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the vanguard of all annoyance, the no BS hints for your insanity run as a vanguard


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#1
crimzontearz

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ok then, 

those who know me or those I argue with on regular basis, would know that I am one of those who advocates the fact that the balance of the insanity setting is broken. By broken I do not mean "impossible" or "too hard" tho, as I explained before to some who asked. No, quite simply by "broken" I mean that the concept behind the path followed by the devs to achieve a higher level of difficulty coupled with the basic game play mechanics of ME2 generated a scenario in which:

1: some classes have a much MUUUCH easier time going through an insanity run (infiltrator and soldier) and much MUCH more annoying for others (Adept and Vanguard)

2: the vast majority of the combat game play revolves around defense-stripping which in turn renders some characters virtually useless (Jacob) and forces a certain style of game play on the player

3: the flaws of the AI truly shine to the point that unless properly placed at ALL times the companions will be nearly insta killed because they cannot just STAY IN COVER

4: the difficulty is inflated in a true Shooter way in which weapons and armor just work "better" for the opponents rather than by actually making them more aggressive and intelligent or smarter or higher ranking. Prime example being enemy engineers using incinerate on your shields..they will strip you of your shields nearly instantly whereas YOUR incinerate on THEIR shields will do next to no damage because Incinerate is supposed to work well only on Tech Armor.......awesome....which in turn cycles back to point (1) since it favors the enjoyment of players who prefer shooters over RPGs and thus play a soldier (no offense to soldier players)

This union of factors annoyed me so very much that after finishing Horizon in my first NG+ Vanguard insanity run I just shook my head and let it go because it just sucked all the fun out of the game for me. It was not too hard...it was just so damn tedious it just lost the fun factor for me. But then a friend of mine talked me into starting again and in about a week's time (10 days maybe) playing a few hours each day I finally finished and decided to share some tips for those who, like me find the way Bioware handled Insanity rather lacking and who incidentally play a vanguard....

but many of the tips can be used by any class really


Do not listen to the BS

- 1 shot kills: it's a myth, you will ALMOST NEVER be able to insta kill anything if they are at full health and defense. The only things you might be able to insta-kill are Varrens and Vorcha troopers...and even that requires a melee range claymore blast to the face.and even then it is not a guarantee.
Addendum: Yes this was meant for Vanguards who do not get the M98 sniper rifle, Soldiers and Infiltrators easily pull1 shot kills with this particular weapon and multiplyers. Note tho that as upgrade bonuses begin to stock up 1 shot kills become more common, Geth troopers, regular Eclipse or Blue Suns, nearly any vorcha, varrens...anything that is a "mook" can be killed after a charge with a nice Claymore shot to the face and if that is not enough a melee attack should do the trick (I discourage this against Pyros tho). The old "power-wheel-aim" also helps if you are not a crackshot (I know I am not) 

- 2 the Mighty Grunt: he is NOT your most useful squad mate, on Insanity his health and armor bonus mean VERY little, he will die nearly as quickly as anyone else (tho not as quickly as the true squishies) and he has no real defense stripping ability (which is what is important) aside for Incendiary ammo........which you should already have as a vanguard.

- Charge out of Jail: yes, Charge is a life saver but the way some people make it sound you can use it all the time in nearly every situation and always with positive effects and should be done constantly. HELL NO.....
Charge is great but charging an enemy above base rank with full defense is almost always a VERY bad idea.......
Charging more than 1 enemy at full health is an even worse idea....
Charging in a place that has no viable cover and can be flanked easily is the worst idea possible unless there is only 1 or 2 enemies left and they are busy doing something else..
Addendum: Charging groups of enemies is a bad idea, yet,  with the proper "distraction" and ready cover it can be done more than successfully, relying on the squadmates' deployment of a power to do so tho is a gamble because often there can be a delay between an order and its execution. 

-The Best defense: is not a defense at all.....Geth shield, Fortification, Barrier et similia are almost completely useless on insanity....they will simply add 0.5 seconds or so to the time needed by an enemy to strip you of your defenses AND it takes 12 seconds to cool down...12 seconds is a LONG time because an enemy above the basic rank can kill you 24 times in 12 seconds if your defenses are down.

