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Author Topic: The Mercenaries Information Thread  (Read 21508 times)
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yautjared
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« Reply #165 on: December 23, 2010, 08:48:26 PM »

Well done, Mr. Kevin Hall ! Thank you so much, this information has pretty golden value, and it's very , very important for all of us ! You kicked ass again once more, Kevo ! ;)
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« Reply #166 on: January 11, 2011, 01:21:42 PM »

I was bored since my net was off for a good bit of the day on Sunday so I typed out some extra Mercs stuff.  I couldn't remember all the ideas listed in the thread that I made below this one, so some of of the stuff is not included yet.  I need to better organizes this list.

Once again, I'll add everything to the first post eventually to keep all info together.  I still might change some stuff at the moment, which is why I'm stalling on doing it.









-- BREAKING FREE FROM A GRAPPLE QUICKLY

Methods:

1) Rotate the left analog without pressing a button.
2) Rotate the left analog and tap any button. (BEST METHOD!)
    Xbox 360: X, A, Y, B, LB, LT, RB, RT
    PS3: Square, X, Triangle, O, L1, L2, R1, R2

The left analog can be rotated clockwise or counter clockwise.  Only press a single button when tapping a button during the struggle.  Tapping a button while rotating the analog will ensure that your character breaks free faster.  While rotating the left analog without tapping a button, the analog must be rotated quicker when compared to tapping a button while rotating it.

The struggle response to a grab must be very fast in order to break free quickly.  The longer a player waits to struggle against a grab, the When a grab is broken at its quickest during a frontal grab on a normal Majini, the plagas will never exit the Majini's mouth and the Majini will take no health from the player.


-- LAG SHOT

The lag shot is a near instantaneous gunshot followed by a melee.  A player stuns a Majini with a normal stun for melee then shoots the Majini and performs a melee directly after the gunshot.  This helps to weaken the Majini with the gunshot directly before the melee without the need of a second stun.

Here is a an example with Type B controls while using Wesker:

1) Stun a Majini by shooting it in the arm to activate an arm stun.
2) Stand near the stunned Majini then hold the LT button while the "Panther
   Fang" command is displayed on the screen.
3) Shoot the Majini then instantly press the X button to perform the Panther
   Fang.

The lag shot can be performed while using any melee and any weapon.  A player could shoot a stunned Majini with a rocket then perform a neck breaker after if your response time is quick enough.


-- AVOID PICKING UP AN ITEM WHEN TRYING TO PERFORM AN ACTION (such as climbing a ladder)

If an item is on the ground near a surface or objects where a player will normally get a command, the item pickup command will take priority over the action command.  To avoid picking up the item, stand near the surface that you want to get an action command from then quickly switch weapons then tap the action button to perform the action command directly afterward to avoid picking up the item.  This can be used when an item is below a ladder or door or near a dropoff among other areas.


-- THE QUARTER TURN

The quarter turn is a quick aiming turn with the camera that can only be done while playing with control type A or B.  A player can use the right analog to turn the camera while using type A or B, so a player can quickly tilt the camera in one direction quickly then aim in that direction to perform an instant turn toward that direction.

This technique is basically a camera exploit.  It can be used several times in a row to turn in several directions very quickly.  Two quarters turns to turn your character around are actually faster than a normal quick turn.


-- QUARTER TURN AIMING (AIMING WITH THE CAMERA)

While using the quarter turn, a player can use the camera to aim while pointing the camera in a direction.  Your character will aim toward the center of the viewpoint of whichever way you point the camera after tilting it, so a player can take advantage of this and point the camera toward a Majini's head so that the Majini's head is in the middle of the viewpoint then quickly aim to quarter turn and already be aiming directly at the Majini's head after the quarter turn.


-- MELEE KILL A MAJINI AFTER IT FALLS FROM A LEDGE

After shooting a Majini and causing it to fall off a ledge or dropoff of any type, quickly fall along with the Majini and your character will be able to ground melee the Majini after landing.  If you're not quick enough at falling, your character will fall and hit the Majini while it is on the ground and cause it to get up automatically.


