Mass Effect 3 Unlock All Weapons
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All Game Changes-No Reaper Detection!-maxfuel=9000-maximum scan range!-unlock all weapons-unlock all armors-Add new Helemets-Add the BATTLEFIEL 3 armor playable in singleplayer-Add Asarian Armor playable in singleplayer-Change 2 custom Armors
Mass Effect 3 weapons make up a huge potential arsenal of over thirty unique shooters that can be amassed over the duration of your adventure, which are split between new additions for this third entry in the trilogy and familiar guns seen in the previous two games in the Mass Effect Legendary Edition. There are a decent number of options in each category so you should be able to find weapons that suit your playstyle, whether that's taking out targets from a distance with a sniper rifle or in-your-face close quarters combat with a shotgun. There is a catch though, as many of these armaments have to be collected during specific missions, and if you pass them by you may lose the chance to acquire them entirely. That's why we've put together this complete Mass Effect 3 weapons walkthrough, to make sure you don't miss a thing.
On another note, if you buy recruit packs and max out all weapons, you will still very commonly receive human class cards, even for ones that you maxed out all of the appearance unlocks. Too bad it doesn't start giving you uncommon weapons more frequently. I don't have all of the common weapon mods and 10 human appearance unlocks yet, but I don't want to waste 5,000 credits on possible repeats.
The starting weapons are easy to rank up to X with recruit packs. They have the benefit of being the lightest weapons around and getting them to their highest ranks will increase their damage by quite a bit. My Mantis X has close to the same damage as my Widow I while also being much lighter (helps keep my Salarian Infiltrator cooldown very low). Unlocking races will be difficult since recruit packs have a low chance for uncommons and the races are either uncommon or rare unlocks. The only race I unlocked with the recruit pack was a turian soldier.
The game also introduces an online co-operative multiplayer mode, where up to four players battle through wave-based missions as numerous classes and species. This mode features a persistent experience system for each character, as well as a premium loot box system ("Reinforcement Packs") which can be used to unlock additional weapons and characters. Tieing in to the single-player campaign, players can improve their campaign's "Galactic Readiness" rating (which determines the game's main ending) faster by participating in multiplayer. The multiplayer was later improved upon with Mass Effect: Andromeda.
Pure biotic specialists who are best at defeating enemies without firing a single shot. Along with biotic powers that throw people off their feet (Throw and Pull), Adepts can launch a mass effect field known as Singularity, which leaves enemies briefly helpless in orbit. They also have access to biotic grenade clusters, which split up into three (or five, depending on the mastery) grenades capable of sending enemies flying.
Ballistic Blades (Multiplayer only) - Fires a salvo of blades from the user's omni-tool, inflicting massive bleed damage at close range. Special upgrades can increase the attack's spread or force the blades to explode after three seconds (removing the bleeding effect but doing quick, powerful damage).
Pull - Fires a small mass effect field at the enemy, yanking the victim off the ground towards the user. Special upgrades can inflict damage on the victim, increase all damage towards the victim, launch two target-seeking projectiles instead of one, or increase the effectiveness of biotic detonations on the victim.
Singularity - Creates a large mass effect sphere (similar to a black hole) that draws unprotected enemies into the field (causing them to float helpless in the air) while stopping protected enemies. Special upgrades can cause unprotected targets to take damage over time or force the field to detonate at the final second (causing damage to nearby units).
Statis - Causes an enemy to be temporarily locked in a mass effect field, stopping the victim in their tracks. Does not work against armored targets. Enemies break out of Statis after a short amount of time or after taking major damage. Consecutive Statis effects against the same victim cause the effect to wear off faster. Special upgrades can increase vulnerability to Statis targets, give the power a random chance to not require recharging, or to create a larger Statis "bubble" that traps enemies that move into it.
Warp - Spawns a mass effect field on a target that damages it over time and stops the victim's health regeneration process. Special upgrades can increase the effectiveness of biotic detonations, increase damage towards Warp targets, or weaken armored targets.
