How To Repair Mako Pc
The M35 Mako is your IFV, mobile turret, emergency cover, and all-circular best friend when exploring hostile areas, plus it has plenty of assets to exploit. It can travel over almost any terrain, no matter how steep or rough.
Note that while the Mako is a friction match for almost every enemy in the game, you lot only get half the XP from enemies killed in the Mako on Normal and twoscore% XP on Hardcore and Insanity combat difficulty, making it much harder to reach level l or threescore. Run into the Experience Guide for more.
Contents
- 1 Controls
- 1.ane PC
- i.2 Xbox360
- i.three Playstation 3
- 1.4 Driving the Mako
- 2 Assets
- 2.1 Machine gun
- ii.ii Cannon
- ii.3 Propulsion jets
- two.4 Rear Thrusters
- 2.5 Shields
- ii.vi Cover
- 3 Tactics
- three.one Ramming
- 3.2 Firing on the Move
- 3.3 Dodging
- 3.4 Using terrain
- 4 Glitches and Bugs
- 5 Legendary Edition
- 6 References
Controls
PC
- Left click mouse to burn down machine gun
- Right click mouse to burn down the mass accelerator cannon
- Left "Shift" push to zoom view. Continue striking it to wheel through
- Spacebar to jump jet
- "Q" to disembark
- "F" to Repair
Xbox360
- Right trigger to fire the car gun
- Right shoulder button to fire the mass accelerator cannon
- Hold left trigger to zoom in
- Once zoomed in, click right stick to zoom in further. Clicking the correct stick again will zoom in even further.
- The third click or releasing the left trigger will return to normal view
- A button to jump jet
- B button to disembark
- Y button to repair
Playstation 3
- Press R1 to burn the mass accelerator cannon.
- Press R2 to burn down the machine gun.
- Concord L2 to zoom in.
- One time zoomed in, click R3 (right stick) to zoom in further. Click R3 once again to zoom in fifty-fifty further.
- A third click or releasing L2 will return the view to normal.
- Cross push to leap.
- Circle button to disembark.
- Triangle push button to Repair.
- Square push button to return to the Normandy.
Driving the Mako
The side-to-side commuter controls on the Mako are very sensitive, at to the lowest degree in the PC version. This is because pressing the plow button makes the vehicle get forward as well as turn, attempting to make a circle about the side of the vehicle, rather than turning the vehicle itself almost its center axis.
Suddenly pressing the button tin overcompensate, particularly on mountainous terrain. This can have consequences that appear to be comedically dramatic, although normally harmless. One solution to this problem is to keep pushing the "forward" or "back" push and tap the "left" or "right" button repeatedly equally needed. If you accept a lot of space, it makes the turning event relatively minor compared to the forward movement.
Yous volition ever render to the same drop off point on a planet, even if you recall to the Normandy. Additionally if you drive far outside the map, or what Joker calls the operational area (i.due east. into the red zone exterior of the square map), Joker volition somewhen recall the Mako back to the initial landing zone. Y'all can apply these equally time-saving shortcuts to motility almost the planet if you are far away from points of involvement.
Assets
Auto gun
The Mako'southward secondary weapon is a machine gun that handles like a massive assault burglarize. While not as powerful equally the cannon, the machine gun allows for a lot more than precision. It is much better confronting smaller or individual enemies since it will knock them over rather than blowing them abroad, which is especially useful if the player does not wish to kill enemy infantry with the Mako. The machine gun's other major advantage is confronting your opponent'south shields. The cannon can take out two shield levels (depending on the difficulty) at once but then takes fourth dimension to recharge, whereas the machine gun's small projectiles will shred them very quickly.
The disadvantage of using the machine gun is that it overheats with prolonged firing, only conscientious handling and alternating the machine gun with the cannon should accept care of this.
Cannon
The primary weapon and the Mako's heavy artillery, the mass accelerator cannon is extremely powerful and will make a mess of annihilation it hits. The damage it inflicts as well partially bypasses shields. If fired into an enclosed space full of smaller enemies, the cannon will clear the room very effectively. On lower difficulty settings, information technology will instantly vaporize large groups of smaller enemies in i hit; nevertheless on all difficulties, against larger enemies like Geth Armatures or Geth Colossi, or against stationary targets like turrets, there's zippo to compare with it.
The cannon takes several seconds to recharge after each shot, so plan to dodge or use the machine gun in the interim; the cannon and the machine gun can exist used in any order against the same target for maximum harm.
The cannon can exist zoomed twice for eliminating enemies from distant with precision. The double zoom is easy and intuitive to accomplish on PC but piece of cake to miss on Xbox and PS3 because it requires clicking the right stick afterward holding the left trigger. Learn how to do this and you'll easily crack those pirate/merc/geth bases on unexplored planets - you tin can often arrange to inch effectually from behind an obstruction eliminating ane sniper at a time rather than facing a full onslaught of Assassination.