-- MELEE KILL A FALLING MAJINI THAT WILL DIE FROM A FALL FROM A LEDGE

Much like the method for melee killing a Majini that is falling off a ledge or dropoff, fall along with the Majini that has been shot.  If your character lands on the Majini body as it dies, your character will receive a +5 bonus for a melee kill.  Basically, your character will land on the Majini body as it begins to dissolve and the "+5 sec." message will appear - your character falling on the Majini is the melee kill.  This can be done with any character.


-- USE/GIVE AN ITEM WITH A COMMAND INSTEAD OF EQUIPPING IT

While in the inventory and selecting an item, it is to your advantage to use commands besides "Equip" when giving or using the item most of the time.  When a player uses a command while performing some other animation such as a melee or other action, a Majini cannot start an attack until after the command is fully finished.  The only way a Majini can interrupt the command is if it started an attack before the command was given.

Selecting the "Use" option for healing will make your character heal instantly. It's best to do this during a melee.  Quickly open the inventory during a melee and highlight a first aid spray then select it and choose "Use" to make your character instantly use the first aid spray after the melee.  While performing this command while a partner is close once the command is given, your character will heal the nearby partner regardless of where the partner currently is on the screen.

Selecting the "Give" option when standing next to another player will make your character instantly give your partner the item.  While performing a melee, if your character is close enough to your partner, you can highlight an item and select "Give" then your character will give the partner the item after the melee regardless of where your partner is on the screen after the melee.


-- WETLAND MAJINI ONLY ATTACK ONE AT A TIME

Unlike normal Town Majini, the Wetland Majini in normal Mercs can only attack one at a time.  Whenever they surround your character, only one of them can attack - if the attack is interrupted with a gunshot, another Wetland Majini can attack after the interruption.


-- COMMON MEANINGS FOR PARTNER COMMANDS IN DUO PLAY

The following is a list of the more common commands that Mercs players use during a serious duo Mercs run.  Many non-English speaking players use the following commands also, so it's good to learn their meanings.

Go

No enemies.  Basically, you need to keep the current combo since the other player has no enemy in sight.

Wait

Restart.  The combo has been lost or the other player has screwed up badly.

Come on

This is usually done on accident when closing the inventory.  A player might accidentally issue the "Come on" command while trying to close the menu.

Thanks

Random thanks.  Sometimes players do this at the beginning of a run.  Some players will use this to show gratitude for playing alongside them.

Item Request

The other player is climbing a ladder and can't kill an enemy.  You will need to keep the current combo while the other player is unable to keep it.

Healing Item Request

The other player wants you to use the requested healing item.
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>> Resident Evil 5: The Mercenaries Reunion Guide - http://www.gamefaqs.com/console/ps3/file/980166/59792 <<

RE5 fiREd me then hiREd me again for part time employment.

RE5 said, "Back from the dead I see?  You know... scREw this old Mercs guide, I want a new one!  I want to fREelance you for the RE5t of the year.  Write me a new one.  Go now. Show the world what a dangerous drug I truly am.  Make me proud my boy!"

I said, "I shall give you a REbirth, RE5... just you wait!  I'll make them understand..."
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« Reply #167 on: January 18, 2011, 09:35:05 AM »

-- STAGE ACRONYMS AND RE5 MERCS SLANG

The following is a list of Mercs stages with acronyms that many Mercs players use when referring to a particular stage:

PA = Public Assembly
TM = The Mines
V  = Village (sometimes VI)
AR = Ancient Ruins
EF = Experimental Facility
MA = Missile Area
SD = Ship Deck
P  = Prison (sometimes PR)

Each stage usually requires a certain amount of time to be reached at a certain point into the run, so sometimes Mercs players will describe time at a particular combo number like so:

12:30 @ 70 = 12 minutes and 30 seconds total time at 70 combo

Here's a list of other Mercs slang:

30 = 30 second timer
60 = 60 second timer
90 = 90 second timer
Chicken area = Area around where the chicken starts out in a run
Area with flashes = Area with flash grenade pickups
Which spawn do you prefer? = Which starting point do you prefer?


-- CONTROL TYPES

Control type A/B and control type C/D offer different advantages that are exclusive to each one.  Type A and B keep the same original Resident Evil 4 style controls with some slight changes in button setup and type C and D offer a strafe.  Type A and C have the exact same button configuration as Resident Evil 4 and Type B and D change the button configuration to where a player can use the shoulder buttons to aim and fire like in modern shooters.

