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Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





At long last Mass Effect Andromeda is landing.

This thread is to discuss the multiplayer aspects of the game, to find groups, and to bitch about how different it is from 3.

This thread is NOT to discuss the single player. Please head over to the single player thread if you wish to do so.

The Claymore is no longer in the game.

THE BASICS
The game is set up as a cooperative horde mode. You have 7 waves, 2 of which are objective waves, the final being a 2 minute timed extraction, and the remainder are simple kill 'em all rounds.

You begin with access to a basic range of human characters and basic weapons.

Credits are won by completing games, which can then be used to purchase packs containing randomly chosen weapons, classes, mods, and consumables.

Your characters also gain experience which can be used to upgrade their abilities.

The Claymore is no longer in the game.

IN THE BEGINNING
First, let's discuss the out of loving nowhere shot that was Mass Effect 3's multiplayer. It was supposedly tacked on as an afterthought and no one expected anything from it.

It proved to be a buggy mess that was an insane amount of fun, even despite certain flaws rendering the game all but unplayable as an entire class (the infamous Vanguard Rapture).

Bioware were incredibly supportive following the launch, especially considering that the game was supposedly an afterthought.

There were weekly challenges with associated rewards, constant patching and balance changes, and a long string of free DLC adding new missions, classes, powers, weapons and enemies to the game.

I, along with many others, continue to play to this day. We still have a fairly active ME3MP thread here: https://forums.somethingawful.com/showthread.php?threadid=3499990

The Claymore is no longer in the game.

AND NOW
There have been a few changes made here and there.

Some are refinements, some are strange, some are good.
All characters now have a jetpack!

This allows you to do wicked-sick poo poo like this: https://i.imgur.com/qA13Vhw.mp4

Every character can also use that jetpack to dodge on the ground - similar to the old dodge abilities some characters had in Mass Effect 3.

You'll need to learn a new control scheme as there are several major changes.

The game now has an APP!
It's called APEX HQ for your smartphone! You can use it to play space barbies while away from the game, but more importantly you can use it to manage 'strike teams' and send them on missions to net you rewards. These rewards generally apply to the single player aspect of the game.
You can also use it to look at weapons (all the stats are available on there), classes and alter loadouts. It's pretty cool honestly.

There are also daily challenge type missions - usually with some kind of restrictions to make them more challenging - that will give you extra rewards both in the multiplayer and the single player game.

I'll get more into the details of the changes between the games in a later post.

The game dropped a ten hour trial before launch so people could get a feel for it. I didn't spend a second on the single player as the majority of my time with this game will be spent in MP.

First impressions are mixed.

When the game works, it's good. When it doesn't work, it's frustrating and laggy: https://www.youtube.com/watch?v=gFKByXCRJ50

The guns and powers sound fantastic, the classes are widely varied, you have a great array of weapons to choose from, and there are three different races to battle.

Bioware have pledged that DLC for the multiplayer will be handled the same as ME3, which we can only hope is true.

Unfortunately, the heavy melee is gone. Your characters now have a half-assed melee attack, and Krogan don't descend into maniacal glee when butchering their enemies.

I'm going to reserve the first few posts to discuss the enemies, the classes, the weapons, the changes from ME3, and a list of players.

Best of all, :siren: sync kills are back!!! :siren:

This OP will be subject to extensive rewrite as new information becomes available once the game officially launches!

The Claymore is no longer in the game.

WOW THIS SOUNDS GREAT! HOW DO I GET STARTED?
The most important thing to know if you are brand new to the series, is that this is a team game. You will do far better sticking to your teammates, supporting each other, and reviving any dropped team members, than you will dying alone in a corner.
Biotic and tech combos are back! If you aren't familiar with the series, a massive part of fighting effectively in ME3 was knowing how to exploit combos. Hit an enemy with two biotic powers and trigger a huge blast dealing heavy splash damage to all nearby enemies. Use two tech powers in combination and get a similar blast, depending on whether the primer power is flame, ice, or just regular tech.
The best way to get started is just to jump in and start playing.
You will generally win enough credits to buy two basic packs per Bronze game (assuming you extract) and these are a really great place to start. You'll generally unlock one class or weapon per pack, as well as basic consumables - revive packs, health packs, ammo packs, and cobra missiles.
Enemies have weak points that you will deal extra damage to with gunfire. Organic enemies it is generally the head, robotic enemies have a convenient glowing patch to aim for.
If you are fighting an Ascendant, they have a big glowy shield and a stupid orb that rotates around them. KILL THE ORB FIRST. KILL THE ORB FIRST. KILL THE ORB FIRST.

