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


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#26
crimzontearz

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NICKjnp wrote...

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.


pull field is one 3 meters field....Shockwave is  twelve 3 meters explosions....shockwave is usually more effective is you have defense stripped more of them

#27
Tlazolteotl

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Well, on a vanguard shockwave is required to unlock pull.

On an adept, it's the other way round, and therefore a waste of points.

#28
Tlazolteotl

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crimzontearz wrote...

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......


Yeah, bugs will kill you where normal stuff won't.
But that aside, I don't think you're hearing what I'm saying.
Some games are difficult. Mass Effect 2 isn't it.

I'm sure hundreds of people can do zero death runs, so I'm hardly unique here.

In contrast, I've done two zero death runs in Dark Messiah of Might and Magic (hardcore difficulty).
Though I'm sure others have also done likewise, it's so difficult I've never seen anyone else claim to have succeeded.
'cos it's so hard to believe it's "videos or it didn't happen" territory.

#29
NICKjnp

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crimzontearz wrote...

NICKjnp wrote...

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.


pull field is one 3 meters field....Shockwave is  twelve 3 meters explosions....shockwave is usually more effective is you have defense stripped more of them


With husks all you have to do is get them off the ground.  The thing that can be hard is getting all those husks stripped of defenses.  It just seems like if you tried to do that they would already get to you and start slapping you.  Samara with area reave, your incendiary ammo and pull field is more effective for me.  Also... pull field is great for non-husk missions.  Bring Miranda or Thane and you can set up some great warp bombs (everyone effected by biotics take double damage).  I found that for non-reaper based missions the best people for vanguards are Miranda and Garrus.  For reaper based missions it is Samara and Thane.  The way my vanguard is set up I don't have any use for shockwave (because I don't want to evolve it).

lvl 3 incendiary
lvl 1 cryo
lvl 4 heavy charge
lvl 2 shockwave
lvl 4 pull field
lvl 4 champion
lvl 4 area reave
1 extra point remaing

Not enough points to evolve shockwave.

#30
crimzontearz

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Tlazolteotl wrote...

crimzontearz wrote...

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......


Yeah, bugs will kill you where normal stuff won't.
But that aside, I don't think you're hearing what I'm saying.
Some games are difficult. Mass Effect 2 isn't it.

I'm sure hundreds of people can do zero death runs, so I'm hardly unique here.

In contrast, I've done two zero death runs in Dark Messiah of Might and Magic (hardcore difficulty).
Though I'm sure others have also done likewise, it's so difficult I've never seen anyone else claim to have succeeded.
'cos it's so hard to believe it's "videos or it didn't happen" territory.


I never said it is hard....I said it it tedious and poorly handled...remember we had this dicussion in the past

#31
crimzontearz

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Tlazolteotl wrote...

crimzontearz wrote...

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......


Yeah, bugs will kill you where normal stuff won't.
But that aside, I don't think you're hearing what I'm saying.
Some games are difficult. Mass Effect 2 isn't it.

I'm sure hundreds of people can do zero death runs, so I'm hardly unique here.

In contrast, I've done two zero death runs in Dark Messiah of Might and Magic (hardcore difficulty).
Though I'm sure others have also done likewise, it's so difficult I've never seen anyone else claim to have succeeded.
'cos it's so hard to believe it's "videos or it didn't happen" territory.


I never said it is hard....I said it it tedious and poorly handled...remember we had this dicussion in the past

#32
Tlazolteotl

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And you'd be wrong ... 'cos by what's written in your original post here, you state a bunch of stuff that's a "bad idea" when they are quite effective.

Charging a large group of foes is fine and dandy if you have inferno ammo. Or squadmates with an available (as in, not on cooldown) instant warp bomb.

And health/shield bonuses? Rarely worthwhile .. the 1 second of invulnerability from your barrier going down is the real lifesaver. Sure, I'll were an aegis vest, but just 'cos it looks the prettiest.


#33
Pacifien

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crimzontearz wrote...
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 .

Singularity is the ultimate crowd control mechanism on Insanity. In my opinion.

If someone found the Soldier class a breeze on Insanity, I could see how they'd find an Adept arduous in comparison. You have to change playing style and tactics considerably between the two.

I suppose you could make an argument that because Adept requires such an adjustment to play properly, it is somehow nerfed on Insanity difficulty. I wouldn't buy that argument, but I can see someone making it anyway.

#34
NICKjnp

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Pacifien wrote...

crimzontearz wrote...
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 .

Singularity is the ultimate crowd control mechanism on Insanity. In my opinion.

If someone found the Soldier class a breeze on Insanity, I could see how they'd find an Adept arduous in comparison. You have to change playing style and tactics considerably between the two.

I suppose you could make an argument that because Adept requires such an adjustment to play properly, it is somehow nerfed on Insanity difficulty. I wouldn't buy that argument, but I can see someone making it anyway.


It was hard for me because I went from playing adepts on veteran to insanity (and was using NG+).  I learned that it is all about who you choose as your squadmates for playing it right.  Also... I think that wide singularity slowly strips enemy shields (which is a good thing if you find a place to hide where enemies won't follow.