Control type A/B

+ A player can turn the camera to the left and to the right
+ A player can take advantage of the "Quarter turn" technique/exploit
- A player cannot strafe

Control type C/D

+ A player can strafe from left to right by using the left analog
- A player can only tilt the camera up and down


-- FIXED VS RANDOM ITEM DROPS

Some Majini or other enemies will always drop the same item in Mercenaries - the item is a fixed drop (green herb from rocket launcher Majini on EF, boss item drop).  Fixed drops will not disappear.  They will remain on the ground until they are collected.  Fixed drops do not affect a character receiving a random drop of the same item unless the fixed drop is collected and remains in a character's inventory.

Random drops are random item drops that often spawn from normal enemies.  These drops can range from grenades, green herbs, red herbs, rotten eggs and types of ammo for the gun that your character carries.  If a random drop remains in the area, another random drop of the same type will not be as likely to appear until the current item disappears or is used/discarded by a character.


-- DISCARDING/USING ITEMS IN DUO FOR PARTNER ITEM DROPS

In Duo mode, when one player is holding extra ammo or an herb that item will prevent a partner from receiving the same item from a random enemy drop.  Whenever your partner is running out of ammo and you have some ammo leftover for that particular weapon, discard the extra ammo or quickly reload your weapon to get rid of access ammo.  Any sort of access ammo for a magnum that you carry will keep your partner from receiving magnum ammo drops - this works the same for all weapons of the same ammo type.

This also works the same with healing items - green herbs.  If your partner is in orange health, the partner will NOT receive a green herb pickup from a random drop if you hold a green herb in your inventory.  You must get rid of the green herb by using it or discarding it to allow your partner to receive a green herb from a random drop.

Items that are already on the ground in your area that were spawned from enemies WILL affect the random drops on your partner's side as well.  If your partner needs magnum ammo and you are currently surrounded with magnum ammo, this can cause your partner to not receive magnum ammo drops.  This is especially true for green herbs.  If there is a green herb that has spawned from a random enemy drop anywhere in the area when one player is in orange status, another green herb will not spawn from a random drop until the current green herb drop disappears, has been used, or has been discarded.

Fixed item drops, such as Majini that will ALWAYS drop a green herb or a fixed item placement in the stage will not affect random drops UNLESS they are picked up and carried in a character's inventory.  So long as the fixed item drop is left in its place, it will remain on the screen and not affect any random drops.


-- STARTING ENEMIES IN A STAGE/MAX NUMBER OF ENEMIES IN A STAGE

Each stage usually has a total of 12 enemies that are already present in the stage right as a Mercs run begins.  They will be standing in the stage and will instantly run up to the player or they will require the player to catch their attention with a shot or step in front of them to make them move.

A stage can contain a total of 12 enemies at a time.  The total can never go over the 12 enemy limit.  The 12 enemies will include the chicken, any Majini or plagas and a stage boss.


-- CAMPING MAJIINI

A camping Majini is a term to refer to a Majini that stands in one spot without noticing the player until it catches sight of the player or is shot to make it move.  Majini that stand in place in a stage at any time will take up one of the 12 active enemies that can be in a stage at once.  If a player allows a single Majini to stand in place in any area, the player will only fight a max number of 11 enemies at a time until the camping Majini has been killed.

The best way to deal with camping Majini that are at a distance is to fire a shot at them and hit them to catch their attention.  They will automatically follow the player once the player has gotten their attention.


-- SPAWNING REGIONS

A spawning region is an area of enemy spawning in each stage.  Each stage has a certain number of spawning regions that are sectioned off by certain boundaries that cannot be seen.  Whenever the stage does not have the full 12 enemy max number in it and a player stands in a spawning region, an enemy will spawn from whatever spawning region the player is currently in.  Standing in each spawning region will activate one of the several region spawn points around the stage and an enemy will spawn from that spawn point.

Each spawning region has a certain number of enemy spawn points that can be activated by standing in a particular spawning region.  Each spawning region also has a certain number of enemies that will spawn from spawn points in that spawning region.  Once the certain number of enemies have spawned from a spawning region, no more enemies will spawn until a player enters a new spawning region.