As you go to unlock gear, you may notice that you seem to keep unlocking the same weapons or characters. This is because the items have levels themselves. Weapons slowly improve their stats (up to rank X) and characters gain customisation options.
The agreed-upon wisdom from ME3 is to buy solely the cheapest packs until all of your Common characters and weapons are maxed out before starting to buy the more expensive packs. This is so that you aren't burning credits on lovely items.

The Claymore is no longer in the game.

THINGS THAT WE DON'T KNOW:
A part of Mass Effect 3's challenges included promoting your characters. As far as I know, at this point no one has gotten a character to level 20 to find out if it can be promoted or not. If you know, tell me!

Promotion is gone. You just gain bonuses across all your characters if you keep gaining xp on a level 20 character.

Comrade Blyatlov fucked around with this message at 00:46 on Mar 22, 2017

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Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Please post your gamertags and system in the thread and I'll update this post so we can get goon games going.

PC:
We have a private Discord server set up here: https://forums.somethingawful.com/showthread.php?threadid=3814279
Serpentis - CDN_Serpentis
Spikeguy - Spikeguy86
TastyLemonDrops - TastyLemonDrops
Pierson - Piersonn
apophenium - paymentplan
Gamesguy - Gamesguy1
Kaysette - Kaysette
chami - Chamusta
gmq - gjamq
Biodome - Biodome10

PS4:
Xmaspast - AlnRckmanOvrdrv
Jose Oquendo - joedbaker
precision - zerodrone
InnercityGriot - DoctorKinbote
Alteisen - LinKurosawa
IcePhoenix - SA_IcePhoenix
Thundercloud - Thundercloud2013
^burtle - burtology
Malachite_Dragon - Malachite_Dragon
MorgaineDax - MorgaineDax

Xbone:
Two Finger - Two Finger
Stelio Kontos - KevieKaotic
Rummskull - Rummskull

Comrade Blyatlov fucked around with this message at 02:29 on Mar 22, 2017

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





One of the biggest changes from ME3, is cooldowns.
Mass Effect 3 used a shared cooldown system - trigger one power, and the rest became unavailable (barring grenades and other specific cases.)
Andromeda has nixed this and decided to go with individual cooldowns for your powers.
In theory, this means a longer cooldown for all powers, but since you can use them individually, you should be able to throw out powers about as often.
In practice, this means you dump all your powers at once for those sweet sweet combo detonations, and are left waiting longer.
Reload cancelling (at least the old way) is dead. If someone finds a new way of doing it, share with the other children!

We've noticed a lot of changes already, including but not limited to:
The Mattock has lost its distinctive 'ptink' noise.
Melee attacks no longer carry the bonecrunching sound effects or screen shake. They now look like this:
https://giant.gfycat.com/MilkyMixedConch.mp4

Warp and Dark Channel seem to have been removed from the game, which is odd given that they were very reliable priming powers.

-Some powers have different effects when you tap vs hold the button. Overload is a prime example, and will chain if held
-The powers have a little circle on them in the UI if they time prime and a little explosion symbol if they detonate
-The new softcover system takes some getting used to. No more pressing a button to take cover
-You may have a number of packs waiting in the store on startup (I had 6 from various places)
-Ammo boxes are individual now, instead of shared. Hog all the grenades you wish!
-Encumbrance starts at 100% and goes down. No point putting on lighter weapons to get that +cooldown modified, it's a penalty only
-Take a look at the button layout, it's changed somewhat.
-You can hover if you press the right button while jetpacking. For me on the xbone it's left trigger.
-I think they shortened the bleedout timer. Enemies will still stomp you though. Rude.
You can carry two weapons. Of any type. So if you feel like taking two sniper rifles, feel free. Whether this is a bug or a feature is yet to be seen.

First patch dropped 11/05:

quote:
Powers

We determined that the base damage of powers were too low, which caused them to be underpowered in the late stages. We’ve now increased the base damage of powers and improved some of the bonuses granted by additional skill points. We’ve also improved damage from passive skill trees.

Combo detonations on Gold and Silver difficulties also received a buff because they inflicted less damage than intended.

Weapons

Mass Effect multiplayer is more fun when it’s fast-paced, but low weapon damage limited that pace on Gold and Silver difficulties. There was also a noticeable imbalance between weapon classes, particularly for shotguns and assault rifles.

We’ve boosted the base damage for several underperforming assault rifles, pistols, and shotguns to make them more effective. In particular, we wanted shotguns to become better skirmish weapons, so we boosted their damage and accuracy outside of cover, while reducing the extra accuracy bonus when firing from cover.