-ADDENDUM: The best defense is also NOT your companions. Some people suggest placing them between you and the enemy.....WRONG....this will often get them killed any time there is a close quarters rushing enemy and they are usually just too stupid to remain in cover when they need to.

Equipment

-you will want everything on your armor to boost shields (not shields recharge time but shields proper) or health, preferably shields because they play into your Special Power. The 25% melee damage increase pads are a smart move as well if not a given because melee causes a LOAD of damage and will often save your sorry butt.

-Forget other weapon training....when you get to the collector ship pick up the Claymore for it is the ONLY way you will ever pull off a 1 shot kill as a Vanguard at the range that counts the most.....the CLOSE one.

-Upgrade immediately everything that concerns Biotics and your primary weapons.

-Try to do Kasumis's Loyalty soon...even tho it is a pain with few upgrades..the Locust SMG is VERY useful afterward.


General Strategies 

-Your companions will DIE: deal with it, they are usually VERY stupid and will not stay in cover. For some reason in between waves of enemies the positional commands you gave them are erased and they will wander around.........usually straight into the next wave of enemies which will kill them in mere seconds. Do not waste insane amounts of medigel on them unless you truly need them. If you want to prevent them from dying position them in a VERY far away cover zone and make sure to repeat the positioning commands after each wave of enemy or they will run into them like idiots. stay with them or just slightly ahead to "trigger" some of the events and retreat afterward.

-Heavy Weapons: Yes some people believe they are Cheap..... buuuut  I have absolutely no issue using them  (at least when it comes down to the bloody Collector Platforms)...dunno, call me spiteful but I feel like that if they are given to us at least we should use them right? Whatever, you can run the whole insanity game without ever using them if you really want.  The singularity Projector is a godsend on the Platforms tho, one single use, combined with Area reave and Warp at the right time while the platform descends in place can eradicate an entire collector squad so you do not have to deal with the ever annoying singularity spammer. Against Husks infested Areas like the very end of the derelict reaper I am told the Avalanche works like a charm

-Your companions are as good as their powers: Insanity revolves nearly solely around Defense Stripping. There is no way around it. Crowd Control just does not work on insanity unless you first strip them of their defenses completely. Which means depending on the mission ahead you might want to bring with you companions who have the right defense stripping abilities. In this respect Miranda is the most valuable character on insanity because she can effectively strip ANY defense......armor, barriers and shields....and she can give the whole squad health bonuses. Tali, Garrus, Thane and Mordin are all good situational defense strippers as well. Also.....for any mission that involves Mechs bring Tali or Legion along, why? Because area AI Hacking is a godsend and with the right upgrades the power will cool down BEFORE the effects end thus making it practically unlimited and saving you a LOT of ammo (now if the devs fixed it so that the hacked enemies would attack their former companions and not just each other it would be nice). addendum: do NOT purchase any ammo power for your companions...they just cannot stop themselves from using it if you choose to override it with a more pertinent type of ammo power..stick with what you have. The best ammo is of course Warp Ammo IF you  really had to pick one...otherwise Incendiary ammo is your best bet. Although the benefits of Cryo Ammo if given to the squad  can be  incredible after an enemy squad has been properly defense stripped.

-Know Thy Enemy: Some enemies can be insta killed by the use of a power that might  like useless on them. For instance Pyro enemies (at least blue suns) can be insta killed by an application of overload if their defenses are down....the resulting explosion will damage anything around them...turning themk into lovely walking bombs that will happily walk b ehind cover with their comrades and get them killed thanks to Miri, Tali or Garrus....
Vorcha Pyros  will do the same if hit by incinerate (I have not tried to overload them yet).
All husks types will be as good as dead if their feet leave the ground...throw, shockwave, crush, shockwave...they all do the job. 
Hacked enemy will attack their former allies only if they see them.....Hacking the first enemy of an incoming group will result in him doing nothing until the others walk past him or begin shooting him...Hack enemies as far behind the lines as you can, this will  create great distractions allowing you to pick off enemies, Defens strip at leisure and it opens up their defenses to deadly charges.