Spawning regions can intersect at certain portions of a map.  Whenever a spawning region intersects, a player will activate the enemies in both regions by standing in the intersected area.

NOTE: Starting enemies in a stage are separate from the enemy limit per spawning region.  Basically when a player kills off one of the 12 starting enemies in a spawning region that has 20 enemies, 1 of the 20 enemies from that region will spawn, so that particular spawning region will now only have 19 enemies left in it to spawn.


-- TIME BONUS COLLECTION

In both Mercs modes, time bonuses should be hit before fighting enemies, during the middle of a run or at the very end of the run.  Some time bonuses are best hit at the beginning of a run and some are best saved for later in the run or the end of a run.

A player needs to keep in mind the areas that your character will travel to during the run and the areas that your character will never go to during the run.  Keeping the combo while hitting a time bonus during the middle of the run is one of the hardest parts of saving one.  Hit a time bonus when only a few enemies are around.  A player needs to quickly hit a time bonus after defeating an enemy and then quickly go back to fighting.

Different type of time bonus collection paths will work better for some characters than others.  Time bonuses in areas where a player must use a powerful weapon in order to keep the combo while collecting the time bonus can usually only be hit mid-run with a magnum user.


-- ENEMY PLAGAS

Cephalos and Duvalias that spawn from a Majini will cause the defeated Majini to mutate and not count as a kill until the plagas is defeated.  Cephalos and Duvalias can easily put the current combo number in jeopardy and cause the player to lose the combo from the plagas spawn.  A player must be ready to deal with the plagas or prevent its spawning with an instant kill melee among a few other attacks.  Some Majini will automatically spawn Cephalos once they are killed and some enemies will spawn Cephalos randomly based on a critical of any kind that is performed on them.

Kipepeos are the only type of plagas mutations that will count as kill and a melee kill when a Majini transforms.  Kipepeos are actually extra enemies in the Village stage, which cause the enemy amount to go over 150 enemies in that particular stage.


-- SCRIPTED CEPHALOS VS RANDOM CEPHALOS

A scripted Cephalo is a Majin that will ALWAYS spawn a Cephalo in a stage unless the Cephalo is prevented.  A scripted Cephalo will always carry the same weapon type, but it will often differ in appearance.  Starting enemies in a stage can be scripted Cephalos and enemies that spawn from certain spawning regions within a stage can be scripted Cephalos.  Scripted Cephalos can be noticed if a player pays attention to the spawn point that they hop out from and what weapon they carry.

A random Cephalo is a Cephalo that has a high chance to spawn from any type of critical head explosion that is caused on the Majini.  This type of Cephalo will not always appear but any type of attack that hits the Majini's head will raise the chance of the Cephalo's appearance.  Any type of melee or gunshot that hits the Majini's head will raise the chance of a critical head explosion and thereby raise the chance of a Cephalo mutation from the Majini.


-- QUICK SWITCH SHOT

The quick switch shot is when a player continues to hold the aiming button then quickly switches to another weapon by pressing a direction on the d-pad then quickly fires the newly equipped weapon.

Doing this is a bit quicker than lowering the current weapon and switching to a new weapon then reaiming and firing.  This is especially handy for when a Cephalo spawns from an enemy.  A player can continue to aim then instantly switch and fire at the Cephalo.


-- DESTROYING RED BARRELS EARLY OR LEAVING THEM BEHIND

Shooting a red barrel in an area where your character will fight is a good way to avoid potential damage and loss of melee kills.  Shoot the red barrel before starting a fight or shoot it when no enemies are around.

Sometimes red barrels can help in a few areas though.  They can serve as an instant stun against a boss enemy or a way to save the combo instantly.


-- CONSTANTLY MOVE TO AVOID GRABS

In both Mercs modes, it is never good to stand in one spot for too long. The longer a player stands still, the more chance that player will have of getting grabbed or hit.  It's best to stay moving at all times.

Constantly walk, run, turn, quarter turn or strafe when not attacking to stay moving.  Any type of movement can avoid a Majini grab at times.


