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Mass Effect Online

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Mass Effect Online is the latest in a series of games from 984 Studios. While the game is Mass Effect 2 in first-person and online-capable, it also displays what a soldier would be seeing at the time and is also meant to be a fighting simulator.

GameplayEdit

Gameplay is similar to Mass Effect 2, but in first-person. Players start off with basic weapons in all categories and all six classes to choose from, each with their starting powers. They also start with 10,000 credits, and are then free to roam the marketplace and purchase weapons, upgrades, and armor before jumping into a multiplayer match.

Combat is similar to the fighting in Mass Effect 2 only rendered in first-person. The heads-up display will only contain three features: your crosshair, current ammo for your weapon, and the shield and health bars. Cover plays an important role as player characters are vulnerable and can die easily. Players are unable to see out of cover unless they aim out of cover. Aiming down the sights plays another role: some weapons will have fast-aim scopes, others will have iron sights. Still others will need to zoom in because of a lack of iron-sights.

Though shields/biotic barriers will regenerate, health will not regenerate and health restoration is possibly only by utilizing the Unity power (provided medi-gel is available for it). If the player dies, they can either sit up and fire their weapon (Heavy Pistols or Submachine Guns only unless propped up against a wall) or play dead until they bleed out or are finished off. Either way, though the kill will not be officially confirmed, the player can still die from a shot from any weapon or if they bleed out. Other players can revive the downed player using medi-gel free of charge to Unity (which means reviving a player does not expend medi-gel).

Powers can be used in-game. Though a player has five only three can be taken into combat: two equippable to L2/Left Bumper and R2/Right Bumper respectively, and one for Circle/Y.

After a match, players will be rewarded for stylish kills, teamwork, and victory with credits and experience which go towards unlocking powers for each of the six characters the player controls as well as purchasing new equipment.

Player characters can also get "Hero points" which, once enough have been collected, allow them to play as an ME2 squadmate or a fully-upgraded Commander Shepard character with all powers. The former allows characters access to a power that they would not have had before: the latter allows them to experience a super-charged playstyle. As well, once the Hero points have been expended, players will spawn as their hero for the rest of the match. Victory will refund 50% of the points.

When players are one third or two thirds of the way to the level cap for one of their classes, they can either use Advanced Weapon Training to let their character select another weapon class to use (in the case of the Soldier, using AWT results in the SMG being added), or can take any power from one of the Heroes and use that. Once they are two thirds of the way the other option will be used.

A mode called "Bare Bones" allows players to play with basic-level shields, health, and weapons, unaffected by anything.

Armor CustomizationEdit

Just as in Mass Effect 2 players can customize their armor and appearance in MEO. It costs differing amounts of credits to purchase armor pieces. Full suits of armor are available as well.

Head SlotEdit

Nothing - Your head is barren and visible. Offers no bonuses. Available from the start.

Alliance N7 Helmet - Increases health by 5%. Available from the start.

Alliance N7 Breather Helmet - Increases health by 5%. Available from the start.

Ariake Kuwashii Visor - Costs 2000 credits to purchase. Increases headshot damage by 10%.

TACC Death Mask - Costs 8000 credits to purchase. Increases match XP earned by 10%..

Umbra Visor - Costs 5000 credits to purchase. Increases power damage by 5%.

Recon Hood - Costs 5000 credits to purchase. Increases weapon damage by 5%.

Sentry Interface - Costs 5000 credits to purchase. Increases shields by 5%.

Archon Visor - Costs 5000 credits to purchase. Decreases power recharge by 5%.

Alliance Capacitor Helmet - Costs 8000 credits to purchase. Reduces shield recharge delay by 10%.

Kestrel Helmet - Costs 10,000 credits to purchase. Increases headshot damage by 5%, weapon damage by 3%, and shielding by 3%.

Chest SlotEdit

Alliance N7 Chestplate - Increases power damage by 3%. Available from the start.

Kassa Aegis Vest - Costs 2000 credits to purchase. Increases health by 5%.

Armax Capacitor Chestplate - Costs 4000 credits to purchase. Reduces shield recharge delay by 10%.

Armax Shield Harness - Costs 8000 credits to purchase. Increases shields by 5%.

Kestrel Torso Sheath - Costs 10,000 credits to purchase. Increases melee damage by 10%, weapon damage by 5%, and shield strength by 3%.

