your team does if you’re on an offensive team, lead from the front and take advantage of your close range abilties. If you’re on a defensive team hang back and use your pistol and wait for the enemy to come to you. Once they’re in range break out the shotgun away. If you get swarmed by enemies and need to make a run for it explode your tech armor, it may buy you the time you need to escape.

 

Noob Rating: (scale 1-5, 1 is easy for everybody!)

 

2.5. This class is as easy or as hard as you make. It’s all about about knowing when to fight and when to take flight.

Edited by Bahroo3
God damn typos
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-Enemies-

 

[ATTACH]6990[/ATTACH]

 

Reapers can be the hardest faction but with the right setup they can also be very easy

 

Bronze 2/10

Silver4/10

Gold 8/10

 

Recommended Setup.

Drell Adept

Asari Adept x2

Human Infiltrator

 

Husks

Health:412.5/618.75/928.125

Wave Value:10

  • Low Health
  • Comes in swarms
  • Can grab player dealing damage and leaving them open for attack
  • Can be given the armor buff from Marauders
  • Spawns throughout the wave

 

Cannibals

Health:900/1350/2025

Wave Value:25

  • Eats enemies to gain armor plating and intelligence
  • Throws grenades
  • Comes in groups of 3-4
  • Can be given armor buff from Marauders

 

Marauders

Health:900/1350/2025

Shields:675/1012.5/1518.75

Wave Value:35

  • Spawns with Husks/Cannibals and will channel armor buff right after spawning
  • Deals medium damage with his rifle
  • Spawns in groups of 2-4

 

Ravagers

Armor:3600/5400/8100

Wave Value:60

  • Spawns swarmers if shot in sac or if player get in melee range
  • Uses twin cannons mounted on the head in bursts of 3 to if the player walks into blue laser sights. This can hurt the player even when in cover.
  • Spawns in groups of 1-2
  • Leaves an acid patch that will hurt the player after death on the ground.

 

Swarmers

Wave Value:2

  • Dies in 1 hit from anything (stasis or other AoE ability work great)
  • Spawns in large numbers from the Ravager (6+)
  • If attacked or stepped on they can deal small immediate damage and some lasting damage (Lasting damage stacks is hit with multiple swarmers and can quickly kill you.

 

 

Brute*Has Instant kill*

Armor:6000/7500/9000

Wave Value:70

  • Has armor plating that can be shot off on his shoulders/torso
  • Has an exposed backside/spine for easy kills
  • Will charge forward and swipe with his right hand (Dodge right to avoid this)
  • Will roar at the player and do a forward smash in front of him(dodge backwards or to the side to avoid this)
  • Will try to grab the player for a OHK and smash them into the ground(Stay out of melee to avoid this)
  • Has no weak spot in the head, aim for the chest or spine
  • Spawns in groups of 1-2

 

Banshee *Has Instant kill*

Armor:7500/11250/16875

Barriers:4500/6750/10125

Wave Value:100

  • Has very high damage reduction from armor bonus(Use cyro and warp rounds to counter this)
  • uses a slow moving warp to deal massive damage and hurt the player for another 5-6 seconds(Dodge left then right to avoid attack.)
  • Will explode with biotics to deal massive damage knock every back to everyone within a short distance of her(Roll back once she start to "Charge up" the attack to avoid.
  • Can be taken down very fast with biotic explosions
  • Can teleport to close distance grab player in melee range for a OHK(Your teammates have about 3 seconds to free you before you are killed.
  • Has no weak spot in the head, aim for the chest to deal slightly more damage.
  • Spawns in groups of 1-2

 

Final tips for Reaper Faction

  • All units are weak to biotics
  • Brutes and Banshees have no weak spot in their head, aim for the chest.
  • cannibals like to swarm dead bodies to feed use this to your advantage to make a killing ground.
  • Most unitshave armor or armor plating so bring Armor Piercing Rounds to deal with them.

 

[ATTACH]6989[/ATTACH]

 

The geth faction is all tech based so bringing overloads and energy drain for tech bursts will be best for taking out large groups.

 

Difficulty

Bronze 2/10

Silver 4/10

Gold 6/10

 

Recommend Setup

Salarian Engineer

Quarian Infiltrator

Turian Sentinel

Human Engineer

 

 

Geth Trooper *Can Execute*

Health:825/1238/1856

Wave Value:25

  • Cannot throw grenades like other infantry
  • Can deal large bursts on damage when in groups of 2-3
  • Spawns in groups of 2-5
  • Can melee

 

Geth Rocket Trooper

Health:600/900/1350

Shields:600/900/1350

Wave Value:40

  • Can fire multiple homing rockets which can take shields out in 1 hit.
  • Rockets that hit the player will stun them stopping them from taking any action
  • Can melee and point blank fire after melee
  • Likes to stay in the back of the and will rarely come to you.
  • Spawns in groups of 1-3

 

Geth Pyro

Armor:1050/1575/1575

Shields1170/:1755/2633

Wave Value:40

  • Can deal massive amounts of damage in a short time at close range with his flamethrower
  • Has no ranged attacks but his "Fire length" is longer than his "trigger" range
  • Has an exposed fuel tank on his bank can be shot to explode/kill other units around him and himself
  • Spawns in groups of 1-4
  • Walks very slowly
  • Can use flamethrower over cover if close enough.

 

Geth Hunter

Health:900/1350/2025

Shields:1013/1519/2278

Wave Value:40

  • Can cloak around the map making it very hard to spot his silhouette especially in dark places. This is disabled if his shields are gone.
  • His shotgun can stun the player stopping them from taking any action and deals massive damage which he will fire in 3 shots before reloading.
  • Spawns in groups of 1-3 and will stay in groups so watch out for an ambush
  • Can melee the player

 

Geth Prime

Armor:7500/11250/16875

Shields:5250/7875/11812

Wave Value:100

  • Has very high health/armor
  • Moves very slowly
  • Uses a plasma rifle which will stun the player stopping them from taking any action. This is fired in bursts of 3.
  • Can summon combat drones to absorb bullets/powers
  • Can summon Geth Turrets to deal medium damage to players. (These can only be placed in certain areas so watch for where he throws it.)
  • Has a weak spot in it's eye which when shot at can deal massive amounts of damage to him.
  • Can melee the player
  • Spawns in groups of 1-2

 

Final Notes on Geth Faction

  • Like to swarm so Overload Chain works wonders
  • All units outside of the Prime can be grabbed for an instant kill and like to go at you in a single file line.
  • Hunters and Pyros can and will camp your body if you die so do not gel the second you die and make sure your teammates know what is near you.

 

[ATTACH]6988[/ATTACH]

 

Cerberus has all Human units outside of the atlas so bring biotics with a mix of tech for best reulsts. Also having stasis if very helpful.

