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* In multiplayer, you can acquire an item called the Targeting VI, which will augment headshot damage by 25%, 50%, or 100%, depending on the level. If you can consistently get headshots, you can use this in conjunction with a semi-automatic sniper rifle - say, the Raptor or the Indra. Watch yourself score at the top of matches every time.

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* In multiplayer, you can acquire an item called the Targeting VI, which will augment headshot damage by 25%, 50%, or 100%, depending on the level. If you can consistently get headshots, you can use this in conjunction with a semi-automatic sniper rifle - say, the Raptor or the Indra.Viper. Watch yourself score at the top of matches every time.
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** The N7 Hurricane; if you can learn how to handle the prohibitive recoil, it's got more power per shot than any other SMG, and with magazine expansions, can dish out a whole world of pain.


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* In multiplayer, you can acquire an item called the Targeting VI, which will augment headshot damage by 25%, 50%, or 100%, depending on the level. If you can consistently get headshots, you can use this in conjunction with a semi-automatic sniper rifle - say, the Raptor or the Indra. Watch yourself score at the top of matches every time.
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* This game's version of Stasis has the most potential for game breaking yet. Unlike the first two games, enemies under the effects of Stasis ''can'' take damage (though too much damage will break the stasis effect). It also acts as a source power for biotic explosions (which means you can follow up with Warp or Throw for massive damage), and a Rank 6 evolution lets it create a bubble that will stun any unarmored enemy that walks into it, making short work of even dreaded enemies like [[DemonicSpiders Phantoms]].

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* This game's version of Stasis has the most potential for game breaking yet. Unlike the first two games, enemies under the effects of Stasis ''can'' take damage (though too much damage will break the stasis effect). It also acts as a source power for biotic explosions (which means you can follow up with Warp or Throw for massive damage), it ignores shields and barriers (so [[DemonicSpiders Phantoms]] among others are not immune to it), and a Rank 6 evolution lets it create a bubble that will stun any unarmored enemy that walks into it, essentially making short work of even dreaded enemies it a multi-target trap like [[DemonicSpiders Phantoms]].Singularity.
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* This game's version of Stasis has the most potential for game breaking yet. Unlike the first two games, enemies under the effects of Stasis ''can'' take damage (though too much damage will break the stasis effect). It also acts as a source power for biotic explosions (which means you can follow up with Warp or Throw for massive damage), and a Rank 6 evolution lets it create a bubble that will stun any unarmored enemy that walks into it, making short work of even dreaded enemies like [[DemonicSpiders Phantoms]].
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** The N7 Valiant sniper rifle. Like the prohibitively expensive Black Widow, it combines a three-shot clip with good stopping power. Unlike the Black Widow, its recoil and reload time are practically nonexistent, making room-clearing a breeze, and it's light enough to keep power recharge high, or maxed out with upgrades.
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* Then there's the M-98 Widow Anti-Materiel Rifle, available to Soldiers and Infiltrators on the Collector Ship. With the proper powers activated (the Soldier's Adrenaline Rush or Infiltrator's Tactical Cloak plus appropriate ammo, with Warp Ammo being the best choice for all but shields) and the right armor/weapon mods, it can one-hit kill most enemies in the game with a headshot, even on Hardcore or Insanity difficulties, ''even if they're protected''. The only downside is the small magazine (only holds one shot) and relatively slow reload.
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* On anything less than Insanity, where the AI becomes smart enough to work around it, Tactical Cloak is this. While the Infiltrator's signature weapon is the sniper rifle, using Tactical Cloak with just about any shotgun, the Carnifex, or the Paladin means you can run around a map free from enemy fire, walk right behind them, shoot them in the back of the head for massive damage, hide behind cover for what might be, depending on your level, 3 seconds and then you can do it all over again.
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* Take [[WrenchWench Tali]]. Max out Quarian Machinist, Electronics, and her gun skills. Give her the quarian armor from 'Bring Down the Sky and the best shotgun you find. In terms of survivability, she'll outclass ''[[TheBigGuy Wrex]]''.

