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Huge Difficulty Difference Between Collector and Other Missions at "Insanity" Level


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#1
spthompson

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 I'm playing ME2 on the "insanity" level and have noticed a huge difference in difficulty between collector missions and all other missions.  It's quite frustrating!  I spend several days getting through the collector missions vs having no real problems with other missions at this level.  I would prefer a better balance.  I'm playing as a soldier after importing an ME1 character.  I've been REALLY tempted to change the difficulty to "normal" but have not yet gotten the "completed the game at insanity level" badge.  I'm currently on the suicide mission and am really finding it insurmountable.  I really don't know how the game designers expected the player to get through this.  WAY, too many husks!  :o

#2
AntiChri5

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Get out your pistol and turn on Cryo Ammo.

#3
spthompson

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Hmm, I'll try that. I've been using my assault rifle with incindiary ammo. Thanks!

#4
Pacifien

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Moving to the strategy forum.

#5
mosor

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Do you have any DLC weapons? What weapon did you chose on the collector ship. What build are you using?

#6
AntiChri5

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Any form of crowd control will instantly kill Husks (except the panic from inferno ammo, that simply doesn't work and Reave)



So, Throw, Pull, Charge, Singularity, Shockwave, Neural Shock, Flashbang, Cryo Blast, Incinerate, Concussive Shot will instantly kill any unprotected Husk it hits.



So the freeze from Cryo Ammo will kill Husks, and using the Heavy Pistol or Shotgun pretty much guarantee freezing a target when used with cryo ammo, and the Heavy pistol is great at range and strips armour veryquick.

#7
ashwind

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Husks? Mordin's Area Incineration works very well in stripping them of their armor - once their armor is gone, you can use Biotics power like throw, pull, shockwave to finish them off.



Cyro works well with Incineration as well ^_^



As for collector's mission :P just watch out for Harbinger - on insanity, he uses his power non stop most (notice sometimes he would just stand there and do nothing -- AI bug maybe) of the time.


#8
Foolsfolly

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Adrenaline Rush + Reverent.




#9
Pacifien

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Extreme patience the first few times I did Horizon, Collector Ship, Derelict Reaper, and Collector Base missions on Insanity. Squad Cryo Ammo is my best friend as it turns the entire squad's ammo into crowd control as they freeze the enemies around you. If I was being particularly aggressive with my playstyle, though, I'd set squad cryo for the squadmates and switch to inferno ammo for myself.

Samara is my squadmate of choice wherever there are collectors due to Reave. Match her with Thane, you get Pull/Warp combos. Everyone seems to have different experiences with their squadmates, though. Thane with his sniper rifle works out perfect for me, but he may be a doormat for other people.

Oh right, and Grunt is my husk/scion killer. Put him up front, set up his Fortification, and he is pure krogan. Works on everything except the scions that come up on the platforms during the Collector Mission. I have no solid strategy for that part other than luck. Well, Stasis is supposed to be god-like there, but I haven't used it.

ETA: Oh right, and if you have the Arc Projector, it is the business.

Modifié par Pacifien, 13 octobre 2010 - 07:01 .


#10
mosor

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ashwind wrote...

Husks? Mordin's Area Incineration works very well in stripping them of their armor - once their armor is gone, you can use Biotics power like throw, pull, shockwave to finish them off.

Cyro works well with Incineration as well ^_^

As for collector's mission :P just watch out for Harbinger - on insanity, he uses his power non stop most (notice sometimes he would just stand there and do nothing -- AI bug maybe) of the time.


That's easily taken care of if you use Kasumi's (or your own)  flashbang on Harbringer. It basically neuters him.

#11
spthompson

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Wow, this is great stuff, thanks everyone! I've got to switch my tactics. I guess I'll try restarting the suicide mission to select Mordin. I already restarted to change weapons (which helped). What a great game!

#12
Pacifien

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mosor wrote...
That's easily taken care of if you use Kasumi's (or your own)  flashbang on Harbringer. It basically neuters him.

I've always been more entertained by unleashing Legion's or Tali's Attack Drone on him. Or a very well timed Dominate on a Collector about to turn into Harbinger.

To avoid Harbinger's attacks, I don't lean against cover so much as stand by it, allowing me to sidestep the black ball of knockdown right before it hits. He's also the last one I try to take down if I can help it as nothing's more annoying than almost getting a Collector down on health only to be taken over by Harbinger, so better just kill them all right off.

But I stand by liberal use of Arc Projector for husks swarms. They stop running at you, at least.

#13
spthompson

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Hm, my son actually recommended taking out the other collectors instead of focusing on Harbinger for the same reason as Pacifien mentions. Gee, my kid ain't so dumb after all. :-) !!!

#14
Chugster

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agree with using drones on collector missions, on husks it draws them in and distracts and it keeps Harbinger from attacking anyone...use Tali and Legion for ultimate crowd control...this is all on Hardcore mind, but I imagine its the same in Insanity

I do wonder though...the GPS + Cryo doesnt seem as effective againts Husks as the vanilla shotties + Cryo...is this just me?

