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Is insanity just too easy?


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#51
RamsenC

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 Hot damn thats a lot of flamethrower ammo. You are very good at having fun at this game (and also at playing it). At 4:10 did you strip those three collectors with a single warp?

Freeze>Throw is a pretty awesome warp explosion replacement. 

Modifié par RamsenC, 03 avril 2010 - 02:42 .


#52
thisisme8

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RamsenC wrote...

 Hot damn thats a lot of flamethrower ammo. You are very good at having fun at this game (and also at playing it). At 4:10 did you strip those three collectors with a single warp?

Freeze>Throw is a pretty awesome warp explosion replacement. 


And that's only 5/5.  You can get more if you pick the 6th one up on Paragon Zaeed Loyalty.

At 4:10 I used Sam's Area Reave to strip them all at the same time.  I also have 6/6 Bio upgrades thanks to the Firewalker mishes.

Last thing, did you see the total Harbinger ownage at 3:35?  Once I got that guy figured out it totally changed how I perceive him.

#53
RamsenC

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Ah nice haven't even done the firewalker missions. That changes collector options a bit since Samara can do what only Shepard could do before :o


Also I did see the Harbinger ownage and commented on it :o

Modifié par RamsenC, 03 avril 2010 - 03:06 .


#54
cxensign

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lexicality wrote...

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.


My argument is that increasing the difficulty will not accomplish anything like this in a single player game like ME2.  On casual and insanity, enemies react and behave in exactly the same way.  Upping the difficulty on ME2 would simply involve dumping more HP and damage into mobs.  It might require more practice to complete, or require more reloads, but it would not require any more experience or learning.

An analogy would be switching to smaller and smaller targets when practicing shooting - the difference in the size of the target in no way changes how effective your practice is, just the tolerance at which you 'pass' - but that's totally arbitrary.

Asking for a harder difficulty here is asking for a smaller target.  It only changes the experience if you aren't already aiming for the bullseye.

#55
davidshooter

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Kronner wrote...

Any game with auto-regenerating health and shields cannot be difficult, BioWare also included medi-gel, so that makes it even easier for those that use it.
Insanity is still much better than in Mass Effect 1, that was beyond ridiculous.
One of the things I hate about ME2 is that squadmates simply suck, they are basically your extended abilities carriers, nothing more. Best assassin in the galaxy and yet he cannot take cover properly. Immersion breaking stuff.
I would love to be able to go alone on all missions, just to avoid seeing squadmates suck so much.


I totally agree with all of this.  I just don't understand why it's so hard to program the game so the squad actually follows my directions when I have them "turned off".  Last night I was on the collector ship platform level and gave both squad mates the order to take cover as the first platform came in.  I took one sniper shot and as the game went into it's reload animation I see Miranda jumping over the cover and running toward a collector - I pause and spin around and Garrus is already up and going around the back - this kind of thing happens all the time. Is there some programming reason why this is hard to acomplish? It seems like it should be easy.  They stay put until I move them again. 
Extended ability carriers is a perfect description - I would also love the option to do missions alone or even with just one squadmate.

#56
cruc1al

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thisisme8 wrote...

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:


The flamer didn't really help you there, you would've been better off popping headshots with the vindicator.

#57
OniGanon

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I don't think maximum effectiveness was the point of that video.

#58
cruc1al

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Oh. I interpreted "Ahem..." as "It's not just the extra layer of fun". But maybe you're right

#59
WillieStyle

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davidshooter wrote...

Kronner wrote...

Any game with auto-regenerating health and shields cannot be difficult, BioWare also included medi-gel, so that makes it even easier for those that use it.
Insanity is still much better than in Mass Effect 1, that was beyond ridiculous.
One of the things I hate about ME2 is that squadmates simply suck, they are basically your extended abilities carriers, nothing more. Best assassin in the galaxy and yet he cannot take cover properly. Immersion breaking stuff.
I would love to be able to go alone on all missions, just to avoid seeing squadmates suck so much.


I totally agree with all of this.  I just don't understand why it's so hard to program the game so the squad actually follows my directions when I have them "turned off".  Last night I was on the collector ship platform level and gave both squad mates the order to take cover as the first platform came in.  I took one sniper shot and as the game went into it's reload animation I see Miranda jumping over the cover and running toward a collector - I pause and spin around and Garrus is already up and going around the back - this kind of thing happens all the time. Is there some programming reason why this is hard to acomplish? It seems like it should be easy.  They stay put until I move them again. 
Extended ability carriers is a perfect description - I would also love the option to do missions alone or even with just one squadmate.


Two possible issues:
1) If you give squadmates commands before enemies spawn, they will ignore them once combat begins.  Try to order them to take cover AFTER the first platform appears.
2) If a squadmate is behind cover, and you take the same position, they will "leave it to you" and try to find cover else where.  Try ordering them to take cover in that original position while you take cover further up.