edit: Morinth is just as good with tough organics as Tali and Legion are with syntethics because of the dominate power....of course....that requires sacrificing Samara... it is entirely up to you, I never personally sacrifice Samara

-The above counts for you as well: your character HAS to have a good defense stripping power because those belonging to your companions will take much longer (twice as much) to cool down. Area Reave is by far the BEST defense stripping power....it works immensely well on Armor and Barriers, moderately well on shields, it will paralyze organics that are hit by it, it will heal you and temporarily boost your health ....need I go on? the only downside is that it cannot be detonated but....oh well.

-Quantity over Quality: ALWAYS upgrade to AREA OF EFFECT powers

Vanguard Specific Game play Tips 

-you will want Charge maxed out (heavy charge you will want that extra 25% recharge), Assault Mastery maxed out (Champion preferably), Squad Incendiary Ammo, Area Reave or an equally good defense stripping power.

-Charge smart: Charge enemies that are isolated and that you know you can one-shot after the charge followed by a melee combo to finish it off. Charge enemies that are next to cover you can use or you will have Charged from a bad place to a worse one. 
Charge to Heal your shields in a tight spot ....it will save your life

-The Hammer of Thor: an upgraded Shock-wave will insta kill Husks if their defenses are down.......and shock-wave produces 12 explosions.....that is a LOT of potentially smashed husks......it will also propel Collectors off their little platforms if their defenses are down....that is better than having them turn i.........ASSUMING DIRECT CONTROL


Positional Exploits

-They will not follow us there:..in many of the most brutal encounters there are spots (usually far back) where enemies will not follow you. You can take cover there and move through them from behind cover with some stop and pop action or with powers....it is especially funny to watch Harbinger, the ultimate rush enemy walking from side to side unable to come any closer while you spam Warp and incendiary head shots on him. Find these places and USE them....
Some of the most useful ones are on Horizon right before you fight the first Scion and right before you fight the last 2 Scions, On Garrus mission before the Ymir Mechs and so on.

-Like a Kite: a lot of enemies will focus on just Shepard if possible.....if you simply let them follow you your companions might actually be useful and kill them for you while they blindly follow you around.

-Line of Sight: Your powers and your companions' powers work in "line of sight"...the only problem is that this "line of sight" is YOUR line of sight and not theirs.
Your companions can be all the way down a hallway and around a corner in a different room but their powers will still magically hit the enemy if YOU see them. Which in turn means you can leave them behind if you are entering in an area with little cover (read an area in which they would just throw themselves to the enemy and die like idiots) and still use their powers while they remain safe



ok it's late and I am tired, I might update this Tomorrow.....I hope this helps people....if anyone playing a vanguard is stuck somewhere on Insanity I'd be glad to help....if I can

Modifié par crimzontearz, 12 mai 2010 - 11:20 .


#2
Ecael

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crimzontearz wrote...

1: some classes have a much MUUUCH easier time going through an insanity run (infiltrator and soldier) and much MUCH more annoying for others (Adept and Vanguard)

Soldier, Infiltrator, Engineer and Sentinel are all good at Insanity if you know which skills to abuse.

2: the vast majority of the combat game play revolves around defense-stripping which in turn renders some characters virtually useless (Jacob) and forces a certain style of game play on the player

Well, you would expect combat to involve killing people.

3: the flaws of the AI truly shine to the point that unless properly placed at ALL times the companions will be nearly insta killed because they cannot just STAY IN COVER

This probably doesn't work as well for a Vanguard - but on my characters, whenever I see them wandering around aimlessly is when I lay down cover fire (even to the point where my Shepard is shot down to 20% health). Shepard can take a beating much better than most of her/his squad anyway.