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* Take [[WrenchWench Tali]]. Max out Quarian Machinist, Electronics, and her gun skills. Give her the quarian armor from 'Bring Down the Sky Sky' and the best shotgun you find. In terms of survivability, she'll outclass ''[[TheBigGuy Wrex]]''.
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** Now combine Pistol's Marksman with the Immunity ability. You can basically stand still right in front of a pack of six enemies who all have guns blazing on you and methodically take them all down one by one before Immunity wears out. This will work on ''any'' game difficulty! The only problem with this is the presence of an enemy biotic who can knock you down on the floor repeatedly, but there is only two or three of those specific instances in the whole game.
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* Take [[WrenchWench Tali]]. Max out Quarian Machinist, Electronics, and her gun skills. Give her shield-boosting armor mods and the best shotgun you find. In terms of survivability, she'll outclass ''[[TheBigGuy Wrex]]''.

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* Take [[WrenchWench Tali]]. Max out Quarian Machinist, Electronics, and her gun skills. Give her shield-boosting the quarian armor mods from 'Bring Down the Sky and the best shotgun you find. In terms of survivability, she'll outclass ''[[TheBigGuy Wrex]]''.
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* Now that Overload works against both regular shields and biotic barriers, it's surpassed Warp as the go-to anti-defense power. In addition, it's later evolutions can make it jump from target to target chain-lightning style, as well as impart a neural shock effect, and you've got quite the game breaker.

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* Now that Overload works against both regular shields and biotic barriers, it's surpassed Warp as the go-to anti-defense power. In addition, it's later evolutions can make it jump from target to target chain-lightning style, as well as impart a neural shock effect, effect. Put all these together, and you've got quite the game breaker.multi-target, anti-shields, anti-barrier, and stun, all in one power.
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* Now that Overload works against both regular shields and biotic barriers, it's surpassed Warp as the go-to anti-defense power. In addition, it's later evolutions can make it jump from target to target chain-lightning style, as well as impart a neural shock effect, and you've got quite the game breaker.
** Likewise, the Energy Drain power has also gotten a similar boost. It can't chain like Overload, but simply making it usable against barriers means that no matter whether you're fighting husks, Cerberus, or [[spoiler: geth]], there's at least ''one'' enemy type available to drain from.
*** This is particularly useful for Infiltrators, since they don't get Overload by default, and the main drawback of Tactical Cloak is that your shields do not recharge while it's active. Energy Drain solves both problems, which is why Salarian Infiltrators (who have Energy Drain) are so prominent in multiplayer.
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* Vanguards have become field-wipers in this game thanks to their new ability, Nova. Nova is normally a DeathOrGloryAttack because it drains your shields to cause a huge biotic explosion. However, the vanguard staple Biotic Charge ''regenerates'' shields whenever it's used correctly. Should a vanguard equip nothing but a light pistol or SMG, the cooldown between the two would be short enough that a fast player could jump around blasting any enemy in range over and over again until all that's left is a pasty smear on the wall.
** However, YMMV, as [[DifficultButAwesome a single mistake from the vanguard will get them killed]] (and likely amongst the enemies, where their allies can't reach them), as well as objectives requiring one to stay in one area will block him or her from being useful.
* The Particle Rifle is ridiculously strong and useful due to its lack of needing ammo, to the point where taking no other weapons at all is a perfectly viable strategy even for weapon-focused classes.
* The N7 Crusader Shotgun (Collector's Edition only). It fires a single, accurate, solid slug rather than shot. This essentially makes it an unscoped sniper rifle, with comparable stopping power to the single shot sniper rifles...except it's semi-auto.
* The N7 Eagle. It's got the accuracy and power of a pistol, and the fire rate of a SMG. Put a scope on it, and you have a full auto SniperPistol. Like the Particle Rifle, you can probably take nothing but the Eagle and do just fine.

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* Vanguards have become field-wipers in this game thanks to their new ability, Nova. Nova is normally a DeathOrGloryAttack because it drains your shields to cause a huge biotic explosion. However, the vanguard staple Biotic Charge ''regenerates'' shields whenever it's used correctly. Should a vanguard equip nothing but a light pistol or SMG, the cooldown between the two would be short enough that a fast player could jump around blasting any enemy in range over and over again until all that's left is a pasty smear on the wall.
** However, YMMV, as [[DifficultButAwesome
wall. The only downside is that it can lead to a single mistake player's death if they get too far from the vanguard will get them killed]] (and likely amongst the enemies, where their allies can't reach them), as well as objectives requiring one to stay (or teammates in one area will block him or her from being useful.
multiplayer).
* The Particle Rifle is ridiculously strong and useful due to its lack of needing ammo, to the point where taking no other N7 weapons at included in the Collector's Edition are all is near or at the top of their class, are available from the start of the game, and (with a perfectly viable strategy even for weapon-focused classes.
*
mod or two) become devastating:
**
The N7 Crusader Shotgun (Collector's Edition only).Shotgun. It fires a single, accurate, solid slug rather than shot. This essentially makes it an unscoped sniper rifle, with comparable stopping power to the single shot sniper rifles...except it's semi-auto.
* ** The N7 Eagle. It's got the accuracy and power of a pistol, and the fire rate of a SMG. Put a scope on it, and you have a full auto SniperPistol. Like the Particle Rifle, you can probably take nothing but the Eagle and do just fine.
* The Particle Rifle (from the "From Ashes" DLC) runs on the same "cooldown" system from the original game, but also uses a beam that gets stronger as the trigger is held down. Not only can the weapon be acquired extremely early (by doing [[spoiler:Javik's mission]] right after Mars), but it can also be augmented like the other weapons with mods. A Particle Rifle with a magazine upgrade and extended barrel will have much more ammo than normal, and will chew through enemy defenses easily, even on Insanity difficulty. Even better, if a Soldier class runs the beam's ammo down to 0 and uses Adrenaline Rush, the weapon's reloading animation (which often takes several seconds) is skipped and the ammo will refill again, saving precious seconds in combat.
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* The N7 Eagle. It's got the accuracy and power of a pistol, and the fire rate of a SMG. Put a scope on it, and you have a full auto SniperPistol. Like the Particle Rifle, you can probably take nothing but the Eagle and do just fine.
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* Adrenaline Rush. Unlike the later games, each power in [=ME1=] had its own cooldown, independent of all the others. What Adrenaline Rush does is instantly reset the cooldowns of all your powers so you can use them again instantly. In the hands of a Vanguard, this essentially amounts to dual-casting Lift, Throw, and Barrier, with a side of Marksman/Carnage for good measure. And by the time all those run out, you'll probably be ready for another Adrenaline Rush. Oh, and since you've got a bio-amp anyway, Vanguards are ideal for using a biotic bonus power like Singularity for even more chaos. And in case you're worried that tech powers were left out of the fun, Garrus also packs Adrenaline Rush for all your rapid-fire-Overload/Sabotage needs. Enjoy.

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* Adrenaline Rush. Unlike the later games, each power in [=ME1=] had its own cooldown, independent of all the others. What Adrenaline Rush does is instantly reset the cooldowns of all your powers so you can use them again instantly. In the hands of a Vanguard, this essentially amounts to dual-casting Lift, Throw, and Barrier, with a side of Marksman/Carnage for good measure. And by the time all those run out, you'll probably be ready for another Adrenaline Rush. Oh, and since you've got a bio-amp anyway, Vanguards are ideal for using a biotic bonus power like Singularity for even more chaos. And in case you're worried that tech powers were left out of the fun, Garrus also packs Adrenaline Rush for all your rapid-fire-Overload/Sabotage needs. Enjoy.
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* Adrenaline Rush. Unlike the later games, each power in [=ME1=] had its own cooldown, independent of all the others. What Adrenaline Rush does is instantly reset the cooldowns of all your powers so you can use them again instantly. In the hands of a Vanguard, this essentially amounts to dual-casting Lift, Throw, and Barrier, with a side of Marksman/Carnage for good measure. And by the time all those run out, you'll probably be ready for another Adrenaline Rush. Oh, and since you've got a bio-amp anyway, Vanguards are ideal for using a biotic bonus power like Singularity for even more chaos. And in case you're worried that tech powers were left out of the fun, Garrus also packs Adrenaline Rush for all your rapid-fire-Overload/Sabotage needs. Enjoy.

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* The Particle Rifle is ridiculously strong and useful due to its lack of needing ammo, to the point where taking no other weapons at all is a perfectly viable strategy even for weapon-focused classes.

