Wednesday, October 26, 2011

Resident Evil 5 - Chris Mercenaries Guide

NOTE: I'm still adding stage strategy info for RE5 Mercs. Scroll down to the posts below to find the newer info. (aka. Chris guide takes priority over all of that.)


I've been working on this guide off and on ever since June. After writing out a Chris character guide for Marvel vs Capcom 3, I thought to myself "wouldn't it be awesome to have character guides for Mercs!?" I've mentioned before that a writer could probably write a whole entire FAQ dedicated to Wesker with how deep he is. I really don't care enough about Wesker to try though. I must admit a damage listing for him would be extremely valuable for making up your own dash melee kills with him.

Anyway, this Chris guide could be the starting of fully redoing my Mercs guide. The only problem is that I probably won't go near as deep with other Mercs characters. I'm the type of person that sets my sights on one character to where I will block out all others.

This guide will eventually cover everything that a beginning player that wants to use Chris seriously could ever need. I need more time to make the stage section better - it's very half-assed at the moment. I'm going to use the stage strategies posted on my blog to help out on this and I'll need to play Mercs a bit more seriously once again to make sure I can stand behind what I write.

A lot of love and attention to detail went into this guide. That's the reason why I've delayed it so much. It's still far from perfect, but I will spend the rest of this year on it. I have a goal to try to make it as big as my original Mercs guide - yeah, you just read that correctly (700K). It's already almost as big as my Reunion guide. Once I'm finished with this guide I don't want my readers to say a simple "Wow!"

I want them to say...

"Goddamn!"

Berserker, just...

BLEW ME AWAY!




^ That's the type of power I want to unleash with this guide. I listened to that song a bunch while writing it. Halo 2, ftw! Funny, that I've never even played it.

Also, after reading the guide and practicing with Chris, you can finally say this to players that kick you out of a duo game for choosing Chris:


Yeah, that's right, Chris all up in yo' face openin' up a can of thanks on that ass!

Also, here is the most up-to-date example of my gameplay:



I will not fall. I will not fade. I will take your breath away!
And I'll survive, paranoid. I have lost the will to change.



UPDATES to Chris guide

--> 10/28/11

- Added a mention of a head shot melee combination for STARS Chris
- Added some better formatting for the main melee setups for each Chris

5 comments:

Tom Guycot said...

Epic! Been looking forward to this. And hey, I like Breaking Benjamin as well xD.

So far everything looks great. I do have a suggestion though. For S.T.A.R.S. Chris basic melee kills, in the future, you may want to consider adding leg shot-->leg shot-->head shot-->straight or chest shot-->chest shot-->head shot-->straight. Going for head shots is always risky due to the possibility of head crits & random cephs, and it's not something you really want to get into the habit of doing, but sometimes you absolutely NEED that stun & melee kill (and possibly the melee attack I-frames as well) and, well, circumstances kinda force your hand. I try not to do head shots much with Chris but sometimes it can bail you out of a bad situation - especially, in my experience, when I have lag, and the enemies are reluctant to leg stun, or I simply can't wait on a random stun and have to do a melee for crowd control. (Straight is almost as good as uppercut for crowd control, thankfully.)

I also agree with you that the "rake," (that's what I call it anyway :P) starting at the chest and trailing down to the leg, is C. S.T.A.R.S.'s best bet for standard melee kills. It's faster and, is it just me, or does it seem like that method of setting up melees prevents the majini from doing the rolling fall so much?

When I use 2x chest shot-->leg shot I often have the problem, and especially on Missile Area for whatever reason, of the majini doing a rolling fall after taking the first or second chest shot. It's highly annoying since it takes a moment to stomp them after that, and I'm usually trying to set up an uppercut multi anyway, so when they fall down and roll away from the grounded majini in front of them, well, that puts an end to that -_-.

Just some random thoughts so far. I'm enjoying the guide. I liked your description of the Ithaca shotgun. I felt the same way back when I first started out and C.BSAA was my main! I'm also really going to be interested in the Reunion section since I don't know much of anything about Reunion :).

Anonymous said...

At last, it released, time to read

Berserker said...

Hope you like it! ;)

And thanks for the extra input, Tomserker. That really helps a lot! I'll add the headshot mention soon.

Anonymous said...

I'm finish, only 3 Hours (I skipped the mercenaries reunion), but i still have a question about gatling gun majini damage modifiers, you said other weapons besides grenade launcher and machine gun take 70% less damage, grenade launcher take normal damage, is hand grenade also a take normal damage

Berserker said...

I just tried hand grenades on the yellow Gatling Gun Majini a few seconds ago. It took 7 to kill him, so they must only take off about half or 70%. A dynamite did go off and damage him (should be 500; maybe lower on him) before I threw the first hand grenade though.

Since the hand grenades take off different damage amounts per direct and indirect hit, it's hard to tell, but I think that means they take off 70% less as well.

With the machine gun modifier, that rate is off a bit. I tried some weapon shot combinations and couldn't them to all add up to around 4000 damage - they would always not add up to 4000 if you use the 75% modifier.

I've been told his modifiers are random for some weapons. They have to be that way for the machine gun. It's something in between 70-75% for a machine gun.

I haven't spent a lot of time with the damage modifiers for most enemies, but I do know that the modifiers for the Giant Majini are absolutely perfect. I can get him down to where a knife slash will kill him and actually know that I'm about to kill him with that knife slash.