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Article written
by: Detrimantix

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MISSION START:
Mission Start is a guide written by member
Detrimantix in order to assist players in becoming more
acquainted with Biohazard 5's Mercenaries mode. This guide is
written with high level play in mind, the most basic of basics
can be found elsewhere. Tier Lists are subject to change over
time, though we assure the latest and most credible list to
date. If you have any serious
questions please post them
here.

Wesker (Midnight)
The H&K P8 (Handgun) is weak with a generous
capacity, which is exactly what you want, one headshot to any
normal
enemy into his Cobra Strike is an almost guarenteed +5 seconds
on the
clock, and the S&W M500 (Magnum) he carries makes quick work of
any
enemy, bosses included. It is highly recommend that you discard
the
proximity mines at game start other than on the Mines or Ship
Deck, as
they are borderline useless otherwise and only succeed in taking
up a
valuable slot in your inventory.

Jill (Battle Suit)
The VZ61 (Machine Gun) is incredibly efficient at
controlling groups of enemies, and once floored leave them open
to her
Double Kneedrop which kills almost 100% of the time and is one
of the
safest and fastest melee attacks in the game. The H&K PSG-1
(Rifle)
allows her to take out bosses relatively quickly. The loss of
flash
grenades make her slightly less useful for duos than her alter
ego but
that's a matter of opinion. There's no question however that
she's the
stronger solo character overall.
Wesker (S.T.A.R.S)
While seemingly strong, everything he can do his
Midnight counterpart does better. His Samurai Edge (Handgun)
while
powerful and can set up his melee kills fairly consistently,
suffers
from a much lower capacity than the H&K P8. To make things worse
the
L. Hawk (Magnum) does about half as much damage as the S&W M500,
and
the Hydra (Shotgun) should be avoided at all costs if a high
score is
your goal. He's an incredibly strong character, but is lacking
in many
areas that hold him back from placing higher.

Chris (S.T.A.R.S):
A very well rounded character, one many seem
to
overlook, the SIG 556 (Machine Gun) even though burdened with a
low
capacity sets up his neck breaker consistently on every stage.
The S&W
M29 (Magnum) comes loaded with 12 bullets with 6 to spare
totalling 18
bullets at game start, and while the Grenade Launcher is kind of
a
toss up as ammo pick ups are uncontrollable, it's effectiveness
in the
long run can't go overlooked.
Jill (BSAA):
Her H&K MP5 (Machine Gun) has half the capacity of
the
VZ61, but is equally effective and should be used the same way.
The 5
flash grenades she starts with are great back up when unexpected
parasites appear, her only real weakness stems from the fact
that she
has a tough time with the majority of bosses. However, she is
still
one of the strongest duo characters when paired up with a
character
that compensates for said weakness.

Chris (Safari)
He should be played almost indentically to Wesker
(Midnight), his SIG P229 (Handgun) on headshot does just enough
damage
to finish enemies off with a straight afterwards, and the
Rockets are
invaluable on any stage, unfortunately he only has two, and most
stages have more than two boss enemies which leaves you at quite
a
disadvantage once they're gone. The M3 (Shotgun) should be
avoided
aside from keeping your combo going.
Sheva (BSAA)
Her VZ61 (Machine Gun) has a decent clip capacity and
sets up both her impale and throat slit with ease, unfortunately
they
don't gain much time in the long run as they are both relatively
slow.
The Dragunov SVD (Rifle) is great for bosses given that it's
semi-automatic, and while it is advised that you discard her
M92F
(Handgun) in favor of exclusive machine gun ammo drops, the
choice is
entirely up to you

Sheva (Tribal)
The Longbow is slow yet strong, and ammo is obviously
not an issue given that it's infinite, but other than her
starting
freeze rounds and a knife, she has virtually no way of
accumulating
time. Excluding a couple stages where her disadvantages aren't
as
evident, she simply can't compete with the rest of the cast.
Chris (BSAA)
Plays almost identically to Leon in Resident Evil 4, and
unfortunately suffers from the same disadvantages, but even more
so
here due to increased enemy durability, as well as changes to
the
rulebook. The Ithaca M37 (Shotgun) while boasting a surpisingly
high
ammo capacity should still only be used to continue a combo or
deal
with bosses, as hand grenades are your only other option on most
stages. Both of his alter egos are superior by comparison, and
as a
starting character Sheva just has more versatility.
Sheva (Clubbin')
Often considered to be worst character in
Mercenaries, and with good cause. The AK-47 (Machine Gun) is
decent
for setting up her melee attacks, but you can't gain time due to
them
taking too long to complete. The Jailbreaker (Shotgun) should be
discarded at start in all honesty, it consistently fails to kill
anything that's outside melee range and has a terrible spread.
To top
things off the S75 (Rifle) while strong is still far too slow to
be
used to deal with bosses or anything stronger than your average
majini. Avoid at all costs, unless you really want to make a
name for
yourself. |
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