A seperate aside on keeping squadmates alive.
Try to aggressively target all enemies on screen.  If you "tank" them yourself, your squadmates are a lot less likely to get killed.  Also, rocket launchers die asap.  The squadmae AI doesn't anticipate the stun/knockback from rockets.

#60
Sawp

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@Thread author



The game wasn't designed to be difficult, except a few spots.

As long as the ennemy is an AI , it will always (almost always) do the same thing, so it won't be very difficult to get past every fight .

If you want some challenge, try an online game...

#61
ODST Steve

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You could play without using your class's unique power.

#62
FoFoZem

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ODST Steve wrote...

You could play without using your class's unique power.


That sounds fun actually

#63
davidshooter

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WillieStyle wrote...

davidshooter wrote...

Kronner wrote...

Any game with auto-regenerating health and shields cannot be difficult, BioWare also included medi-gel, so that makes it even easier for those that use it.
Insanity is still much better than in Mass Effect 1, that was beyond ridiculous.
One of the things I hate about ME2 is that squadmates simply suck, they are basically your extended abilities carriers, nothing more. Best assassin in the galaxy and yet he cannot take cover properly. Immersion breaking stuff.
I would love to be able to go alone on all missions, just to avoid seeing squadmates suck so much.


I totally agree with all of this.  I just don't understand why it's so hard to program the game so the squad actually follows my directions when I have them "turned off".  Last night I was on the collector ship platform level and gave both squad mates the order to take cover as the first platform came in.  I took one sniper shot and as the game went into it's reload animation I see Miranda jumping over the cover and running toward a collector - I pause and spin around and Garrus is already up and going around the back - this kind of thing happens all the time. Is there some programming reason why this is hard to acomplish? It seems like it should be easy.  They stay put until I move them again. 
Extended ability carriers is a perfect description - I would also love the option to do missions alone or even with just one squadmate.


Two possible issues:
1) If you give squadmates commands before enemies spawn, they will ignore them once combat begins.  Try to order them to take cover AFTER the first platform appears.
2) If a squadmate is behind cover, and you take the same position, they will "leave it to you" and try to find cover else where.  Try ordering them to take cover in that original position while you take cover further up.

A seperate aside on keeping squadmates alive.
Try to aggressively target all enemies on screen.  If you "tank" them yourself, your squadmates are a lot less likely to get killed.  Also, rocket launchers die asap.  The squadmae AI doesn't anticipate the stun/knockback from rockets.


Thanks for the reply, I am aware of both of those issues already though.  I should have been clearer.  In the example I was giving I had commanded the squad at the last possible moment before combat began.  Either way though my initial question (why can't they stay where you put them until you move them again?) still stands.  At the moment sometimes they stay and sometimes they don't (and I'm talking about when their abilities are disabled).  I have also seen the squad take cover in front of the cover I direct them to (on the enemy side) which gets them killed very fast, they seldom take the safest route to cover when directed in battle either, and they frequently do idiotic things stand on crates and shoot etc. etc.  As Kronner pointed out, they suck. Luckily, in most cases, they aren't really necessary though.

#64
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Tlazolteotl wrote...

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. >:)


Really? Which class did you play?
'cos god mode (immunity) made the game dumb.


Low level ME 1 insanity could be tough. For instance going to recruit Liara first and having to fight a Geth Armature being way harder than anything in ME 2.

#65
darknoon5

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I actually find the squad pretty damn useful if you use them right. On my insanity play through, Grunt with a shotgun (with the pureblood upgrade) is awesone. With the claymore, he took down harbingers armor in one shot. Garrus with a sniper is also pretty pro, as long as you move him to better cover if he chooses a bad position. Legion can be very useful with the widow, especially when you research the +50% headshot upgrade for the sniper. Most people are pretty lethal with a vindicator/eviscerator.
Just make sure you use ammo powers and the squad are actually pretty useful. Maybe it's because I'm playing as a sentinel, a more defensive class, but the squad AI seems improved over ME1, easily.
__
Anyway, insanity is too easy. Halo 3 legendary makes Mass effect 2 insanity look look like heroic difficulty at best, and there are more challenging games then Halo 3.

Modifié par darknoon5, 03 avril 2010 - 08:18 .


#66
greghorvath

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Perhaps if I played with a real good gamer rig and no game bugs it would be too easy, but with my PC I get all sorts of probs all the time.

I just did the platform fight of the collector ship with a lvl15 Vanguard, using claymore and very few upgrades. I tried sinosleep style, but:
- "can't get there" even with absolutely nothing in the way
- "can't get a lock" same as above
- I charge in one place
- I don't seem to get a decent knockback after charging
- the aiming system is rhapsodic, so I get lots of cooling down with very little damage down, - not to mention the agravation

So after the 20th death I decided to do something I didn't want: I changed strategy with no more charging. (got through on the 2nd attemp. Game crashed on the first.)