4: they will strip you of your shields nearly instantly whereas YOUR incinerate on THEIR shields will do next to no damage because Incinerate is supposed to work well only on Tech Armor.......awesome....which in turn cycles back to point (1) since it favors the enjoyment of players who prefer shooters over RPGs and thus play a soldier (no offense to soldier players)

If you really wanted Mass Effect in general to be an RPG at the cost of weird balancing issues, then you'd see far more enemy abilities doing nonsensical things.

- 2 the Mighty Grunt: he is NOT your most useful squad mate, on Insanity his health and armor bonus mean VERY little, he will die nearly as quickly as anyone else (tho not as quickly as the true squishies)

On husk-laden missions, Grunt can kill several husks at a time with his own Krogan Charge.

-Your companions will DIE: Do not waste insane amounts of medigel on them unless you truly need them.

As I mentioned, you're forced to lay down cover fire every time your squad is doing something stupid. I don't use medi-gel or heavy weapons, so I don't even bother resurrecting my squad members or switching to an 'I win' button even if they're dead. I just continue to fight solo until the battle is over.

Modifié par Ecael, 11 mai 2010 - 03:56 .


#3
Ronnoc554

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Thanks for the tips.

#4
enormousmoonboots

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As a Soldier, I can say that Geth Shield Boost was a lifesaver. Popping it after I was halfway through my health meant that I could go back to shooting and probably kill the thing that was advancing on my cover. I admit I don't know how that would mesh with the more aggressive Vanguard, though. When I tried to play a Vanguard on Normal, I just treated it like a Soldier with Pull and Shockwave (which, I know, is totally the wrong way to play Vanguard, but it was still a murderfest). I always resort to regular damage in action-type games, I don't think I ever used a magic spell in Kingdom Hearts, either.



FWIW, I got a hell of a lot of use out of the Charge evolution that recharges your barrier.

#5
Pacifien

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On the Characters, classes and Builds forum, I think you're more likely to find people saying the Vanguard is one of the easier classes to barrel through an insanity run. I'm a keen Infiltrator class most of the time, but even so, I managed a brutal run on insanity with a Vanguard. There are some good vanguard guides on that forum, I think.

Any class can be effective on insanity so long as it fits your playing style. The easiest class for me is an Engineer because it lends itself very nicely for my heavy power usage as well as SMG love. Soldier is a chore because it requires more weapon precision than I can manage. If a class annoys you while playing insanity, I'd look at the player's personal approach rather than blame the class.

I'm not going to blame the problems of insanity difficulty on squadmate AI either, because it's faulty no matter the difficulty. You're likely to feel the effects of that more on insanity because it takes longer to kill an enemy, thus giving the enemy more time to kill your squadmates. I also find the AI is better suited for some mission levels versus others. Haestrom is extremely well done while Omega's quarantine district is the exact opposite in terms of AI efficacy.

That said, I do find the insanity difficulty was poorly implemented for ME2. I would have expected enemies to use even more powers against me, improve their tactical cover and flanking maneuvers, as well as regenerate their health, shields, and barriers. Most of all, I would have expected even more difficult enemies to show up. How disappointing it was not to fight a Praetorian on the Collector Base.

#6
Pacifien

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enormousmoonboots wrote...

As a Soldier, I can say that Geth Shield Boost was a lifesaver. Popping it after I was halfway through my health meant that I could go back to shooting and probably kill the thing that was advancing on my cover. I admit I don't know how that would mesh with the more aggressive Vanguard, though. When I tried to play a Vanguard on Normal, I just treated it like a Soldier with Pull and Shockwave (which, I know, is totally the wrong way to play Vanguard, but it was still a murderfest). I always resort to regular damage in action-type games, I don't think I ever used a magic spell in Kingdom Hearts, either.

FWIW, I got a hell of a lot of use out of the Charge evolution that recharges your barrier.


Barrier recharge for the win!

As for bonus powers, on Hardcore/Insanity difficulty, I become a major fan of Energy Drain because of its overload qualities, particularly since the shield defenses on enemies increase. I did try Geth Shield Boost, which became my crutch as I moved from my more passive Infiltrator to aggressive Vanguard. But being a biotic class, I decided Warp Ammo was the way to go for the Vanguard. Its damage bonus across the board is quite nice, but I'll only use it with biotic classes.