Finally, we reduced the damage of the Vanquisher sniper rifle to make it comparable with other weapons. Its overwhelming damage far outclassed other weapons and made this particular sniper rifle a must-have. We’ve now evened the playing field so players feel more comfortable bringing something besides the Vanquisher to a Gold-level game.

We’ll continue to consider potential adjustments for some weapons.

Enemy Factions

We’ve also changed how difficult some enemy factions are to fight.

Due to their individual survivability, the kett were the most difficult faction. To combat this, we reduced their health and defenses. We also lessened the chance the Fiend will sync-attack on Silver and Gold difficulties. We’re investigating latency issues that cause the Fiend to appear like it teleports when it jumps.

We wanted to make the Outlaws more challenging, so we improved the ability of Sharpshooters and Hydras to push players into cover. We also made the Berserker easier to fight from cover and the Hydra is now stronger and more dangerous.

We left the Remnant untouched and continue to monitor their performance.

Player:

Fixed a bug that made Silver and Gold difficulties use normal stats for Shield Gate and Health Gate

Fixed a bug that made Silver and Gold difficulties use normal stats for damage reduction due to armor. Enemy armor now reduces 15 damage per hit on Silver and 20 damage per hit on Gold, to a minimum of 10 damage per hit

Powers:

All Damage Powers

Raw damage upgrades increased by a cumulative 25-35% per power

All Offensive Passive Lines

Power damage upgrades increased by a cumulative 20% per line

Power Combos

Fixed an issue that caused combos in Gold and Silver difficulties to inflict incorrect base damage

Increased base combo damage by approximately 60% in Bronze, 140% in Silver, and 200% in Gold.

Increased the value of combo damage upgrades in all passives from +30% to +50%

Combat Powers:

Barricade

Increased base duration from 12s to 13s

Decreased Rank 4 duration bonus from 40% to 35%, although the end duration is still greater than before

Increased Rank 5 buff from 20% to 30% power damage bonus

Flak Cannon

Increased base primary damage from 180 to 250

Increased base power cell count from 2 to 4

Tech Powers:

Assault Turret

Increased the Rank 5 flamethrower’s damage per second from 45 to 150, and burn damage over time from 22 to 35 damage per second

Increased the Rank 2 health upgrade from +30% to +50%, and the Rank 4 health upgrade from +50% to +75%

The power’s cooldown now triggers when the turret spawns, instead of when it is destroyed.

Increased base bullet damage from 20 to 36

The cooldown is now 30s, but can be reduced to 10s with the Rank 4 cooldown upgrade.

Fixed a bug causing the Rank 6 cryo ammo to inflict no damage

Incinerate

Increased the base damage from 120 to 350

Decreased the damage over time from 50 to 45 damage per second

Overload

Increased base uncharged damage from 150 to 200, and charged damage from 200 to 300

Flamethrower

Increased base damage from 220 to 240 damage per second

Cryo Beam

Increased base damage per second from 135 to 150

Energy Drain

Increased base damage from 160 to 175

Shield Boost

Increased base radius from 6m to 8m

Increased support score generated by successfully giving another player shields from 10 to 20

Invasion

Improved Rank 4 infection radius and Rank 5 spread radius

Remnant VI

Increased base health from 500 to 800

Increased Rank 2 health upgrade from 15% to 65%

Improved Rank 4 health regeneration rate and delay

Increased Rank 5 close-combat health upgrade from 120% to 200%

Increased the Rank 6 missile damage from 90 to 450

Decreased the Rank 6 missile cooldown from 10s to 5s

Increased base beam damage from 70 to 100 damage per second

Fixed issue where VI would occasionally get stuck

VI will now teleport to player if its path is too complex

Biotic Powers:

Pull

Increased Rank 5’s crushing grip damage over time from 35 to 60 damage per second

Throw

Increased base damage from 225 to 240

Shockwave

Increased base damage from 225 to 245

Singularity

Decreased base cooldown from 24s to 20s

Increased Rank 5 recharge rate bonus from +25% to +40%

Backlash

Increased base aegis health from 350 to 400

Increased base reflection damage bonus from +180% to +200%

Increased Rank 4 and Rank 5 bonuses

Charge

Increased base damage from 250 to 275

Nova

Increased base damage from 400 to 420

Annihilation

Increased the base cooldown penalty from 60% to 75%

Decreased the Rank 4 radius bonus from 50% to 35%

Damage and bonuses from different users will now stack on the same target

Lance

Slightly improved aim assist at longer ranges

Passive Powers:

Barrier

Barrier Drain: shield regeneration value from melee attacks decreased from 20% to 15%