Shoulder SlotEdit

Alliance N7 Shoulder Greaves - Increases weapon damage by 3%. Available from the start.

Elanus Amplifier Plates - Costs 2000 credits to purchase. Increases power damage by 5%.

Rosenkov Asymmetrical Defense Layer - Costs 8000 credits to purchase. Increases health by 5%.

Sirta Strength Boost Pads - Costs 4000 credits to purchase. Increases melee damage by 25%.

Kestrel Shoulder Pieces - Costs 10,000 credits to purchase. Increases shielding by 8% and melee damage by 10%.

Arm SlotEdit

N7 Gauntlets - Increases health by 3%. Available from the start.

Armax Heavy Damping Gauntlets - Costs 4000 credits to purchase. Increases shielding by 5%.

Elkoss Off-Hand Ammo Pack - Costs 2000 credits to purchase. Increases thermal clip capacity by 10%.

Aldrin Stabilizer Gauntlets - Costs 8000 credits to purchase. Increases weapon damage by 5%.

Kestrel Arm Sheathing - Costs 10,000 credits to purchase. Increases weapon damage by 3%, shielding by 3%, and melee damage by 10%.

Leg SlotEdit

N7 Greaves - Increases shielding by 3%. Available from the start.

Sirta Stimulator Conduits - Costs 4000 credits to purchase. Increases sprint speed by 10%.

Sirta Life Support Webbing - Costs 8000 credits to purchase. Increases health by 10%.

Rachel & Beckmann Ordinance Packs - Costs 2000 credits to purchase. Increases power cell capacity by 10%.

Kestrel Power Pack - Costs 10,000 credits to purchase. Increases shields by 8% and power cell capacity by 5%.

Full Armor SuitsEdit

Blood Dragon Armor - Costs 10,000 credits to purchase. Increases power damage by 15% and shielding by 10%.

Cerberus Assault Armor - Costs 15,000 credits to purchase. Increases power cell capacity by 10%, shielding by 10%, and health by 10%.

Collector Armor - Costs 15,000 credits to purchase. Increases health/shield regeneration by 10%, sprint speed by 10%, and health by 10%.

Inferno Armor - Costs 15,000 credits to purchase. Increases match XP earned by 10%, power damage by 10%, and sprint speed by 10%.

Terminus Assault Armor - Costs 20,000 credits to purchase. Increases sprint speed by 10%, thermal clip/power cell capacity by 10%, and shield strength by 15%.

Kestrel Armor - Costs 50,000 credits to purchase. Increases melee damage by 30%, headshot damage by 5%, weapon damage by 11%, shielding by 25%, and power cell capacity by 5%. Can be purchased seperately or as a full suit and can be customized with standard armor.

Classes/HeroesEdit

There are six different player classes available. Several Heroes can also be summoned.

SoldierEdit

The Soldier is the best class for beginners, with most powers being related to the guns he uses save for Adrenaline Rush. Soldiers have training with Heavy Pistols, Shotguns, Assault Rifles, Sniper Rifles, and Heavy Weapons.

Powers = Adrenaline Rush, Concussive Shot, Disruptor Ammo, Incendiary Ammo, Cryo Ammo.

EngineerEdit

The Engineer is another basic class, made to fight enemies with tech abilities that work well against shields and Legion. Engineers have training with Heavy Pistols, Submachine Guns, and Heavy Weapons.

Powers = Overload, Incinerate, Combat Drone, Cryo Blast, AI Hacking.

AdeptEdit

The Adept is the third basic class, which combats enemies using telekinetic abilities called biotics which can lethally manipulate enemies. Adepts have training with Heavy Pistols, Submachine Guns, and Heavy Weapons.

Powers = Warp, Throw, Singularity, Pull, Shockwave.

InfiltratorEdit

The Infiltrator is an advanced stealth class, a combination of the Soldier and Engineer. Made for stealth, the Infiltrator can fight from long range before moving up close to engage. Infiltrators also have time slow-down similar to Adrenaline Rush for a second when they aim down the sniper scope. Infiltrators have training with Heavy Pistols, Submachine Guns, Sniper Rifles, and Heavy Weapons.

Powers = Disruptor Ammo, Cryo Ammo, Tactical Cloak, Incinerate, AI Hacking.

VanguardEdit

The Vanguard is an advanced close-range class, a hybrid of the Adept and the Soldier. Vanguards are made to close to point-blank quickly and use their weapons to effortlessly destroy the enemy. Vanguards have training with Heavy Pistols, Submachine Guns, Shotguns, and Heavy Weapons.