Pull and shockwave might seem useless on higher difficulties because you have to strip the defenses to get the most effect out of them. But never underestimate a well aimed warp explosion. And shockwave will still cause an enemy to stumble. During the Derelict Reaper mission, shockwave became the crucial step between switching from my SMG to Avalanche heavy weapon.

#7
mosor

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1. Adept and engineer being hard on insanity is a myth. You just have to play them differently.

2. Defenses are more psychological than anything. I'll happily shoot incendiary rounds on any organic and disruptor rounds on any geth. No need for any other fancy ammo types. The only only enemies you should really concern yourself with defense stripping before going balls in are lieutenant level enemies like blue sun centurions or better.
Any other specilized ammo is only important for slow firing weapons like a mantis, or widow.

3. I'll say it again, Jacob isn't useless. I find him more useful than grunt. As you implied tanks are overrated on insanity. Jacob provides squad incendiary if you don't already have it, which is hands down the best ammo power in the game for dealing with organics, regardless of their defense. He also provides pull, which sets up great combos if you have warp or you take Miranda with you.

4. Soldiers can one shot kill minion level enemies with the widow during an AR. Infiltrators can do the same with the right ammo type and definitely with a head shot.

5. A tech level 6 incinerate will take out 85/90% of a collector drone's barrier if you wear the amplifyer plates and are a demolisher. Thats hardly little damage to something it's not supposed to be effective on.

Modifié par mosor, 11 mai 2010 - 05:29 .


#8
javierabegazo

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What are you talking about? 1 shot kills on NG+ Insanity are DEFINITELY possible. but only with the Widow, and the Claymore, and in conjunction with certain abilities and evolved versions, as well as the proper bonuses from squad members like Miranda (+15% weapon dmg) and the proper equipment

#9
crimzontearz

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javierabegazo wrote...

What are you talking about? 1 shot kills on NG+ Insanity are DEFINITELY possible. but only with the Widow, and the Claymore, and in conjunction with certain abilities and evolved versions, as well as the proper bonuses from squad members like Miranda (+15% weapon dmg) and the proper equipment


re-read my post Javier I said "almost never possible"......some people make it sound like that is ALL they do in the game...notice also I pointed out the claymore is maybe the only safest way to accomplish that on suitable 1 shot targets


also.....to answer some others

-On Husk laden levels Grunt CAN kill a lot of them in a single charge...too bad that when I brought him along for the reaper vessel he never charged once...he just died over and over again because you cannot control his charge, to the point I just let both him and Miri Die and kited the husks around while blasting the core with the claymore

-Jacob, in my entire run.....never really did anything useful..ever....to me he was totally useless, most of these tips come from my personal experience

-as much as, yes, you would expect a game like this to be based on "killing things" ecael, Insanity shifts the focus nearly entirely on defense stripping..which is only 1 part of the combat gameplay, in turn this imposes a certain game play on the player and turns some classes into something they are not meant to be, like the Adept...you can argue with me as much as you want but the Adept was meant to be the ultimate CC character...he cannot be that in Insanity . I did find this incredibly annoying coupled with the weird balancing of  powers and armors for the enemy and a poor way to inflate difficulty, you do not have to agree with me, it is just my opinion as an RPG fan. 

#10
Daforth

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"The best ammo is of course Warp Ammo."



Would you explain this, why? In itself, WA has lower +dmg bonus than Tungsten, and to have its full effect the target has to have a biotic effect on. From my experience for Vanguard Inferno Ammo is the best, Tungsten is the second best. For all other classes (except Soldier) Tungsten Ammor is way the best option. +70% weapon dmg against armor and health has no match. IMHO. I tried WA myself, but it just does not cut it. BTW, a point-blank headshot from a fully upgraded Claymore with Tungsten ammo actually CAN oneshot an enemy with full health AND one type of defense full bar (on Insanity ofc).

