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	<title>
	Comments on: How To Improve Mass Effect 3&#8217;s Multiplayer	</title>
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	<description>Twenty Years of Gaming. Still Arguing About Halo.</description>
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		<title>
		By: Andrew Allen		</title>
		<link>https://www.breakmanx.com/how-to-improve-mass-effect-3s-multiplayer/#comment-1454</link>

		<dc:creator><![CDATA[Andrew Allen]]></dc:creator>
		<pubDate>Thu, 03 May 2012 12:12:00 +0000</pubDate>
		<guid isPermaLink="false">http://padinga.com/?p=13220#comment-1454</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.breakmanx.com/how-to-improve-mass-effect-3s-multiplayer/#comment-1450&quot;&gt;Mike Belcher&lt;/a&gt;.

True enough. But the campaign mode has a firing range for good reason: things need to be tested before you commit. If it was a quickie deatmatch COD style, no big deal, but ME3 rounds are longer, and more people are relying directly on you. It makes it hard to experiment when you have no leeway. ]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.breakmanx.com/how-to-improve-mass-effect-3s-multiplayer/#comment-1450">Mike Belcher</a>.</p>
<p>True enough. But the campaign mode has a firing range for good reason: things need to be tested before you commit. If it was a quickie deatmatch COD style, no big deal, but ME3 rounds are longer, and more people are relying directly on you. It makes it hard to experiment when you have no leeway. </p>
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		<title>
		By: Mike Belcher		</title>
		<link>https://www.breakmanx.com/how-to-improve-mass-effect-3s-multiplayer/#comment-1450</link>

		<dc:creator><![CDATA[Mike Belcher]]></dc:creator>
		<pubDate>Wed, 02 May 2012 14:35:00 +0000</pubDate>
		<guid isPermaLink="false">http://padinga.com/?p=13220#comment-1450</guid>

					<description><![CDATA[I&#039;d leave the weapons locker access &quot;mid-game&quot; out. I think the point of having to choose what you go in with each round is a part of the appeal. Lends a bit of risk to your choice since you don&#039;t have the ability to predict what the next map will bring...also forces you to get good with weapons/loadout that might be suboptimal against what really shows up. 

I&#039;d like to see a &quot;gauntlet&quot; mode...kinda like a variant of LFD runs to the next safe house except you run to the next position to do a hack/defend. ]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d leave the weapons locker access &#8220;mid-game&#8221; out. I think the point of having to choose what you go in with each round is a part of the appeal. Lends a bit of risk to your choice since you don&#8217;t have the ability to predict what the next map will bring&#8230;also forces you to get good with weapons/loadout that might be suboptimal against what really shows up. </p>
<p>I&#8217;d like to see a &#8220;gauntlet&#8221; mode&#8230;kinda like a variant of LFD runs to the next safe house except you run to the next position to do a hack/defend. </p>
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		<title>
		By: bcorcoran		</title>
		<link>https://www.breakmanx.com/how-to-improve-mass-effect-3s-multiplayer/#comment-1365</link>

		<dc:creator><![CDATA[bcorcoran]]></dc:creator>
		<pubDate>Fri, 16 Mar 2012 20:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://padinga.com/?p=13220#comment-1365</guid>

					<description><![CDATA[I disagree about the Vanguard being &quot;overpowered&quot;. There is a higher risk/reward factor when playing that class-- that&#039;s it. 

Furthermore, the charging all over the map stuff ceases to be effective on silver difficulty, so you won&#039;t see that happening. What you WILL see is a lot of dead vanguards. 

Lastly, assists/kills don&#039;t mean squat. If a vanguard is out damaging you, he&#039;s out damaging you, period. Biotic charge is a fantastic skill to be sure, but charging all over the map isn&#039;t going to help your team a whole lot in the later rounds and higher difficulties.

All that said, I totally agree on the post-game stats. I&#039;d like to see how accurate I am + all other stats (accuracy of weapons/powers, damage taken, amount of shields recharged, items I used, etc). I would like to think they&#039;re already tracking these, as is typical EA fashion, and have simply not exposed their data yet. Here&#039;s hoping.]]></description>
			<content:encoded><![CDATA[<p>I disagree about the Vanguard being &#8220;overpowered&#8221;. There is a higher risk/reward factor when playing that class&#8211; that&#8217;s it. </p>
<p>Furthermore, the charging all over the map stuff ceases to be effective on silver difficulty, so you won&#8217;t see that happening. What you WILL see is a lot of dead vanguards. </p>
<p>Lastly, assists/kills don&#8217;t mean squat. If a vanguard is out damaging you, he&#8217;s out damaging you, period. Biotic charge is a fantastic skill to be sure, but charging all over the map isn&#8217;t going to help your team a whole lot in the later rounds and higher difficulties.</p>
<p>All that said, I totally agree on the post-game stats. I&#8217;d like to see how accurate I am + all other stats (accuracy of weapons/powers, damage taken, amount of shields recharged, items I used, etc). I would like to think they&#8217;re already tracking these, as is typical EA fashion, and have simply not exposed their data yet. Here&#8217;s hoping.</p>
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