Powers = Incendiary Ammo, Cryo Ammo, Charge, Shockwave, Pull.

SentinelEdit

The Sentinel is an advanced support class, the result of putting an Engineer and an Adept into a blender and hitting "Obliterate". Sentinels have training with Heavy Pistols, Submachine Guns, and Heavy Weapons.

Powers = Throw, Warp, Tech Armor, Overload, Cryo Blast

Garrus VakarianEdit

A former C-Sec officer, Garrus is a competent Turian Rebel, who survived a missile to the face from an A-61 Mantis gunship. Garrus has training with Assault Rifles and Sniper Rifles.

Powers = Concussive Shot, Overload, Armor Piercing Ammo

Urdnot GruntEdit

A tank-born Krogan, Grunt the Krogan Berserker is an adult in the Urdnot clan after completing his Rite of Passage. Grunt has training with Shotguns and Assault Rifles.

Powers = Concussive Shot, Incendiary Ammo, Fortification

JackEdit

As Subject Zero, Jack was made to become the ultimate biotic. Cerberus succeeded in their attempts, but turned Jack into a cold-hearted bitch. Jack has training with Heavy Pistols and Shotguns.

Powers = Shockwave, Pull, Warp Ammo

Jacob TaylorEdit

Jacob Taylor is a hero and a Cerberus Operative. However, there is not much else to say other than the fact he saved the Citadel Council. Jacob has training with Heavy Pistols and Shotguns.

Powers = Pull, Incendiary Ammo, Barrier

Kasumi GotoEdit

Kasumi is the best thief in the Galaxy, but not the most famous - otherwise she wouldn't be a Master Thief. Kasumi has training with Heavy Pistols and Submachine Guns.

Powers = Shadow Strike, Overload, Flashbang Grenade

LegionEdit

A unique Geth who is also a gamer and a Shepard fan-boy, Legion's 1,183 programs give it the ultimate Geth Infiltrator status. Legion has training with Assault Rifles and Sniper Rifles.

Powers = AI Hacking, Combat Drone, Geth Shield Boost

Miranda LawsonEdit

The leader of the Lazarus Project that resurrected Shepard, Miranda was made to be the perfect woman, and serves as the XO and resident Cerberus Officer on-board. Miranda has training with Heavy Pistols and Submachine Guns.

Powers = Overload, Warp, Slam

Mordin SolusEdit

An experienced Salarian (and a motor-mouth by their standards), Mordin was a former member of the Special Tasks Group, or STG, and even though he's a Salarian Scientist he's not averse to killing things. Mordin has training with Heavy Pistols and Submachine Guns.

Powers = Incinerate, Cryo Blast, Neural Shock

MorinthEdit

An Ardat-Yakshi, an Asari that kills via mating, Morinth is a depraved sexual killer. Hopefully, Shepard killed her. Morinth has training with Heavy Pistols and Submachine Guns.

Powers = Throw, Pull, Dominate

SamaraEdit

An Asari Justicar, Samara is dedicated to upholding the law - often with lethal results of punishment. Samara has training with Heavy Pistols and Submachine Guns.

Powers = Throw, Pull, Reave

Tali'Zorah vas NormandyEdit

Tali is a Quarian Engineer and the best one there is. Though she is young, her skills more than make up for everything. Tali has training with Heavy Pistols and Shotguns.

Powers = Combat Drone, AI Hacking, Energy Drain

Thane KriosEdit

Thane is a Drell Assassin, or what could possibly be best explained as a futuristic alien version of James Bond. Suave, silent, and deadly. Thane has training with Submachine Guns and Sniper Rifles.

Powers = Throw, Warp, Shredder Ammo

Zaeed MassaniEdit

The founder of the Blue Suns and a grizzled gun-for-hire, and as a Mercenary Veteran there's nothing he hasn't seen. Zaeed has training with Assault Rifles and Sniper Rifles.

Powers = Concussive Shot, Disruptor Ammo, Inferno Grenade

WeaponsEdit

There are several different weapons useable in the game. Each of them are unmodifiable but are upgradeable.

Heavy PistolsEdit

Heavy Pistols are backup weapons that deal high amounts of damage, with usually high recoil.

