INFO WAS TAKEN FROM THE RE5 GUIDE BOOK
RE5 Verse Mode DLC
Price: 400MP / $5
Size: 180KB
Characters and maps are same as original Mercs.
No new characters or maps is disappointing for the cost of $5.
*************************Slayers*****************************
This game plays very similarly to Mercenaries, but with players competing against each other to get the highest score from the onslaught of infected souls and B.O.W.s. A handicap system helps the player with the lowest score by doubling the points they are awarded (though this doesn’t apply to Combo bonuses in Slayers). Time Bonus and Combo Bonus rules apply as before, with item locations and enemy types remaining the same. Indeed, you can use all of the maps and details from the Mercenaries section to aid you in your Slayers game.
During a Slayers match, players will only take 70% of usual damage from enemies. This should be balanced against the scarcity of healing items and the additional threat of damage from other players. That threat exists because players can also be included in the chain of kills as part of a running combo count. If you defeat another player during a combo, their worth will be calculated as if they were a boss enemy with regard to bonus scoring potential (+4,000 points as a 9th kill, for example, or +5,000 as a 22nd kill).
The game ends when the timer expires. If any player dies before the counter reaches zero, they lose points and will reappear elsewhere on the map to carry on playing (randomly, you may spawn in the heat of battle or next to a boss). There is no limit to the number of times you can die, though you shouldn’t expect much of a score if it happens too often.
The Difficulty Grade reacts to the performance of the participants. Most players will be battling at Grade 6 (equivalent to Normal difficulty) but the leading player must endure Grade 10, the highest rank of Professional difficulty. This makes little difference in terms of combat resolution, as Grade has no effect on damage multipliers in Versus mode, although you will find that it does affect factors such as context-action input windows.
***************************Survivors*************************
Basics: This game variant is all about player-versus-player action. There are still aggressive creatures present, making the arenas more challenging, but their frequency has been reduced, although they still provide a moderate threat and distraction from the real task at hand. Combos no longer play a role, as the points you score are directly accrued from dealing damage to other players. There are no points for killing monsters. Importantly, you must also strive to avoid taking any damage yourself, as you now have a price on your own head.
Each player starts with just a basic firearm, and will therefore want to act quickly to pick up more powerful weapons from the playing field. Every map has different possible configurations of weapon and item allocation, and you can also acquire weapons from boss enemies, so use our hints to help you to quickly assess the right strategy for each instance.
During a Survivors match, the player takes only 50% damage from Majini and other creatures, and in turn inflicts 150% damage. Those enemies also have a 100% drop rate for random loot, thus serving as additional ammo and health supplies when the existing map stock has been plundered or cut off. This can include Eggs, both Rotten (which count as ammo) and health-giving.
The weapons you find in Survivors are upgraded to the same level as those found in Mercenaries mode. Together, they represent the various ranges of encounter. The shotgun is a close-quarters ambush weapon while the rifle demands distance. The magnum is for sharpshooting at medium range.
The Scoring System: In a Survivors match, you score points for successful strikes against other players. Being attacked by another player reduces your own score, to a minimum of zero. Scores are awarded as detailed in the
*pic below*, with a 50% Damage and Score bonus for headshots.
After a successful attack, the score for the move will be displayed in the top right of the attacker’s screen and added to that player’s running total. Correspondingly, the victim of the strike loses 50 points for any and all attacks suffered. Whoever inflicts fatal damage on another player will earn a bonus 3,000 points. Deaths by Proximity Bomb or exploding oil drum will also be attributed for score purposes. If a player dies (for any reason, either in a monster attack or by another player’s hand) then they lose 1,000 points. It is possible to be reduced to zero points. When the timer expires, the scores for each player will determine their position in the results table.
************************Team Versus**************************
It is possible to compete as a team in both Slayers and Survivors games. When two players work together as partners, they can draw on all of the additional tactics and support techniques mastered in Co-op, Duo and Split-Screen play.
-Combat Differences
So far you’ve only had to dispatch computer-controlled parasites and their hosts. Now that you’re able to fight online and against other players, there are aspects of the combat system that you can exploit to great effect.
-Easy Targets
Players caught in a grapple will normally try to free themselves while requesting assistance. If you encounter an enemy player in Help status, you can instead use a context action to strike them while they are held. This attack will damage both the enemy player and the creature restraining them, so it may still have the effect of releasing them from their captor.