 

Bronze 1/10

Silver 3/10

Gold 5/10

 

Recommended Setup

Human Infiltrator

Asari Adept

Drell Adept

Salarian Engineer

 

Assault Trooper *Can execute*

Health:750/1125/1687.5

Wave Value:20

  • Deals Medium damage with assault rifle
  • Throws grenade
  • Has a charged melee attack
  • Spawns in groups of 2-4

 

Centurion

Health:750/1240/1860

Shields:750/1125/1687.5

Wave Value:30

  • Same as Assault Trooper but with extra shields and more body armor for protection against headshots
  • Can deploy smoke grenades to mask movement of himself and other units
  • Has a charged melee attack
  • Spawns in groups of 1-3

 

Nemesis

Health:525/790/1180

Shields:860/1295/1940

Wave Value:40

  • Can deal massive damage in a single shot
  • Will run away if chased
  • Spawns in groups of 1-4
  • Rarely out of cover and in the open
  • Can be difficult to melee

 

Guardian

Health:900/1350/2025

Wave Value:40

  • Uses Riot Shield to block all Bullets/Tech/Biotic powers from the front
  • Player can use direct damage power such as concussive shot/throw to throw shields of balance
  • Can shoot through hole for a easy headshot
  • Drell Adepts can use pull to rip shields away.
  • Can use AP mods/rounds to ignore shield
  • Stasis bubble can be used to trap Guardians and make them drop their shields.
  • Deals medium-high damage with pistol
  • Can bash player with shield
  • Spawns in groups of 2-4
Edited by Bahroo3
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Engineer

Health:750/1125/1687.5

Shields:750/1125/1687.5

Wave Value:40

  • Can setup Turrets
  • Can fix Atlas/Turrets
  • Deals low damage with pistol
  • Backpack can be shot/ destroyed and kill the Engineer

 

Turrets

Armor:1050/1575/2362

Shields:1050/1575/2362

Wave Value:20

  • Setup by Engineers
  • Can be hacked
  • Can quickly kill players in less than 2 seconds even on bronze.
  • Can only be setup in certain areas, keep an eye out for these spots.

 

Phantoms*Has Instant Kill*

Health:750/1125/1687.5

Barriers1050/1575/2362.5

Wave Value:80

  • High damage ranged and melee attacks
  • Katana can be broken with a well placed shot
  • Easily killed with a Stasis
  • Will cloak to regenerate health when low
  • Can create a barrier to block all biotic/tech power and reduce damage taken

 

Atlas*Has Instant Kill* *Can Execute*

Armor:9000/14000/23000

Shields:7500/12940/21094

Wave Value:100

  • Very slow unit
  • Uses a homing rocket and follows up with cannon fire which can while in cover.
  • Can melee ground or try to grab for a OHK
  • Aim for Cockpit if using AP mods

 

 

Final Notes on Cerberus

  • Stasis goes a long way for dealing with Phantoms
  • Watch out for turrets as you will have 1-2 seconds to back up before they fill you with bullets
  • All Organic Outside of the Atlas so use Inferno rounds for best effect.

 

-WEAPONS-

 

For a list of Damage and stats vist this site https://docs.google.com/spreadsheet/ccc?key=0AgoNSTctMEekdHIwa081S0FBVS1ZZzdWeXRnbGRDYnc&output=html&gid=8

 

Assault Rifles

  • M-8 Avenger(Common)
  • M-96 Mattock(Uncommon)
  • Phaeston(Uncommon
  • M-15 Vindicator(Uncommon)
  • Geth Pulse Rifle(Rare)
  • M-76 Revenant(Rare)
  • M-37 Falcon(Rare)
  • M-99 Saber(N7)

 

Sniper Rifles

  • M-92 Mantis(Common)
  • M-13 Raptor(Uncommon)
  • M-29 Incisor(Uncommon)
  • M-97 Viper(Uncommon)
  • M-98 Widow(Rare)
  • Black Widow(N7)
  • Javelin(N7)
  • M-90 Indra(N7)

 

Heavy Pistols

  • M-3 Predator(Common)
  • M-5 Phalanx(Uncommon)
  • M-6 Carnifex(Rare)
  • Arc Pistol(Rare)
  • M-77 Paladin(N7)
  • Scorpion(N7)
  • M-358 Talon(N7)

 

SMGs

  • M-4 Shuriken(Common)
  • M-12 Locust(Uncommon)
  • M-9 Tempest(Uncommon)
  • M-25 Hornet(Rare)

 

Shotguns

  • M-23 Katana(Common)
  • M-22 Eviscerator(Uncommon)
  • M-27 Scimitar(Uncommon)
  • M-300 Claymore(Rare)
  • Graal Spike Thrower(Rare)
  • Geth Plasma Shotgun(Rare)
  • Disciple(Rare)
  • M-11 Wraith(N7)

 

-Store-

 

Recuit Packs - 5,000 Credits


  • Contains
  • Level I Equipment
  • 2 Random consumables
  • 1 Random Common
  • -Rare-
  • Can Contain Uncommon items.

Veteran Packs - 20,000 Credits

 

Contains

  • Level II Equipment
  • 6 Random Comsumables
  • 1 Random Uncommon
  • -Rare-
  • Can Contain a rare item
  • -Very Rare-
  • Can Contain an N7 Weapon

Spectre Pack - 60,000 Credits

 

Contains

  • Level III Equipment
  • 5 Random consumables
  • 1 Random Rare
  • -Uncommon-
  • Can Contain multiple Common, Uncommon, Rare Items
  • -Rare-
  • Can Contain an N7 Weapon
     
    Premium Spectre Pack - 99,000 Credits
     
    Contains
    • Level III Equipment
    • 5 Random consumables
    • 2 Random Rare
    • -Uncommon-
    • Can Contain multiple Common, Uncommon, Rare Items
    • -Rare-
    • Can Contain an N7 Weapon

    [/LIst]

     

    Jumbo Equipment Pack - 33,000 Credits

     

    Contains

    • Level I - III Equipment
    • 5 of each consumable
    • 5 Random equipment consumables

    -Credit Farming-

     

    While it is still possible to get 15-18 minute gold matches fighting Reapers but this method can be very hard to pull off so I will be putting the FB:W vs Geth since it is the most common.

     

    Map: Firebase:White

    Enemy Type:Geth

     

    Basic Setup

    Salarian Engineer

    Human Engineer

    Another Human Engineer or Turian Sentinel

    Infiltrator of any race

     

    Advanced Setup

    Geth Infiltrator w/ Claymore X

    Geth Engineer w/ Max powers and no fitness x2

    Salarian Eng 200% recharge with energy drain maxed out for damage.

     

    The Basic setup if for those getting used to FB:W farming and you will get anywhere from 22-26 minute gold runs netting you 75,000 credits.

     

    The Advanced however if for those who are very aggressive. This setup will rely on the Geth turrets recharging shields and the power of Tech Bursts to destroy the smaller enemies and the Geth Infil will focus on the Primes(should only take 4-5 shots to take out a Prime) which should only take 8-10 seconds to kill each. When I run this setup I normally complete it in around 18-20 minutes.

     

     

    As far as where to "Hold out" at you will be staying in the Interior. Have your squad spread out and set the Decoy up at the left entrance. It is important not to move up in later waves as this will make them spawn behind you. Have your engineers focus on powers as this will cause Tech Bursts which will deal a lot of damage to them and the ones surrounding them. As for dealing with the Primes, have your high damage dealer focus on them and should be his main focus whenever they are up.

