Arrival DLC: The "Fight for Your Life" Thread
#226
Posté 02 avril 2011 - 11:30
#227
Posté 02 avril 2011 - 11:40
Bozorgmehr wrote...
Kronner wrote...
I just did a Sentinel (Shotgun + Assault Armor) playthrough...and it was silly. So I decided to record this foolproof approach.
Strategy:
Fight in the right half of the room. Enemies will be clustered and you will get the most out of your Assault Armor.
1) Activate Assault Armor.
2) Shoot enemies.
3) Don't run unless necessary - maximize the damage from the AA's wave.
4) Let them destroy the armor = use the stun wave as much as possible.
5) When you see a Pyro, back off, and take him out with the Arc Projector (they got close to me a few times in the video though).
6) Stasis Mech.
That's it.
Video is here.
Very nice! Looks like the right-side is the best side for non-vanguard CQC fighting - I definitely give that another try with Adept. What about a Revy Soldier? Could be fun out there.
I'm only dissapointed with Combat Drones and Cloak; drones don't work like they normally do and Cloak messes with reinforcements (at least that's how it looks to me) - when Shep's Cloacked they sometimes don't jump down and keep standing there doing nothing.davidshooter wrote...
This is fantastic.
Thanks
Read my mind. I've been going left.
*Fires up ME2 again*.
#228
Posté 02 avril 2011 - 11:48
Bozorgmehr wrote...
I'm only dissapointed with Combat Drones and Cloak; drones don't work like they normally do and Cloak messes with reinforcements (at least that's how it looks to me) - when Shep's Cloacked they sometimes don't jump down and keep standing there doing nothing.
Cloak doesn't work properly when Shep is solo anywhere in the game, the AI stops playing as soon you cloak and just stands there until you reappear.
#229
Posté 02 avril 2011 - 11:52
Not happy about Drone not working as well as it should on enemies, may have to re-spec my Engineer to compensate.
#230
Posté 03 avril 2011 - 12:04
Bozorgmehr wrote...
swn32 wrote...
One more soldier video with a similar strategy as my earlier ones. I figured out there was no point shooting Widow in AR as it would OSOK mooks and pyros anyways and would fail to OSOK elites and engineers even with AR. Unfortunately this time I took out the YMIR quicker than I wanted to and had to deal with another [smilie]../../../images/forum/emoticons/lol.png[/smilie].
Amazing Widow shots, heads, pyros, YMIRs. I also loved that multi-kill GPS shot - great video!
The multi-kill GPS shot was a nice fluke
Kronner wrote...
That's it. [smilie]http://social.bioware.com/images/forum/emoticons/devil.png[/smilie]
Video is here.
Awesome vid. I didn't even know it was possible to nuke a mech with a shotgun
#231
Posté 03 avril 2011 - 12:51
Honestly I kind of wish that they'd have kept everything the same but just upped the number of goons, Elites, Engineers [and let them use drones too] and let agressive AI scripting provide the challenge.
#232
Posté 03 avril 2011 - 01:00
Guard's panicked voice: "Shepard's not going down!"
I've only played it as a Vanguard so far, but I will play it through on the other classes soon. My strategy was to get into cover behind the L-shaped computer console on the left. This gives you cover and protection from flanking against just about everybody EXCEPT Pyros (so you need to watch out for them trying to sneak up on you).
I used the Locust to thin out the crowd a bit, then used Charge + Claymore to jump around the map once each corner only had one person left. At times when the rush of enemies proved too much, I pulled out the Arc Projector to even things up. The YMIR wasn't much of a problem once I eliminated the other guards around it. Just stick to cover and whittle its defenses down.
#233
Posté 03 avril 2011 - 01:56
Alamar2078 wrote...
I'm the first to yell "exploit" but I don't think I'd consider cloak an exploit here ... it's more of a DLC glitch. [I.E. Infiltrators are built to cloak so you kinda ouhgt to use it even if it causes AI behaviour to break] I suspect Drone & Dominate were deliberately dumbed down because with those [and other changes] it makes the fight much tougher than normal.
Honestly I kind of wish that they'd have kept everything the same but just upped the number of goons, Elites, Engineers [and let them use drones too] and let agressive AI scripting provide the challenge.
I get where you're coming from - it is the class specific power after all - and as I said in a previous post people can have different opinions over what to call it. Perhaps exploit has the wrong connotation, but it doesn't change the fact that cloaking while solo allows you to "exploit" the fact that your enemy stops playing when you engage the power. Enemies that were in the process of moving between cover freeze in a vulnerable position, new enemies that were about to respawn don't, targets that would normally be moving are standing still and much easier to hit etc, etc.
