Resident Evil 6

F!CK YEA!! Finished Mining the depths with a 150 combo (Solo of course)! With Sherry :love:

My score was 1,164,546! 8)

I'm sooooo happy right now lol, It only took me about 4 tries today. I would usually play for hours trying to combo an entire stage.
 
Me and my roommate got online. Fvcking Chris and Piers bridge mission :mad:

Lmao! That's the easiest mission in the entire game. You're just a RE scrub, that's all :rolleyes:

Dude, My favorite part through out the entire Chris/Piers campaign was going into City Hall.

I still have to finish the game on No hope just for fun one day too..
 
Finished Chris and Piers Campaign.

PIERSSSSSS! Also I found out I am strong with the force :proud:

Playing through Leon and Helena's campaign. Yo, Leon's Kung Fu is strong but Helena is like Randy Savage's pupil.
Dat People's Elbow.
 
I dont agree with some parts of that tier list. Pirate Leon better than regular Leon? Jakes counter bad? Nope.

I don't play Leon so I wouldn't know, and aren't Pirate Leon's counters better because of the two handed weapon counter?

and for Jake's counter being bad, I semi agree because he's like default Sherry when it comes to countering attacks. On certain zombie attacks you're guaranteed +10, but whenever they do the arm swing attack it doesn't insta kill so that's why I say her counters are bad (Even with power counter).

Don't get mad at me, but I love using Default Ada and EX1 Ada. <_<

@Yung.

Ewww, People still elbow drop with Helena? Real pros can drop kick them hoes consistently 8)
 
I doubt that tier list takes the quick-shooting technique into consideration though, so Pirate Leon mostly has trouble with bosses.

Jake's counter is almost always instant kill against arm swings, and can instant-kill grabs.

Default Ada is garbage, which is why I hardly use her. You need to have a good partner, or the combo will be dropped when the bosses arrive. I use EX3 Ada, and I hate you.

Chris deserves to be at the top. I've been using him a lot more lately, but you need to rush for those healing items at the beginning of the round, because if you forget about them, Chris doesn't have crap.

Jake EX1/2 is not B rank. Unless you know how to consistently knife zombies in the face, then slide, you can't coup de grace for shit, so you have to rely on counters with the sniper.

Agent should not be B rank. He should at least be A. He's got a good counter, and the semi auto is a great, efficient weapon, since ammo drops are not rare.

This is how I would rank them

-- S RANK --
1st. Jake (They are NOT giving Jake enough credit)
2nd. Chris
3rd. Carla

-- A RANK --
4th. Chris (Costume)
5th. Sherry (Costume)
6th. Agent
7th. Sherry
8th. Leon

-- B RANK--
9th. Leon (Costume)
10th. Helena
11th. Piers
12th. Ada (Costume)

-- C RANK--
13th. Piers (Costume)

-- D RANK--
14th. Ada
15th. Jake (Costume)
16th. Helena (Costume)

Introducing Shirayuki Mizore's Ultimate Versus Wish List

(It's a goddamn rant)

Survivors

Overview: By far the most broken game mode of them all. Survivors had my hopes up, for the fact that we could move and shoot, making me think that it was a huge step up from RE5. Not aware of what Survivors/Slayers in RE5 was like? Take a quick look at this video before moving on.


Alright, looked stupid right? Well, believe it or not, RE5 versus modes were more fair, and a lot less cheap than the ones in RE6. How did Capcom **** this up? I honestly have no idea, and sadly, some people enjoy the game modes, but those people are usually the ones that take advantage of all the brokenness of the modes. So, here I go.

Objective: Unlike before, where players kept killing each other mindlessly until time ran out, this time, it's a last man standing match. There is no way to change this. If you die, you become a creature, either a standard zombie, or a standard J'avo. The game is not over, until only one person is alive, winning them the match. If you successfully kill another player as a creature, you return as a human, but you lose your healing items that you died with, if you didn't get to use them.

Why this sucks: Zombies were made better, along with J'avo, compared to when you play as them in Agent Hunt mode. Your attacks are faster, so enemies are a lot easier to kill, and makes the game fast-paced enough...for the J'AVO.

