Cooperative multiplayer is a game mode that is featured in Mass Effect 3, and marks the debut of multiplayer in the Mass Effect series. In this mode, up to four players can join together online and customize characters to fight on the front lines of the galaxy-wide war against the Reapers, as well as Cerberus, Geth and Collector forces. Progress in co-op earns the player rewards in Mass Effect 3: Galaxy at War that can be used to influence the outcome of Mass Effect 3's single-player mode.
Playing the Mass Effect 3 multiplayer mode requires an Online Pass, which is now free to download. On October 11, 2012,[1] BioWare published a dedicated website, N7 HQ, featuring stat-tracking and gameplay data for Mass Effect 3's single-player campaign and multiplayer mode alike.
Missions in cooperative multiplayer consist of pitting the player and up to three other allies against eleven waves of enemies consisting of Cerberus, Reaper, geth, or Collector (requires Mass Effect 3: Retaliation) troops on various battlefields throughout the galaxy.
Missions have four challenge difficulties, in order from easiest to hardest: Bronze, Silver, Gold, and Platinum. (Platinum difficulty was added by the Mass Effect 3: Earth DLC pack.) Higher difficulties feature stronger and more numerous enemies, as well as difficult enemy types in earlier waves and in larger numbers, but will also reward more credits to spend in the Store and more bonus experience for successful completion. Platinum also features enemies from factions other than the one chosen.
Players must survive the first ten waves by eliminating the enemy forces while also accomplishing objectives for the mission to be successful. Towards the end of a wave when only a few enemies remain, those enemies tend to become more aggressive.
After each successful wave, a portion of any depleted health and/or ammo (not including grenades) will be resupplied to the player depending upon difficultly level. Lower difficulty levels resupply more health and/or ammo while higher difficulties resupply less or even none.
After the first ten waves, on the eleventh wave, all players must defend against the enemy for a set time period before retreating to the designated extraction zone within the time limit. Although the mission is considered complete after clearing the tenth wave, bonus experience (relative to the number of players extracted) and bonus credits (for successful player extraction) are awarded after completing wave eleven.
Note: Even if the mission fails, any experience and credits that were earned before the wave failure are still awarded to the player after the multiplayer match. Partial awarding of Galactic Readiness will also take place depending upon how many waves were completed before the wave failure.
Playing cooperative multiplayer ties into the Mass Effect 3: Galaxy at War system. Participating in matches can quickly increase the player's Galactic Readiness rating, and multiplayer characters who reach the maximum level can be "promoted" into valuable War Assets for the single-player campaign. Co-op and the Galaxy at War system are entirely optional, however, and are not necessary to achieve the optimal endings in single-player, although the process could be considered significantly more difficult.[2][3]
Completing a multiplayer mission while having an overall Galactic Readiness rating of 100% grants a 5% boost in experience earned, shortening the amount of time it would take to promote a multiplayer character to the Galaxy at War.
Each multiplayer user has several associated rankings. These rankings serve as an indicator of players' overall level of experience with the game. Each ranking can be viewed in multiple locations in the multiplayer system, and on BioWare's N7 HQ, but are most prominently and publicly displayed in the lobby before a multiplayer game. The rankings are displayed on rotating banners underneath the player's name.
Players can choose from six different character classes and twelve different races to play 65 individual unique multiplayer characters. Individual character weapons and equipment can be customized between matches with additional weapons and equipment obtained by purchasing packs from the Store.
Points unspent doesn't necessarily mean that the character build is inefficient. Depending upon the race, character class, and play style, choosing to not spend all of the points but filling more powers can be a better use of points.
The Store sells multiplayer item packs and distributes reward packs from weekend events. Contents of these packs include new weapons, multiplayer characters, experience points, weapons mods, and pieces of equipment, all of which are of varying quality. Credits to purchase packs from the Store are earned through gameplay; alternatively, packs can be purchased with BioWare Points on PC, or currency on PlayStation 3 and Xbox 360. Packs can only be purchased via in-game credits on the Wii U version of the game.
