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Is insanity hard or just kind of tedious?


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#26
Locutus_of_BORG

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^If you're getting killed by the Scions during the IFF mission, you could try using the terrain more actively. Scions usually have a hard time hitting things above them, so you can camp you squad by the stairs/ramps and focus on the Husks, while staying pretty safe from the Scion's shot. As long as you are above a Scion with an empty space below you and no ramp b/w the two of you, the Scion's shot should miss most of the time.

#27
AkiKishi

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I find strafing them works well , run away as far as you can and pull away the husks.On their own the scions are pretty easy even if they do take a while to go down.

Modifié par BobSmith101, 03 février 2011 - 02:02 .


#28
ShaggyWolf

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Yeah that's the nice thing about the IFF mission, is once you start clearing that level, you can keep moving back as much as you need. You can put a lot of distance between you and a scion if you need to.



And to answer the OP, I don't really think insanity is tedious.

#29
Guest_NewMessageN00b_*

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Dunno, ME1 Insanity gets quite like a piece of cake once you have all the gear you need.



ME2 is pretty much the same, but the controls are nowhere as fluid. I keep getting stuck in cover or ending in it unwillingly. And then the death animations... and the stun animations... I find it really weird that you can swallow a rocket in your face, get stunned, but it didn't send you flying into the coffin or that you don't duck/lose balance and fall over.

#30
2kgnsiika

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Granted, ME2's combat is flawed: during some battles you can just stay in cover if you're too much of a **** to take risks. However, this usually doesn't work against Collectors, as Harbinger will always try to flank you, Praetorians will flank you, Husks will flank you, etc. So, there are situations where you have to be creative instead of just popping out of cover every once in a while.



And keeping your shields up is vital, but for the Vanguard class this actually adds another interesting dimension to the combat: since charging replenishes your shields, it just as much a defensive measure as it is offensive, so cowering behing a wall waiting for your shields to regenerate will actually just result in Harby coming over there and kicking your ass. It's this balancing of bold moves and keeping up your defenses that makes the Vanguard the ultimate ME experience.

#31
Schneidend

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ME3 does need more Harbinger, krogan, husks, or other flanking enemies. Every faction you fight should have a melee unit or two.



As to the OP, Insanity is crazy fun. You can die almost instantly. But, if you use the right tools for the job (incendiary vs. armor, etc.), killing enemies is hardly tedious, especially if you've got Warp Bomb squadmates or are playing as an AShept or Sheptinel.

#32
lazuli

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Schneidend wrote...

ME3 does need more Harbinger, krogan, husks, or other flanking enemies. Every faction you fight should have a melee unit or two.


Maybe shotgun wielding opponents should be given the ability to sprint.  That would be hilarious.  As it is, those poor Blue Suns turians tend to waddle back and forth at the range where their shotguns are least effective.

#33
tonnactus

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Only tedious.And ridicoulus if someone like warden kuril have more "protection" then the whole squad together.

#34
AkiKishi

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Valadras21 wrote...

Yeah that's the nice thing about the IFF mission, is once you start clearing that level, you can keep moving back as much as you need. You can put a lot of distance between you and a scion if you need to.

And to answer the OP, I don't really think insanity is tedious.


When I wrote the original post I never realised the implications of starting new game plus on insanity. Now I've got some more upgrades I'm finiding it pretty routine in most places. Even gone a couple of missions without dying.

I've learned a lot of things from playing though which I never needed on easier difficulties. For that alone it's been a worthwhile experience.

#35
Evilsod

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Giving every mob melee enemies wouldn't improve anything, hell it would make it more tedious. The damage inflicted on Insanity is too high to have too many enemies that push forward only because they are supposed to not because its safe to do so. Its bad enough as it is when you can be dispatched purely because Harbinger decided to walk upto you.



Problem is the game works on the basis of 'more enemies means more threat'. It doesn't work. 10 enemies all sat there firing rifles you can just whittle down and push up when it wouldn't be suicidal. Throw in 2 melee enemies and everyone knows what your first priority is... so once those are dead its back to the same old routine. 5 enemies that were harder to kill and attempted to push forwards and flank you regardless of weapons would work better, assuming things were balanced better.



Its the 1 reason that Insanity sucked early game on ME1. Enemies with no regard for there own health would just casually walk upto you and your weapons weren't strong enough to stop them the instant they got Immunity off.

#36
Schneidend

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tonnactus wrote...

Only tedious.And ridicoulus if someone like warden kuril have more "protection" then the whole squad together.


Warden Kuril is a crazy-rich mercenary warlord with tech armor and a Revenant. His equipment is going to be state-of-the-art (like the Revenant). Also, he's a boss character.

The very turian from whom your screen name is derived is just as numerically durable on Insanity in ME1, plus he has Master Immunity. Now THAT is tedious.