Playing as a zombie puts you at a huge disadvantage. Their controls are slow, sluggish, and unresponsive. They also do not have as much bullet-resistance as J'avo, making it easier for you to get killed by an instant-kill melee. All it takes is a quick-shot, then a single bullet, then a throw, and you're gone. And if that's not bad enough, whoever just killed you might get some ammo off your dead corpse.

Their jumping grab attack is complete garbage. The only way you're able to land it, is if you sneak up on your opponent, which is near impossible since the zombies make so much noise. Your position is given up extremely easily, and you'll just become a target for more ammo. Also, their swinging attack is terrible, because it can be easily dodged by a slide, or simply just walked-around. The J'avo have a quick stab attack that can be used to start a combo of a series of stabs, dishing out some good damage, unless your opponents gets off a lucky quick-shot, or happens to counter you. The zombie swing cannot start anything. You need to pray that you catch them with it again.

When a player is down, as a J'avo, you can easily stab them while they're on the floor, getting you the kill. Finishing off someone as a zombie is extremely uncomfortable. They have to drop to their knees, and then fall forward onto the player to kill them. Considering the fact that you most likely snuck up on that player, when he/she was fighting someone else, the other human player can easily finish them off before you get to, as a zombie. The only way you're getting that kill is if the other human player is out of range, giving you no interference.

Weapons are utterly useless for the zombies. The attack is extremely slow, and can be easily countered. The recovery time is also terrible, so you cannot follow up on it. I only know of one tactic, where you can throw the weapon, hit your opponent with it, then immediately jump at them afterwards. But since the wind-up on the throw is so slow, that is highly unlikely that you will actually land it. Also, the zombies's spit attack is their most useless attack yet. The wind-up is unbearable, it leaves you stationary, and it does not travel fast, letting the human player easily get away.

Zombies are terrible to play as. I only participate in matches on J'avo maps, because I have no gripes with the J'avo, but both zombies and J'avo are underpowered compared to an Agent. Both can easily be defeated by a mere quick-shot, then melee follow-up. It's incredibly imbalanced, which is why players are forced to basically gang-rape an agent, and compete for the kill. If this happens, and you down them as a zombie, I guarantee you, that kill will be stolen since the recovery time on zombies is so terrible.

How they could make it better: Allow defeated players to play as multiple creature types, like bloodshots, dogs, and J'avo. Also, spawn bosses on the map, to help distract or deal some damage to Agents that are still alive. There are like 2-3 AI zombies on the map at a time, and all they do is provide easy ammo. Shooting reveals players, but ammo can easily be scavenged with melee attacks or a melee weapon to keep silent.

Assault Rifles:
Assault Rifles are absolutely the cheapest weapons to use in Survivors. Sherry is actually the cheapest character in my opinion, because she has the Bear Commander with a grenade round, and a stun rod, allowing her to scavenge ammo undetected. When you fire at someone with an assault rifle, after a few bullets, they fall to the ground, giving you the opportunity to gun them down before they can even recover. The rapid fire rate absolutely destroys health bars in a mere few seconds, not giving the other player a chance to fight back. Pistols do not drain health bars as fast, and do not knock down players as easily, making them fair game. For assault rifles, all it takes is a quick-shot, and you're dead.

How they can fix it: Reduce the knockback power on the weapon and reduce the damage. Assault rifles do not give the opponent a fighting chance at all, rendering the battle completely unfair if the opponent is using a pistol. Combine the assault rifle with target master or shooting wild, and you make it even worse.


 
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Map weapon pick-ups: Each map has a RPG, grenade launcher, and elephant killer spawned on it, right when the match starts. Each map has 3 pre-set spawn layouts. This may sound fair, but it's not. Getting to a weapon first is completely based on luck, because of your spawn position. For example, on Urban Chaos you can spawn right next to the grenade launcher or magnum, or right on top of the RPG. This makes it extremely unbalanced, and I'll tell you why.

