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Is insanity just too easy?


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#26
iamdoingthat

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lexicality wrote...

Anyone else think insanity is too easy?

Any 'fun' builds to make it more challenging?


Not a build, but some ground rules:
1.  No medi-gel.
2.  No warp explosions.
3.  No heavy weapons.
4.  No Collector Ship weapon training.  (Just don't use the weapon you choose.)

#27
cruc1al

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Oh yeah I still need to do a solo run... That should be fun. With a vanguard.



Ways you can make the game harder...

1) mod your coalesced.ini to give enemies more health (I did it on my adept run, changed enemy health multiplier 1.875 to 2.8)

2) don't use bonus skills

3) don't retrain abilities (except to get rid of the 1 point in bonus skill)

4) randomly choose team mates on missions



Some I'd keep, like heavy weapons and warp explosions, just because of the fun factor.

#28
lexicality

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 Tlazolteotl - I've been playing diablo 2 for the last 10 years so I cant compare this to any other shooters and I'd never have thought myself any good at shooters.

I stopped using medigel, heavy weaps & bonus skill reave after my second play through.
Squadmates I'm allocating different skills.
After ng+ everything else just seems too easy. ng+ is just full of awesomeness! ;) So a couple of new levels of ng+ and ng++ would go down well

So no purchased upgrades may be the next challenge.

Theres only one part of the game that I found it to be more a case of luck if I got through on insanity - Legions loyalty mission when you descend into a room with 2 clusters of mobile platforms.

Its the risk that makes it good.

#29
BeresaadSoldier

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If you want a challenge, grab a coalesced.ini mod that stops your health and shields from regenerating. It's easy to do by yourself and it will make Insanity quite intense.

#30
lexicality

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coalesced.ini



sounds good - googling it now!

#31
OniGanon

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Too easy? You die in like five shots, what more do you want? One shot permanent death? That might be fun for some people, but I'd say most are glad that sort of thing pretty much died in the 80s.



I do kinda wish that success hinged a lot more on things like environment, team positioning, character build, focus fire, crowd control and such... like a sci-fi Dragon Age. But I understand ME gets a little dumbed down for the bigger audience.

#32
Pacifien

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Sakhalin wrote...

Insanity in ME2 is a lot easier than Insanity in ME1 IMO. Haven't done an Insanity run on NG+ though...but I probably should. I want a challenge. >:)


I must have done something right during my Insanity playthroughs in ME1, because combat is my weakest point in gaming, but I managed just fine. But in ME2, Insanity kicks my ass.

I've heard doing Insanity with NG+ is the hardest Insanity of them all. Also, I say go with no bonus power, just use the skills that your chosen class gives you. Or if you do choose a bonus power, go with something like inferno grenades. And avoid the Revenant or the Widow. Recruit Mordin last out of the first bunch, shackling your ability to upgrade. Take Jacob with you everywhere.

#33
Tlazolteotl

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Jacob isn't a poor choice if:
1) You just use him for squad incendiary ammo
2) Pull
3) Place him places he can't get into trouble.
 
'cos frankly, access to his pull is more useful than him trying to shoot stuff.
I often make him use the carnifex, too ... 'cos he's marginally less suicidal then.

Of course, if you don't need his ammo power, just about anyone else is a better option.

#34
FoFoZem

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You could do a no-weapons Vanguard. So you can use only charge, shockwave, pull and melee. But no Shotgun



You could do a heavy weapons only game.



Grenadier is fun too. Take either a soldier or Sentinel and take Inferno Grenade.



With Soldier max Inferno and Concussive Shot first, always take the 'nade launcher and try to get all your kills with grenades.



With Sentinel, max Inferno Grenade, Warp (Biotic grenade), and Cryo Blast (Ice Grenade) but don't ever use Overload or Throw. Also do not max Tech Armor. Upgrade it to the point where you unlock Overload and then stop putting points in it. It's challenging but fun.