Challenges are a gameplay mechanic introduced in Mass Effect 3: Retaliation. Completing certain goals will complete a challenge, providing the player with Challenge Points, which serve as measure of their skill. Completing a Gold challenge unlocks a banner and title card to display in the match lobby.[4] Most challenges can be completed multiple times.
Weekend Challenges were held every weekend, and featured objectives that individual squads or players were able to complete. Upon successful completion of the Weekend Challenge, players were rewarded with Commendation Packs containing unique weapons.
Weekend Events were held periodically during weekends and featured objectives that the entire community was able to participate in. Successful completion of Weekend Events rewarded players with item packs.
Depending on how well individual players or the entire squad does, at certain milestones, they will earn medals. Medals are awarded in Bronze, Silver, and Gold levels with each medal having its own individual awarding requirements.
Individual medals are awards earned by each member of the team. Individual medals are specific to each player on the team and are not shared with other members of the team. Each weapon class has its own medal for killing enemies with it. Medals are also awarded for biotic, melee, over-cover grab, and tech kills. There are also medals for assisting other squadmates with kills, reviving downed squadmates, total kills, and getting headshots with any weapon.
Note: In the event that the hosting player leaves the match before the match finishes (but the player remains after restarting the current wave), all medals earned by the player up to that point are locked in. The player essentially starts the match again from that point earning new medals. It is possible to obtain duplicate medals of previously earned medals in the same match if the requirements are met before the match ends.
Squad medals are awards earned by the entire team. Squad medals are awarded for the percentage of players that successfully extract, killstreaks performed by the squad, the difficulty level of the completed match, completing an unknown map, completing a map with unknown enemies, and surviving multiple waves consecutively without a single squad member going down.
Cerberus
Cerberus is notable for two things: lots of smoke screens and very dangerous elite infantry. The key to handling Cerberus is being able to hold an area of the map securely against their infantry waves without being overwhelmed. Players recklessly charging into Cerberus-held positions will quickly find themselves blundering through smoke into Turrets and sniper fire. As long as players work as a team to fend off the light and medium opponents that advance, the powerful but slow Atlas Mechs and the elusive Nemeses can be mopped up fairly easily afterwards.
The greatest threat are the acrobatic and cagey Phantoms, unique among all the factions for being a foot soldier-sized super elite level unit, capable of swiftly executing players at close range. These opponents are highly damaging and resistant to many powers and weapons, requiring specific techniques to deal with effectively.
Cerberus troops are mostly organic with the exceptions of Atlas Mechs and Turrets. Shields are the most common protection, but the highly mobile Dragoons and Phantoms have armor and barriers, respectively.
Geth
An all-synthetic faction, the geth are notable for having only one type of super elite unit: the mighty Geth Prime, which can be an army unto itself. The geth are also the only faction where no unit possesses a close range instant kill, though they are by no means harmless at such ranges, with the stealthy and deadly Hunters, Pyros, and Bombers easily able to overwhelm the unprepared.
The geth excel at punishing players attempting to fight in the open away from cover. Almost every unit is able to deliver stunning attacks, and what's more, many of these stuns are "micro stuns" that don't fully stagger players but only briefly interrupt actions. While this doesn't sound as bad, it actually makes it very easy to become totally stun-locked and unable to act when beset by multiple enemies at a time. Effective tactics against the geth, aside from usual anti-synthetic strategies, involve smart use of cover. Enhanced vision abilities or equipment, especially when they apply to allies, can also be game-changing.
Reapers
Reaper basic infantry units are not that dangerous, but this is counterbalanced by the extremely high threat posed by their heavy armored units, in particular the super elite Brutes and Banshees. Rounds featuring these foes will always be challenging due to their relentless advance into close range where they can rapidly box in and take down unwary players with devastating close range attacks and sync kills.
Brutes should be eliminated with extreme prejudice, especially on cramped maps where their large bodies can severely limit room to maneuver, but canny players may wish to focus on delaying actions against Banshees, eliminating their barriers to prevent them from teleporting, creating space to eliminate lesser threats and limiting the number of total Banshees that spawn.
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