It's a single person game after all so it doesn't really matter. I only raised the cloak issue a few pages back when someone suggested that certain cover positions were exploits as an example of something else that couldn't really be ignored if you were going to list all the things a player could "exploit" to make this level easier in a way that the devs probably never intended - and I don't believe the devs ever meant for the AI to completely shut down when this power was used because when you cloak with a living squadmate the enemy AI acknowledges that you have cloaked and they stay in cover even more so than when you are not cloaked.
Anyway, I don't want to derail a great thread any further - all of the videos I've seen in this thread have been great. I also haven't seen any infiltrators taking advantage of the AI glitch either - I just wanted to point out that it is there if an exploit list is being compiled.
Modifié par davidshooter, 03 avril 2011 - 02:07 .
#234
Posté 03 avril 2011 - 02:02
@Boz, my impression has been that the AI in Arrival is a bit different than the standard goons in the regular game in that they do try to flank you, so I thought that using Dominate on them would yield different results. But anyways, it's very entertaining to see Joe, I'm definitely giving it a try.
Regarding cloak, I haven't played enough to notice it but I guess it did messed up the AI from coming down in the end of my vid. However in my 1st playthru I don't recall that happening and I used pretty much used the same tactics. I need to play this more, with different styles of play to know for sure.
davidshooter wrote...
I disagree that tactical cloak is working as intended when an infiltrator is solo. Just to be clear this issue only exists when solo, the presence of a squadmate will cause the game to continue to play normally when you are cloaked. I aborted my solo (moded) infiltrator playthrough way back because it was too easy. All you have to do is cloak whenever an enemy is moving between cover (and often just out of cover) and that enemy (as well as all the others) will freeze in place waiting to be shot.
I guess it's a matter of opinion what you want to call it but when I was playing a solo infiltrator the game felt completely broken and there is no doubt that the enemy AI isn't even playing when an infiltrator is cloaked and solo, and you can totally tell the instant that they begin playing again when you become visible. It was a major disappointment to me too as I was really looking forward to creeping around and picking people off - but all you get is a battle field frozen in place.
As for cover, I'll play the level a few more times but I don't notice much flanking going on at all in that level besides the pyros no matter where you camp. It seems like one guy will try when you first pick a spot and then you get left alone.
I was worried that Arrival may be broken for solo infiltrators because of this reason, but I think they added a few things to deter you from cloak-spamming (as much). For instance, when protecting the doctor, you're not the main target, so exploitng cloak isn't going to keep them from attacking her. The Pyros follow in your general direction if you run away even if you're cloaked. And also there's FB. There are only a handful of times cloaking can make things easy, but generally Arrival is not as easy as the modded solo game.
#235
Posté 03 avril 2011 - 02:41
So it could be that they've updated the AI to be more smart and aggressive. Or the fact that the artifact itself in the middle of the room just makes the area feel smaller and therefore the AI has an easier time of following the player and flanking them depending on where they're camped.
Doesn't really explain issues with Dominate or Combat Drone though.
#236
Posté 03 avril 2011 - 03:22
aawww.... you havent' seen my SMG charging Vanguard (shameless selfpromo :innocent:)swn32 wrote...
Awesome vid. I didn't even know it was possible to nuke a mech with a shotgun [smilie]../../../images/forum/emoticons/grin.png[/smilie]
Tony Gunslinger wrote...
Lot's great vids are showing up... Double YMIRs, sentinel tanks, dominated Pyros, it's awesome
Indeed, this is an awesome fight and has produced great vids. :happy:
Tony Gunslinger wrote...
Regarding cloak, I haven't played enough to notice it but I guess it did messed up the AI from coming down in the end of my vid. However in my 1st playthru I don't recall that happening and I used pretty much used the same tactics. I need to play this more, with different styles of play to know for sure.
I don't think is the cloak.
I made two runs with a Sentinel (I found it easier than with a Vanguard, btw).
First time, some guy from the last wave got stuck and didn't get down. The second time, it was weirder, I think it was between the 1st and the 2nd, or between the 2nd and the 3rd
#237
Posté 03 avril 2011 - 06:31
jwalker wrote...
aawww.... you havent' seen my SMG charging Vanguard (shameless selfpromo :innocent:)swn32 wrote...