Or play a strict "Fire and Ice" game. Take an Engineer with Inferno Grenade. Max Incinerate, Cryo and Inferno Grenade and use no other abilities. Take Grunt for Squad Incendiary Ammo and Mordin for Incinerate and Cryo and never change your team.



Tlazolteotl's Pyro game sounds fun.



Or do a Stage Director Engineer. Take Dominate as your bonus. Max Dominate, Drone, Cryo, and AI Hacking and focus solely on CC. It makes you rely on your squadmates for lethality and makes the game extremely tough because you can't use Incinerate or Overload.



Or maybe a super-biotic team. Take an Adept with Slam and max Sing, Warp, Slam. And then always take a -pure- biotic team if possible. So at the beginning it will be Miranda and Jack. When you get Samara and Thane then you can do any mix of the three but you can no longer use Miranda because she can use tech.



Or Juggernaut. Take Sentinel and max Power Armor GSB. And have both active at all times.



Lots of ways to change up the game.








#35
Tlazolteotl

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Hey, I pretty much already did the super-biotic game.



My adept had barrier (which I maxed), and I took Samara and Thane everywhere. I remember wondering why Jack doesn't have a direct damage power ...

Didn't go all biotic from the beginning, but as I recall, Jacob & Miranda saw a lot of action ... is it weird that I thought pre-loyalty missions Jacob > Jack?

#36
Njorls

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I have the Insanity achievement and am just getting to the point I can play any character on it and not die 10x a mission (or give up, I had to lower the difficulty the 1st time I got to the collector ship because I literally couldn't do it), so I'll just say No, insanity is not too easy.


#37
lexicality

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@ FoFoZem - great list.



I'll add a couple

- If you play a sentinel - smg mobs shields/armour down then mele only.

- Leave squad mates deep behind cover so they cant shoot enemies and just use their skills.



It has been a learning curve.

1st game = Normal = 2-5 deaths per mission

2nd game = Hardcore = 2-5 deaths per mission

3rd game = Insanity = 2-3 deaths per mission

4th-7th game = Insanity = 1 death per mission

8th-9th game = Insanity = 1 death per 10 missions


#38
ScroguBlitzen

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1. Don't respec your skills ever.

2. Don't change your bonus skill ever.

3. Don't order your squadmates around or use their powers yourself ever.

4. If you die, you must restart the mission at the beginning.

5. Don't use any Heavy Weapon ever.

#39
archurban

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really? I never feel that insanity is easy even I finished that level few times. now, I usually play with 'Hardcore' or 'Veteran'. no more pressure, just play, and have fun....

#40
phordicus

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after a couple of unfinished starts on Normal to get a feel for the game, i jumped to hardcore and felt it was only a little more difficult so aborted that playthrough as well and bumped to insanity. my playstyle makes it harder than it actually is (i never control squadmates and don't use medigel until after a battle).



easy? depends, but probably and definitely eventually. too easy? nah, it's still challenging.

#41
cxensign

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"Finer precision" is not typically a skillset of rpgs as much as it is one for shooters and action games.


Sure it is; you can demand more precise moves from a turn based game or faster reflexes from a shooter, but in the end it's all rote in a static game.  You essentially have a repeatable optimization problem, with some threshold listed as 'pass' or 'fail'; upping the difficulty moves that bar but it's still functionally the same problem.

Not that there's anything wrong with training rote skills; it's a basic building block of more complicated games.  I just think people clamoring for a harder difficulty are fundamentally misunderstanding what the game really is; or they like training themselves to optimize a task and want another merit badge for progressing significantly past the highest pass/fail threshold offered.

So as I said...it's all rote and you're just putting a higher precision requirement for pass/fail.  Someday software will progress to the point where single player games such as these can be designed to surpass the strict computational power of the human mind, but we're not close to getting there anytime soon.

Modifié par cxensign, 03 avril 2010 - 01:20 .


#42
Tlazolteotl

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Typically, though ... rpgs thend to be of the formula "my stats are higher than yours, so I pwn you"

There have also been plenty of games that are simply too difficult. There is simply nothing you can do about it if, for example:

You play in an arcade game (such as ghosts and goblins) and you can attack a maximum of 7 times before the enemies mob you ... and with those 7 attacks, you can take down 3 of your foes. There are 500 foes on the screen at the same time.