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* The **However, YMMV, as [[DifficultButAwesome a single mistake from the vanguard will get them killed]] (and likely amongst the enemies, where their allies can't reach them), as well as objectives requiring one to stay in one area will block him or her from being useful.
*The
Particle Rifle is ridiculously strong and useful due to its lack of needing ammo, to the point where taking no other weapons at all is a perfectly viable strategy even for weapon-focused classes.
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* The N7 Crusader Shotgun (Collector's Edition only). It fires a single, accurate, solid slug rather than shot. This essentially makes it an unscoped sniper rifle, with comparable stopping power to the single shot sniper rifles...except it's semi-auto.
Is there an issue? Send a MessageReason:
None


* Take [[WrenchWench Tali]]. Max out Quarian Machinist, Electronics, and her gun skills. Give her shield-boosting armor mods and the best shotgun you find. She'll be able to take more damage than [[TheBigGuy Wrex]], kill everything with her shotgun, and her tech skills will be excellent as well.

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* Take [[WrenchWench Tali]]. Max out Quarian Machinist, Electronics, and her gun skills. Give her shield-boosting armor mods and the best shotgun you find. She'll be able to take more damage than [[TheBigGuy Wrex]], kill everything with her shotgun, and her tech skills will be excellent as well.In terms of survivability, she'll outclass ''[[TheBigGuy Wrex]]''.
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None

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* Take [[WrenchWench Tali]]. Max out Quarian Machinist, Electronics, and her gun skills. Give her shield-boosting armor mods and the best shotgun you find. She'll be able to take more damage than [[TheBigGuy Wrex]], kill everything with her shotgun, and her tech skills will be excellent as well.
Is there an issue? Send a MessageReason:
None

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* The Particle Rifle is ridiculously strong and useful due to its lack of needing ammo, to the point where taking no other weapons at all is a perfectly viable strategy even for weapon-focused classes.
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[[folder:Mass Effect 3]]
* Vanguards have become field-wipers in this game thanks to their new ability, Nova. Nova is normally a DeathOrGloryAttack because it drains your shields to cause a huge biotic explosion. However, the vanguard staple Biotic Charge ''regenerates'' shields whenever it's used correctly. Should a vanguard equip nothing but a light pistol or SMG, the cooldown between the two would be short enough that a fast player could jump around blasting any enemy in range over and over again until all that's left is a pasty smear on the wall.
[[/folder]]
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** Though [[HarderThanHard in the Insanity difficulty]], they are merely what you need to survive.
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[[/folder]]

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A game breaker is something that\'s used in an unintended way. Half of these examples don\'t count (especially given that many of them are obtained late in the game, by which time the enemies are much stronger).


* If one has the right combination of weapons and upgrades, the Infiltrator class becomes unstoppable. You can literally pick a room clean before you enter, once you get Assassination + Commando maxed out.



* If your class uses Omni-tools or Bio-amps, you want a Savant-brand Omni-tool/Bio-amp from Serrice Council. There isn't a single other OT/BA that provides bigger boosts in ''any'' category.
* [[InfinityPlusOneSword The Spectre Master weapons]], gained by amassing a million credits and buying them from the C-Sec/Normandy requisitions officer. Every other gun pales in comparison.

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* If your class uses Omni-tools or Bio-amps, you want a Savant-brand Omni-tool/Bio-amp from Serrice Council. There isn't a single other OT/BA that provides bigger boosts in ''any'' category.
* [[InfinityPlusOneSword The Spectre Master weapons]], gained by amassing a million credits and buying them from the C-Sec/Normandy requisitions officer.officer (and can be done very early on, if you save enough). Every other gun pales in comparison.



* The Collector Beam is more than capable of stripping the bigger baddies of their health, armour, shields and biotic barriers extremely quickly. Heck, if you take it on Grunt's Loyalty Quest, consider that kill the Thresher Maw achivement yours. The only downside is it's rapid ammunition consumption - but you find plenty of Heavy Weapon ammo around, and with the ammo upgrades, it's probably the best Heavy Weapon out there.