#37
lazuli

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Valadras21 wrote...

Yeah that's the nice thing about the IFF mission, is once you start clearing that level, you can keep moving back as much as you need. You can put a lot of distance between you and a scion if you need to.

And to answer the OP, I don't really think insanity is tedious.


My latest trick for breezing through the IFF is running all the way to the end and letting myself get overwhelmed.  When I die, I resume right at the last checkpoint with everything behind me destroyed.

#38
Bozorgmehr

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lazuli wrote...

Schneidend wrote...

ME3 does need more Harbinger, krogan, husks, or other flanking enemies. Every faction you fight should have a melee unit or two.


Maybe shotgun wielding opponents should be given the ability to sprint.  That would be hilarious.  As it is, those poor Blue Suns turians tend to waddle back and forth at the range where their shotguns are least effective.


Seconded! Although I think the level design can also be improved. Almost all levels are linear - no room to flank even if enemy AI could. More aggressive enemies are good, but I like more dynamic environments (the LotSB "open the hatch" fight is an improvement). Destructible cover is also needed (love that in Bad Company 2 - no more permanent cover, enemies destroy cover in time, forcing player to move around. Combined with less linear maps and flanking enemies would make Mass Effect combat much more dynamic and fun IMHO.

Modifié par Bozorgmehr, 03 février 2011 - 06:37 .


#39
Schneidend

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As long as the destructible cover isn't guddamn "fragile crates," that'd be cool. Standing behind those things is basically writing a suicide note in the middle of a fight.

#40
tonnactus

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Schneidend wrote...

The very turian from whom your screen name is derived is just as numerically durable on Insanity in ME1, plus he has Master Immunity. Now THAT is tedious.


Lift,warp,poison rounds. Done. Far easier also because i didnt have to be in cover all the time because blue sun commanders respawn without ending(but killing the warden immediatly lead to the cutscene).And shepardt could have the same amount of protection too so that was just fair.(Master immunity was availabe to the player too)
Billions of credits for shepardts revival and the new normandy,but his armor and shields are weaker then that of elite mercs.Just ridicoulus.They should rather make bosses more dangerous or at least using more abilities like grenades.

Modifié par tonnactus, 03 février 2011 - 07:03 .


#41
Crackseed

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I'm a bit torn. I always do Insanity on my Soldier playthroughs [my fave class - AR + Revenant woo] but I'm starting up a Vanguard and I find that I'm struggling a bit with how fragile the class is plus learning when to use charge right and even doing Freedom's progress my poor Vanguard is getting shredded alot haha. May go Vet/Hardcore to learn before bumping it up some.

I definitely don't find Insanity tedious, though it has a couple of "ARGH" points [Horizon - guh] till you have proper gearing.

Modifié par crackseed, 03 février 2011 - 07:05 .


#42
2kgnsiika

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Evilsod wrote...
Its the 1 reason that Insanity sucked early game on ME1. Enemies with no regard for there own health would just casually walk upto you and your weapons weren't strong enough to stop them the instant they got Immunity off.


I agree that ME1's Insanity sucked early on. On the middle levels it was good and on the higher levels too easy.

But whether enemies should care about not getting killed... that depends. Geth are completely selfless and fight for their whole race. The also feel no fear. Therefore, it makes sense that they'll sacrifice themselves if it helps destroy their enemy. Husks and Collectors have no free will, and the Reapers view all of their minions as disposable tools, so it's only logical that they attempt to suicidally overwhelm you. Young, inexperienced krogan like the ones Saren and Okeer bred are also sometimes unable to control their blood rage, so it makes sense if they don't care about getting killed.

So, having enemies that just throw themselves at you makes sense in some cases. What I do agree about is enemies having too much protection on Insanity, but this is rarely the case in ME2, except for the fact that armor prevents biotics from affecting them (well, other than staggering them).

EDIT: typos

Modifié par 2kgnsiika, 03 février 2011 - 08:08 .


#43
jwalker

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Bozorgmehr wrote...

[...]

Seconded! Although I think the level design can also be improved. Almost all levels are linear - no room to flank even if enemy AI could. More aggressive enemies are good, but I like more dynamic environments (the LotSB "open the hatch" fight is an improvement). Destructible cover is also needed (love that in Bad Company 2 - no more permanent cover, enemies destroy cover in time, forcing player to move around. Combined with less linear maps and flanking enemies would make Mass Effect combat much more dynamic and fun IMHO.


Hell yeah, changing a bit that sort of thing to add some variety is great. There isn't much in ME2.
More things like the red sand boxes in Samara's RM... I've died there a couple of times, trying to get away from it I was gun down by mercs :lol:


Edit: quoting mess...

Modifié par jwalker, 04 février 2011 - 01:03 .


#44
Evilsod

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2kgnsiika wrote...