(ok, an exaggeration, but not by much. That game was ridiculous)

#43
cxensign

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Tlazolteotl wrote...

Typically, though ... rpgs thend to be of the formula "my stats are higher than yours, so I pwn you"


Yeah, it was terrible.  I mean, stat building games do a great job latching onto people's obsessive-compusive, carrot-on-a-stick instincts, but there's no gameplay there.

It's actually one of the reasons I think ME2 is so good; they added actual gameplay to an RPG, which is a huge step forward.  It'll be great to get games with story and gameplay from here on out.


There have also been plenty of games that are simply too difficult. There is simply nothing you can do about it if, for example:
You play in an arcade game (such as ghosts and goblins) and you can attack a maximum of 7 times before the enemies mob you ... and with those 7 attacks, you can take down 3 of your foes. There are 500 foes on the screen at the same time.
(ok, an exaggeration, but not by much. That game was ridiculous)


Those games are designed to eat quarters.  If they didn't kill you regularly they wouldn't be doing their job.

#44
PARAGON87

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I don't know what things you guys have been smoking, Insanity is fricking insane enough without modding the game or not even enhancing your character. :blink:

I swear some people here in this thread are masochists! :devil:

Modifié par PARAGON87, 03 avril 2010 - 02:04 .


#45
lexicality

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cxensign wrote...
I just think people clamoring for a harder difficulty are fundamentally misunderstanding what the game really is; or they like training themselves to optimize a task and want another merit badge for progressing significantly past the highest pass/fail threshold offered.


I dont know if you intended it to be so, but I find this surprisingly condescending.
I pursue a variety of sports to a competitive level.
Not because I'm misunderstanding what a sport is about and not because I want another medal or trophy but simply because I'm an adrenaline junkie perfectionist wanting to push myself along the bleeding edge of my limits and to excel in anything and everything I do.

And yet at other times I could drop the difficulty, have a beer and enjoy a game with my friends and just mess around.

A game is just something to have fun with, so aren't you perhaps just 'fundamentally misunderstanding' people?

Modifié par lexicality, 03 avril 2010 - 02:12 .


#46
Tlazolteotl

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There's that.

Also, I'm a meritocrat. Competence is the only virtue.

If I'm good at something, and someone else is crap, their opinion is worth less than mine.

And that there means being anything less than my best at any pursuit is unacceptable.

#47
jgomezish

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I remember thinking Insanity was absolutely daunting when I first went for the achievement, but then after getting and having later playthroughs I cam to enjoy insanity and thats when it started to get easy for me.

#48
jgomezish

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I remember thinking Insanity was absolutely daunting when I first went for the achievement, but then after getting and having later playthroughs I cam to enjoy insanity and thats when it started to get easy for me.

#49
RamsenC

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iamdoingthat wrote...

lexicality wrote...

Anyone else think insanity is too easy?

Any 'fun' builds to make it more challenging?


Not a build, but some ground rules:
1.  No medi-gel.
2.  No warp explosions.
3.  No heavy weapons.
4.  No Collector Ship weapon training.  (Just don't use the weapon you choose.)


These are good rules, but I would change no heavy weapons to no Cain just because the other ones aren't so bad. I just like the extra layer of fun the occasional heavy weapon adds.

#50
thisisme8

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RamsenC wrote...

iamdoingthat wrote...

lexicality wrote...

Anyone else think insanity is too easy?

Any 'fun' builds to make it more challenging?


Not a build, but some ground rules:
1.  No medi-gel.
2.  No warp explosions.
3.  No heavy weapons.
4.  No Collector Ship weapon training.  (Just don't use the weapon you choose.)


These are good rules, but I would change no heavy weapons to no Cain just because the other ones aren't so bad. I just like the extra layer of fun the occasional heavy weapon adds.


Ahem....  :whistle: