Cover System: Babysitting Your Squad
#1
Posté 28 septembre 2010 - 03:14
This is happening to my squad members as well, and I'm burning through medical kits just to keep them alive. Their A.I. is already bad enough that when I tell them to stay behind cover, they simply don't; and they they stand up instead of returning to cover after being hit with explosives. I spend more time freezing the action with the talent wheel and resetting their positions than actually enjoying the thrill of being under large amounts of enemy fire. Again, a dramatic difference between life and death when it comes to the higher difficulty settings. It's starting to get irritating watching so many loading screens after dying from things that could have been refined. I never had these problems in the first ME1.
Is everyone else who is playing ME2 on Hardcore or Insanity having this this issue? If so, could you give any suggestions on how to get around it?
#2
Posté 28 septembre 2010 - 03:41
The solution?
Find better cover, kill the enemies quicker.
Get better.
It's not a serious problem, as it's very rare. Just stop taking cover in that spot.
You may want to invest in an armour ability.
#3
Posté 28 septembre 2010 - 04:01
1) The AI is much more accurate in Insanity. Most posters in the strategy section agree the AI's accuracy improves heavily in Insanity vs Normal, not to mention more damage. Enemies still hit you in cover even in normal, but so much less that you never really notice it.
2) The weapons you choose in insanity are more important based on survivability. I was trying to get data on weapons and which allowed them to use weapons in shorter bursts and quicker return to cover vs weapons like the Tempest which have MUCH (about 1/2 second) longer bursts of fire then return to cover, meaning your squad (since they dont react to having shields and low health and stay in cover when almost dead) will survive less with weapons that force them to shoot longer durations between cover. I've only got the info figured out for the SMGs, but I was trying to get more data collected for all the weapons so I could figure out which ones provided the best survivability AND damage, vs just one or the other.
#4
Posté 28 septembre 2010 - 05:50
#5
Posté 28 septembre 2010 - 05:54
Modifié par sinosleep, 28 septembre 2010 - 05:56 .
#6
Posté 28 septembre 2010 - 06:41
Skyblade012 wrote...
The key to getting your squadmates to survive is to post them back two or three rooms, and then just use their abilities.
This. And if your squaddies are about to die, let them. Spare the medkits for battles that matter. You're going to have to solo through quite a few situations.
Those parts where you can be hit from behind cover are few though, unless you seek them out on purpose, personally I found like 2 cases in the entire game where I had to use cover that didn't offer 100% protection.
But basically, in Insanity you need to make compromises in that you cannot just bring party members, skills and weapons that you like. You need to bring what works. Once you get better at it, you can make compromises of course.
You NEED shield-stripping powers. You need armor-stripping powers. And some health-stripping powers would be nice too. In my case, I used Garrus and Tali on my 100% everything completed Insanity run. Garrus himself is great, Incisor makes him powerful even without powers, and Area Overload and Squad AP ammo basically took care of both shields and armor, leaving Tali around for random distraction with her drone.
Other than that, keep your team behind you at all times. Always focus fire, use their powers manually (place their powers into your hotbar), and focus on taking down one target at a time. Sit your ass down, kill the ones that are rushing you, then just take your time and pick the remaining campers off one by one.
My Insanity run started damn hard too, it's hard to get used to the idea that the enemy has a 100% hit rate and does insane damage, so you really can't do mistakes. But eventually Insanity became rather easy. Even though I had an adept which they claim is more difficult than average.
#7
Posté 28 septembre 2010 - 07:32
#8
Posté 28 septembre 2010 - 08:01
I find that this allows them to cover an axis of enemy approach (such as a corridor from which enemies spawn from the other end) or it gives me sort of sets up a "work zone" for me as I position myself in front of them so that enemies target me while they target the enemy (and because they are closer together, they tend to target the same enemies in a focus fire kind of way). It also allows me to retreat behind them if things get hairy.
It just works with my style of combat. I favour burst damage weapons (e.g. Widow, shotguns) and I like it when my teammates focus fire, cause this means that individual enemies are dying faster. Rationale being that having 3 enemies shooting at you is a LOT better than having 4 enemies shooting at you, even if three of the four are at 10% life. More enemies = exponentially worse odds on insanity, as injured/damaged opponents shoot just as well as "fresh" enemies.
Modifié par V0luS_R0cKs7aR, 28 septembre 2010 - 08:07 .
#9
Posté 28 septembre 2010 - 08:05
#10
Posté 28 septembre 2010 - 08:09
There's no way ordering them behind cover even helps against that simply because they just stand up and let shockwave hit them.
So the Horizon battle I had to handle on my own, and the Collector platforms I had to handle on my own. I tried many times to help them survive, but it just didn't work. Well, I did revive them for the part with the Praetorian where they never die anyway.
Modifié par termokanden, 28 septembre 2010 - 08:13 .
#11
Posté 28 septembre 2010 - 08:36
This might be a little mean, but this sounds like a problem due to lack of skill, and not the game.
The only problem i found with cover are with those damn platforms on collector missions. Those damn things were a Vanguard's nightmare <_<
Modifié par godlike13, 28 septembre 2010 - 08:45 .
#12
Posté 28 septembre 2010 - 08:38
#14
Posté 28 septembre 2010 - 03:52
Other than that, I've never seen a situation where I'm taking fire and the situation is such that I shouldn't expect to be taking it. Practically every situation I've seen where I'm being hit behind cover is either the cover's orientation isn't such that I should expect it to cover me fully or an one of my squadmates does something stupid (like standing up and acting as a target for a missile to dump some splash damage on me).
#15
Posté 28 septembre 2010 - 06:39
dont you think it would make sense having crouch implemented in a cover based shooter?