#35
Gravbh

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Jacob isn't that bad of a squaddie. Yeah I guess he is for a vanguard, but I bring him along quite a bit on my adept. He gives my adept a good ammo power that I normally wouldn't have and it's much quicker to warp-bomb combo off his pull than it is to cast pull or singularity myself.

Insanity difficulty is just right if you ask me. The margin for error isn't very large, but very rarely are your deaths not your fault. That's a sign of a good difficulty level imo.

Once you get used to insanity it will be all you play. Hardcore is similar, though more forgiving. Veteran becomes a joke. The husk swarms go from being one of the harder sections of the game to the easiest.

Modifié par Gravbh, 11 mai 2010 - 03:38 .


#36
Gravbh

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Pacifien wrote...

crimzontearz wrote...
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 .

Singularity is the ultimate crowd control mechanism on Insanity. In my opinion.

If someone found the Soldier class a breeze on Insanity, I could see how they'd find an Adept arduous in comparison. You have to change playing style and tactics considerably between the two.

I suppose you could make an argument that because Adept requires such an adjustment to play properly, it is somehow nerfed on Insanity difficulty. I wouldn't buy that argument, but I can see someone making it anyway.

You're right, singularity is the ultimate CC mechanism. Heavy singularity will hold even a boss like Garm in Garrus' recruitment mission in place with his defenses up. You nailed it when you said that adepts require an adjustment in playstyle on higher difficulties. I'd say that's more true for them then any other class.

I really believe the people who disregard adepts on insanity just don't know how to play them on that difficulty level. I can go through pretty much the entire game without a death on my adept on insanity and I keep thinking to myself, "but how? I mean adepts suck right?"

Modifié par Gravbh, 11 mai 2010 - 03:38 .


#37
Fiery Phoenix

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I just found a rather useful piece of information on the ME Wiki and thought I'd share - regarding the M-98 Widow:

"This weapon also scales extremely well with the dificulty setting of the
game. In fact, on lower difficulties, most shots with this weapon would
be overkill, since the Mantis or Viper rifles can do the same with one
or two shots. However, on Hardcore or Insanity mode, this weapon can
still fulfil the 'one shot, one kill' policy where others may not, thus
making it ideal for situations where breaking cover to fire for more
than a few seconds can be fatal."


Full article

NOTE: I realize Vanguards typically aren't trained with snipers. This is just a general tip I thought you guys might want to see regardless of what class you are. 
Image IPBImage IPB

Modifié par FieryPhoenix7, 11 mai 2010 - 03:42 .


#38
crimzontearz

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Tlazolteotl wrote...

And you'd be wrong ... 'cos by what's written in your original post here, you state a bunch of stuff that's a "bad idea" when they are quite effective.
Charging a large group of foes is fine and dandy if you have inferno ammo. Or squadmates with an available (as in, not on cooldown) instant warp bomb.
And health/shield bonuses? Rarely worthwhile .. the 1 second of invulnerability from your barrier going down is the real lifesaver. Sure, I'll were an aegis vest, but just 'cos it looks the prettiest.



1: Charging a large group of Foes is effective with inferno Ammo..IF you have it......I always go for squad ammo, with that in mind since you can only one shot one of them before reloading maybe more then 2 is a very bad idea. Also,  Warp bomb will be effective in that situation but solely if Miranda/Thane will perform it immediately, I learned at my own expense that there is often a  random delay I do not want to bet upon...I'd rather charge a squad of 2 or a single opponent to gain  positional advantage and charge again than bet on my squadmates' artificial lack of intelligence

2: Shield bonuses.......ok.....look the "base" shield is what? 250? with the right equipment it becomes  easily 300 +....with upgrades even 325.....once you charge that becomes 700+ it will take enemies about 1.5 seconds to take it fully down unless you get blasted at close range by a shotgun or a heavy....0.5 seconds of invulnerability once the barirer goes down, with health boosts it takes them another second to bring you down to 20% of health or more if you performed a successfull Reave prior to the charge.....at which point you can charge again recharging your shields fully and performing another one or 2 kills

That is why I find it useful, it nearly never failed me unless I was ****ing around and decided to Charge a Prime....

and yes Aegis Vest is prettyful.......

#39
crimzontearz

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FieryPhoenix7 wrote...

I just found a rather useful piece of information on the ME Wiki and thought I'd share - regarding the M-98 Widow:

"This weapon also scales extremely well with the dificulty setting of the
game. In fact, on lower difficulties, most shots with this weapon would
be overkill, since the Mantis or Viper rifles can do the same with one
or two shots. However, on Hardcore or Insanity mode, this weapon can
still fulfil the 'one shot, one kill' policy where others may not, thus
making it ideal for situations where breaking cover to fire for more
than a few seconds can be fatal."


Full article

NOTE: I realize Vanguards typically aren't trained with snipers. This is just a general tip I thought you guys might want to see regardless of what class you are. 


only soldiers and infiltrators can have the M98......