#11
mosor

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Daforth wrote...

"The best ammo is of course Warp Ammo."

Would you explain this, why? In itself, WA has lower +dmg bonus than Tungsten, and to have its full effect the target has to have a biotic effect on. From my experience for Vanguard Inferno Ammo is the best, Tungsten is the second best. For all other classes (except Soldier) Tungsten Ammor is way the best option. +70% weapon dmg against armor and health has no match. IMHO. I tried WA myself, but it just does not cut it. BTW, a point-blank headshot from a fully upgraded Claymore with Tungsten ammo actually CAN oneshot an enemy with full health AND one type of defense full bar (on Insanity ofc).


In my experience unless it's a slow bolt action sniper rifle, incendiary is always better. Does less damange than tungsten but it makes organics panic. Organics don't shoot back when they panic.

#12
crimzontearz

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Daforth wrote...

"The best ammo is of course Warp Ammo."

Would you explain this, why? In itself, WA has lower +dmg bonus than Tungsten, and to have its full effect the target has to have a biotic effect on. From my experience for Vanguard Inferno Ammo is the best, Tungsten is the second best. For all other classes (except Soldier) Tungsten Ammor is way the best option. +70% weapon dmg against armor and health has no match. IMHO. I tried WA myself, but it just does not cut it. BTW, a point-blank headshot from a fully upgraded Claymore with Tungsten ammo actually CAN oneshot an enemy with full health AND one type of defense full bar (on Insanity ofc).


it was spoken in the context of other squaddies squad ammo powers, I found that IF you had to pick one because they just can't help themselves but always turn it ont it would have to be that one

#13
Tlazolteotl

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Trying too hard.

I nonchalantly strolled through insanity with a vanguard using only a shuriken machine pistol.

Ok, I also used the arc projector, but meh ...


#14
NICKjnp

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Tlazolteotl wrote...

Trying too hard.
I nonchalantly strolled through insanity with a vanguard using only a shuriken machine pistol.
Ok, I also used the arc projector, but meh ...


For once.... you and I agree.  Vanguard was a breeze for me on Insanity.  Adept not so much.

#15
Tlazolteotl

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Maybe you had too much trouble with adept 'cos you kept trying to use the sub-optimal GPR?

#16
Teknor

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Adept with wide singularity dominates insanity.

#17
NICKjnp

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Tlazolteotl wrote...

Maybe you had too much trouble with adept 'cos you kept trying to use the sub-optimal GPR?


Nope... it was my first Insanity run and I didn't know what I was doing.  Plus I didn't start a new character... it was already a lvl 30 adept.  It was difficult in the beginning... but after Horizon (and I figured out enemy AI movements) I was fine.  I needed those biotic upgrades.  The GPR actually helped me out for defense stripping.  That or I had Grunt (except for when I fought Geth because I took Zaeed for squad disruptor ammo) and used squad incendiary ammo.  I don't care what people say about Grunt... spam fortification lvl 3 and he can go toe to toe with scions (at least I saw him do that).

#18
Tlazolteotl

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Damn ... well, if your first insanity run was adept with NG+, no wonder you think insanity is actually a challenge.

I just started playing the game on insanity, and never had to break any bad habits (from playing easier modes).

#19
NICKjnp

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Tlazolteotl wrote...

Damn ... well, if your first insanity run was adept with NG+, no wonder you think insanity is actually a challenge.
I just started playing the game on insanity, and never had to break any bad habits (from playing easier modes).


I don't think it is a challenge now... I can breeze the game on Insanity now.  NG+ is just brutal... for an adept.  Adept NG+ characters require a lot of patience (and Grunt).

#20
crimzontearz

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Tlazolteotl wrote...

Damn ... well, if your first insanity run was adept with NG+, no wonder you think insanity is actually a challenge.
I just started playing the game on insanity, and never had to break any bad habits (from playing easier modes).