Propulsion jets
These are useful too as fun. The propulsion jets enable the Mako to spring, making it easier to negotiate crude terrain. In combat they can exist a lifesaver against well-armed geth and turrets. An Armature's Siege Pulse or a Geth Juggernaut's rocket moves slowly enough for the Mako to lift over it harmlessly - and you can keep firing the machine gun at the same fourth dimension. Timing the jumps correctly ways you tin can take out an Armature while dodging everything information technology throws at you. More importantly, using the propulsion jets messes upwardly enemy targeting. As noted above, enemies will often aim at where you were rather than where you are, and careful utilize of the jets can ensure their missiles go wide.
A good technique is to have embrace behind wreckage, use the "spring jets" to pop upwardly, burn on a target and fall back down behind cover.
In addition, when fighting a Geth Colossus or armature (or with some care even a thresher maw), the leap can exist timed and so that the player may burn down their cannon, bound over the siege blast of the opponent, and state roughly by the time that the cannon has recharged for another shot.
Rear Thrusters
In Mass Effect Legendary Edition, the Mako has rear thrusters available equally a speed boost for short periods of time (left bumper button on panel controllers or Shift
on keyboard). Unlike a similar feature implemented in Mass Upshot: Andromeda'south ND1 Nomad, there is no GUI indicator on boost expenditure or cooldown. The boosters practice non apply a constant force in every situation, simply rather are more than or less effective depending on the Mako'due south electric current forwards momentum (and contact with the basis). Thus if your attempt to climb a mountain has already stalled out they won't assist, but if you tin can proceeds some frontward motility further down y'all can sometimes use them to build enough momentum to get you over the top.
The rear thrusters accept a cooldown/recharge that works similar to Shepard's sprint, and and so by pulsing them it is possible to attain a sustained higher speed while avoiding an "exhaustion period". Such techniques can exist used to substantially decrease the amount of time information technology takes to explore uncharted worlds.
Shields
The Mako can take a lot of punishment, even on higher difficulty levels, but once the shields are downwards it can take them a long time to recharge. A high Electronics stat will assistance, only information technology's still a skillful thought to give the shields time to recover betwixt tough battles. Though the Mako's hull is sturdy fifty-fifty when unshielded, on higher difficulty levels your enemies can inflict heavy damage very apace; once the hull is gone while Shepard and the squad are inside, it's game over.
Note that the Mako shields can as well have damage when ramming into large enemies such the Geth Armature. Repairing the Mako'due south hull with omni-gel is once more made easier by a loftier Electronics stat; not just does it restore more hull per repair, it reduces cooldown fourth dimension between repairs if the Mako is heavily damaged. Unfortunately, while repairs are in progress, the Mako is stationary and unable to fire. If it is heavily damaged and there are all the same enemies effectually, go some altitude between them first and stay out of their line of sight while repairs are ongoing.
Tip: Retreating out of gainsay, saving and loading the relieve will instantly fully recharge the Mako'south shields. Also, disembarking from the Mako once y'all're a moderate distance away volition contract the warning range of enemies and allow y'all to finish combat without having to drive as far away.
Cover
Though fighting in the Mako results in a smaller XP reward, a good compromise is to soften tougher enemies upward with the Mako's armaments, then disembark and employ the tank as encompass to finish them off. Quite oft the enemies will focus their fire on the Mako, allowing you to take them on while they're distracted. This works nicely against Thresher Maws (unless you park too close) and Geth Colossi.
Cautions:
- The Mako can take heavy damage when existence used as "portable encompass". Although it can only exist destroyed if you're inside it, once it starts "sparking" that means it is so heavily damaged that it has no hull points left and you could exist instantly killed if y'all reentered it. In this state of affairs you must either avert reentering the Mako until ALL nearby enemies have been eliminated or, on an unexplored planet mission, you can return direct to the Normandy from the Map portion of the game carte.
- The Mako takes damage from your own shots and attacks as well as the ones from your squad members, then watch your aim and move your squad members in order to have a clear line of fire.
Tips:
- The Mako is as well environmentally sealed against EVA hazards. Re-entering the Mako while fighting on foot will quickly reset the take chances timer.
- Re-entering the Mako will too revive, for free, any downed squad members.
Tactics
Ramming
Ramming is one of the simplest and quickest ways to disable opponents that are isolated, or in small groups. Smaller enemies are crushed for heavy concrete damage. Larger enemies like the Geth Armature and Geth Colossi are knocked down and disabled.
The chief purpose of ramming enemies is to keep them off-balance and from retaliating in case of large units, or outright heavily damage or kill the smaller ones. On Hardcore and Insanity levels, ramming damage is severely reduced, though that should only hateful switching to other viable tactics like doing information technology once again for smaller units, or disembarking and continuing the fight on foot, in close range, which besides negates the feel penalty if playing on original Mass Outcome.