Biotic Link: can now only apply its effect once every 5s

Saving Barrier: cooldown on the automatic shield regeneration increased from 10s to 15s

Biotic Ascension

Improved the bonuses for Rank 6 evolutions

Character Stats:

Asari Adept

Decreased base shields from 250 to 200

Krogan Vanguard

Decreased base shields from 180 to 150

Weapons

Assault Rifles

Avenger

Increased damage from 35–47 to 39–50

Mattock

Increased damage from 50–63 to 90–113

Increased magazine size from 16 to 20

Zalkin

Increased damage from 60–76 to 79–99

Valkyrie

Increased damage from 86–99 to 164–190

Increased magazine size from 16 to 20

Increased total spare ammo from 128–160 to 140–175

Soned

Increased damage from 51–59 to 70–81

Improved rate-of-fire charge time from 1s to 0.5s

Improved accuracy when firing from the hip or firing blindly over barriers

Maximum accuracy while aiming down sights was slightly decreased; the accuracy penalty for firing was reduced.

PAW

Increased damage from 35–40 to 58–67

Halberd

Increased damage from 90–113 to 150–180

Pistols

Carnifex

Increased damage from 175–220 to 255–321

Hornet

Increased damage from 46–55 to 101–121

Sidewinder

Increased damage from 150–180 to 167–200

Hurricane

Increased damage from 49–57 to 65–75

Eagle

Increased damage from 69–80 to 96–111

Improved accuracy

Rozerad

Increased damage from 48–56 to 73-84

Increased rate of fire from 420–525 to 490–613

Improved rate-of-fire charge time from 2s to 1s

Improved accuracy

Ushior

Increased damage from 463–535 to 775–896

Increased magazine size from 1 to 2

Increased total ammo from 18–23 to 20–25

Reduced weight from 0.25–0.13 to 0.2–0.1

Charger

Accuracy slightly reduced

Shotguns

Katana

Increased damage per pellet from 46–61 to 64–85

Piranha

Increased damage per pellet from 54–62 to 59–68

Disciple

Increased damage per pellet from 60–76 to 79–99

Ruzad

Increased damage per pellet from 98–123 to 171–215

Crusader

Increased damage from 382–442 to 699–808

Bullet trails added to the slug

Hesh

Increased damage per pellet from 55–66 to 66–79

Scattershot

Increased damage per pellet from 46–55 to 66–79

Dhan

Increased damage from 595–688 to 850–983

Increased magazine size from 2 to 3

Increased total spare ammo from 20–25 to 21–26

Deals extra weak point damage

Venom

Increased damage from 290–348 to 352–422

The initial round will now explode on contact with a target and the fragments will travel faster and longer before they explode

Sniper Rifles

Vanquisher

Reduced damage from 675–810 to 600–720

Shadow

Increased damage from 38–46 to 85–102

Increased damage as the Shadow gets closer to overheating; weapon will overheat faster

Valiant

Increased damage from 463–535 to 550–636

Total spare ammo increased from 35–44 to 45–56

Naladen

Increased damage from 496–574 to 650–752

Enemies

Kett

Wraith

Reduced health by 20%

Chosen

Reduced health by 5%

Anointed

Reduced shields by 47%

Destined

Reduced shields by 67%

Fiend

Decreased the chance that a Fiend initiates a sync attack on Hardcore and Insanity difficulties in single-player and Silver and Gold difficulties in multiplayer

Ascendant

Cobra RPG can now damage the Ascendant after its Orb is destroyed; on Normal or Bronze difficulty, the Cobra RPG can kill the Ascendant in one shot

Increased effectiveness of powers and weapons that lack extra weak point damage against the Orb

Outlaws

Angaran Saboteur

Increased armor by 33%

Turian Anarchist

Increased armor by 33%

Increased weapon damage by 20%

Salarian Agent

Increased armor by 33%

Now fires more frequently

Asari Pariah

Increased armor by 33%

Increased weapon damage by 20%

Sharpshooter

Increased shields by 60%

Increased frequency of firing at targets in cover

Decreased aiming time against out-of-cover targets at higher difficulties

Decreased sniper rifle damage by 18%

[SP] Fixed a bug that caused Roekaar Sharpshooters to deal 75% more sniper rifle damage than intended

Krogan Berserker

Reduced armor by 20%

Hydra

Increased armor by 38%

Weak point health now scales per difficulty in proportion to base health, effectively making it harder to break the weak point on Hardcore and Insanity difficulties in single-player and on Silver and Gold difficulties in multiplayer

Bonus damage from destroying the weak point now also scales with health

Increased normal shot damage by 67%

Normal shot projectile speed doubled

Bug Fixes

The Destroyer and Hydra’s remains will properly disappear after being defeated

Matches / Missions

Match Medals

Score required to achieve a Support Medal for Bronze, Silver, and Gold difficulties increased from 400/800/1,200 to 800/1,600/2,000

Store

Item Store

Added Experience Boosters to the Item Store

Equipment

Adaptive War Amp

Increased damage bonus from 15% to 30%

Engineering Kit

Increased damage bonus from 15% to 30%

Enhanced Munitions

Increased damage bonus from 15% to 30%

Comrade Blyatlov fucked around with this message at 20:15 on May 10, 2017

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Writeup of enemies to come. If you have info, share!