* The humble Pull. If your character is a biotic of ANY kind, this skill recharges obscenely fast. It will leave any enemy it touches open to your next entire magazine of ammo. And it homes in on it's target. The only (small) problem with this is... well, you can't use it when the enemy has shields, armour, or barriers up, but considering that you already have powers to take those down as well...
* As a Sentinel or Adept, Warp ''will'' be your go-to power on anything harder than Normal. It's effective against 3 out of 4 damage types and can detonate other biotic powers for even more MassiveDamage. The aforementioned Pull is in fact one of the better powers to combo it with. And like all biotic powers, if Shepard has it you can make it arc around cover, allowing you to play as a biotic artillery unit able to tear apart enemies that a more gun-focused class could only play peek-a-boo with.
* Like the aforementioned M-29, Kasumi's M-12 Locust can also be obtained incredibly early in the game, and has the highest base damage and damage multiplier of all SMG's in-game, making it ridiculously good for most enemy encounters. In terms of damage-per-second, the M-12 also beats the most midgame weapon pickups, and doesn't require Assault Rifle training for Engineers, Adepts or Sentinels. The only downside is a slightly lower clip capacity.
* Halfway through the game, you have the opportunity to wield either Assault Rifles, Shotguns or Sniper Rifles if your class lacks the ability to wield them. That's not the GameBreaker. If your class ''already'' has the ability to wield said weapon, you get the [[InfinityPlusOneSword Infinity Plus One version]] instead. ''They'' are the {{Game Breaker}}s.
** The Revenant light machine gun, with its [[MoreDakka high rate of fire]] and [[ForMassiveDamage extremely high damage output]]...[[ImperialStormtrooperMarksmanshipAcademy if you can hit anything with it]]. It becomes a ''much'' more effective weapon once you research the accuracy upgrade. Couple it with [[BulletTime Adrenaline Rush]] and you've basically got a heavy weapon with massive thermal capacity.
** The M-300 Claymore shotgun, a [[OurWeaponsWillBeBoxyInTheFuture brick-shaped]] ShortRangeShotgun that can normally only be wielded by a freakin' KROGAN. Shoot something with it at point-blank range, and [[OneHitKill it isn't getting up]]. Combine with the Vanguard's [[FoeTossingCharge Biotic Charge]] to make that task a ''lot'' easier.
** The M-98 Widow, a sniper rifle normally used against ''tanks''. [[ThereIsNoKillLikeOverkill You spend most of the game fighting infantry]]. [[BoomHeadshot Get a headshot with this rifle]] and [[OneHitKill you can kiss your target goodbye]].
[[/folder]]
* The M5 Phalanx pistol is RIDICULOUSLY powerful, to the point where the player can use up a whole magazine during Adrenaline Rush and get one-shot kills on an entire cluster of enemies.

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* The humble Pull. If your character is a biotic of ANY kind, this skill recharges obscenely fast. It will leave any enemy it touches open to your next entire magazine of ammo. And it homes in on it's target. The only (small) problem with this is... well, you can't use it when the enemy has shields, armour, or barriers up, but considering that you already have powers to take those down as well...
* As a Sentinel or Adept, Warp ''will'' be your go-to power on anything harder than Normal. It's effective against 3 out of 4 damage types and can detonate other biotic powers for even more MassiveDamage. The aforementioned Pull is in fact one of the better powers to combo it with. And like all biotic powers, if Shepard has it you can make it arc around cover, allowing you to play as a biotic artillery unit able to tear apart enemies that a more gun-focused class could only play peek-a-boo with.
* Like the aforementioned M-29, Kasumi's M-12 Locust can also be obtained incredibly early in the game, and has the highest base damage and damage multiplier of all SMG's in-game, making it ridiculously good for most enemy encounters. In terms of damage-per-second, the M-12 also beats the most midgame weapon pickups, and doesn't require Assault Rifle training for Engineers, Adepts or Sentinels. The only downside is a slightly lower clip capacity.
* Halfway through the game, you have the opportunity to wield either Assault Rifles, Shotguns or Sniper Rifles if your class lacks the ability to wield them. That's not the GameBreaker. If your class ''already'' has the ability to wield said weapon, you get the [[InfinityPlusOneSword Infinity Plus One version]] instead. ''They'' are the {{Game Breaker}}s.
** The Revenant light machine gun, with its [[MoreDakka high rate of fire]] and [[ForMassiveDamage extremely high damage output]]...[[ImperialStormtrooperMarksmanshipAcademy if you can hit anything with it]]. It becomes a ''much'' more effective weapon once you research the accuracy upgrade. Couple it with [[BulletTime Adrenaline Rush]] and you've basically got a heavy weapon with massive thermal capacity.
** The M-300 Claymore shotgun, a [[OurWeaponsWillBeBoxyInTheFuture brick-shaped]] ShortRangeShotgun that can normally only be wielded by a freakin' KROGAN. Shoot something with it at point-blank range, and [[OneHitKill it isn't getting up]]. Combine with the Vanguard's [[FoeTossingCharge Biotic Charge]] to make that task a ''lot'' easier.
** The M-98 Widow, a sniper rifle normally used against ''tanks''. [[ThereIsNoKillLikeOverkill You spend most of the game fighting infantry]]. [[BoomHeadshot Get a headshot with this rifle]] and [[OneHitKill you can kiss your target goodbye]].
[[/folder]]
* The M5 Phalanx pistol is RIDICULOUSLY powerful, to the point where the player can use up a whole magazine during Adrenaline Rush and get one-shot kills on an entire cluster of enemies.
capacity.
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* The M5 Phalanx pistol is RIDICULOUSLY powerful, to the point where this troper can use up a whole magazine during Adrenaline Rush and get one-shot kills on an entire cluster of enemies. It's useful enough that this troper keeps it equipped 80% of the time, even on the final level.