-Frozen Over
Players can be frozen by Nitrogen Rounds. The base freezing time is fi ve seconds, but you can tap X or A to recover more quickly. Other players will be able to attack you while you are frozen, including using hand-to-hand moves at close range, although you won’t shatter into pieces like ordinary enemies would when first hit. Nitrogen Rounds also have no effect on players of the same team, so you can comfortably use one to freeze an enemy in close proximity to your partner. You do not otherwise take damage purely from being frozen, but a direct hit from any Grenade Launcher round inflicts some kinetic damage from the impact of the projectile.
-Assigning Equipment
In Slayers and Survivors games you cannot give weapons to other players – who remain your enemies, even if you may occasionally find yourself ganging together.
However in a Team Survivors match you will be able to hand over the M3, H&K PSG-1, S&W M500, Grenade Launcher and Rocket Launcher to a partner. This means that you can assign duties and swap long-range support or heavy weapons according to your co-op roles and preferences. There are fewer restrictions on distribution of ammunition and explosives. You can present any ammo type to a team member as long as they have a free slot or an existing stack of the same ammo that can accommodate the gift up to the slot maximum. When your inventories are full, you can still swap items with your partner by highlighting items that you do not have equipped. Select an item from your team member’s inventory and they will be alerted by a Request message that will offer them the chance to Give the selected item. If they are close enough for the exchange and can confirm the transaction in their inventory, the items will be swapped between you.
************************Versus Tips***************************
-Weapon Loss
When a player dies in a Survivors match, they drop a weapon on the spot where they fell. That weapon is chosen randomly from their inventory, though it cannot be their default firearm. The dropped weapon is always fully reloaded. A respawning player will always have a fully loaded default weapon.
Note that a dropped weapon will only appear for collection once a body has been removed from play.
-Proximity Bombs
Proximity Bombs take a few moments to arm after placement, indicated by a flashing red beam. This is how you distinguish dangerous ones from placed items and random drops. They can also be detonated by bullets and chain reactions – a grenade or oil drum will do the job. Unfortunately, Majini are just as likely to trigger them.
Since enemy players can see Proximity Bombs, and can detonate them with gunfire, you need to be canny in their application. Tactical placement includes at the top of ladders and climbable ledges; at the base of jumps and drops; just around sharp corners; behind doors and below windows; and at the end of a zip line. Some maps are so loaded with Proximity Bombs that you can exploit the confusion by placing a live one among the collectibles. Bear in mind that Proximity Bombs may also hamper your own activities if you have to stop and pick them up before you can access a ladder or door, so avoid using them on your only retreat route.
-Aimed Explosives
Injury from an explosion will generally cause a knockdown. If your character raises their arms to shield themselves from the blast, it means they’ve taken no damage despite being close. As you’ll be using more grenades and rockets than ever, and often in a tight space, it’s worth learning to gauge the safe distance. There is a very small blast radius from RE5’s explosives; even the Rocket Launcher has a neatly contained explosion, so it really is worth aiming for that direct hit rather than hoping for splash damage from a nearby ground strike.
-Creature Behavior
Enemies will tend to pursue a player unless and until a nearer player diverts their attention and becomes the new target. If you see Majini gathering around a door, a player is most likely on the other side. Instead of fighting a boss, you may wish to lead it straight to another player with the aim of passing them and quick-turning so they are caught between you and the boss.
-The Folly of Face-off
Unless you’ve laid a trap or you’re staring down a corridor with a Rocket Launcher, staying on the run is vital. Because you can’t move while firing, it’s tempting to be drawn into a showdown with another player, facing off in a straight shoot-out in the hope that you’ll be first to inflict fatal damage. A poor tactic, most of the time, as they’ll still score points, to your loss, and leave you in no shape to face the next battle.
-Rearguard Action
Because of the slow turning speed of characters aiming a firearm, one way to evade when caught in the sights of another player is to run straight past them. You can either escape into cover or move behind them and use your fast turn to make a 180° and blast them before they catch up.
-Giving Yourself Away
Keep an eye out for that telltale red beam, as laser painters will warn you of unwanted attention and give away the position of enemy shooters. Likewise, if you’re going to snipe at a target from an exposed platform then you will probably only get one or two attempts before the other player traces the shot back to you.