     

    -Objectives-

     

    Terminals

     

    If you get this objective to activate 4 targets then have everyone stay where they are and have your infiltrator go out and activate them all. As the Infiltrator, keep an eye on the kill feed and communicate with your team because every kill they get will make that enemy respawn somewhere else and possible right next you. As the team holding area, make sure to only kill what is needed without giving up your position because as stated above, just killing for points could get your infiltrator killed.

     

    High Value Targets

     

    If you get this you can simple just stay where you are and let them come to you. If you want your can rocket them to save time or have your infiltrator go out and quickly kill the target if it is not a Prime.

     

     

    Hacking

     

    There are 5 possible areas that these could spawn in. Once this pops up quickly look and see where the arrow is pointing to and quickly make your way there TOGETHER AS A TEAM. Do not just rush up to the objective as 90% of the time the enemy will have spawned right where the hack is or on the way to it so you will just be running into their bullets.

     

    The 5 areas are:

     

    • Back of Interior(room you are in)
      This is the easiest one as they will all spawn in hallway making it very easy to keep them at bay.
       
       
    • Upper Level (area at the top of the ladder)
      If it pops up here go through Hallway and rocket the group that spawn there and then star the hack. If done right they will start spawning at Landing Pad and Interior
       
       
    • Landing Pad
      Same as above but run a little farther to the Landing Pad. You may need one rocket to clear out Landing Pad. IF done right they will spawn in Lower Level and Hallway.
       
       
    • Hallway(in the room in front of you)
      Have somebody take the lead and be ready to rocket inside the room as they will ALWAYS spawn here first. Once you have cleared the room they will spawn at Landing Pad and Interior.

     

     

    -Extraction-

    Extraction can be very easy, just treat this as a hack at Landing Pad and keep your decoy on the left side of the ship facing the stairs. Keep an eye on the left side as this is where the bulk of Hunters and Pyros will be coming from. As for the Primes, they will be spawning in Lower Level and Hallway so you will have more than enough time to kill them before they reach you.

     

    Patches

     

    ----------------------------------------------------------------------------

    March 6, 2012

    ----------------------------------------------------------------------------

     

    [spoiler=1]Tech Armor Power

    - Base detonation damage increased from 200 to 400

    - Base cooldown decreased from 12 to 8 seconds

     

    Stasis

    - Base cooldown increased from 8 to 12 seconds

     

    Adrenaline Rush Power

    - Base weapon damage bonus increased from 35% to 45%

    - Rank 4 weapon damage bonus increased from 15% to 20%

     

    Cluster Grenade Power

    - Base damage increased from 450 to 500

     

    Proximity Mine Power

    - Evolve 3 “increase damage by X% to impacted targets” value changed from 25% to 20%

     

    Energy Drain Power

    - Evolve 6 now gives you a 40% damage reduction effect instead of 15%

     

    Drell Adept

    - Starting encumbrance capacity increased from 30% to 45%

     

    Drell Vanguard

    - Starting encumbrance capacity increased from 30% to 45%

     

    Drell Fitness Power

    - Base health/shield bonus increased from 10% to 20%

    - Rank 2 health/shield bonus increased from 10% to 15%

    - Rank 4 health/shield bonus increased from 15% to 20%

    - Rank 6 health/shield bonus increased from 20% to 25%

    - Rank 6 movement speed bonus increased from 5% to 10%

    - Base regular melee damage increased from 150 to 225

    - Base heavy melee damage increased from 500 to 600

     

    Mattock Assault Rifle

    - Damage increased from [76.1-95.2] to [83.7-104.7]

     

    Revenant Assault Rifle

    - Damage increased from [47.6-59.6] to [52.9-66.2]

     

    Carnifex Heavy Pistol

    - Encumbrance increased from [0.75-0.35] to [1.0-0.5]

     

    Paladin Heavy Pistol

    - Encumbrance increased from [0.75-0.35] to [1.0-0.5]

Edited by Bahroo3
cuz i can
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-----------------------------------------------------------------------

March 13, 2012

-----------------------------------------------------------------------

 

[spoiler=2]Tempest SMG

- Damage increased from [35.7-44.6] to [41.1-53.5]

 

Locust SMG

- Damage increased from [26.2-32.8] to [30.1-39.3]

 

Shuriken SMG

- Damage increased from [29.3-36.6] to [33.6-42.1]

 

Mattock Assault Rifle

- Damage increased from [83.7-104.7] to [94.2-117.8]

 

Vindicator Assault Rifle

- Damage decreased from [68.6-85.8] to [62.4-78.0]

- Encumbrance increased from [1.0-0.5] to [1.25-0.7]

 

Sabotage Power

- Damage from weapon backfire increased from 150 to 200

- Rank 4 weapon backfire damage bonus increased from 30% to 50%

- Maximum number of simultaneous hacked robots reduced from 2 to 1

- Base cooldown increased from 8 to 14 seconds

- Rank 5 cooldown bonus increased from 25% to 35%

- Base hack duration reduced from 12 to 10 seconds

- Rank 6 Berserk upgrade damage bonus reduced from 100% to 50%

- Delay before enemies can attack hacked robots increased from 2 to 8 seconds

 

Geth Trooper

- Weapon damage increased from 30 to 35

- (Bronze) Health increased from 750 to 825

- (Silver) Health increased from 1125 to 1238

- (Gold) Health increased from 1688 to 1856

 

Geth Pyro

- Damage of flamethrower increased from 50 to 65

- (Bronze) Shields increased from 750 to 1170

- (Silver) Shields increased from 1125 to 1755

- (Gold) Shields increased from 1688 to 2633

- (Silver & Gold) Evades less frequently from weapon damage

- (Silver & Gold) Evades less frequently from projectile powers

 

Geth Hunter

- Fixed a bug where Hunters would never re-cloak after decloaking to fire on Gold

 

- (Bronze) Health increased from 750 to 900

- (Bronze) Shields increased from 675 to 1013

 

- (Silver) Health increased from 1125 to 1350

- (Silver) Shields increased from 1013 to 1519

- (Silver) Movement speed modifier while cloaked increased from 75% to 90%

 

- (Gold) Health increased from 1688 to 2025

- (Gold) Shields increased from 1519 to 2278

- (Gold) Movement speed modifier while cloaked increased from 80% to 110%

- (Gold) Aim delay before firing decreased from 0.5 to 0.25 seconds

 

Geth Prime

- (Silver) Reduced chance to play hit reactions from 35% to 27.5%

- (Gold) Reduced chance to play hit reactions from 30% to 15%

 

 

 

-----------------------------------------------------------------------

March 20, 2012

-----------------------------------------------------------------------

 

[spoiler=3]Phaeston Assault Rifle

- Damage increased from [29.7-37.2] to [34.7-42.2]

 

Revenant Assault Rifle

- Damage increased from [52.9-66.2] to [57.9-71.2]

 

Claymore Shotgun

- Damage increased from [152.8-191.0] to [167.8-206.0]

 

Falcon Assault Rifle

- Increased refire time on the Falcon to 0.65 seconds

- Decreased rate of fire from 125 to 50

- Decreased max spare ammo from [24-34] to [18-28]

 

Sentry Turret Power

- Increased base shields from 500 to 1000

- Increased base damage from 25 to 30

- Evolve 5 Rocket upgrade damage increased from 150 to 250

- Evolve 5 Rocket upgrade radius increased from 1.5 meters to 2.0 meters

 

