Assault Trooper |
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Assault Troopers are the basic Cerberus unit. They have no shields but use grenades and guns. They are like a fast, more aggressive version of the Reaper Cannibals. Since most Cerberus units are so similar, the assault trooper tends to take a low priority. It is best to use biotic powers to control groups of them in situations where they are getting too close or when you have no other Cerberus Troops to use biotic abilities on. They are susceptible to pretty much any method of attack but Singularity does a good job of slowing them down and it's not infrequent for them to run through a Singularity field on their own. |
Centurion |
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The Centurions are actually rather lackluster. They are essentially the same as Assault Troops except that they have shields. When you have some distance, they should always be prioritized over Assault Troops Since they have shields and shields can recharge, it is important that once you remove their shields you hit them with a biotic ability. Both Singularity and Warp eventually gain damage over time which will prevent shields from recharging, even if you don't have the time to kill them right away. |
Combat Engineers |
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Combat Engineers are slightly more fragile than the Centurions but can build and repair automated turrets which don't disappear when the Engineer dies. This can become quite a problem in areas with an infinite respawn because if you don't destroy the turrets but just the Engineers, more engineers will build more turrets until there are three or four of them that are keeping you locked up in a single position. This is why having a biotic with warp is crucial. With one or possibly two Warps, you can destroy a turret and assuming that you have the full power recharge bonus (or are using Liara), this is a matter of just a few seconds. Since you can sustain a Singularity Field and still use Warp, use one Overload on the Engineer, another on the turret and then singularity on the engineer. Then finish the turret and then kill the engineer. Combat Engineers are more dangerous than Centurions and should be prioritized so that you can keep them from building/repairing turrets which essentially adds more permanent enemies to the battlefield. |
Guardian |
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If you have a biotic with Pull, particularly the upgraded version that generates two fields at once, Guardians are very easy. Simply use pull on a Guardian to remove their shield and then treat them as any other enemy. Removing a Guardian's shields is generally your highest priority on a large group because your squad mates might focus on them and just keep putting bullets into their shields to no affect. Once you have yanked their shields, they are no longer a priority. When lacking Pull, try to hit them with a curved Singularity so it hits behind them or place one at their feet so that they might walk over it and get pulled back. You can also shoot through the small hole in the shield. Doing this 10 times (any weapon) will get you the mail slot achievement/trophy. If you are playing as an Engineer, it is recommended that you set your Combat Drone on a Guardian which will immediately draw their attention, frequently turning their back on you for an easy kill. |
Nemesis |
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The Nemesis is very fast, has a powerful weapon, can hit you from range and has shields. You will see a red flare from their sniper rifle before you get shot so be quick about ducking. Their Sniper Rifle can strip your shields in one shot and kill you with the next so be careful. Try to strip their shields (hit them with Overload when they pop out to shoot), then use Singularity or Pull on them quickly before they can run away. They are very fast so immobilizing them is a high priority. The Nemesis isn't always a high priority if it isn't focusing on you but once their shields are down and you've immobilized them, they are a quick kill so it might be worth your while to deal with them quickly and not have to worry about that extra dimension. |
Phantom |
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The Phantom is a very dangerous enemy. They are every bit as fast as a Nemesis but rather than attacking from far away, they'll rush in and attack you with no warning. This aggressiveness makes them far more dangerous so be careful around them. If you destroy their sword, it makes their melee attacks ineffective but they also have a moderate ranged attack as well. If you start to attack them, they can cloak and run away. Their Biotic barriers protect them from biotic attacks. When you intend to kill a Phantom, make sure that you do so quickly so that they can't cloak and run away. I would generally give these a high priority because they can quickly close the gap and push you out of your cover to be killed be their allies. |
Atlas |
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The Atlas Mech is a rather large, powerful machine. It has a homing rocket and chaingun as well as sturdy shields and armor. I would treat these similarly to the Brutes and Ravagers of the Reapers. Set your squad to focus on the Atlas. Make sure you use both Overloads. This will remove a segment of shields and your two allies will keep the shields from regenerating. Once the shields are gone, make sure that your allies change to high caliber weapons to maximize damage. While your allies deal with that, make sure you focus on removing the numerous Cerberus Troops that are sure to attack you. If you get the chance, feel free to contribute but it's more than likely that you'll have your hands full with the minor enemies. Keep in mind, however, that the Atlas can sometimes be the trigger for ending an infinite respawn point so it's a very high priority, even if it can't actually reach you. While an Atlas has powerful ranged attacks, it is important to note that it has an Instant Kill melee attack if it gets too close. Make sure you don't hug your cover too closely. |