Elanus M3 PredatorEdit

The M-3 Predator is the starting Heavy Pistol, and is thus the default equipped to all classes, and most Heroes. The Predator deals 37.2 damage per round (on the training course, it takes three rounds to destroy a target dummy) and can fire 12 rounds before the thermal clip needs to be ejected. It has high recoil and moderate accuracy. The Predator carries 60 rounds in reserve, equal to five additional magazines (if the Off-Hand Ammo Pack is equipped, it carries 66 rounds in reserve). The Predator has iron-sights and can be aimed down.

M6 CarnifexEdit

The M-6 Carnifex is a Heavy Pistol that can be purchased for 3500 credits. The Carnifex deals 85.4 damage per bullet (on the training course, it takes two rounds to destroy a target dummy) and can fire 6 rounds before the thermal clip needs to be ejected. It, like the Predator, has high recoil and moderate accuracy, though the recoil and accuracy of the Carnifex are higher than the Predator. The Carnifex carries 18 rounds in reserve, equal to three additional magazines (if the Off-Hand Ammo Pack is equipped, it carries 19 rounds in reserve). The Carnifex does not have iron-sights, and thus gets a zoom-in instead of aiming down the sight.

Alliance M5 PhalanxEdit

The M-5 Phalanx is a Heavy Pistol that can be purchased for 5000 credits. The Phalanx deals 109.8 damage per bullet (on the training course, a hit destroys a target dummy) and can fire 6 rounds before the thermal clip needs to be ejected. It has high recoil and high accuracy, meaning that although it carries the same recoil as the Carnifex it deals much higher damage. The Phalanx carries 24 rounds in reserve, equal to four additional magazines (if the Off-Hand Ammo Pack is equipped, it carries 29 rounds in reserve). Although the Phalanx does not have iron-sights and zooms in instead of aiming down the sight, it also has a laser emitter built-in, which will activate once the zoom-in is activated. Wherever the laser is pointed is where the round will hit.

Submachine GunsEdit

SMGs are not backup weapons, but they are very good weapons for close combat.

Elkoss M4 ShurikenEdit

The M-4 Shuriken is the starting Submachine Gun, and is this the default equipped to every class but the Soldier and most Heroes. The Shuriken fires in three-round bursts and deals 20.5 damage per bullet, which leads to a total of 61.5 damage per burst (on the training course, it takes five hits to destroy a target dummy), and can fire 24 rounds (or 8 bursts) before the thermal clip needs to be ejected. It has low accuracy and moderate recoil. The Shuriken carries 240 rounds in reserve, equal to ten additional magazines (if the Off-Hand Ammo Pack is equipped, it carries 264 rounds in reserve. Likewise, when the SMG Ammo upgrade is purchased, the Shuriken will carry 360 rounds. With both the Shuriken will carry 384 rounds). The Shuriken has iron-sights and can be aimed down.

Elanus M9 TempestEdit

The M-9 Tempest is a Submachine Gun that can be purchased for 4500 credits. The Tempest, unlike the Shuriken, fires fully automatic at a rate of fire of 925 RPM, deals 14 damage per bullet (on the training course, it takes eight hits to destroy a target dummy), and can fire 50 rounds before the thermal clip needs to be ejected. It has moderate accuracy and high recoil. The Tempest carries 450 rounds in reserve, equal to nine additional magazines (if the Off-Hand Ammo Pack is equipped, it carries 495 rounds in reserve. Likewise, when the SMG Ammo upgrade is purchased, the Tempest will carry 675 rounds. With both the Tempest will carry 719 rounds). The Tempest has iron-sights and can be aimed down.

Kassa M12 LocustEdit

The M-12 Locust is a Submachine Gun that can be purchased for 10,000 credits. The Locust fires fully automatic at a rate of fire of 550 RPM, deals 25 damage per bullet (on the training course, it takes four hits to destroy a target dummy), and can fire 20 rounds before the thermal clip needs to be ejected. It has high accuracy and low recoil, part of the reason for its high price. The Locust carries 240 rounds in reserve, equal to twelve additional magazines (if the Off-Hand Ammo Pack is equipped, it carries 264 rounds in reserve. Likewise, when the SMG Ammo upgrade is purchased, the Locust will carry 360 rounds. With both the Locust will carry 384 rounds). The Locust has a single front iron sight that can be aimed down.

ShotgunsEdit

Shotguns are point-blank weapons that fire a range of pellets. At their intended range shotguns are very deadly weapons. All shotguns save for the Geth Plasma Shotgun fire eight pellets.