None of the special weapons require the slightest hint of skill to use. The RPG instant-kills a player on direct impact, and downs them instantly if you hit the ground next to them. The grenade launcher can be easily used, especially if the opponent is cornered. You can keep on firing, knocking them back over and over, until they're dead. It's not possible to escape from this, except for interference from another player. The magnum is the least cheap of the three, but still unfair, since it causes instant knockback, meaning you can shoot your opponent, sending them to the floor, then shooting them again before they can recover, then one more time if needed. The only way to avoid this if your lucky, meaning your opponent missed their shot, allowing you to roll out of the way.

How they can fix it: TAKE THEM OUT

Agent recovery time:
When you are put into dying status as an agent, you have little to no chance of survival, since the recovery time takes so long. Your opponent can easily kill you before you even get the chance to shoot. Also, the camera on recovery is terrible, so even if you do get the chance to shoot, the camera will get all wacky and face itself in the complete opposite direction. Since you can finish off an opponent by merely sliding into them, you have no chance once you're dying, unless another player interferes.

How they can fix it:Pretty obvious. Fix the camera, and make the recovery time faster, giving you a little bit of a chance to fight back, instead of no chance at all.

Another Problem:

image_title_wl8dq.jpg

This is especially a HUGE problem in Urban Chaos, because they added this extremely random tall catwalk on one side of the map. Players, if in first place like to wait it out until the end, since it's near impossible to get killed by a zombie up there, since zombies take agonizingly long to climb the tall ladder, meaning they can easily be stopped by a bullet before reaching the top. Players also camp on maps like Requiem for War and boost ammo off players playing as creatures, due to the large imbalance between agents and creatures. People playing as Piers, or anyone else with a sniper can easily pick off a player trying to escape from creatures, and keep themselves in no danger, putting them at a huge, unfair advantage.

How they can fix it:Take the stupid catwalk out of Urban Chaos, and other than that, you can't really control the players. Buffing the J'avo and zombies, and putting AI bosses on the map would flush players out of their wholes though.

Quick-shot:One of the biggest problems of survivors, a feature that basically plays the game for you. Quick-shot literally requires no skill at all, since like said, the game is playing itself for you. Players will, and always will resort to this cheap tactic. Quick-shooting not only does a good deal of damage, but it also causes the opponent to stagger, leaving them open for another attack. If you have 5 combat stamina bars, with an assault rifle it is actually possible to quick-shot your opponent five times in a row, trapping them since they stagger 5 times, then gunning them down to finish them off. One landed quick-shot can completely turn the tide of battle, and it requires absolutely no effort to pull off, since it tracks the player and hits probably around 70% of the time.

How they can fix it:Just take it out, seriously. Remove it from Survivors, and keep it in all other modes.

Team Match: Can't believe I almost forgot about this nonsense. I never play team match. I've already seen enough of how stupid this game mode is. Why does Team Match suck so much? Because unless you have a RPG, and you get a lucky shot, there is NO WAY IN HELL you are winning a 2v1 or 3v1. Once your two teammates are gone, you're done. You lost. The other team can easily boost ammo off your dead teammates, and then hunt you down, and once one quick-shots you, it's over. Do I even need to go on? You see what I'm trying to say. It's not like Gears of War where you can make a comeback. When your teammates are gone, it's over, especially if the opposite team is running as a group.

How they can fix it: Fix all the other problems, and MAYBE this game type will be decent.
 
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The Male characters have a Elbow attack that sets up enemies for an Easy CDG so that's why Jake EX1/3 is up there in ranking, and I agree that Default Jake isn't given enough Credit, and bish shut up. I like using default and EX1/2 Ada <_<
 
I was hoping for some feedback on my post ._.

Nope, It was too long :rolleyes:

No, Lol.. I already know what's broken about survivors and that's why I don't play it often.

Then for team matches they could've at least added pre-set spawns so that you'll always start off with your team.
 
I really want Critical to get the DLC when it releases, so he can give his opinion.

I'll be doing one on Predator as well, and of course, it'll be a lot shorter...I think.

There's some big gripes, and little ones I have with Predator.

Like Ustanak being able to destroy a weapon in one hit, but it takes an agent 3 to destroy his, even though Ustanak has tremendous speed so he can reach it before he/she finishes ._.
 
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