What I basically want to say is that you can simply change your style to make yourself a new challenge (or mail me an offer to buy this computer...)


And:

Kronner wrote...

Any game with auto-regenerating health
and shields cannot be difficult, BioWare also included medi-gel, so
that makes it even easier for those that use it.
Insanity is still much better than in Mass Effect 1, that was beyond ridiculous.
One
of the things I hate about ME2 is that squadmates simply suck, they are
basically your extended abilities carriers, nothing more. Best assassin
in the galaxy and yet he cannot take cover properly. Immersion breaking
stuff.
I would love to be able to go alone on all missions, just to avoid seeing squadmates suck so much.


Agreed. I found the squad functioning much better since I don't try to involve them tactically. Since they never did what I wanted, I just let them do what they want to...

Modifié par greghorvath, 03 avril 2010 - 08:54 .


#67
Tlazolteotl

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m14567 wrote...

Tlazolteotl wrote...

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. >:)


Really? Which class did you play?
'cos god mode (immunity) made the game dumb.


Low level ME 1 insanity could be tough. For instance going to recruit Liara first and having to fight a Geth Armature being way harder than anything in ME 2.


Just run left at the start of that fight, then take your foes down 1 at a time.
They're too stupid to move around the obstacles to get to you.
At least in ME2 the enemies try to get around cover. Eventually.

#68
Guest_m14567_*

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Tlazolteotl wrote...

m14567 wrote...

Tlazolteotl wrote...

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. >:)


Really? Which class did you play?
'cos god mode (immunity) made the game dumb.


Low level ME 1 insanity could be tough. For instance going to recruit Liara first and having to fight a Geth Armature being way harder than anything in ME 2.


Just run left at the start of that fight, then take your foes down 1 at a time.
They're too stupid to move around the obstacles to get to you.
At least in ME2 the enemies try to get around cover. Eventually.


I'm not saying it can't be done, enemy shields will eventually regenerate and that is what makes the armature so hard especially at low levels. Additionally, the snipers and armature can insta-gibb you, nothing in ME 2 can do that.

IMO, at low levels, ME2 insanity is far easier than ME1

#69
Tlazolteotl

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Lots of stuff can splatter you in under a second in ME2 if you don't take cover.

Also unlike ME2, ME1 has equipment juggling. And necessary defensive powers. And only unlocks insanity after completing veteran and hardcore.

You should already know what you're doing. I.e. have half decent armour with barrier/immunity. Or biotic/tech spam. Either way = the armature can't do jack.


#70
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Tlazolteotl wrote...

Lots of stuff can splatter you in under a second in ME2 if you don't take cover.
Also unlike ME2, ME1 has equipment juggling. And necessary defensive powers. And only unlocks insanity after completing veteran and hardcore.
You should already know what you're doing. I.e. have half decent armour with barrier/immunity. Or biotic/tech spam. Either way = the armature can't do jack.


Couldn't disagree more but arguing is pointless.

#71
casedawgz

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Overall I found Insanity to be easier than the max difficulty settings of comparable games. Insane in Gears of War is nigh on impossible, as is Veteran in Call of Duty. Nightmare on Dragon Age also kicks the hell out of ME2's insanity.

#72
Tlazolteotl

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There is a point to arguing ... 'cos the way I see it, if you have that much trouble in early game you probably put most of your points in a weapon talent or something.

Ok, fair enough .. knowing where to put your points is one place ME2 dumbed the game down. You don't actually need your powers to win.


#73
thisisme8

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cruc1al wrote...

thisisme8 wrote...

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:


The flamer didn't really help you there, you would've been better off popping headshots with the vindicator.


I meant, Ahem, as in:  the flamethrower adds in an extra layer of fun.  I'm pretty much done with min/maxing in this game - and since taking zero health damage is good enough, I'm not sure 'better off' would have been as much fun.

#74
tonnactus

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m14567 wrote...

I'm not saying it can't be done, enemy shields will eventually regenerate and that is what makes the armature so hard especially at low levels. Additionally, the snipers and armature can insta-gibb you, nothing in ME 2 can do that.

IMO, at low levels, ME2 insanity is far easier than ME1

The krogan boss could be far harder then the armature.At least for a non biotic squad at low levels.
Krogans are jokes now.Not nearly as dangerous as in the first game when one melee could kill you in non colossus armor.

Modifié par tonnactus, 03 avril 2010 - 11:51 .


#75
WillieStyle

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casedawgz wrote...

Overall I found Insanity to be easier than the max difficulty settings of comparable games. Insane in Gears of War is nigh on impossible, as is Veteran in Call of Duty. Nightmare on Dragon Age also kicks the hell out of ME2's insanity.

I call shenanigans.
Dragon Age Insanity is pretty damn easy.