Known glitches:
On Firebase Zero there's a spot where apparently Adhis like to climb into the roof. If you get your timing wrong, you can wind up in there too. https://www.youtube.com/watch?v=hpU5nj9SIZw
In some cases you will get mission failed even playing the game normally. Seems to be no real reason for this.
The Jetpack Hop: https://i.imgur.com/2jPjfC5.mp4
This can be cured by using a movement power. If you aren't a Vanguard, poo poo out of luck.

First balance patch has been dropped, full notes here:
http://blog.bioware.com/2017/04/06/patch-1-05-multiplayer-balance-updates/

Highlights include:
Melee

To reduce the effectiveness of repeated melees against tougher enemies, player melee attacks can now be interrupted by enemy attacks.
Mattock

Fixed an issue that prevented the Mattock from reaching its designed rate of fire
Lowered damage per round to partially offset increase in rate of fire
Lowered damage per round from 71–89 to 50–63
Increased spare ammo capacity from 112–140 to 160–200
Outlaw Hydra

Sync attack is now lethal

Comrade Blyatlov fucked around with this message at 21:58 on Apr 6, 2017

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Writeup of weapons and classes to come. If you have info, share!
I'm working solely off the info I have available from the weapons I've unlocked (and at the ranks I've got them). No doubt russians will release proper tables at a later date.
C= Common
U= Uncommon
R= Rare
UR= Ultrarare

WEAPONS
The weapons are now divided into four main classes - Pistols, Assault Rifles, Sniper Rifles, and Shotguns - as opposed to ME3's 5, which included submachine guns. These are now found under Pistols.
PISTOLS
Predator - C
Semi auto pistol. Initial equipment.

Charger - C
Full auto pistol. Looks and acts suspiciously similar to the Tempest from ME3.

ASSAULT RIFLES
Avenger - C
Full auto, fairly inaccurate, doesn't hit very hard. Initial equipment.

Cyclone - U
Full auto, very inaccurate. Has an increased rate of fire versus the Avenger, but decreased damage, drastically reduced accuracy and max ammo, and increased weight. And it has to charge up before firing. I honestly can't see a use for it.

Mattock - U
Semi auto. Hits a lot harder than the Avenger but has slightly reduced stats in all other areas. A series favourite but has lost its iconic sound effect.
SNIPER RIFLES
Viper - C
Semi auto sniper rifle. Does decent damage and.. snipes. I haven't actually used it so if anyone has any insights...

Raptor - U
A return from ME3. Kind of a weird hybrid between an assault rifle and a sniper rifle. It's now fully automatic and does reasonable damage. It's not a bad weapon.

Vanquisher - R
Semi auto sniper rifle. Good clip size, punches hard, and fires fairly quickly. A very solid choice.

Lanat - R
Slow firing, has to charge up, but hits like a truck. Similar to the old geth Javelin. Two shots to the clip.


SHOTGUNS

Katana - C
Uh... it's a shotgun. It's semiauto.


CLASSES
As I still don't have all of them unlocked, I'm writing this up just with what I have available to me. Each class has two identical humans so I am going to be ignoring one of them.
SENTINELS
Sentinels usually have a mix of tech and biotic powers as well as some solid gunplay. There were also some that had their own gimmick in ME3. So far, I know about these two:
Human
Throw - Biotic throw. Detonator power. Fast cooldown. Good for spamming. With the right evolutions can also be a priming power.
Barricade - drop a shield that boosts shield regeneration for everyone behind it. Can be upgraded to provide offensive benefits including tech priming.
Energy Drain - steal shields from anyone and do outright damage to robotic enemies. Detonator power. Can be upgraded to also prime. Can also restore friendly shields with the right evolution.
Asari
Backlash - At first glance I thought ME3's funniest biotic power was back. It sounds like this is a shield of sorts. Reflects damage and boosts damage reduction. Can be upgraded to boost shields.
Throw - Biotic throw. Detonator power. Fast cooldown. Good for spamming. With the right evolutions can also be a priming power.
Energy Drain - steal shields from anyone and do outright damage to robotic enemies. Detonator power. Can be upgraded to also prime. Can also restore friendly shields with the right evolution.