#16
Posté 28 septembre 2010 - 07:39
#17
Posté 28 septembre 2010 - 08:52
The amount of enemy fire you draw yourself is far more important to squad survivability than their actual placement is.
This, or to put it another way:
If you're constantly attacking while pushing forward, your enemies will be too focused on you to shoot at your allies.
#18
Posté 28 septembre 2010 - 08:59
Bozorgmehr wrote...
I don't consider ME2 to be a 'cover based shooter' - it's not that hard to play without staying behind cover all the time, no matter which class you prefer. In matter of fact, it doesn't make much of a difference. Since enemy AI has perfect aim; they will shoot your fingernails off once they're outside cover. They'll hurt you just as bad if your standing out in the open - so you can pop up and get hit or just walk around, I prefer the latter.
well i would hope the developers allowed the freedom for your character to move around on their own two feet, but ME2 is very much played behind waist high walls. all shooters revolve around useing cover in one way or another. specefically in ME2 "hitting A to enter cover" is essentially the same thing as "hitting A to enter combat." you certainly dont "just walk around" while playing mass effect, unless youve somehow added immunity to ME2.
#19
Posté 29 septembre 2010 - 09:37
The Spamming Troll wrote...
well i would hope the developers allowed the freedom for your character to move around on their own two feet, but ME2 is very much played behind waist high walls. all shooters revolve around useing cover in one way or another. specefically in ME2 "hitting A to enter cover" is essentially the same thing as "hitting A to enter combat." you certainly dont "just walk around" while playing mass effect, unless youve somehow added immunity to ME2.
AR spamming Soldiers are very hard to kill
Non-stop Charging Vanguard are almost impossible to kill
Infiltrators can use Cloak to go wherever they please
Sentinels have Tech Armor making them indestructable
The Engineer's Combat drone distracts enemies which allows killing without being shot at
Adepts can use biotics to disable enemies and kill them at will
All classes can run around 90% of the time without having to worry about cover - and like already said; ME2 rewards those playing aggressively. Enemy AI gets screwed once you're up close. Yes, you'll die now and then, at least more often than when hiding behind cover all the time. But it's much more fun to just charge an enemy position to find out if it can be done. And most of the time it can
Modifié par Bozorgmehr, 29 septembre 2010 - 09:38 .
#20
Posté 29 septembre 2010 - 12:27
I keymapped God mode toggling and initmedigel to take some stress off of those moments when the squad glitches. I just hate replaying what might already be a difficult encounter because of bad AI. Once you revive them they usually start moving properly. Hey, if it were possible, my renegade Shepard would gladly beat insubordinate squad members to unconsciousness him/herself and then revive them back into action!
I also second implementing a crouch ability. I found it very useful in ME1 and it doesn't make sense to me not to have it now. When there's no cover Shepard's just on peg legs. Would like to at least duck once in a while.
#21
Posté 29 septembre 2010 - 03:04
#22
Posté 30 septembre 2010 - 01:16
Of course the AI does have some pathing issues at times (like taking the most rounadabout route to a cover 5 ft away) but overall I think the squad AI is fairly good in ME2. A helluva lot better than ME1 anyways.
#23
Posté 30 septembre 2010 - 02:26
Bozorgmehr wrote...
The Spamming Troll wrote...
well i would hope the developers allowed the freedom for your character to move around on their own two feet, but ME2 is very much played behind waist high walls. all shooters revolve around useing cover in one way or another. specefically in ME2 "hitting A to enter cover" is essentially the same thing as "hitting A to enter combat." you certainly dont "just walk around" while playing mass effect, unless youve somehow added immunity to ME2.
AR spamming Soldiers are very hard to kill
Non-stop Charging Vanguard are almost impossible to kill
Infiltrators can use Cloak to go wherever they please
Sentinels have Tech Armor making them indestructable
The Engineer's Combat drone distracts enemies which allows killing without being shot at
Adepts can use biotics to disable enemies and kill them at will
All classes can run around 90% of the time without having to worry about cover - and like already said; ME2 rewards those playing aggressively. Enemy AI gets screwed once you're up close. Yes, you'll die now and then, at least more often than when hiding behind cover all the time. But it's much more fun to just charge an enemy position to find out if it can be done. And most of the time it can
then you must think each class uses one ability constantly? please make a post in my topic about what exactly is the point of having classes with predetermined skills or even any other ability other then their class specific one.
i think every shooter has or should have cover. but interesting concept tho. tradeing stretegy for a simple, UNinginuitive, and repetetive "i win" button.
Modifié par The Spamming Troll, 30 septembre 2010 - 02:27 .
#24
Posté 30 septembre 2010 - 09:57
The Spamming Troll wrote...
then you must think each class uses one ability constantly? please make a post in my topic about what exactly is the point of having classes with predetermined skills or even any other ability other then their class specific one.
I was talking about the need for cover, not the (OPed) class powers. (You already started a topic about that, I think we can discuss powers and builds there)
i think every shooter has or should have cover. but interesting concept
tho. tradeing stretegy for a simple, UNinginuitive, and repetetive "i
win" button.
I don't have problems with cover, but let me say this. The worst possible war fought (soldiers perspective) was WO I - hiding in trenches, being bombed all day (including toxic gas) and ordered to get out and storm enemy positions resulting in a almost certain death - terrible
In the real world I probably stay behind cover as much as possible
#25
Posté 30 septembre 2010 - 11:16
anyways i like games that make me take location into acount. my locations, my enemies locations, using cover here, using cover over there, that sort of tactical gunplay. i really dont find spamming Y every 6 seconds to be enjoyable, unless your a vangaurd, cuz that ****s intense.





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