A "Drag and Drop" can effectively disable a medium-sized enemy such every bit an Armature which is defending other foes. This maneuver involves ramming the target and dragging them away from their allies, then bankroll up and shooting them if they survive the impact. This works well on the skyways of Feros, where there is sufficient altitude to isolate targets. With terrain hazards, the Mako can also carefully push an the enemy into molten lava or over a bridge or cliff for an instant kill.
It is possible to park the Mako on pinnacle of a medium-sized target such as an Armature, trapping it and letting the squad disembark to engage it with impunity. However, check before you disembark and be conscientious: do not attempt to park on larger enemies such as Colossi, as these titans will only exist temporarily disabled, and will be able to throw the Mako off; additionally if smaller enemies are trapped under the Mako they may withal be able to damage it.
Hex shields deployed by geth act equally speed bumps to the Mako. Ramming them can crusade the Mako to tilt up and lose momentum upon collision especially at high speeds. Destroy them with guns if possible, unless yous deliberately intend to do the action in club to avoid incoming rockets or the similar.
Firing on the Move
Move can be used to evade enemy burn. If you motion straight toward or away from your target, the opponent has to aim less, and y'all risk being hitting more. Still, if you lot move from one side to the other the opponent has to turn and yous tin can be very difficult to hit, equally long as you continue moving. AI does not predict your position and tends to fire at where you were, non where you will be as the shot arrives. Another reward of going side-to-side is that you can become away from the scene if yous are hit, brand repairs at some sheltered or distant spot and come back.
Thresher Maws and targets in unfavorable terrain require this evasive activity, so yous will exist firing on the move. This will normally require snapshots or tracking shots. With a lilliputian practice, you tin can larn to pre-aim a snapshot: place your sight slightly to one side of the target equally y'all motion and then burn down merely equally your sight crosses the target, hitting it reliably. That's what fighter pilots practice. It is much more than difficult to keep a tracking shot, which involves holding the reticule constantly and consistently on the target and firing.
Dodging
Confronting slow moving projectiles, such as Armature pulses, rockets (from turrets or troopers), and acrid spit, information technology is only necessary to motility in order to avoid shots. There is a horizontal dodge, known as rocking back and forth, and a vertical dodge, known as jumping. The rocking technique is preferred against multiple enemies such every bit the geth as it's easier to avoid multiple projectiles, but the leap technique is best for fugitive acid splash damage.
- Rocking back and forth
Brainstorm by turning your Mako perpendicular to your target. In this instance y'all at present inch forward and dorsum. This technique combines advantage of the defensive benefits of staying on the move with the easier aiming job of staying in one location.
Note that missiles and other projectiles from enemies are always aimed at the front end of the Mako at the time they are launched. So if afterwards aiming and firing you pull back just a tad, any rockets launched at yous in the concurrently volition miss fifty-fifty if you don't move much.
- Jumping and Thresher Maws
Jumping is the vertical version of rocking back and forth: yous stay in one position but use the Mako'southward jets to "jump" in the air avoiding the incoming projectiles. Information technology makes a proficient "emergency escape push" equally it makes a quick shift in position.
For fighting Thresher Maws the jumping technique is much more responsive, and avoids almost or all of the splash damage from the acid blob. Because of the quick response time it is actually quite forgiving against a unmarried enemy – you will only accept damage while if y'all get admittedly bullseyed in the moment you are on the ground. Against a Thresher Maw the jumping technique too prevents the Maw from diving back underground and changing position, since yous're staying above the same piece of ground. You tin can stop as shortly as the Thresher Maw appears and start shooting it immediately. As soon as the acid spittle appears, hit the jump push to avoid information technology.
Using terrain
The Mako can defeat numerous enemies safely by using the terrain as cover. You can poke the turret in and out of embrace such as a cliff or building, and pull back equally a projectile approaches much like the dodging techniques. Alternatively, in that location is a technique that tank soldiers call hull downwards. Observe a pocket-sized depression in the terrain or a small, gradual rising in it. Hide from your enemies there. Motility forward slightly to "peek" over the peak. Fire your cannon and go backwards slightly to a position of safety. Echo as needed. If you happen to get hit, you tin can stay downwards and allow your shields recover.
This may non exist as much fun as running and gunning, but it requires less active attempt and tin can be more reliable. It is also easy to disembark while in the dip in social club to gain extra XP. Think to hide the nose of the Mako. However, it has disadvantages too: the Mako has poor gun angles and sometimes can't aim upwards or downwards at the target. Additionally, favorable terrain isn't always available. Notably this technique cannot be used in Thresher Maw nests, every bit they are flat, and if Shepard leaves the flat surface area to get hull down they will go back underground.