Ariake M23 KatanaEdit

The M-23 Katana is the starting Shotgun, and thus the default issued to some Heroes, the Soldier, and the Vanguard. The Katana fires eight pellets, each dealing 27.5 damage, and in total dealing 220 damage (on the training course, a target dummy is destroyed in one hit), and can fire 5 rounds before the thermal clip needs to be ejected. It has low accuracy and moderate recoil. The Katana carries 10 rounds in reserve, equal to one additional magazine (if the Off-Hand Ammo Pack is is equipped, it carries 11 rounds in reserve. Likewise, when the Shotgun Ammo upgrade is purchased, the Katana will carry 20 rounds. With both the Katana will carry 21 rounds). The Katana does not have iron-sights and thus zooms in instead of aiming down.

Ariake M27 ScimitarEdit

The M-27 Scimitar is a Shotgun that can be purchased for 3500 credits. The Scimitar fires eight pellets, each dealing 20.34 damage, and in total dealing 162.7 damage (on the training course, a target dummy is destroyed in one hit), and can fire 8 rounds before the thermal clip needs to be ejected. It has low accuracy and moderate recoil, though recoil and accuracy are slightly higher than the Katana. The Scimitar carries 16 rounds in reserve, equal to two additional magazines (if the Off-Hand Ammo Pack is equipped, it carries 17 rounds in reserve. Likewise, when the Shotgun Ammo upgrade is purchased, the Scimitar will carry 32 rounds. With both the Scimitar will carry 33 rounds). The Scimitar lacks iron-sights and thus zooms in instead of aiming down.

M300 ClaymoreEdit

The M-300 Claymore is a Shotgun that can be purchased for 7500 credits. The Claymore fires eight pellets, each dealing 50.1 damage, and in total dealing 400.8 damage (on the training course, a target dummy is destroyed in one hit). This, however, is offset by the fact it only carries one round at a time and must eject a thermal clip after each shot. It has low accuracy and high recoil (to be expected of a shotgun designed for krogan), meaning it was meant for close-range fighting, and it is brutal there. The Claymore carries 10 rounds in reserve (if the Off-Hand Ammo Pack is equipped, it carries 11 rounds in reserve. Likewise, when the Shotgun Ammo upgrade is purchased, the Claymore will carry 20 rounds. With both the Claymore will carry 21 rounds). The Claymore has iron-sights and can have the sights aimed down.

M22 EvisceratorEdit

The M-22 Eviscerator is a Shotgun that can be purchased for 5000 credits. The Eviscerator fires eight metal shards, each dealing 36.8 damage, and in total dealing 294.4 damage (on the training course, a target dummy is destroyed in one hit), and can fire 3 rounds before needing to eject the thermal clip. It has low accuracy and moderate recoil, though its recoil is the same as the Katana's and its accuracy is the same as the Scimitar's. The Eviscerator carries 12 rounds in reserve, equal to four additional magazines (if the Off-Hand Ammo Pack is equipped, it carries 13 rounds in reserve. Likewise, when the Shotgun Ammo upgrade is purchased, the Eviscerator will carry 24 rounds. With both, the Eviscerator will carry 25 rounds). The Eviscerator has iron-sights and can have the sights aimed down.

Geth Plasma ShotgunEdit

The Geth Plasma Shotgun is a Shotgun that can be purchased for 6500 credits. The Plasma Shotgun fires three electic orbs. Each deals 156.50 damage per orb for a combined total of 250.38 damage. However, the Plasma Shotgun can also charge, letting each orb deal 344.47 damage for a combined total of 556.4 damage (either way, target dummies are one-hit-killed), making a fully charged Plasma Shotgun blast more lethal than a Claymore blast at close range. The Plasma Shotgun can fire 5 shots before it has to eject the thermal clip (though the charge fire uses two shots, if it has 1 left, it only uses that one, making three if you use charge-fire). It has moderate accuracy and moderate recoil, something you don't usually find in shotguns. The Plasma Shotgun carries 10 rounds in reserve, equal to two additional magazines (if the Off-Hand Ammo Pack is equipped, it carries 11 rounds in reserve. Likewise, when the Shotgun Ammo upgrade is purchased, the Plasma Shotgun will carry 20 rounds. With both, the Plasma Shotgun will carry 21 rounds). The Plasma Shotgun does not have iron-sights and thus zooms in instead of sighting in.

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