But whether enemies should care about not getting killed... that depends. Geth are completely selfless and fight for their whole race. The also feel no fear. Therefore, it makes sense that they'll sacrifice themselves if it helps destroy their enemy. Husks and Collectors have no free will, and the Reapers view all of their minions as disposable tools, so it's only logical that they attempt to suicidally overwhelm you. Young, inexperienced krogan like the ones Saren and Okeer bred are also sometimes unable to control their blood rage, so it makes sense if they don't care about getting killed.

So, having enemies that just throw themselves at you makes sense in some cases. What I do agree about is enemies having too much protection on Insanity, but this is rarely the case in ME2, except for the fact that armor prevents biotics from affecting them (well, other than staggering them).

EDIT: typos


They are still AI and i imagine AI could work out that throwing itself at you when the chance of survival is slim (and given that AI likes numbers i'm sure it could work out an exact percentage chance) then its not a good idea as it won't be for the greater good.
Husks yes, they are mindless drones, same would apply to animals really. Collectors will still have self preservation, its Harbinger who has none of it since he isn't endangering his own life, just his 'vessel'.

Krogans are obviously very aggressive and tough (except in cut scenes :P) but the other races aren't.

#45
Sentox6

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ME1 Insanity was pretty tedious. I remember being a level 60 Vanguard and having to just stand next to enemies shooting them over and over again with my shotgun until they died. The whole game boiled down to Warp vs Immunity.

ME2 Insanity felt a little more dynamic, but as pointed out, cover-based shooters all suffer from the fact that patience is largely the only thing needed to conquer them.

Hopefully, games will someday reach the point where turning up the difficulty changes solely the A.I.

Modifié par Sentox6, 03 février 2011 - 10:54 .


#46
Schneidend

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tonnactus wrote...

Lift,warp,poison rounds. Done. Far easier also because i didnt have to be in cover all the time because blue sun commanders respawn without ending(but killing the warden immediatly lead to the cutscene).And shepardt could have the same amount of protection too so that was just fair.(Master immunity was availabe to the player too)
Billions of credits for shepardts revival and the new normandy,but his armor and shields are weaker then that of elite mercs.Just ridicoulus.They should rather make bosses more dangerous or at least using more abilities like grenades.


Numerically durable were the words I used. Tonn has more shielding than a non-Barrier'd Shepard, I'm certain. That ME1's combat system was borked enough that you could wail on helpless bosses in complete and utter safety does not mean it didn't take several clips worth of ammunition to kill Tonn. It's tedious and boring. At least with Kuril I actually have to trade shots with him.

On the fact that Kuril can use a Revenant and Tech Armor at the same time but Shepard cannot while Tonn and ME1 Shep can both have Master Immunity is an injustice we do agree on, however.

#47
ShaggyWolf

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lazuli wrote...

Valadras21 wrote...

Yeah that's the nice thing about the IFF mission, is once you start clearing that level, you can keep moving back as much as you need. You can put a lot of distance between you and a scion if you need to.

And to answer the OP, I don't really think insanity is tedious.


My latest trick for breezing through the IFF is running all the way to the end and letting myself get overwhelmed.  When I die, I resume right at the last checkpoint with everything behind me destroyed.


Aww but that takes all the fun out of it! :)

I typically play a soldier or a vanguard so I love me some melee fights Image IPB

That's a cool trick though, I wouldn't have thought to try that.

Modifié par Valadras21, 04 février 2011 - 06:15 .


#48
ShaggyWolf

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Stupid double post.

Modifié par Valadras21, 04 février 2011 - 06:13 .


#49
AkiKishi

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I've been playing around with Cryo Ammo. On easier difficulties it's a bit pointless since most things die before they are iced.I'm finding it incredible on insanity. Strip defences and then leave the squad to ice them. Since switching to Cryo I have not been over run once.




#50
Firesteel

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Sentox6 wrote...

ME1 Insanity was pretty tedious. I remember being a level 60 Vanguard and having to just stand next to enemies shooting them over and over again with my shotgun until they died. The whole game boiled down to Warp vs Immunity.

ME2 Insanity felt a little more dynamic, but as pointed out, cover-based shooters all suffer from the fact that patience is largely the only thing needed to conquer them.

Hopefully, games will someday reach the point where turning up the difficulty changes solely the A.I.

I agree with your assesment of the ME insanity issues, however, solely relying on the AI for the difficulty would not make it hard enough, a good example of how to do an "ultra hard" mode is the Halo series Legendary difficulty. Yes ME and Halo are two different games, but the Legendary AI always was at least slightly better than the normal or heroic AI. Yes enemies were bullet sponges as well, but the Ai made them really hard to kill, but if the AI was simply smarter than let's say on normal, but they did and took normal damage, they would still not be as challenging.