Tip: Enemies will ever aim for the front of the Mako, especially rockets. Use that at your advantage and peek backward from comprehend and so the rockets will striking the walls since it's aiming at your nose that is nonetheless hidden.
Glitches and Bugs
- On Therum, information technology is possible to take the Mako through the narrow gap in between the two rocks leading to mine shaft where you find Liara. Drive in to the gap, then from inside the gap drive upwards the left rock until you are completely on your side, wedged between both rocks. Slowly inch forward and use boosts to slide through the gap. The geth will non attack the Mako, and they dice afterward but a couple of cannon shots. Practice non try to boost upward the walkway in the Mako, since this causes the Mako to disappear and you can non become out. Too saving and loading doesn't set up this; the just option is to load your last save since y'all can not return to the Normandy, and you tin't Save/Load to fix it.
- It'due south possible to repair the Mako shields and hull damage by saving so loading your game. Sometimes, you lot need to salvage/load twice. Then save/load to restore shields and then do it again for hull repairs.
- When entering the Mako during combat, sometimes the Mako will rocket in the air erratically while acting as if it is colliding into random objects, while slowly taking damage every time information technology touches the ground, and you cannot command it anymore. There is generally no way to end the Mako afterwards this occurs except for returning to the Normandy or saving (where you will drop straight down upon reloading). Information technology is unknown what sort of attacks causes this to occur.
- It is also possible to plow the Mako upside down, after which you lot will exist unable to motility it or exit it. This tin can exist done while attempting to climb objects. In both versions, the Mako can be righted again past firing your jets once the vehicle is completely stationary.
- Sometimes, under extremely rare circumstances, a Thresher Maw can flip the Mako upside down by bursting out of the footing adjacent to the vehicle without destroying information technology in the process; however, this is a capital punishment since the Thresher Maw will almost certainly assault the vehicle over again and terminate the job before the role player tin react. This may likewise have the effect of flinging the Mako beyond the mural abroad from the Thresher Maw.
Legendary Edition
In that location are substantial changes to the Mako in Mass Result Legendary Edition, the overall effect being to brand exploring uncharted worlds a chip faster and more user-friendly—for example the rear thrusters decrease the overall time to traverse planet surfaces and the removal of the XP penalty ways the Mako's cannon and gun can make quick work of many enemies fifty-fifty for completionist players. A list of the known changes:
- The Mako no longer takes falling damage.
- In the original Mass Consequence on PC, the Mako is steered using the WASD keys and the turret and photographic camera are controlled using the mouse. In Mass Outcome Legendary Edition, a settings option is added to steer the Mako by camera direction. When this is turned on, the West key moves the Mako in whatever direction the camera is facing. This makes general navigation easier by forcing the Mako to go along in a directly line even if terrain knocks the body out of true. Strafing targets is done by using the A and D keys to move left and correct respectively from the perspective of the camera. When playing using a console controller, the left thumbstick controls the direction of the Mako and the right thumbstick controls the bending of the camera.
- The physics threshold of the Mako is much higher, making it handle more like a tank and less like a dune buggy. Terrain does not redirect or raise the Mako off the footing equally much.
- Moving the Mako does not interrupt or prohibit repairs.
- The Mako now has rear thrusters that fire for a curt burst (left bumper on console controllers) to help push the Mako up hills and over navmesh edges. The prior bound jets remain and the ii thruster sets have independent cooldown. The rear thrusters increase the momentum gained from current forward motion (rather than applying a constant force), and so they are useful in building momentum to get over the top of a colina just are entirely ineffective once the Mako's motion has stalled out. The rear thrusters too play a key role in battles with the updated Thresher Maw, which tin can now both lead its targets and chase them around.
- The experience signal penalty for kills while inside the Mako has been removed, removing the demand to "mostly kill" a target and and so jump out of the Mako to finish it off for the bonus XP.
- The cannon fires where the reticule points. This allows for targeting enemies below the cannon's pitch.
- Some of the sound effects have been changed.
- Mako status bars are visible at all zoom levels.
- The Mako'southward shields seem to regenerate faster.[confirmation needed]
- The rear lights practise non plough off when the Mako is moving.
References
Mass Effect Guides | |||
---|---|---|---|
Completion | Walkthrough • Morality • Experience • Systems • Mako • Codex | ||
Achievements | Completionist • Rich Accomplishment • Party Member Achievements Scholar Achievement • Weapon and Ability Achievements | ||
Classes | Adept • Engineer • Infiltrator • Lookout • Soldier • Vanguard | ||
Weapons | Assault Rifles • Pistols • Shotguns • Sniper Rifles | ||
Other | Squad Members • PC Tweaks • Merchants |
How To Repair Mako Pc,
Source: https://masseffect.fandom.com/wiki/Mako_Guide
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