-- AIMING TO AVOID A MAJINI GRAB

If a player aims a gun the second before a Majini's hands make contact with the player from a standing grab, a player can cancel the grab.  The Majini's arms will move right through the player without grabbing the player.  This takes timing and much expectancy in order to take advantage of this technique intentionally.  It's often done on accident while aiming.



RANDOM CEPHALOS ON MISSILE AREA

This is a list of Majini that have a high chance of becoming a Cephalo when a critical hit of any type is performed on their head.  Use the spawning region map that I did for MA to find all spawning regions.

* NOTE: This is still a work in progress list.

-- Starting Majini

Megaphone
Red Wrench x2

-- Region A/B

Cocktail (B)
Long Pipe (B)
Sickle (B)
Spiked Club (B)
Weaponless (B)

-- Region C

Dynamite
Long Pipe
Machete x2 (besides the scripted)
Red Wrench


-- Region D

Long Pipe
Megaphone
Weaponless

-- Region E

Dynamite

-- Region F

Dynamite
Hatchet (not the scripted critical)
Machete x2
Weaponless




Some of this info might be repeated.  I don't even have my PC online while typing out this stuff.  I'll put it all together eventually.  The listings are all very random at the moment.

And if you're wondering about how I found the random Cephalos, I've been playing solo MA with Safari Chris lately... 'nuff said.  Random Cephalos <3 Safari.

Oh, and if any of you want to correct me on anything that I list or say, then feel free too.  I don't mind it.
« Last Edit: January 18, 2011, 09:38:17 AM by Berserker » Logged

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>> Resident Evil 5: The Mercenaries Reunion Guide - http://www.gamefaqs.com/console/ps3/file/980166/59792 <<

RE5 fiREd me then hiREd me again for part time employment.

RE5 said, "Back from the dead I see?  You know... scREw this old Mercs guide, I want a new one!  I want to fREelance you for the RE5t of the year.  Write me a new one.  Go now. Show the world what a dangerous drug I truly am.  Make me proud my boy!"

I said, "I shall give you a REbirth, RE5... just you wait!  I'll make them understand..."
yautjared
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« Reply #168 on: January 18, 2011, 09:46:09 AM »

Great update , Kevo .... damn it, you're the fucking man ! These informations are priceless, hehe, and funny as hell, teaching about the "Mercs idiom & slangs" .... LOL ROFL

Thanks a lot ! ;)
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« Reply #169 on: January 18, 2011, 09:52:33 AM »

Haha.

If any of you can think up any more Mercs slang then I'll add it.  I just posted what came to mind, but I'm sure there's plenty more.

I've had people ask me before, "What's the chicken area?"
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>> Resident Evil 5: The Mercenaries Reunion Guide - http://www.gamefaqs.com/console/ps3/file/980166/59792 <<

RE5 fiREd me then hiREd me again for part time employment.

RE5 said, "Back from the dead I see?  You know... scREw this old Mercs guide, I want a new one!  I want to fREelance you for the RE5t of the year.  Write me a new one.  Go now. Show the world what a dangerous drug I truly am.  Make me proud my boy!"

I said, "I shall give you a REbirth, RE5... just you wait!  I'll make them understand..."
DandyMan123
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« Reply #170 on: January 18, 2011, 12:58:17 PM »

Couple more terms/slang: "chain hit" or "combo'd", "unregistered", "faller/cartwheeler"
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pixpinallen
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« Reply #171 on: January 20, 2011, 12:08:10 AM »

Quote
Giant Majini

HP: 5,000

1 M500 shot to body + 4 P8 shots to body
4300 + 1200 = 5500

1 M500 shot to leg
5160


someone finally found the same thing i discovered

Damage Modifiers:

Body: Normal Damage
Back: +20%
Legs: +20%
Mask: No damage

Stun Areas:

Leg: Arm Stun Melee
Blast with Shotgun: Leg Stun Melee


Me and Eileen tried some stuff with the giant majini.
Actually 4 shots with the Rifle of Sheva BSAA or Jill BS to the legs should kill him. But you need 6 shots with sheva and 8 with Jill what would be...  more than 10K HP. Strange...
We wonder if the information in Capcoms gaming guide about the power of the weapons is correct in that case.