I was watching your sig.....a house divided happened to be, to me, one of the very easiest missions to do, Geth troopers are the one enemy you can one-shot-kill most often, lots of cover in the last sections too......lots of backtrack angles as well

Tali + Legion make it a breeze with Area Hacking upgraded

#21
Tlazolteotl

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Huh ... I never needed grunt for anything ... though admittedly I haven't done an adept NG+.

My infiltrator videos are almost done. Maybe I'll record some NG+ adept later.

#22
crimzontearz

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NICKjnp wrote...

Tlazolteotl wrote...

Damn ... well, if your first insanity run was adept with NG+, no wonder you think insanity is actually a challenge.
I just started playing the game on insanity, and never had to break any bad habits (from playing easier modes).


I don't think it is a challenge now... I can breeze the game on Insanity now.  NG+ is just brutal... for an adept.  Adept NG+ characters require a lot of patience (and Grunt).


my Vanguard run on insanity was NG+....never used grunt...aside for his loyalty and the Derelict Reaper...even then in the last one he was nearly useless to me.....he almost never charged which is what he is good for in such a mission

#23
Tlazolteotl

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crimzontearz wrote...

Tlazolteotl wrote...

Damn ... well, if your first insanity run was adept with NG+, no wonder you think insanity is actually a challenge.
I just started playing the game on insanity, and never had to break any bad habits (from playing easier modes).


I was watching your sig.....a house divided happened to be, to me, one of the very easiest missions to do, Geth troopers are the one enemy you can one-shot-kill most often, lots of cover in the last sections too......lots of backtrack angles as well

Tali + Legion make it a breeze with Area Hacking upgraded


Eh, it's quite trivial, and I took excessive risks due to overconfidence.
I only have it as mission 22 'cos you simply can't do it early ... I'm uploading the 2nd half of suicide mission now.

All my videos are recorded without reloading, by the way.
'cos I consider dying = restart entire game from the beginning.

#24
crimzontearz

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Tlazolteotl wrote...

crimzontearz wrote...

Tlazolteotl wrote...

Damn ... well, if your first insanity run was adept with NG+, no wonder you think insanity is actually a challenge.
I just started playing the game on insanity, and never had to break any bad habits (from playing easier modes).


I was watching your sig.....a house divided happened to be, to me, one of the very easiest missions to do, Geth troopers are the one enemy you can one-shot-kill most often, lots of cover in the last sections too......lots of backtrack angles as well

Tali + Legion make it a breeze with Area Hacking upgraded


Eh, it's quite trivial, and I took excessive risks due to overconfidence.
I only have it as mission 22 'cos you simply can't do it early ... I'm uploading the 2nd half of suicide mission now.

All my videos are recorded without reloading, by the way.
'cos I consider dying = restart entire game from the beginning.


never had an issue on the suicide mission either....I died once because for some strange reason one enemy got stuck in a wall and he could shoot at me but I could not shoot or see him......

#25
NICKjnp

NICKjnp
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crimzontearz wrote...

NICKjnp wrote...

Tlazolteotl wrote...

Damn ... well, if your first insanity run was adept with NG+, no wonder you think insanity is actually a challenge.
I just started playing the game on insanity, and never had to break any bad habits (from playing easier modes).


I don't think it is a challenge now... I can breeze the game on Insanity now.  NG+ is just brutal... for an adept.  Adept NG+ characters require a lot of patience (and Grunt).


my Vanguard run on insanity was NG+....never used grunt...aside for his loyalty and the Derelict Reaper...even then in the last one he was nearly useless to me.....he almost never charged which is what he is good for in such a mission


I don't really use Grunt on vanguard because I don't need a tank and I already have incendiary ammo.  On Adept it was a different story.  My Adept had lvl 3 enegry drain + GPR (so I could deal with shields better) and I used Grunt for his squad incendiary ammo in order to take out armor.  Also... Grunt can take a lot of damage (especially an upgraded Grunt).  If you spam fortification he has something like 1200 amor and health.

-When it comes to shockwave on husks I never use it.  Pull field is just as effective and recharges faster.

Modifié par NICKjnp, 11 mai 2010 - 02:44 .