SOLDIERS
Frontline warriors. Guns guns guns.
Human
Turbocharge - ME3's Marksman returns. Increases damage, clip size, ROF, gun accuracy, stability and force. Evolutions allow you to choose whether you favour accuracy or damage.
Concussive Shot - https://www.youtube.com/watch?v=vTSwcEY5Noc&t=38s This'll put 'em down. Recharges fairly quickly, detonator, can be upgraded to have no recharge time but use power cells, can choose extra damage to shields or armour.
Frag Grenade - It's a grenade. Two second timer, but hold the button down and it'll cook off in your hand. Upgrade to increase damage.

Turian
I haven't unlocked him so I don't know a lot about him.


ENGINEERS
Heavy focus on tech abilities, both direct damage and support.
Human
Cryo Beam - replaces the old cryo blast. Freezes unarmoured foes, weakens armoured foes, can be upgraded to become a trap.
Assault Turret - attacks nearby enemies. Can be detonated. Can be upgraded to improve your recharge times and prime with either cryo or fire.
Overload - THE detonator power. Can be chained to three enemies and does excellent damage to shields. Can be upgraded for extra damage vs shields, or extra chaining for a maximum of 5.

Krogan - weirdly ME3's power set has been given to this guy.
Overload - THE detonator power. Can be chained to three enemies and does excellent damage to shields. Can be upgraded for extra damage vs shields, or extra chaining for a maximum of 5.
Incinerate - Primer power. Deals fire damage. Can be upgraded to shoot two projectiles or become a detonator as well.
Assault Turret - attacks nearby enemies. Can be detonated. Can be upgraded to improve your recharge times and prime with either cryo or fire.

ADEPTS
BIOTIC GODS. A heavy focus on biotic powers. Great crowd control.
Human - exactly the same as ME3.
Singularity - lifts unarmoured enemies into the air. Primes for biotic combos. Can be upgraded to explode on timeout or to increase in size. Need to find out if it's as lethal as it was in ME3
Pull - Priming power. Yanks enemies from their feet. Can be upgraded to cause damage while target is in the air, weaken their armour, and even steal shields.
Shockwave - Dubstep Detonator Power. Staggers enemies in a line, deals damage, can be upgraded to lift enemies into the air acting as a primer.

Asari - now kind of a depowered N7 Fury.
Annihilation - ME3's Annihilation field makes its return. Primes every enemy in a radius while dealing DOT. Can be upgraded to steal shields (do this) and give you movement speed increases.
Throw - Biotic throw. Detonator power. Fast cooldown. Good for spamming. With the right evolutions can also be a priming power.
Lance - Seems like the Phase Disruptor power from ME3. Detonator power. Deals direct damage where you are pointing (and apparently extra on headshots?) Vanilla has a cooldown but can be upgraded to use your shields and remove the cooldown. Coupled with the Annihilation's shield stealing, this could be extremely dangerous.

INFILTRATORS
Usually the highest damaging class. Can go invisible and deal heavy damage.
Human
Sticky Grenade - Throw it, stick it, boom.
Tactical Cloak - hides you. Gives you a big boost to your damage. Cloak then fire. Inhibits shield regen but can be upgraded to allow this. Can also be upgraded to give you a 2sec damage boost rather than just one shot.
Incinerate - Primer power. Deals fire damage. Can be upgraded to shoot two projectiles or become a detonator as well.

Salarian
Tactical Cloak - hides you. Gives you a big boost to your damage. Cloak then fire. Inhibits shield regen but can be upgraded to allow this. Can also be upgraded to give you a 2sec damage boost rather than just one shot.
Sticky Grenade - Throw it, stick it, boom.
Energy Drain - steal shields from anyone and do outright damage to robotic enemies. Detonator power. Can be upgraded to also prime. Can also restore friendly shields with the right evolution.

THE BEST CLASS

Human
Charge - Launches you at your target. Restores shields. Can be upgraded for faster recharge or 100% shield restore.
Nova - Area of effect attack centred on your character. In a surprising change from the original, Nova is now on a cooldown. It can be upgraded to use your shields and remove the cooldown. The alternative is to make it a priming power.
Shockwave - Dubstep Detonator Power. Staggers enemies in a line, deals damage, can be upgraded to lift enemies into the air acting as a primer.