RE5 Verse Mode DLC
Price: 400MP / $5
Size: 180KB
Characters and maps are same as original Mercs.
No new characters or maps is disappointing for the cost of $5.
*************************Slayers*****************************
This game plays very similarly to Mercenaries, but with players competing against each other to get the highest score from the onslaught of infected souls and B.O.W.s. A handicap system helps the player with the lowest score by doubling the points they are awarded (though this doesn’t apply to Combo bonuses in Slayers). Time Bonus and Combo Bonus rules apply as before, with item locations and enemy types remaining the same. Indeed, you can use all of the maps and details from the Mercenaries section to aid you in your Slayers game.
During a Slayers match, players will only take 70% of usual damage from enemies. This should be balanced against the scarcity of healing items and the additional threat of damage from other players. That threat exists because players can also be included in the chain of kills as part of a running combo count. If you defeat another player during a combo, their worth will be calculated as if they were a boss enemy with regard to bonus scoring potential (+4,000 points as a 9th kill, for example, or +5,000 as a 22nd kill).
The game ends when the timer expires. If any player dies before the counter reaches zero, they lose points and will reappear elsewhere on the map to carry on playing (randomly, you may spawn in the heat of battle or next to a boss). There is no limit to the number of times you can die, though you shouldn’t expect much of a score if it happens too often.
The Difficulty Grade reacts to the performance of the participants. Most players will be battling at Grade 6 (equivalent to Normal difficulty) but the leading player must endure Grade 10, the highest rank of Professional difficulty. This makes little difference in terms of combat resolution, as Grade has no effect on damage multipliers in Versus mode, although you will find that it does affect factors such as context-action input windows.
***************************Survivors*************************
Basics: This game variant is all about player-versus-player action. There are still aggressive creatures present, making the arenas more challenging, but their frequency has been reduced, although they still provide a moderate threat and distraction from the real task at hand. Combos no longer play a role, as the points you score are directly accrued from dealing damage to other players. There are no points for killing monsters. Importantly, you must also strive to avoid taking any damage yourself, as you now have a price on your own head.
Each player starts with just a basic firearm, and will therefore want to act quickly to pick up more powerful weapons from the playing field. Every map has different possible configurations of weapon and item allocation, and you can also acquire weapons from boss enemies, so use our hints to help you to quickly assess the right strategy for each instance.
During a Survivors match, the player takes only 50% damage from Majini and other creatures, and in turn inflicts 150% damage. Those enemies also have a 100% drop rate for random loot, thus serving as additional ammo and health supplies when the existing map stock has been plundered or cut off. This can include Eggs, both Rotten (which count as ammo) and health-giving.
The weapons you find in Survivors are upgraded to the same level as those found in Mercenaries mode. Together, they represent the various ranges of encounter. The shotgun is a close-quarters ambush weapon while the rifle demands distance. The magnum is for sharpshooting at medium range.
The Scoring System: In a Survivors match, you score points for successful strikes against other players. Being attacked by another player reduces your own score, to a minimum of zero. Scores are awarded as detailed in the
*pic below*, with a 50% Damage and Score bonus for headshots.
After a successful attack, the score for the move will be displayed in the top right of the attacker’s screen and added to that player’s running total. Correspondingly, the victim of the strike loses 50 points for any and all attacks suffered. Whoever inflicts fatal damage on another player will earn a bonus 3,000 points. Deaths by Proximity Bomb or exploding oil drum will also be attributed for score purposes. If a player dies (for any reason, either in a monster attack or by another player’s hand) then they lose 1,000 points. It is possible to be reduced to zero points. When the timer expires, the scores for each player will determine their position in the results table.
************************Team Versus**************************
It is possible to compete as a team in both Slayers and Survivors games. When two players work together as partners, they can draw on all of the additional tactics and support techniques mastered in Co-op, Duo and Split-Screen play.
-Combat Differences
So far you’ve only had to dispatch computer-controlled parasites and their hosts. Now that you’re able to fight online and against other players, there are aspects of the combat system that you can exploit to great effect.
-Easy Targets
Players caught in a grapple will normally try to free themselves while requesting assistance. If you encounter an enemy player in Help status, you can instead use a context action to strike them while they are held. This attack will damage both the enemy player and the creature restraining them, so it may still have the effect of releasing them from their captor.