Players earn currency which allows them to buy special "Reinforcement Packs", containing special cards that unlock character slots, armor customization options, equipment, item slots, weapons, and weapon modifications. By leveling up their character classes, as well as obtaining high-level equipment, squads have a better chance of finishing high-difficulty missions.
Bonuses - Special single-use armor and weapon modifications that can be assigned to the individual player prior to starting the match. Players can assign one bonus at a time in each category: Ammo (which grants one of the five ammo type powers to all of the player's weapons), Weapon (which grants a damage bonus for one weapon type), and Armor (which grants a bonus to either shield, movement speed, power damage, or power recharge speed). Each bonus comes in three levels of strength (increasing their effectiveness), with level 1 bonuses appearing in Common-oriented booster packs and level 3 bonuses appearing in Rare-oriented booster packs. Once the player downloads the Resurgence Pack DLC, he/she can find a new Weapon Bonus (which grants a damage bonus for melee attacks) and new Armor Bonuses (which grants a bonus to either power duration, shield recharge speed, weapon stability, or headshot damage).
Players earn currency (known as Credits) in-game (by successfully completing special objectives) which allows them to buy special Reinforcement Packs, containing special cards that unlock character slots, equipment, item slots, weapons, and weapon modifications. For most packs, players can also use real currency instead.
Earning character cards for character slots players have already unlocked instead grants additional armor customization options (as well as additional experience points). Earning weapon cards for weapons players have already unlocked instead upgrades the weapon's level. Earning weapon modification cards for weapon modifications players have already unlocked instead upgrades the weapon modification's level.
These handguns are all-purpose weapons that are effective even at long range. They are the most accurate and powerful Weapons outside of Sniper Rifles. Heavy pistols' clips are small, though, and need to be reloaded often.
On the Research screen, players can spend the Research Data (RD) they've acquired through scanning to unlock new blueprints for weapons and armor, or augmentations that can make creations unique and powerful. To access the Research menu, interact with any Research Center, such as the one on the Tempest, and select "Research."
People weren't mad about loot boxes in 2012. We didn't even call them loot boxes at the time. I played Magic the Gathering in the early 2000s, but Mass Effect 3 was the first videogame I played that took the concept of card packs and stuffed it into something that was otherwise familiar. ME3's card packs took all the weapons and character customization from the campaign and doled them out at random, making it genuinely exciting to unlock an Asari adept or a Krogan soldier.
A perfect score on the Bronze or Silver difficulty levels would net you 17,300 or 34,375 credits, so you could at least earn the points to unlock card packs pretty quickly. For players like me, who stuck around the multiplayer a month or two after launch, nothing about the card packs felt insidious. The randomness could be fun! For players who got hooked, though, you can see how these loot boxes could've pushed them to spend. Significant unlocks like characters and weapons were on the line, not just cosmetics.
Star Wars: Battlefront 2 was the flashpoint for anger over loot boxes, and many players began calling loot box systems gambling. If you look at Battlefront 2's loot boxes (before EA toned them down after the backlash) next to Mass Effect 3's loot boxes, it doesn't feel like a whole lot changed between them. The key items in Battlefront 2 were Star Cards, which you equipped to different character classes to change their weapons or get a passive stat boost, like more health. They were essentially the same as unlocking better weapons in ME3 multiplayer. And just like in ME3, they had rarity values attached to them. Battlefront 2's system was more convoluted, though, and it was a bigger game, meaning you would frequently be getting Star Cards for one of the many characters you didn't actually want to play.
The two weapons from Bayonetta's previous adventures make a return here. After unlocking them, they will still need to be purchased for 16,999 seeds. While these use the Infernal Demon Madame Butterfly, they are still different weapons with skill trees and movesets. As such, the Demon Transformation ability will be disabled when these are equipped.
The mode supports two players online (no split screen play), spans six missions, and is a standalone section, separate from the single player game. The missions revolve around minor operations by marines of Snake 6-6 as they encounter the PLR. Missions include ground, air vehicle, as well as tight urban arid warfare, causing players to work together to complete objectives.[10] It is through this that players will eventually unlock weapons for multiplayer. 2b1af7f3a8