Krogan
Charge - Launches you at your target. Restores shields. Can be upgraded for faster recharge or 100% shield restore.
Nova - Area of effect attack centred on your character. In a surprising change from the original, Nova is now on a cooldown. It can be upgraded to use your shields and remove the cooldown. The alternative is to make it a priming power.
Fortify - trade movement for increased damage protection. Can be upgraded to improve shield regen, cause tech priming, and give you bonusses the longer you stay still.

CLASSES I DON'T KNOW ABOUT YET
Angara Avenger - soldier?
Angara Insurgent - ???
Asari Duelist - vanguard?
Asari Huntress - infiltrator as in ME3?
Human Kineticist - adept?
Krogan Mercenary - soldier?
Salarian Operator - engineer? infiltrator?
Turian Havoc Trooper - soldier?

Comrade Blyatlov fucked around with this message at 01:26 on Mar 27, 2017

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
I can't wait to shoot things with the Claymore.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->

Node posted:

I can't wait to shoot things with the Claymore.

I've got some bad news.

sexpig by night
Sep 8, 2011

by Azathoth

Fojar38 posted:

I've got some bad news.

It's ok, I can handle any bad news as long as I have my Claymore

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
I pulled those files. What happened to....claymore?

Phrosphor
Feb 25, 2007

Urbanisation

I am guessing it was just a weird bug from the preview that my Krogan Engineer had human voice acting?

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Phrosphor posted:

I am guessing it was just a weird bug from the preview that my Krogan Engineer had human voice acting?

Probably, but mine had the same, so who knows.

Phrosphor
Feb 25, 2007

Urbanisation

Speaking of Krogans, did anyone work out what the berserking mechanic actually did? I went on a headbutt spree and eventually got blue shards all around my screen, then kept headbutting and it all went red but I didn't know what that actually got me..

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





My trial's run out so I can't check it right now, but in ME3 rage gave you boosts to damage resistance and melee damage, and health regen for certain characters. It's reasonable to assume it'll do the same in Andromeda.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
Is there a Discord channel for multiplayer?

Frush
Jun 26, 2008
For those of us without the early access I'll share a couple things I learned quick in the couple hours I spent with some buddies tonight.

-Some powers have different effects when you tap vs hold the button. Overload is a prime example, and will chain if held
-The powers have a little circle on them in the UI if they time prime and a little explosion symbol if they detonate
-The new softcover system takes some getting used to. No more pressing a button to take cover
-You may have a number of packs waiting in the store on startup (I had 6 from various places)
-Ammo boxes are individual now, instead of shared. Hog all the grenades you wish!
-Encumbrance starts at 100% and goes down. No point putting on lighter weapons to get that +cooldown modified, it's a penalty only
-Take a look at the button layout, it's changed somewhat.
-You can hover if you press the right button while jetpacking. For me on the xbone it's left trigger.
-I think they shortened the bleedout timer. Enemies will still stomp you though. Rude.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Frush posted:

-Some powers have different effects when you tap vs hold the button. Overload is a prime example, and will chain if held

:aaaaa:

ijyt
Apr 10, 2012

Doctor Spaceman posted:

Is there a Discord channel for multiplayer?

Yeah I don't want to keep getting bleeding ears.

Thundercloud
Mar 28, 2010

To boldly be eaten where no grot has been eaten before!
Promotion is gone. You just gain bonuses across all your characters if you keep gaining xp on a level 20 character.

I move in less than two weeks so I will have a period with no internet. I really want to play this game.

Who is up for running Krogan gangs?

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Thundercloud posted:

Promotion is gone. You just gain bonuses across all your characters if you keep gaining xp on a level 20 character.

I move in less than two weeks so I will have a period with no internet. I really want to play this game.

Who is up for running Krogan gangs?

Aha! I had seen the universal bonusses and was wondering how they unlocked.
Sounds like I've got a lot of writing to do once the game drops.

cell
Nov 25, 2003

The more Johnny the better.
I'm assuming there isn't going to be a handy reload-cancel bind in this. The Widow is painful without it :(

Malachite_Dragon
Mar 31, 2010

Weaving Merry Christmas magic
I'm glad the Claymore is dead, now people will have to actually learn how other guns work.
There, I said it. :colbert:

Frush posted:

-The powers have a little circle on them in the UI if they time prime and a little explosion symbol if they detonate

-Ammo boxes are individual now, instead of shared. Hog all the grenades you wish!
These are welcome changes, though. Racing people to the grenades got old.

Malachite_Dragon fucked around with this message at 11:47 on Mar 21, 2017

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





cell posted:

I'm assuming there isn't going to be a handy reload-cancel bind in this. The Widow is painful without it :(

No, I'll add this to my post as well - reload cancelling is dead. It doesn't matter how late in the reload you try to cancel, you have to start over. hosed me up early on.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
I never got reload cancelling to work so it's no loss as far as I'm concerned.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





I discovered yesterday that you can carry two weapons. Of any type. So if you feel like taking two sniper rifles, feel free. Whether this is a bug or a feature is yet to be seen.