Combat Drone Power

- Evolve 5 Rocket upgrade damage increased from 150 to 250

- Evolve 5 Rocket upgrade radius increased from 1.5 meters to 2.0 meters

 

Ops Survival Pack Consumable

- Increased amount of bonus shields given from 1000 to 1500

 

Atlas

- (Silver) Armor increased from 11250 to 12940

- (Silver) Shields increased from 11250 to 12940

- (Gold) Armor increased from 16875 to 21094

- (Gold) Shields increased from 16875 to 21094

 

 

-----------------------------------------------------------------------

March 27, 2012

-----------------------------------------------------------------------

 

[spoiler=5]Falcon Assault Rifle

- Damage increased from [215.0-268.8] to [279.2-349.0]

 

Javelin Sniper Rifle

- Damage increased from [795.0-993.7] to [1030.5-1288.1]

- Encumbrance increased from [2.5-2.0] to [3.0-2.4]

- Max spare ammo decreased from [9-19] to [5-15]

 

Wraith Shotgun

- Damage increased from [83.1-103.9] to [89.5-111.9]

 

Paladin Heavy Pistol

- Damage increased from [350.9-438.7] to [389.9-487.4]

- Encumbrance increased from [1.0-0.5] to [1.5-0.9]

 

Talon Heavy Pistol

- Damage increased from [72.1-90.1] to [86.5-108.1]

 

Geth Assault Rifle

- Encumbrance decreased from [1.5-0.9] to [1.0-0.5]

 

Lift Grenade Power

- Increased base damage from 450 to 500

 

 

 

-----------------------------------------------------------------------

April 3, 2012

-----------------------------------------------------------------------

[spoiler=42]

Tech Armor Power

- Base cooldown decreased from 8 to 6 seconds

- Base encumbrance penalty decreased from 80% to 60%

- Base detonation force increased from 750 to 1000

 

Fortification Power

- Base encumbrance penalty decreased from 60% to 50%

 

Frag Grenade Power

- Increased base damage from 600 to 650

- Evolution 5 armor damage bonus increased from 50% to 65%

- Evolution 6 shield damage bonus increased from 50% to 65%

 

Concussive Shot Power

- Increased base damage from 100 to 150

 

Tech Burst Power Combo

- Damage increased from [75-200] to [100-250]

 

Fire Explosion Power Combo

- Damage increased from [100-250] to [150-375]

- Damage-over-time duration increased from 3 to 4 seconds

 

Drell Vanguard

- Starting encumbrance capacity increased from 45% to 60%

 

Human Male/Female Soldier (including Battlefield 3 kit)

- Starting encumbrance capacity increased from 30% to 45%

 

Turian Soldier

- Starting encumbrance capacity increased from 40% to 55%

 

Reset Powers Card

- Will no longer drop for you if you have 3 or more of them already

 

 

 

-----------------------------------------------------------------------

April 10, 2012

-----------------------------------------------------------------------

 

[spoiler=99]Adrenaline Rush Power

- Evolution 1 damage reduction increased from 25% to 40%

- Evolution 5 shield recharge increased from 50% to 100% of base shields

 

 

-----------------------------------------------------------------------

April 17, 2012

-----------------------------------------------------------------------

[spoiler=9]

Geth Pulse Rifle

- Damage increased from [21.9-27.4] to [24.1-30.1]

- Spare Ammo increased from [400-500] to [480-640]

 

Phaeston Assault Rifle

- Damage increased from [34.7-42.2] to [38.1-47.6]

- Spare Ammo increased from [300-375] to [350-450]

- Encumbrance decreased from [1.5-0.9] to [1.35-0.8]

 

Saber Assault Rifle

- Damage increased from [350.1-437.6] to [389.0-486.2]

- Spare Ammo increased from [40-50] to [40-56]

 

Revenant Assault Rifle

- Damage increased from [57.9-71.2] to [63.6-79.5]

- Spare Ammo increased from [300-375] to [360-480]

- Encumbrance decreased from [2.0-1.4] to [1.8-1.25]

 

Collector Assault Rifle

- Damage increased from [44.3-55.4] to [48.7-60.9]

- Spare Ammo increased from [280-350] to [308-392]

- Encumbrance decreased from [2.0-1.4] to [1.8-1.25]

 

Paladin Heavy Pistol

- Damage increased from [389.9-487.4] to [424.9-531.1]

- Encumbrance increased from [1.0-0.5] to [1.25-0.7]

- Magazine Size decreased from 4 to 3

- Spare Ammo increased from [16-26] to [21-33]

 

Talon Heavy Pistol

- Damage increased from [86.5-108.1] to [93.7-117.1]

- Encumbrance decreased from [1.5-0.9] to [1.25-0.7]

- Spare Ammo increased from [24-34] to [24-36]

 

Arc Pistol

- Damage increased from [56.6-71.1] to [61.6-76.8]

- Encumbrance decreased from [1.5-0.9] to [1.25-0.7]

 

Shuriken SMG

- Damage increased from [33.6-42.1] to [38.7-48.3]

- Spare Ammo increased from [324-405] to [360-468]

- Encumbrance decreased from [0.5-0.2] to [0.45-0.2]

 

Tempest SMG

- Damage increased from [41.1-53.5] to [47.5-59.4]

- Spare Ammo increased from [350-437] to [400-500]

- Encumbrance decreased from [0.75-0.35] to [0.65-0.3]

 

Hornet SMG

- Damage increased from [46.1-57.6] to [53.7-67.2]

- Spare Ammo increased from [144-180] to [168-216]

- Encumbrance decreased from [1.0-0.5] to [0.85-0.45]

 

Locust SMG

- Damage increased from [30.1-39.3] to [34.3-42.8]

- Spare Ammo increased from [240-300] to [260-340]

- Encumbrance decreased from [0.75-0.35] to [0.65-0.3]

 

Hurricane SMG

- Damage increased from [72.5-90.6] to [83.3-104.1]

- Spare Ammo increased from [240-300] to [280-360]

- Encumbrance decreased from [1.0-0.5] to [0.85-0.45]

 

Geth SMG

- Damage increased from [13.9-17.4] to [16.1-20.1]

- Spare Ammo increased from [500-625] to [600-800]

- Encumbrance decreased from [0.75-0.35] to [0.65-0.3]

 

Wraith Shotgun

- Spare Ammo increased from [10-20] to [18-28]

 

Submission Net Power

- Base cooldown decreased from 12 to 10 seconds

- Projectile speed increased from 22.5 meters/sec to 27.5 meters/sec

 

Decoy, Combat Drone, Sentry Turret, and Geth Turret Powers

- Decreased the maximum number of enemies that will target them at the same time.