Awesome vid. I didn't even know it was possible to nuke a mech with a shotgun [smilie]../../../images/forum/emoticons/grin.png[/smilie]
Nice vid, though off topic
#238
Posté 03 avril 2011 - 01:50
-- My sniper slowdown time stopped working alltogether
-- Once the YMIR reliably tracked me after cloaking and switched from machine guns to rockets after I had cloaked and still got me
-- Once I cloaked with full health, wasn't getting hit, when I came out of cloak I had 1 bar of health left
-- [Likely a positioning issue] but when I hit the YMIR with heavy weapons on multiple run throughs the weapon wouldn't arc to hit goons so I'd have 4-5 guys alive after I had emptied an almost full Arc Projector into the YMIR
I made it but honestly with the glitches I'd have been 10000% better off respeccing my guy to both increase Cloak Duration and lessen Cooldown. After that take the Viper [remember my sniper-time wasn't working] and go from there. I'll try another runthrough today to see if it was just my XBox glitching or if I should just have respecced???
#239
Posté 03 avril 2011 - 01:54
I guess I was lucky and found the best cover EVER the first time tried this mission, but I have tested this approach multiple times (guns/no guns, heavy weapons/no heavy weapons) and it always works. The AI just won't flank from the right and the hard-chargers get caught in a chokepoint and won't advance any further. Call it an exploit or call it using the terrain to your advantage. Not the most exciting way to fight, but if you want to clear this level as an Adept, this is the easiest spot to do it from. Also, feel free to use guns and/or heavy weapons and another bonus power. The Arc-Projector makes the YMIR and last wave go down pretty fast. I just did it a few times with no guns after a lot people said you HAD to use Stasis or Heavy Weapons as an Apdet on Insanity. I'm on an XBOX so I can't make videos, but just try it yourself and you'll see what I mean.
The Build:
4 Heavy Warp
1 Throw
4 Pull Field
4 Heavy Singularity
4 Heavy Energy Drain
The Sweet Cover:
As you all know, when you start the first wave your back is to Object Rho. If you swing the camera around behind shepard you will see two columns connected to the wall by low glass planes. From this view, the cover we want is the glass connecting the left column to the wall. Most of the time you will be locked against the glass in between the wall and column, closer to the wall than the column. This position will give you the best line-of-sight to attack the emeny
waves while providing cover on three sides. I hope this description is clear enough for everyone. Just pause the game when the first wave starts and look around. You should be able to figure out the spot i'm talking about. The beauty of this spot is that you are covered on three sides, the enemies all approach from the the left and the Pyros and YMIRs will walk down between the columns as they close on your position. As long as you are locked against the glass you
will be safe. The Pyros and YMIR just hang out in that little square between the columns and shoot at you but they won't advance any further.
The Strategy:
The most important thing to do is to immediately lockdown the mook on your right and head to the cover spot. If you are too slow it seems that the AI changes direction and sends the waves from the right so be quick about it. For the ED build I cast a Singularity on him; however, if you use stasis as a bonus power that works as well. Once you're in cover, quickly take care of the mook on the right then turn your attention to the enemies on the left. Lockdown with CC and Warpbomb away. Take care not hang your Singularity on the column and waste a cool down. I used Singularitiy the most, allowing it to wear down shields and following it with a quick Warpbomb. If you need to refill you shields, use Energy Drain followed by Pull or Singularity followed by a Warpbomb. Rinse, repeat. Not rocket science.
The Pyro/YMIR chokepoint created by this cover position means flanking is no longer an issue and that the only real danger you'll face is being staggered by a Flashbang, Flamethower or rocket.
1.Take care to stay in cover when you see a FB drop near you. They will fall on the opposite side of the glass so you'll be fine as long as you aren't standing up when they blow.
2. I find that Singularity takes care of pyros the best. It stops them from shooting and wears out their shields. It takes two warpbombs to kill them so singularity-warp and then pull-warp. Lastly, remember that You can always use ED if you need to refill your shields.
3. With no guns, the YMIR takes takes 10 Heavy Energy Drains for shields, 9 Heavy Warps for armor and 2-3 Warpbombs for health. With guns, it takes 4 Energy Drains and a clip of Locust ammo for shields, 3 Warps and 2 clips of carnifex ammo for armor and 1 Singularity (or Pull) and a clip of Carifex ammo for health. Also, some people have said the YMIR appears to shoot fewer rockets than usual on this mission. However, the rocket/bullet cycle seems normal to me when I'm in the sweet cover spot so use it to you advantage.
Like Mordin says, I'm just looking to help.