-Frozen Over
Players can be frozen by Nitrogen Rounds. The base freezing time is fi ve seconds, but you can tap X or A to recover more quickly. Other players will be able to attack you while you are frozen, including using hand-to-hand moves at close range, although you won’t shatter into pieces like ordinary enemies would when first hit. Nitrogen Rounds also have no effect on players of the same team, so you can comfortably use one to freeze an enemy in close proximity to your partner. You do not otherwise take damage purely from being frozen, but a direct hit from any Grenade Launcher round inflicts some kinetic damage from the impact of the projectile.
-Assigning Equipment
In Slayers and Survivors games you cannot give weapons to other players – who remain your enemies, even if you may occasionally find yourself ganging together.
However in a Team Survivors match you will be able to hand over the M3, H&K PSG-1, S&W M500, Grenade Launcher and Rocket Launcher to a partner. This means that you can assign duties and swap long-range support or heavy weapons according to your co-op roles and preferences. There are fewer restrictions on distribution of ammunition and explosives. You can present any ammo type to a team member as long as they have a free slot or an existing stack of the same ammo that can accommodate the gift up to the slot maximum. When your inventories are full, you can still swap items with your partner by highlighting items that you do not have equipped. Select an item from your team member’s inventory and they will be alerted by a Request message that will offer them the chance to Give the selected item. If they are close enough for the exchange and can confirm the transaction in their inventory, the items will be swapped between you.
************************Versus Tips***************************
-Weapon Loss
When a player dies in a Survivors match, they drop a weapon on the spot where they fell. That weapon is chosen randomly from their inventory, though it cannot be their default firearm. The dropped weapon is always fully reloaded. A respawning player will always have a fully loaded default weapon.
Note that a dropped weapon will only appear for collection once a body has been removed from play.
-Proximity Bombs
Proximity Bombs take a few moments to arm after placement, indicated by a flashing red beam. This is how you distinguish dangerous ones from placed items and random drops. They can also be detonated by bullets and chain reactions – a grenade or oil drum will do the job. Unfortunately, Majini are just as likely to trigger them.
Since enemy players can see Proximity Bombs, and can detonate them with gunfire, you need to be canny in their application. Tactical placement includes at the top of ladders and climbable ledges; at the base of jumps and drops; just around sharp corners; behind doors and below windows; and at the end of a zip line. Some maps are so loaded with Proximity Bombs that you can exploit the confusion by placing a live one among the collectibles. Bear in mind that Proximity Bombs may also hamper your own activities if you have to stop and pick them up before you can access a ladder or door, so avoid using them on your only retreat route.
-Aimed Explosives
Injury from an explosion will generally cause a knockdown. If your character raises their arms to shield themselves from the blast, it means they’ve taken no damage despite being close. As you’ll be using more grenades and rockets than ever, and often in a tight space, it’s worth learning to gauge the safe distance. There is a very small blast radius from RE5’s explosives; even the Rocket Launcher has a neatly contained explosion, so it really is worth aiming for that direct hit rather than hoping for splash damage from a nearby ground strike.
-Creature Behavior
Enemies will tend to pursue a player unless and until a nearer player diverts their attention and becomes the new target. If you see Majini gathering around a door, a player is most likely on the other side. Instead of fighting a boss, you may wish to lead it straight to another player with the aim of passing them and quick-turning so they are caught between you and the boss.
-The Folly of Face-off
Unless you’ve laid a trap or you’re staring down a corridor with a Rocket Launcher, staying on the run is vital. Because you can’t move while firing, it’s tempting to be drawn into a showdown with another player, facing off in a straight shoot-out in the hope that you’ll be first to inflict fatal damage. A poor tactic, most of the time, as they’ll still score points, to your loss, and leave you in no shape to face the next battle.
-Rearguard Action
Because of the slow turning speed of characters aiming a firearm, one way to evade when caught in the sights of another player is to run straight past them. You can either escape into cover or move behind them and use your fast turn to make a 180° and blast them before they catch up.
-Giving Yourself Away
Keep an eye out for that telltale red beam, as laser painters will warn you of unwanted attention and give away the position of enemy shooters. Likewise, if you’re going to snipe at a target from an exposed platform then you will probably only get one or two attempts before the other player traces the shot back to you.