#40
Tlazolteotl

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I'm not talking about 1-shotting your foes with inferno ammo ... I'm talking about nearby foes dancing due to being on fire, while they still have shields.

Dancing foes do not shoot.

#41
crimzontearz

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Tlazolteotl wrote...

I'm not talking about 1-shotting your foes with inferno ammo ... I'm talking about nearby foes dancing due to being on fire, while they still have shields.
Dancing foes do not shoot.



that is if you have inferno ammo as I said.....I use Squad Ammos so each of my team mates can make 1 opponent "dance" in different sides of the field...or focused in 1 crowd

#42
tonnactus

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I am more annoyed because of charge bugs in every mission of the game.And no,Miranda is not the most usefull squadmember because something like global cooldown exist in this game.

#43
tonnactus

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I am more annoyed because of charge bugs in every mission of the game(especially collector platforms).And no,Miranda is not the most usefull squadmember because something like global cooldown exist in this game.

#44
crimzontearz

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tonnactus wrote...

I am more annoyed because of charge bugs in every mission of the game(especially collector platforms).And no,Miranda is not the most usefull squadmember because something like global cooldown exist in this game.


how often have you found enemies that have barriers and shields at the "same" time in the "same" wave of enemies? not often right? the perfect combo is usually Miranda + Garrus or Miranda + Tali depending on the situation..alongside your Area Reave there is no defense you cannot strip simultaneously at that point

#45
Tlazolteotl

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crimzontearz wrote...

Tlazolteotl wrote...

I'm not talking about 1-shotting your foes with inferno ammo ... I'm talking about nearby foes dancing due to being on fire, while they still have shields.
Dancing foes do not shoot.



that is if you have inferno ammo as I said.....I use Squad Ammos so each of my team mates can make 1 opponent "dance" in different sides of the field...or focused in 1 crowd


That's beside the point. You can't claim something (charging a closely packed group) as a bad idea, and tell everyone else it is so, when it's only your build that makes it so.

Heck, even just having kasumi along will get you the 2 seconds you need to dash to cover after charging a group of 6.
That flashbang grenade is silly.

#46
NICKjnp

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crimzontearz wrote...

tonnactus wrote...

I am more annoyed because of charge bugs in every mission of the game(especially collector platforms).And no,Miranda is not the most usefull squadmember because something like global cooldown exist in this game.


how often have you found enemies that have barriers and shields at the "same" time in the "same" wave of enemies? not often right? the perfect combo is usually Miranda + Garrus or Miranda + Tali depending on the situation..alongside your Area Reave there is no defense you cannot strip simultaneously at that point


Personally I go with Miranda + Garrus for  when there will be primarily shielded enemies, Thane + Samara for when there are primarily barrier/armor enemies, or Zaeed + Garrus for Geth.

#47
tonnactus

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crimzontearz wrote...



how often have you found enemies that have barriers and shields at the "same" time in the "same" wave of enemies? not


You must be joking.Nearly every fight has at least one boss enemie with shields and armor or barrier and armor(harbinger/krogans).
When you know that its better to take garrus,because he has power bonuses for overload,or even better zaeed with squad disruptor and heavy inferno and mordin for example(incinerate is far better for armor stripping then warp).

#48
crimzontearz

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And it is only YOUR build/squad makeup that makes it effective® because of inferno ammo Tlazolteotl (or having Kasumi)....so.....anyways, in general, charging a large group is not a good idea, at least that is what I have seen in my playthrough...above all if their position is exposed to other groups flanking you which happens often, Charge is much more useful if used tactically and not gambled upon



I'd Rather go with Miri + Tali for Geth missions....because of AI hacking.....I am fond of that

#49
crimzontearz

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tonnactus wrote...

crimzontearz wrote...



how often have you found enemies that have barriers and shields at the "same" time in the "same" wave of enemies? not


You must be joking.Nearly every fight has at least one boss enemie with shields and armor or barrier and armor(harbinger/krogans).
When you know that its better to take garrus,because he has power bonuses for overload,or even better zaeed with squad disruptor and heavy inferno and mordin for example(incinerate is far better for armor stripping then warp).


no I am talking about two SEPARATE enemies one with shields and one with Armor/Barrier which obviously require 2 different defense stripping powers

if it is one single enemy then you can use Mirir's warp OR her overload for the shields and your Reave for Armor and Barriers....you then pick another character with a proper defense stripping power for that particular situation...if you are going agaisnt Collectors then Thane.....against Synthetics then Tali or Legion (Garrus if you do not like to Hack)..those were always my main squaddies.....

#50
Tlazolteotl

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There are plenty of other options to halt your foes while you reposition.

Mordin's incineration blast will stagger foes with defenses. The same goes for biotics.

Charging a group of foes is a skill, not a gamble. You never learned how to do it right, and that's ok, but telling everyone it's a bad idea = others aren't going to try.

Not trying = not learning. Spreading incompetence is the pinnacle of BS.