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 .




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