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* The M5 Phalanx pistol is RIDICULOUSLY powerful, to the point where this troper the player can use up a whole magazine during Adrenaline Rush and get one-shot kills on an entire cluster of enemies. It's useful enough that this troper keeps it equipped 80% of the time, even on the final level.enemies.
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* The M5 Phalanx pistol is RIDICULOUSLY powerful, to the point where this troper can use up a whole magazine during Adrenaline Rush and get one-shot kills on an entire cluster of enemies. It's useful enough that this troper keeps it equipped 80% of the time, even on the final level.
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None

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* As a Sentinel or Adept, Warp ''will'' be your go-to power on anything harder than Normal. It's effective against 3 out of 4 damage types and can detonate other biotic powers for even more MassiveDamage. The aforementioned Pull is in fact one of the better powers to combo it with. And like all biotic powers, if Shepard has it you can make it arc around cover, allowing you to play as a biotic artillery unit able to tear apart enemies that a more gun-focused class could only play peek-a-boo with.

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* If your class uses Omni-tools or Bio-amps, you want a Savant-brand Omni-tool/Bio-amp from Serrice Council. There isn't a single other OT/BA that provides bigger boosts in ''any'' category.
* [[InfinityPlusOneSword The Spectre Master weapons]], gained by amassing a million credits and buying them from the C-Sec/Normandy requisitions officer. Every other gun pales in comparison.



* The Revenant light machine gun, one of the pick-up options for Soldiers while in the Collector ship, becomes a ''much'' more effective weapon once you research the accuracy upgrade. Couple it with Adrenalin Rush and you've basically got a heavy weapon with massive thermal capacity.

to:

* Halfway through the game, you have the opportunity to wield either Assault Rifles, Shotguns or Sniper Rifles if your class lacks the ability to wield them. That's not the GameBreaker. If your class ''already'' has the ability to wield said weapon, you get the [[InfinityPlusOneSword Infinity Plus One version]] instead. ''They'' are the {{Game Breaker}}s.
**
The Revenant light machine gun, one with its [[MoreDakka high rate of the pick-up options for Soldiers while in the Collector ship, fire]] and [[ForMassiveDamage extremely high damage output]]...[[ImperialStormtrooperMarksmanshipAcademy if you can hit anything with it]]. It becomes a ''much'' more effective weapon once you research the accuracy upgrade. Couple it with Adrenalin Rush [[BulletTime Adrenaline Rush]] and you've basically got a heavy weapon with massive thermal capacity. capacity.
** The M-300 Claymore shotgun, a [[OurWeaponsWillBeBoxyInTheFuture brick-shaped]] ShortRangeShotgun that can normally only be wielded by a freakin' KROGAN. Shoot something with it at point-blank range, and [[OneHitKill it isn't getting up]]. Combine with the Vanguard's [[FoeTossingCharge Biotic Charge]] to make that task a ''lot'' easier.
** The M-98 Widow, a sniper rifle normally used against ''tanks''. [[ThereIsNoKillLikeOverkill You spend most of the game fighting infantry]]. [[BoomHeadshot Get a headshot with this rifle]] and [[OneHitKill you can kiss your target goodbye]].
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* The Revenant light machine gun, one of the pick-up options for Soldiers while in the Collector ship, becomes a ''much'' more effective weapon once you research the accuracy upgrade.

to:

* The Revenant light machine gun, one of the pick-up options for Soldiers while in the Collector ship, becomes a ''much'' more effective weapon once you research the accuracy upgrade. Couple it with Adrenalin Rush and you've basically got a heavy weapon with massive thermal capacity.

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