Modifié par Chugster, 13 octobre 2010 - 09:35 .


#15
AntiChri5

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I think thats because the GPS only fires three pellets when other Shotguns fire eight.

#16
Bozorgmehr

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AntiChri5 wrote...

I think thats because the GPS only fires three pellets when other Shotguns fire eight.


This ^^^

GPS is really bad no matter what ammo powers you use. While all other shotties benefit form 8 pellets, almost guaranteeing freeze, overload, inferno panic effect (if you're close enough that is) this seldom happens using the GPS. It's better to use 'normal' SG whenever ammo effects are needed; Charging 3-4 packed enemies requires Inferno Ammo; Husks go down fast using Cryo Ammo etc.

GPS is the ultimate defense stripper at range and a charged shot is devastating. It's deadly in the hand of a Soldier (AR + charged GPS = :devil:) and perhaps the perfect weapon to strip defenses at range (Sentinel, Adept, Engineer), it sucks on Vanguards though.

#17
godlike13

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Bozorgmehr wrote...

AntiChri5 wrote...

I think thats because the GPS only fires three pellets when other Shotguns fire eight.


This ^^^

GPS is really bad no matter what ammo powers you use. While all other shotties benefit form 8 pellets, almost guaranteeing freeze, overload, inferno panic effect (if you're close enough that is) this seldom happens using the GPS. It's better to use 'normal' SG whenever ammo effects are needed; Charging 3-4 packed enemies requires Inferno Ammo; Husks go down fast using Cryo Ammo etc.

GPS is the ultimate defense stripper at range and a charged shot is devastating. It's deadly in the hand of a Soldier (AR + charged GPS = :devil:) and perhaps the perfect weapon to strip defenses at range (Sentinel, Adept, Engineer), it sucks on Vanguards though.


Um that's just not true. If the GPS doesn't proc from the first shot, its almost guaranteed to proc with the second. And it always benefits from the bonus damage. Ammo powers work pretty well with the GPS. GPS is deadly in the hands of a any class, including Vanguards. Its hardly "sucks" on Vanguards. Nothing like charging and charging right in an enemies face, and not charged its like running around with a more powerful katana, but with actual effective range. All in all very beastly in the hands of a Vanguard.

Modifié par godlike13, 13 octobre 2010 - 01:06 .


#18
swk3000

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Actually, given the standard Vanguard playstyle (Charge, Charge, and Charge), the GPS is actually not that great. I was messing around with the GPS on my Soldier, and I was mostly one-shotting enemies using the charged shot. Then, I came across one standard mook who took a shot and didn't die even though the shot hit. The difference between that time and every other time was that I was very close to him. In other words, the damage drops noticeably when you're close. The damage multiplier for being at point-blank range may make up for the damage drop, but I'm not willing to bet on it. And since Vanguards do most of their Shotgunning from point-blank range...

Modifié par swk3000, 13 octobre 2010 - 01:17 .


#19
godlike13

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Actually the damage is pretty devastating when you're close. The GPS does in fact benifit from the point-blank range multiplier the Vanguard lives in. Making the charge shot even more beastly when its charged right to an enemy's face,  while still being effective even at mid range.

Modifié par godlike13, 13 octobre 2010 - 01:29 .


#20
Bozorgmehr

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godlike13 wrote...

Um that's just not true. If the GPS doesn't proc from the first shot, its almost guaranteed to proc with the second. And it always benefits from the bonus damage. Ammo powers work pretty well with the GPS. GPS is deadly in the hands of a any class, including Vanguards. Its hardly "sucks" on Vanguards. Nothing like charging and charging right in an enemies face, and not charged its like running around with a more powerful katana, but with actual effective range. All in all very beastly in the hands of a Vanguard.


- 8 vs 3 projectiles make a huge difference in triggering ammo effects (= most usefull effect(s), particulary for Vanguards)

- The 2nd and 3rd plasma balls will do only 30% base damage if they hit the same target as the 1st (should effect extra ammo damage too) - GPS is most effective hitting multiple targets, VG playstyle is focused on one target at the time; this effect is best used at medium range

- GPS is weak against armor (unlike Evi and Claymore)

- It has a short delay before it fires a shot (harder than other SGs to get those headshots)

- According to Wiki; the GPS has low stopping power - charging enemies no longer stagger (they still do but not as often as other SGs)

- Charging the GPS takes too long to be used often by a VG

GPS is an excellent weapon (very OPed in fact) but it ain't a 'real' shotgun. It somewhat feels alien whenever I use it on my Vanguard. I prefer all the other shotties over the GPS (for VG) they at least feel, look and sound like a shotgun. The GPS main strength is its effective range, unlike the other shotties it still is effective (and can easily strip defenses at almost any range with a single shot (a charged shot is needed against stronger enemy defenses). Maybe I went too far saying the GPS sucks on Vanguards, it will get the job done, but it doesn't offer any real advantages over the other SGs while it works great on classes fighting at medium range most of the time.