 

 

-----------------------------------------------------------------------

April 24, 2012

-----------------------------------------------------------------------

Hurricane SMG

- Damage increased from [83.3-104.1] to [93.2-116.5]

- Recoil reduced

 

Eviscerator Shotgun

- Damage increased from [60.0-74.9] to [64.6-80.7]

- Encumbrance reduced from [1.5-0.9] to [1.25-0.7]

 

Scimitar Shotgun

- Encumbrance reduced from [1.5-0.9] to [1.25-0.7]

 

Incisor Sniper Rifle

- Damage increased from [67.8-84.8] to [74.6-93.3]

 

Proximity Mine Power

- Base impact radius increased from 2 meters to 3 meters

 

Singularity Power

- Base duration that enemies are held in the air increased from 4 to 6 seconds

- Base singularity duration increased from 15 to 25 seconds

- Evolution 3 damage per second increased from 20 to 50

- Evolution 4 recharge speed bonus increased from 30% to 35%

- Evolution 6 detonation damage increased from 300 to 500

- Evolution 6 detonation radius increased from 5 meters to 7 meters

 

Concussive Shot Power

- Base damage increased from 150 to 200

 

Adrenaline Rush Power

- Base damage bonus increased from 45% to 50%

 

Marksman Power

- Base cooldown decreased from 10 to 8 seconds

 

 

Edited by Bahroo3
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Share on other sites

 

----------------------------------------------------------------------------

May 2, 2012

----------------------------------------------------------------------------

[spoiler=98]

Frag Grenade Power

- Base damage increased from 650 to 750

- Evolution 3 increase to max grenades increased from 1 to 2

- Evolution 4 extra damage to organics increased from 40% to 50%

- Evolution 5 armor damage bonus increased from 65% to 75%

- Evolution 6 shield damage bonus increased from 65% to 75%

 

Inferno Grenade Power

- Base damage per second increased from 100 to 125

- Evolution 3 increase to max grenades increased from 1 to 2

 

Sabotage Power

- Damage from weapon backfire increased from 200 to 300

- Evolution 2 weapon backfire damage bonus increased from 50% to 60%

- Delay before weapons backfire reduced from 2 to 1.5 seconds

 

Biotic Explosion Power Combo

- Impact radius reduced from [3.0-5.0] meters to [2.0-4.0] meters

 

Arc Pistol

- Damage increased from [61.6-76.8] to [70.2-87.7]

- Encumbrance decreased from [1.25-0.7] to [1.1-0.6]

 

Wraith Shotgun

- Damage increased from [89.5-111.9] to [102.3-127.8]

 

Cerberus Horde Wave Data

- (Silver) Extraction wave: reduced number of Guardians from 4 to 3 and added a single Phantom

 

Atlas

- (Silver) Increased chance to sync kill players from 50% to 60%

- (Gold) Increased chance to sync kill players from 60% to 80%

 

Objective Waves (Waves 3, 6, and 10)

- Increase XP rewards for completing objectives from 2000 to 3000

 

XP Rewards

- Random Faction XP bonus increased from 15% to 25%

- Random Map XP bonus increased from 10% to 15%

 

Credit Rewards

- Total credits rewarded for a match is unchanged

- Increased share of total credits for wave 6 by 10%

- Decreased share of total credits for wave 10 by 10%

 

 

----------------------------------------------------------------------------

May 9, 2012

----------------------------------------------------------------------------

[spoiler=394]

Shockwave Power

- Base damage increased from 200 to 300

- Base force increased from 600 to 700

- Rank 3 damage and force bonus increased from 20% to 25%

- Evolution 3 bonus to biotic combos increased from 50% to 65%

 

Incinerate Power

- Evolution 3 bonus damage-over-time increased from 40% to 50%

 

Lift Grenade

- Base damage increased from 500 to 750

 

Marksman Power

- Base cooldown decreased from 8 to 6 seconds

 

Adrenaline Rush Power

- Base cooldown decreased from 10 to 6 seconds

 

Ballistic Blade Power

- Fixed evolution 2 to increase the cone angle to 110 degrees instead of 360 degrees

 

Cerberus Centurion

- Reduced ideal range from target from 12 meters to 8 meters

- Reduced ideal max range from target from 40 meters to 35 meters

- (Silver) Increased max amount of shields regenerated from 50% to 60%

- (Silver) Reduced delay before shields start regenerating from 7.5 seconds to 7 seconds

- (Silver) Health increased from 1125 to 1240

- (Gold) Increased max amount of shields regenerated from 60% to 75%

- (Gold) Reduced delay before shields start regenerating from 6.5 seconds to 6 seconds

- (Gold) Health increased from 1687.5 to 1860

 

 

----------------------------------------------------------------------------

May 16, 2012

----------------------------------------------------------------------------

[spoiler=09]

Eagle Heavy Pistol

- Damage increased from [60.9-76.1] to [67.0-83.8]

 

Hurricane SMG

- Damage increased from [93.2-116.5] to [102.5-128.1]

 

Crusader Shotgun

- Damage increased from [442.1-552.6] to [486.6-608.3]

 

Indra Sniper Rifle

- Damage increased from [54.1-67.6] to [62.6-78.2]

 

Singularity Power

- Fixed a bug where the base duration that enemies are held in the air was still 3 seconds.

Should now be 6 seconds, as the April 24 changes specify.

 

Geth Horde Wave Data

- (Gold) Wave 6: reduced number of Hunters from 4 to 2

- (Gold) Wave 6: increased number of Rocket Troopers from 2 to 3

- (Gold) Wave 6: added a single Geth Prime

- (Gold) Wave 10: reduced number of Pyros from 4 to 3

- (Gold) Wave 10: increased number of Geth Primes from 2 to 3

 

Card Data

- 255 max cap on ammo, medigel, rockets, shields - they should grant equipment items instead if maxed

- Respec cards are now uncommon rather than rare

- Increasing XP bonuses for character cards

 

 

----------------------------------------------------------------------------

May 22, 2012

----------------------------------------------------------------------------

[spoiler=95]

Batarian Sentinel

- Starting encumbrance capacity increased from 30% to 45%

 

Submission Net Power

- Base cooldown decreased from 10 to 8 seconds

- Base hold duration increased from 4 to 6 seconds

 

Sentry Turret Power

- Base turret damage increased from 30 to 40

- Evolution 5 rocket damage increased from 250 to 300

 

Tech Armor Power

- Base damage protection increased from 25% to 35%

- Base encumbrance penalty decreased from 60% to 50%

- Evolution 3 power damage bonus increased from 20% to 30%

- Evolution 4 melee damage bonus increased from 30% to 40%

 

 

----------------------------------------------------------------------------

May 30, 2012

----------------------------------------------------------------------------

[spoiler=o]

Sabotage Power

- Evolution 6 bonus to tech power damage decreased from 100% to 50%

 

 

----------------------------------------------------------------------------

June 5, 2012

----------------------------------------------------------------------------

[spoiler=121]

Eagle Heavy Pistol

- Damage increased from [67.0-83.8] to [74.9-93.7]

- Clip size increased from 18 to 24

- Spare ammo increased from [180-225] to [192-240]

 

Harrier Assault Rifle

- Encumbrance increased from [1.75-1.0] to [1.75-1.25]

 

 

----------------------------------------------------------------------------

June 12, 2012

----------------------------------------------------------------------------

[spoiler=pie]

Saber Assault Rifle

- Damage increased from [389.0-486.2] to [427.9-534.8]

 

Talon Pistol

- Encumbrance reduced from [1.25-0.7] to [1.1-0.6]

 

Scorpion Pistol

- Encumbrance reduced from [1.5-0.9] to [1.1-0.6]

 