Its strange in general with the giant majini. Coz 1magbullet with midnight plus 3 legshots with the pistol would be:
5380 damage. You need to dash him after that to kill him.

Another calculation that could prove that 5000 isnt correct would be BSAA Jills MG.
120 damage +20% =144
5000HP / 144 = 35 Bullets to the leg to kill him.
But you need more than or 60

With Clubbin Sheva you need 5 Rifleshots to the legs what would be 10K damage
With Tribal Sheva you need 5 shot with the Longbow = 7500
With Wesker STARS it takes 17-18 HG Bullets to leg = 8640
And something funny:
http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new

We are a bit confused to be honest about giant majini.
Actually we begin to think that he reacts different depending on the weapon.
---------

-We noticed that the Information for Weskers dash is missing.
150 damage.
---------
For the scripted cephalos at TM to make it easyer:
Majinis with a bottle in the left hand are normal Majinis
Bottle in the right hand are scripted cephalos.

Giant Majinis have weapon damage modifiers:
- Shotguns & Rifles: - 70%
- Magnums: -20%
- All other weapons: - 50%

Saw this on Absolute Steve Guide

And the dash power seems to variate between 150-200, it depends on where you hit the majini


I didnt see that. Thanks. But the info about the magnum cant be correct.
Its just copied from capcoms gaming guide and is for story mode.
I would say: Magnum = Normal damage.

About the dash... A Bui Kichwa has 200 health. A dash kills it. So it makes 200 damage on it but for normal town majinis 4 dashes doesnt kill them what also could mean that there is a damage modifier on Bui Kichwa - I know, sounds pretty funny. So, yeah I agree 150-200 damage for the dash.
Btw. The info about the bottle majini at TM is from JK and Roxus - its not my discovery.
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« Reply #172 on: January 22, 2011, 08:24:59 PM »

idk who else uses this but, to trade spawns i say: trade
when the combo breaks cuz of multiple cephalo i do this -_-
and when my attack misses for no reason at all i say; (insert curse word here)!!!!!!!
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« Reply #173 on: February 08, 2011, 03:33:41 PM »

There is a minor glitch with strafing control types if you hold down the left analog stick to run you can still use the right stick. This makes you able to turn without stopping in place. If it where my guide I would say that strafing control types are worse in duo if you get good because the max enemy limit is to low and FASTEST aim speed is not that really fast. There are differences bettween XBOX360, PS3 and PC that should be noted to.  I would also make a cute tier list. :)

Edit: 3 is not S  >:(
« Last Edit: February 09, 2011, 03:05:05 AM by mjw » Logged
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« Reply #174 on: February 09, 2011, 02:32:54 AM »

There are differences bettween XBOX360, P33 and PC that should be noted to.

Say what?

Nah, Xbox and PS3 versions are the same, right? xD

I could go into quite a bit of detail with the differences actually - kind of minor in some areas, but the PS3 version does have the advantage, if you ask me.  With PC, from what I have seen, there are some pretty big differences.  That mouse and keyboard setup is like using control type B/D from what I see.

I'll list some stuff eventually.  I can't really compare PC though since I've never played it.
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My site - www.berserkersblog.blogspot.com
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>> Resident Evil 5: The Mercenaries Reunion Guide - http://www.gamefaqs.com/console/ps3/file/980166/59792 <<

RE5 fiREd me then hiREd me again for part time employment.

RE5 said, "Back from the dead I see?  You know... scREw this old Mercs guide, I want a new one!  I want to fREelance you for the RE5t of the year.  Write me a new one.  Go now. Show the world what a dangerous drug I truly am.  Make me proud my boy!"

I said, "I shall give you a REbirth, RE5... just you wait!  I'll make them understand..."
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« Reply #175 on: February 09, 2011, 10:27:50 AM »

All this info is greatly appreciated.
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Gonzo
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« Reply #176 on: March 26, 2011, 02:57:06 PM »

Könnte jemand oder gibts diese Tipps auch auf Deutsch (german) ?
Ich bin dem englischen nicht mehr so mächtig ;)
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Wendelum
Carlos Oliveira
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« Reply #177 on: March 27, 2011, 07:24:28 PM »

Ja gibt es aber alles zu übersetzen dauert mir zu lange, da ist es einfacher wenn du dir das lösungsbuch oder so kaufst. Dort sollte das nötigste drinn stehen
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KillMaim420
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« Reply #178 on: June 07, 2011, 02:55:08 PM »

I was bored since my net was off for a good bit of the day on Sunday so I typed out some extra Mercs stuff.  I couldn't remember all the ideas listed in the thread that I made below this one, so some of of the stuff is not included yet.  I need to better organizes this list.

