If you are playing a race that has a forward somersault roll, that is to say Human, Salarian, Quarian, Drell, or Geth, you can change weapons during your forward roll during the roll animation. Useful if you are carrying two weapons that you like to switch between.
Forward roll -> Hold [weapon change button] -> Weapon should swap out during the second half of the roll.
Other nuances of this trick:
-If the weapon you are switching to has an empty clip, the reload will start during the roll without any additional animation.
-You cannot swap roll into Missiles, but you can do it going from Missiles to your regular weapon.
Quick Weapon Swap from Cover, or Cover Swap
A variation can be done if you are at the edge of cover. Start switching your weapon and then run out. The weapon will instantly be in your hand. This -does- work for Missiles. Can also be done for all races.
Begin switching weapon -> Enter cover near edge -> Sprint forward from the edge of cover, weapon will be in hand
-This can be used to pull out Missiles a little faster than usual in emergencies.
-Take note of where, on each map, cover "corners" are located to get the most mileage out of this.
Power Cancel
Might be common knowledge at this point, but you can cancel powers with a roll, light melee, or heavy melee. Many powers execute quickly enough that this isn't a direct benefit, in particular most tech powers which are fired instantly. Most biotic powers have a small windup before they execute, so this can also cancel them before they even start. There are a few special cases for which this can help:
Power > (Heavy) Melee
Generally this is only somewhat useful if you need to melee something that won't hold still, such as a Nemesis. Stun with a power then cancel into heavy melee. Example: Energy Drain -> Heavy Melee
As a funny bonus, if the power has force behind it (Shockwave, for example) and your heavy melee tracks when it executes you will track the flying enemy.
Quick Tech Armor
Tech Armor, Blade Armor, and Hunter Mode ordinarily have a canned animation where your character fidgets with their hands to activate the armor/mode, during which you can't shoot or run for a second. This can be cancelled with a melee attack or roll to recover slightly quicker. Useful as you can sprint or fire straight out of the animation of a light melee. If you quick activate Tech Armor twice in a row, you can set and detonate very quickly for emergencies.
*Blade Armor and Hunter Mode are mostly noted for completion's sake; this isn't as useful for them as toggling is not necesary.
Example 1: Activate Tech > light melee > Detonate tech > (light or heavy melee) > (if light, anything)
Example 2: (De)activate Tech > light melee > sprint
Barrier Cancel
Around 1 second after "detonating" the Krogan Vanguard's Barrier, if he was in the middle of a melee attack he immediately returns to a regular standing position. This can be abused if you cancel the detonation as quickly as possible into a heavy melee; the ending recovery of the Krogan charge will be gone for that melee. If you are not hosting, you will have to delay the melee input. If you time the melee towards the back end of the animation, you can get a bit of the running charge (melee does not hit), return to neutral state, and then heavy melee immediately again; great for pizza delivery!
Edited by Edalborez, 11 July 2012 - 03:56 AM.