Reegar Carbine

- Encumbrance increased from [1.75-1.0] to [1.75-1.25]

 

Krysae Sniper Rifle

- Damage reduced from [531.2-664.0] to [476.0-595.0]

 

Hunter Mode Power

- Base damage bonus decreased from 10% to 5%

- Rank 3 damage bonus decreased from 5% to 2.5%

- Base vision range decreased from 20 meters to 15 meters

- Evolution 5 vision range bonus increased from 50% to 60%

 

Smash Power

- Base cooldown decreased from 8 to 5 seconds

- Base damage increased from 500 to 550

- Range increased from 6 to 8 meters

 

Shockwave Power

- Base range increased from 10 to 16 meters

 

 

----------------------------------------------------------------------------

June 21, 2012

----------------------------------------------------------------------------

[spoiler=sentry]

Sentry Turret Power

- Base damage increased from 40 to 75 per shot (fires a 3 round burst)

- Evolution 2 shock radius increased from 2.5 to 5 meters

- Evolution 2 shock force increased from 450 to 1000

- Evolution 2 shock cooldown decreased from 5 to 2 seconds

- Evolution 3 chance to freeze increased by 200%

- Evolution 5 rocket cooldown decreased from 4 to 3 seconds

- Evolution 5 rocket impact radius increased from 2 to 2.5 meters

- Evolution 5 rocket minimum range reduced from 10 to 5 meters

- Evolution 6 flame thrower base damage increased from 55 to 65 per second

 

Combat Drone Power

- Evolution 2 explosion damage increased from 120 to 400

- Evolution 2 explosion force increased from 400 to 800

- Evolution 3 shock cooldown decreased from 5 to 3 seconds

- Evolution 3 shock force increased from 450 to 1000

- Evolution 3 shock radius increased from 2.5 to 5 meters

- Evolution 5 rocket damage increased from 250 to 300

- Evolution 5 rocket radius increased from 2 to 2.5 meters

- Evolution 5 rocket cooldown decreased from 4 to 3 seconds

 

Arc Pistol

- Damage increased from [70.2-87.7] to [77.2-96.5]

 

Viper Sniper Rifle

- Damage increased from [229.4-286.7] to [265.6-332.0]

- Encumbrance decreased from [1.5-0.9] to [1.25-0.7]

 

 

----------------------------------------------------------------------------

June 26, 2012

----------------------------------------------------------------------------

[spoiler=hg]

Character Pack Changes

- Removed character kit cards as rare drops after all appearance options have

been unlocked and we've introduced new powerful Rare Ammo types that will

drop when you've maxed out your kits.

See more details here.

 

Tactical Cloak Power

- Base duration decreased from 8 to 4 seconds

- Evolution 1 duration bonus increased from 50% to 150%

- Base damage bonus decreased from 50% to 40%

- Evolution 6 sniper rifle damage bonus decreased from 40% to 25%

 

Human Adept Heavy Melee

- Base damage increased from 250 to 500

 

Saber Assault Rifle

- Encumbrance decreased from [2.0-1.4] to [1.7-1.4]

 

Wraith Shotgun

- Encumbrance decreased from [1.5-0.9] to [1.2-0.9]

 

Crusader Shotgun

- Encumbrance decreased from [2.5-2.0] to [2.3-2.0]

 

Javelin Sniper Rifle

- Encumbrance decreased from [3.0-2.4] to [2.7-2.4]

 

Black Widow Sniper Rifle

- Encumbrance decreased from [2.5-2.0] to [2.3-2.0]

 

Indra Sniper Rifle

- Encumbrance decreased from [1.25-0.7] to [1.0-0.7]

Edited by Bahroo3
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Share on other sites

----------------------------------------------------------------------------

July 4, 2012

----------------------------------------------------------------------------

[spoiler=6775]

Collector Assault Rifle

- Damage increased from [48.7-60.9] to [55.4-69.2]

- Encumbrance decreased from [1.8-1.25] to [1.6-1.2]

 

Ops Survival Pack Consumable

- Increased amount of bonus shields given from 1500 to 2000

 

Cerberus Guardian

- (Bronze) Health increased from 750 to 900

- (Silver) Health increased from 1125 to 1350

- (Gold) Health increased from 1687 to 2025

 

Cerberus Turret

- (Bronze) Health and shields increased from 900 to 1050

- (Silver) Health and shields increased from 1350 to 1575

- (Gold) Health and shields increased from 2025 to 2362

 

Cerberus Nemesis

- (Bronze) Health increased from 450 to 525

- (Bronze) Shields increased from 750 to 860

- (Silver) Health increased from 675 to 790

- (Silver) Shields increased from 1125 to 1295

- (Gold) Health increased from 1012 to 1180

- (Gold) Shields increased from 1687 to 1940

 

Cerberus Atlas

- (Bronze) Armor increased from 7500 to 9000

- (Silver) Armor increased from 12940 to 14000

- (Gold) Armor increased from 21094 to 23000

 

 

 

----------------------------------------------------------------------------

July 10, 2012

----------------------------------------------------------------------------

[spoiler=949]

 

Prothean Particle Rifle now available as a new UltraRare weapon

 

Barrier Power

- Base damage reduction increased from 15% to 25%

- Evolution 4 power damage bonus increased from 25% to 30%

 

Fortification Power

- Base damage reduction increased from 15% to 25%

- Evolution 4 power damage bonus increased from 20% to 30%

 

Blade Armor Power

- Base damage reduction increased from 15% to 25%

- Base encumbrance penalty reduced from 60% to 50%

- Base melee damage return increased from 75% to 100%

- Evolution 4 melee damage return bonus increased from 75% to 150%

- Melee damage return cap increased from 1000 to 2000

 

Krogan Rage Power

- Rank 1 health/shield bonus increased from 10% to 20%

- Rank 2 health/shield bonus increased from 10% to 15%

- Evolution 2 health/shield bonus increased from 15% to 20%

- Evolution 6 health/shield bonus increased from 25% to 30%

- Rank 1 melee damage bonus increased from 15% to 20%

- Rank 3 melee damage bonus increased from 20% to 25%

 

Krogan Soldier

- Starting encumbrance capacity increased from 50% to 60%

 

Krogan Sentinel

- Starting encumbrance capacity increased from 50% to 60%

 

Krogan Vanguard

- Starting encumbrance capacity increased from 40% to 50%

 

Cerberus Atlas

- Number of cannon shots in a burst increased from 3 to 4

 

 

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July 18, 2012

---------------------------------------------------------------------------

[spoiler=92992]

Vindicator Assault Rifle

-Damage increased from [62.4-78.0] to [68.6-85.8]

 

Mattock Assault Rifle

-Damage increased from [94.2-117.8] to [103.6-129.5]

 

Phaeston Assault Rifle

-Damage increased from [38.1-47.6] to [41.9-52.4]

 

Piranha Shotgun

-Damage increased from [63.6-79.6] to [70.9-88.7]

 

Vorcha Flamer

-Increase base range from 5 meters to 10 meters

 

 

---------------------------------------------------------------------------

July 24, 2012

---------------------------------------------------------------------------

[spoiler=eoeoe]

Krysae Sniper Rifle

- Damage decreased from [476.0-595.0] to [429.0-548.0]