Once again, I'll add everything to the first post eventually to keep all info together.  I still might change some stuff at the moment, which is why I'm stalling on doing it.









-- BREAKING FREE FROM A GRAPPLE QUICKLY

Methods:

1) Rotate the left analog without pressing a button.
2) Rotate the left analog and tap any button. (BEST METHOD!)
    Xbox 360: X, A, Y, B, LB, LT, RB, RT
    PS3: Square, X, Triangle, O, L1, L2, R1, R2

The left analog can be rotated clockwise or counter clockwise.  Only press a single button when tapping a button during the struggle.  Tapping a button while rotating the analog will ensure that your character breaks free faster.  While rotating the left analog without tapping a button, the analog must be rotated quicker when compared to tapping a button while rotating it.

The struggle response to a grab must be very fast in order to break free quickly.  The longer a player waits to struggle against a grab, the When a grab is broken at its quickest during a frontal grab on a normal Majini, the plagas will never exit the Majini's mouth and the Majini will take no health from the player.


I noticed that you don't really even have to rotate the analog stick when you get grabbed(at least not in a circular motion) What i do is use the palm of my hand and like kind of go left and right with the analog stick, while mashing the X button with my thumb. it works for me...i can't remember the last time i actually took real damage from getting grabbed from the front, and can usually get out of a grab quickly, a lot of the time taking no damage. Anyone else do this the same way or am i just weird?
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Cally-Man
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XBOX 360 & PSP


CallyMan90
« Reply #179 on: May 24, 2012, 09:21:19 AM »


-- AIMING TO AVOID A MAJINI GRAB

If a player aims a gun the second before a Majini's hands make contact with the player from a standing grab, a player can cancel the grab.  The Majini's arms will move right through the player without grabbing the player.  This takes timing and much expectancy in order to take advantage of this technique intentionally.  It's often done on accident while aiming.

No, that's wrong I think... It actually has something to do with weapon majini and the fact that they don't have frontal grabbing animations. When your ‘front’ is facing a weapon majini, they will only swing their weapons. When your ‘back’ is facing a weapon majini, they will only grab. The boundaries of the ‘front’ and ‘back’ of a character are defined exactly at the side of the body, meaning a majini may initiate a grab even though your back is not directly facing it; any area behind the side of the body counts as the ‘back’. If an enemy detects that it’s behind you and initiates a grab, turning your character’s ‘front’ to the enemy before it’s hands touch you will ‘cancel out’ the grab because weapon majini don’t have frontal grabbing animations. This can be best achieved by using the ‘quarter turn’ with ‘Type B’ controls, when you can see weapon majini reach out to grab you. Midnight Wesker’s sunglasses will also ‘pop off’ if their hands touch your head, which will then fall through the ground. Similarly, if a weapon majini detects that your ‘front’ is facing it, and it swings it’s weapon, turning your character’s ‘back’ to it before it hits will cause a different hit animation when it lands. This animation causes your character to stumble forward, which takes MUCH longer to recover from, unlike being hit from the front. The same can be said for pole majini hits. Weaponless majini will grab from front and back, and always succeed if they make contact (I believe); therefore, they should take priority in crowds, in case they quickly grab you and drain 5 seconds! O_O Wesker’s dash can also be ‘cancelled out’ if you turn during the initial charge so that your character’s ‘front’ is facing a grabbing weapon majini (he will just quickly stand up). The recoil from Wesker’s magnum can also be ‘cancelled out’ if you turn during that time to face a grabbing weapon majini, giving you the ability to immediately shoot once again- effectively turning it into an automatic! Therefore, always turn Wesker during the recoil towards any weapon majini that you think may be behind you, in order to 'cancel' their grabs.
« Last Edit: May 31, 2012, 11:42:26 AM by Cally-Man » Logged

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