Xmaspast
Aug 18, 2014
Work third shift so I'm downloading it when I get home. Might be able to play some multiplayer tonight if anyone wants, hit me up.

AlnRckmanOvrdrv on PS4.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Xmaspast posted:

Work third shift so I'm downloading it when I get home. Might be able to play some multiplayer tonight if anyone wants, hit me up.

AlnRckmanOvrdrv on PS4.

It doesn't drop in NZ for another 24 hours. I'm pretty sure that means everyone else in the world gets it first.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

It's weird that heavy melee's gone; are melee combos still a thing?

quote:

-Ammo boxes are individual now, instead of shared. Hog all the grenades you wish!

thank god

TastyLemonDrops
Aug 6, 2008

you said "drop kick" fyi
Is there a PC Discord channel for this set up? Been running silver missions to mixed results, depending on whether or not my teammates bring their level 1 guys.

ijyt
Apr 10, 2012

If I could remember my password I'd make one now, otherwise there's still the CTS discord or anyone could make one I guess.

Owl Inspector
Sep 14, 2011

Phrosphor posted:

I am guessing it was just a weird bug from the preview that my Krogan Engineer had human voice acting?

That was the positional audio bug where you'd hear teammate gunshots and voice clips as if they were right next to you no matter where you were. That's been fixed

Chasiubao
Apr 2, 2010


Someone in the 3 thread mentioned videos I can watch to get a few packs. Where are they? In the game or on EAs website?

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.

Chasiubao posted:

Someone in the 3 thread mentioned videos I can watch to get a few packs. Where are they? In the game or on EAs website?

https://www.masseffect.com/andromeda-initiative

Remember to login first!





Good op but a bit nitpicky maybe. You want people to play it despite the mountain of garbage posting about it.

I played another 5 hours last night, didn't come across a single unplayably laggy match. Audio bug seems to have been fixed like they said.

I also got the chance to play out my maxed vanguard and it's as loving fun as ever - moreso because of the jetpack. Charging up to a flying dude and hovering right there with him, safe from everything on the ground unloading 5 rounds of katana into its face and air dashing back to safety made me very happy. Movement plays a huge role in this one.

Dezinus
Jun 4, 2006

How unsightly.
RIP bomb-rear end Turian Havoc armor, now everyone has a jetpack.

Frush posted:

-Ammo boxes are individual now, instead of shared. Hog all the grenades you wish!

Wow this rules. There was nothing quite like being surrounded, fleeing to an ammo box, only to see someone else blast across right before you arrive.

tribbledirigible
Jul 27, 2004
I finally beat the internet. The end boss was hard.

Has anyone gotten or seen a Halberd in-game yet? Is it the Saber with the nameplate scratched off?

Jose Oquendo
Jun 20, 2004

Star Trek: The Motion Picture is a boring movie
PS4 goons add me: joedbaker

Serpentis
May 31, 2011

Well, if I really HAVE to shoot you in the bollocks to shut you up, then I guess I'll need to, post-haste, for everyone else's sake.
I don't know if it counts as reload "cancelling" per se as much as "instant", but I can confirm that the Turbocharge power (and yes, it is basically Marksman from 3) will instantly reload your equipped weapon once the animation finishes.

E: Oh, and PC goons, if you want to add, CDN_Serpentis here.

Chasiubao
Apr 2, 2010



Thanks! Super confusing but I'll try watching them all.

Pierson
Oct 31, 2004



College Slice
I asked in the big ME:A thread but what are the chances that the multiplayer code has a hammer taken to it? I understand that it's peer-to-peer and so to some extent the problem is an unavoidable one but as someone who came to ME3MP late, 3's multiplayer never felt anywhere near this bad this consistently. I stopped equipping boosters around hour four because it was a good three-quarters chance the match would be unplayable.

I spent nine hours of my ten-hour trial in MP so if they fix the network issues and the single-player is at least decent - which seems to be the case if you navigate the insanity of the other thread to extract some sane opinions - I'm gonna pick this up.

Moola
Aug 16, 2006
Are the gun sounds bugged? I didn't play any single player so I dont know if all the guns sounding the same, and weak as poo poo is just part of the game?

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Shard
Jul 30, 2005

Two Finger posted:

Please post your gamertags and system in the thread and I'll update this post so we can get goon games going.

PC Origin Spikeguy86

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