- Rate of fire decreased from [50] to [35]

- Recoil Increased from [5.0] to [10.0]

- Zoom Recoil Increased from [3.0] to [5.0]

- Total ammo dropped from [9-21] to [9-18]

 

N7 Typhoon

- Distance Penetration decreased from 100cm to 25cm

 

Cobra Missile Launcher

- Rate of fire decreased from 140 to 50

- Charge up behavior disabled to fix rocket glitch

 

- Fix for some uncommon gear not showing up in Spectre + Spectre Premium packs

- Increased XP bonus for common characters in Spectre + Spectre Premium from 62.5k to 250k XP

- Enemies in Gold and Platinum will stomp downed players now

 

 

----------------------------------------------------------------------------

July 31, 2012

----------------------------------------------------------------------------

[spoiler=030303]

N7 Typhoon Assault Rifle

- Damage multiplier when fully ramped up decreased from [2.0x] to [1.5x]

 

N7 Indra Sniper Rifle

- Damage increased from [62.6-78.2] to [72.6-92.2]

 

Prothean Particle Beam Assault Rifle

- Damage increased from [17.2-21.4] to [19.2-25.8]

 

Smash Power

- Base cooldown increased from 5 to 8 seconds

 

Devastator Mode Power

- Base rate of fire bonus decreased from 15% to 10%

 

Incinerate Power

- Base damage increased from 300 to 330

 

Carnage Power

- Base damage increased from 315 to 350

 

Pull

- Impact damage for all kits with pull is now 100 to match Asari Justicar

- Rank 3 duration bonus increased from 40% to 50%

- Evolve 1 duration bonus increased from 50% to 100%

- Evolve 2 radius bonus increased from 2m to 2.5m

- Evolve 3 lifted damage per second increased from 20 to 75

- Evolve 4 extra damage done to targets increased from 25% to 30%

- Evolve 5 biotic combo damage bonus increased from 50% to 75%

- Evolve 6 recharge bonus increased from 60% to 150%

 

Gold and Platinum Difficulties

- Enemy shield/barrier damage gates on weapon damage reduced from 100% to 90%, which

means 10% of the remaining weapon damage after impacting shields/barriers will pass

through to health.

 

 

----------------------------------------------------------------------------

August 8, 2012

----------------------------------------------------------------------------

[spoiler=boo]

Enemy Shields and Barriers

- (Platinum) The delay before enemy shields/barriers start regenerating increased from 4 to 6 seconds

 

Cerberus Atlas and Geth Prime

- (Platinum) Max amount of shields regenerated increased from 65% to 75%

- (Platinum) Rate of shield regeneration increased from 16.5% to 20% per second

 

Cerberus Phantom

- (Platinum) Max amount of shields regenerated increased from 75% to 85%

- (Platinum) Rate of shield regeneration increased from 25% to 30% per second

- (Platinum) The force threshold to cause Phantoms to stagger lowered to Gold levels

 

Reaper Marauder and Cerberus Engineer, Turret, Nemesis, and Centurion

- (Platinum) Max amount of shields regenerated increased from 85% to 90%

- (Platinum) Rate of shield regeneration increased from 33% to 40% per second

 

Reaper Banshee

- (Platinum) Rate of shield regeneration increased from 16.5% to 20% per second

 

Geth Rocket Trooper, Hunter and Pyro

- (Platinum) Max amount of shields regenerated increased from 85% to 90%

- (Platinum) Rate of shield regeneration increased from 33% to 40% per second

 

Arc Grenade Power (Male Quarian)

- Base damage decreased from 450 to 400 to match the N7 Demolisher

 

Ballistic Blades Power

- Base damage increased from 800 to 900

 

N7 Piranha Shotgun

- Damage decreased from [70.9-88.7] to [61.7-77.1]

 

 

----------------------------------------------------------------------------

August 14, 2012

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[spoiler=hoh]

Enemy Stomping Behavior

- (Silver) Delay before enemies will move to your body to stomp you increased from 1.5 to 2 seconds

- (Silver) Delay before enemies stomp you once they reach your body increased from 0.75 to 1 second

- (Gold) Delay before enemies will move to your body to stomp you increased from 0.75 to 1 second

- (Gold) Delay before enemies stomp you once they reach your body increased from 0.25 to 1 second

- (Platinum) Delay before enemies will move to your body to stomp you remains at 0

- (Platinum) Delay before enemies stomp you once they reach your body increased from 0 to 1 second

 

Cerberus Phantom

- (Platinum) The force threshold to cause Phantoms to stagger lowered to Gold levels

 

 

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August 21, 2012

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[spoiler=spo]

Locust SMG

- Damage increased from [34.3-42.8] to [37.7-47.1]

 

Crusader Shotgun

- Damage increased from [486.6-608.3] to [530.9-663.6]

 

Kishock Sniper Rifle

- Damage multiplier for full charge increased from 150% to 175%

 

Biotic Charge Power (all kits excluding the Krogan)

- Base damage increased from 250 to 400

- Base force increased from 500 to 600

 

Biotic Charge Power (Krogan only)

- Base damage increased from 400 to 500

- Evolve 4 melee damage bonus increased from 25% to 40% and duration increased from 4 to 5 seconds

 

Biotic Charge Power (all kits including the Krogan)

- Rank 3 damage and force bonus increased from 20% to 30%

- Evolve 1 damage and force bonus increased from 30% to 40%

- Evolve 3 weapon damage bonus increased from 15% to 25% and duration increased from 3 to 5 seconds

- Evolve 4 power damage and force bonus increased from 25% to 40% but duration decreased from 15 to 10 seconds

- Evolve 5 chance to cause no cooldown increased from 25% to 33%

 

Electric Slash Power

- Base cooldown increased from 5 to 8 seconds

 

Biotic Slash Power

- Base cooldown increased from 5 to 8 seconds

 

Sticky Grenade Power

- Base damage increased from 750 to 900

 

 

Resurgence DLC Guide

 

http://www.xbox360achievements.org/forum/showthread.php?t=365636

 

 

Rebellion DLC Guide

 

http://www.xbox360achievements.org/forum/showthread.php?t=372308

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Source Links.

 

http://social.bioware.com/forum/1/topic/343/index/9544143

 

http://social.bioware.com/forum/1/topic/347/index/10639449

 

http://social.bioware.com/unity.freeforumshosting.org/forum/1/topic/343/index/10712294

 

http://social.bioware.com/forum/1/topic/347/index/9822648/1

 

http://social.bioware.com/forum/1/topic/343/index/9629730

 

http://me3multiplayer.com/

Edited by Bahroo3
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I found the tips on factions/difficulty interesting. The builds were also a good read. I'll have to try out a few. I still don't know what would posses anyone to play this MP hardcore. I just fail to see the draw, but that's just me.

 

Edit - Also I didn't realize they patched the game so much already. Do they have variables then that they can tweak without having to patch the game traditionally? I asked this awhile back but no one gave me an answers. They ones I know about from other games were called cvars/nvars.

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----------------------------------------------------------------------------

August 28, 2012

----------------------------------------------------------------------------

[spoiler=asa]

Gold and Platinum Difficulties

- Enemy shield/barrier damage gates on weapon damage reduced from 90% to 75%, which means

25% of the remaining weapon damage will pass through to health.