#21
Praetor Knight

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I thought that the GPS was the "unshotgun"



meaning that the range modifiers are more akin to the flamethrower, assault rifles or heavy pistols, where there is a different range threshold for the point blank fire range, so the claymore would benefit much more then GPS for a Vanguard firing point blank after a charge.

#22
Bozorgmehr

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As far as I know all shotguns receive 100% damage bonus at point blank range - including the GPS. It has to be like this, otherwise I cannot explain why the GPS can oneshot YMIRs (point blank) like the Claymore.

#23
godlike13

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Bozorgmehr wrote...

- 8 vs 3 projectiles make a huge difference in triggering ammo effects (= most usefull effect(s), particulary for Vanguards)


3 projectiles though still have a effective chance to proc. Like i said second shot is almost always guaranteed to proc, and the first shots usually stripping armor.

Bozorgmehr wrote...

- The 2nd and 3rd plasma balls will do only 30% base damage if they hit the same target as the 1st (should effect extra ammo damage too) - GPS is most effective hitting multiple targets, VG playstyle is focused on one target at the time; this effect is best used at medium range


2nd and 3rd plasma balls will do only 30% base damage, but over all still will result in more damage than any shotgun besides the Evi and Claymore uncharged, but with a better ROF. Charged its still doing more damage than even the Claymore. The GPS might be even more effective when hitting multiple targets, but still highly effective focused on one target. Not much can stand up to a charged shot to the face.

Bozorgmehr wrote...

- GPS is weak against armor (unlike Evi and Claymore)


GPS isn't weak against armor, just has no multiplier. Still does more damage then both charged, and it more then makes up for it vs. shields, not to mention inferno ammo.

Bozorgmehr wrote...

- It has a short delay before it fires a shot (harder than other SGs to get those headshots)


It has a very short delay, almost negligible, not really harder than other SGs to get those headshots.

Bozorgmehr wrote...

- According to Wiki; the GPS has low stopping power - charging enemies no longer stagger (they still do but not as often as other SGs)


They seem to stagger just fine for me, if they live.

Bozorgmehr wrote...

- Charging the GPS takes too long to be used often by a VG


That's just not true. Charging the GPS work very well with a VG IMO. Thanks to a VG can take the hits while charging the gun in the open, then charge to be back to 100%. I charge the GPS very often with my VG. Its how i usually open up a battle.

Bozorgmehr wrote...

GPS is an excellent weapon (very OPed in fact) but it ain't a 'real' shotgun. It somewhat feels alien whenever I use it on my Vanguard. I prefer all the other shotties over the GPS (for VG) they at least feel, look and sound like a shotgun. The GPS main strength is its effective range, unlike the other shotties it still is effective (and can easily strip defenses at almost any range with a single shot (a charged shot is needed against stronger enemy defenses). Maybe I went too far saying the GPS sucks on Vanguards, it will get the job done, but it doesn't offer any real advantages over the other SGs while it works great on classes fighting at medium range most of the time.


Actually 'real' shotguns do have some range, compared to the other ME 2 shotguns where they have no range. GPS has effective range, but its also effective point blank. GPS offer plenty of real advantages over the other SGs. Range, versatility, and potential unmatched one shot power. Even with out the charge the GPS leaves u with a more powerful katana which right there is still pretty devastating, but with the added benefit of effective range (VG do often play at medium range too, especially early on), and that it can be charged up to do more one shot damage then even the Claymore. The GPS definitely offers some real advantages, advantages Vanguards can definitely partake in.

Modifié par godlike13, 13 octobre 2010 - 06:49 .


#24
SirValeq

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Well, I've tried the GPS for quite some time and it just doesn't panic packed enemies with Inferno as reliably as the other shotguns. It works, it does good damage, but those little things like proccing ammo effects and staggering can be a difference between living and dying. And medium range with a shotgun? My Vanguards don't know what that means. I never shoot shotguns from more than 2 meters, it's a waste of ammo. :)



I still find the GPS overpowered on any other class though. Especially Infiltrators, with the charge-cloak exploit. Soldiers can also make good use of the huge damage under AR. Thus, if anyone is having difficulty with Collectors on Insanity, I advise to make use of the DLC weapons. Especially the GPS, as it eats through Collector barriers like they were nothing.

#25
curly haired boy

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GPS offers vanguard a bit more flexibility



i can fire off a few rounds of the GPS at a group of mooks in the distance and have their shields stripped. from there, squad CC and i can focus on the next group. squad doesn't have to waste cooldowns on stripping defenses, but instead taking out entire clusters



charged GPS is absolute RAPE on barriers. 1 charged shot takes out a third of a praetorian's barrier, half or more of harbinger's.



you can basically use it in place of a super-powerful warp.