Hardcore and insanity gameplay, squad members die constantly.
#1
Posté 23 mars 2011 - 08:04
Any tips on how to progress on the harder settings without your squad mates dying constantly? Against the collectors they die almost immediately making it very difficult to take on them and harbinger at the same time. I can do it albeit I have to do it many times before completing it.
#2
Posté 23 mars 2011 - 08:08
#3
Posté 23 mars 2011 - 08:12
As for your question, I don't have that issue if I put my squad in good spots. Also it is less of an issue if you yourself play more aggressively and kill things faster/draw more attention.
#4
Posté 23 mars 2011 - 11:12
You just have to a)pick the right squad members for each mission. and
#5
Posté 23 mars 2011 - 11:31
#6
Guest_Rojahar_*
Posté 23 mars 2011 - 11:33
Guest_Rojahar_*
#7
Posté 23 mars 2011 - 11:37
#8
Posté 24 mars 2011 - 12:14
#9
Posté 24 mars 2011 - 12:21
Or better yet. Soloing. Now that would be awesome 2nd playthrough.xxSgt_Reed_24xx wrote...
The squadmates don't even follow orders half the time. You send them somewhere... they take cover for like 2 seconds then jump up and run somewhere else. There needs to be a hold position command like in ME1.
#10
Posté 24 mars 2011 - 12:46
Just do what I do and play Vanguard. Play aggressively, taking the threat, and let your team mates fire/power away while you soak up the enemy's attention
Modifié par DxWill10, 24 mars 2011 - 12:48 .
#11
Posté 24 mars 2011 - 12:54
#12
Posté 24 mars 2011 - 01:16
#13
Posté 24 mars 2011 - 01:28
#14
Posté 24 mars 2011 - 01:38
Grunt.
Grunt.
#15
Posté 24 mars 2011 - 02:18
Doesn't die for anything. Without her Insanity would've been much tougher.
#16
Posté 24 mars 2011 - 02:23
#17
Posté 24 mars 2011 - 02:33
Play your squad as a whole to it's strengths. Even if the squad member in question isn't your "favorite" do what it take to get the job done.
Also, for heavy weapon, about 90% of the time I take Arc Projector. Does decent damage against heavy units like YMIR heavy mechs and is devastating against infantry of 3+ or better which is common.
#18
Posté 24 mars 2011 - 02:46
Oh, and for better success...bring Miranda and Garrus all the time....and Miranda/Mordin for the Collector ship....unless YOU have inferno ammo (If your a soldier). AND...don't forget to use your companions abilities to your advantage.
#19
Posté 24 mars 2011 - 03:34
For example, I order Garrus to a cover point, he goes to the point, but doesn't "recognize" the chest-high wall, as a result he stands there and take a bunch hits, and dies.
Or, even better: He actually does take cover. He then stands up to fire, has his shields stripped off and his health is flashing from return fire. What does he do? He takes cover for about one second, then stands right back up before his health and shields recharge, and dies.
Also, I have noticed that rockets (or any attack that incurs a knockback) will "break" the party member (i.e they just stand there after the hit, they don't move back into cover, they don't avoid the next rocket, and they rarely shoot), and then they die.
#20
Posté 24 mars 2011 - 05:52
#21
Posté 24 mars 2011 - 06:01
Dr. Megaverse wrote...
I don't think this has been mentioned yet, but level up your squad mates "class" power first. It improves their health and damage, accordingly their offensive powers do less damage which draws less threat from Shepard. The game tends to scale your power level up drastically once you start seriously upgrading and by that time your squad mates powers will have scaled accordingly.
As far as I know, enemies don't focus on the person dealing the most damage. They focus on whomever is closest.
I cannot think of a single squadmate* that would benefit from leveling up his or her passive before more useful abilities. That doesn't even make sense for Miranda. ME2's highest difficulty level is forgiving enough to allow diversity in tactics though, so your strategy could be perfectly sound. I prefer to level up their offensive abilities first.
A final and somewhat unrelated note: Infiltrators have the hardest time keeping teammates alive, as enemies will focus on squadmates while the Infiltrator is cloaked.
*Edit: Grunt. Maybe.
Modifié par lazuli, 24 mars 2011 - 06:02 .
#22
Posté 24 mars 2011 - 10:55
lazuli wrote...
As far as I know, enemies don't focus on the person dealing the most damage. They focus on whomever is closest
This. Enemy AI will always target the closest enemy who can be shot. When squadies are closer to enemy lines than Shep (and they are not behind cover and in enemy line of sight), they'll take all enemy fire.
Keep squadmates behind you and move in as close as you can get to enemy positions and squadmates will hardly die.
I cannot think of a single squadmate* that would benefit from leveling up his or her passive before more useful abilities. That doesn't even make sense for Miranda. ME2's highest difficulty level is forgiving enough to allow diversity in tactics though, so your strategy could be perfectly sound. I prefer to level up their offensive abilities first.
A final and somewhat unrelated note: Infiltrators have the hardest time keeping teammates alive, as enemies will focus on squadmates while the Infiltrator is cloaked.
*Edit: Grunt. Maybe.
Squadmates' passive is pretty useless - except the ones which reduce cooldown. x% extra health or shield will keep squadmates alive for an additional 0.x seconds - not worth your while IMHO.
Cloak is indeed squadmate unfriendly, and Grunt is the only squadmate who can tank (a little).
#23
Posté 24 mars 2011 - 11:01
And maybe Mordin's passive for honorable mention when wielding the Shuriken.
#24
Posté 24 mars 2011 - 01:39
#25
Posté 24 mars 2011 - 02:31
matteatspuppies wrote...
assign cover manuallly every time. whenever they find it themselves they tend to stand in stupid spots for me. turn off auto powers and do them yourself. balance yours and your teams powers. on bosses and the like try to hold its attention so your team doesnt die in a few shots. powers are your friend.
This!
My insanity run was successful due to the above tactics. I would manually assign cover for my squad, wait 2 secs and re-assign cover to make sure they obeyed orders. Manual power control is a must if you want to use warp detonation (which is pretty handy on Insanity).





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