 

Medigel maximum capacity increased from 5 to 6 due to the success of Operation Alloy

 

Falcon Assault Rifle

- Encumbrance decreased from [2.0-1.4] to [1.75-1]

 

Geth Pulse Rifle

- Damage increased from [24.1-30.1] to [27.4-34.2]

 

Hawk Missile Launcher Power

- Rank 3 damage bonus increased from 20% to 30%

- Evolve 1 shield penalty reduction increased from 15% to 25%

- Evolve 2 damage bonus increased from 30% to 40%

- Evolve 3 missile refire time reduction increased from 25% to 35%

- Evolve 5 damage of split missiles increased from 50% to 75%

- Evolve 6 damage bonus increased from 100% to 150%

 

 

----------------------------------------------------------------------------

September 4, 2012

----------------------------------------------------------------------------

[spoiler=404444]

Biotic Charge Power (all kits excluding the Krogan)

- Base force increased from 600 to 650

 

Submission Net Power

- Base cooldown reduced from 8 to 6 seconds

- Base damage increased from 350 to 600

- Rank 3 damage and duration bonuses increased from 20% to 30%

- Evolve 1 damage bonus increased from 30% to 40%

- Evolve 3 damage bonus increased from 30% to 40%

- Evolve 4 cooldown bonus increased from 35% to 45%

- Evolve 6 electric pulse frequency increased from 1.5 to 1 second

- Evolve 6 electric pulse base damage increased from 100 to 150

 

Turian Sentinel

- Starting encumbrance capacity increased from 40% to 50%

 

Turian Soldier

- Starting encumbrance capacity increased from 55% to 65%

 

Turian & Batarian Fitness Powers

- Base health/shield bonus increased from 15% to 25%

- Rank 2 health/shield bonus increased from 10% to 15%

- Evolve 2 health/shield bonus increased from 15% to 20%

- Evolve 6 health/shield bonus increased from 25% to 30%

 

Edited by Bahroo3
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I am not a dev so I can't you how it is done but yes they can apply patches to the server without the needing to be downloaded. Also I love Mass Effect Series a lot and I needed something to do while I wait for the real ending.

 

I know this. I'm just looking for confirmation that they are using cvars (or whatever) to do so. I'm guessing that is the case because these are used to tweak values of almost anything in an online game, but can't add new content. Looking over the changes you posted it seems to be that's exactly what they did. I don't know if these changes would qualify as being hotfixes, but like you I'm not a dev or a network nerd, so for fear of embarrassing myself I don't want to call them that.

 

Anyways, appreciate the reply and good job with the thread. :D

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Awesome guide! Very big fan of it so far. Actually was quite amused that my Asari Adept and my Infiltrator builds are extraordinarily close to what's listed here (give or take the claymore, haven't gotten that yet). Glad to see I'm not off base.

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Great guide, huge help. I haven't been putting points into Fitness at all almost. I see now how important it is. I like the idea of putting 4 of the perk skills all the way to rank 6 and leaving one blank.

 

For the weapons, the link isn't working but I've seen that spreadsheet before. It had lots of information but no conclusions. I think Sustained Damage per Second was probably the best metric to which guns are best but it's hard to tell. Did you draw any conclusions from the spreadsheet or do you have a link to where people draw conclusions based on the weapon data? For instance, the Hornet seems insanely strong even though it has massive kick.

 

Also do you think High Barrel and Armor Piercing are the best mods?

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Great guide, huge help. I haven't been putting points into Fitness at all almost. I see now how important it is. I like the idea of putting 4 of the perk skills all the way to rank 6 and leaving one blank.

 

For the weapons, the link isn't working but I've seen that spreadsheet before. It had lots of information but no conclusions. I think Sustained Damage per Second was probably the best metric to which guns are best but it's hard to tell. Did you draw any conclusions from the spreadsheet or do you have a link to where people draw conclusions based on the weapon data? For instance, the Hornet seems insanely strong even though it has massive kick.

 

Also do you think High Barrel and Armor Piercing are the best mods?

 

I have fixed the link and it should work now and as far as the strength of weapons it really just depends on what you are doing. The Hornet is very bad at any range longer than point blank since getting headshots with it is impossible versus say the Vindicator which has slightly less damage but little to no recoil and when fired from cover which will provides you with 3 headshots every time. For myself personally I like to use the Claymore or if I am playing as a power class I will use a Vindicator.

 

As far as weapon mods go it really depends on what faction I am going up against and what weapon I am using. For example I would use the Shredder/Choke if I was fighting reapers due the high amount of armored targets. If I was fighting Geth or Cereberus I would just use the HCB/Choke.

 

There are other guns which will benefit from the other mods so Pierce/damage is not always the way to go for every gun such as the Revenant for which I stability/clip on my Turian Soldier.

 

Simple Version: There is no "win all" gun and just use what fits your play style the best.

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thanks for the reply bahroo3, and again what a great guide, thanks!

 

Ideal for me are your recommendations for when we pick random enemy and random maps (like when you say two adepts, one infiltrator and one engineer). That's great advice.

 

For the guns, I'm sure there are tier 1 weapons for each class of weapon. I'm just trying to figure out what they are. Same with the mods.

 

Man, that spreadsheet is intimidating to analyze. I'm pretty sure sustained damage per second is the best metric. What do you think? I know I don't realibly burst-fire enough.

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question for those who have / use a turian sentinal.

 

ive been doing a lot of re-spec work trying to allocate the points perfectly for how i like to play. but the big problem i keep running into is whats the ideal weapon setup for this class.

 

every other class i have found something that works perfectly relatively quick. after promoting my turian several times, i keep turning back to the avenger X (it gives me 200% CD bonus, also decent firepower). ive tried several different setups, but as i said i keep coming back to the assault rifle (no secondary).

 

my basic build is fluctuating, but always consists of chain overload + fully upgraded tech armor.

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question for those who have / use a turian sentinal.

 

ive been doing a lot of re-spec work trying to allocate the points perfectly for how i like to play. but the big problem i keep running into is whats the ideal weapon setup for this class.

 

every other class i have found something that works perfectly relatively quick. after promoting my turian several times, i keep turning back to the avenger X (it gives me 200% CD bonus, also decent firepower). ive tried several different setups, but as i said i keep coming back to the assault rifle (no secondary).

 

my basic build is fluctuating, but always consists of chain overload + fully upgraded tech armor.

 

I like to play my Turian like a heavily armored engineer. For this setup I use

-Max Tech armor which picking up Damage Reduction/Power damage/Power cooldowns

-Max Overload picking up Chain Overload/Recharge Speed/Chain Overload + Damage

-Max Fitness Picking up health every time.

-And For the final one I ignore warp and go for increased power damage and for rank 6 I pick up weapon damage/Stability

 

As for the weapons I almost always run him with A Vindicator X with Stability/Damage And use AP Rounds. Although you will have 190% reduction on power recharge this is easily compensated by the Vindicator's damage.

 

With this setup can you very durable even in gold and allow you to put out alot of tech damage especially if paired up with a Salarian Engineer to trigger a Tech Burst from Overload->Energy Drain with them all surrounding a decoy.

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