Good Hunting
#240
Posté 03 avril 2011 - 02:03
Strategy:
- Take a good cover.
- Use Energy Drain/GPS to strip the shields, then freeze/kill them with Viper.
- Nuke the Mech.
- Change cover when you run out of ammo.
That's it.
Build:
Squad Cryo Ammo, Squad Disruptor (too lazy to respec), Enhanced Cloak, Assassin, Heavy Energy Drain (I usually have Neural Shock, but without squadmates it is not as good).
Weapons:
GPS
Viper
Video is here.
I had to search for 2 stray enemies that got stucked on their balcony..took me almost a minute to find them at the very end.
Modifié par Kronner, 03 avril 2011 - 02:06 .
#241
Posté 03 avril 2011 - 02:08
Kronner wrote...
I just completed an Infiltrator playthrough. My next will be Adept, hopefully sometime next week.
Strategy:
- Take a good cover.
- Use Energy Drain/GPS to strip the shields, then freeze/kill them with Viper.
- Nuke the Mech.
- Change cover when you run out of ammo.
That's it.
Build:
Squad Cryo Ammo, Squad Disruptor (too lazy to respec), Enhanced Cloak, Assassin, Heavy Energy Drain (I usually have Neural Shock, but without squadmates it is not as good).
Weapons:
GPS
Viper
Video is here.
I had to search for 2 stray enemies that got stucked on their balcony..took me almost a minute to find them at the very end.
I see your run didn't glitch like mine did last night. Your sniper time was actually working
#242
Posté 03 avril 2011 - 02:19
Alamar2078 wrote...
I see your run didn't glitch like mine did last night. Your sniper time was actually working
Yeah, worked great. But I got another glitch - 2 guys stuck on the balcony or whatever it is, and the game wouldn't continue until they were dead.
#243
Posté 03 avril 2011 - 02:19
Kronner wrote...
I just completed an Infiltrator playthrough. My next will be Adept, hopefully sometime next week.
Strategy:
- Take a good cover.
- Use Energy Drain/GPS to strip the shields, then freeze/kill them with Viper.
- Nuke the Mech.
- Change cover when you run out of ammo.
That's it.
Build:
Squad Cryo Ammo, Squad Disruptor (too lazy to respec), Enhanced Cloak, Assassin, Heavy Energy Drain (I usually have Neural Shock, but without squadmates it is not as good).
Weapons:
GPS
Viper
Video is here.
I had to search for 2 stray enemies that got stucked on their balcony..took me almost a minute to find them at the very end.
Hah, 40-1 Sabaton ^^ You've just made my day
Modifié par PnXMarcin1PL, 03 avril 2011 - 02:20 .
#244
Posté 03 avril 2011 - 02:22
PnXMarcin1PL wrote...
Hah, 40-1 Sabaton ^^ You've just made my dayGreat video, but I've expected more intensity.
That's actually Purple Heart by Sabaton;
40-1 is pretty cool though
Yeah, this was pretty easy run, Cryo Ammo+Viper is simply amazing combo. I figured I wouldn't play with Widow since it was already posted, and try something different.
#245
Posté 03 avril 2011 - 02:30
Every combo that owns enemies is amazing
I don't know if it was posted yet, but I'll upload later today Revnant Soldier video (without camping like on my Infiltrator vid)
Modifié par PnXMarcin1PL, 03 avril 2011 - 02:49 .
#246
Posté 03 avril 2011 - 04:21
#247
Posté 03 avril 2011 - 05:26
PnXMarcin1PL wrote...
- isn't this a song you've just used in your sentinel vid?
Yeah, but I thought you were talking about the Infiltrator one - since you quoted that post.
Aynien wrote...
If you guys allow, I would like to add my small contribution [smilie]../../../images/forum/emoticons/pouty.png[/smilie]
Widow Infiltrator + Energy Drainer.
Very nice
Modifié par Kronner, 03 avril 2011 - 05:30 .
#248
Posté 03 avril 2011 - 07:00
Very nice video Aynien, you've used the spot which is perfect for this entire ownage
uploading my insane rev soldier vid now
Modifié par PnXMarcin1PL, 03 avril 2011 - 07:09 .
#249
Posté 03 avril 2011 - 08:12
I couldn't stand the last wave on insanity with my vanguard, using the Geth Plasma Shotgun and the Reave as bonus power. The enemies with incinerate and the heavy mech always kill me.
The sentinel was also very difficult, but I survived. I used the M-920 though.
It's very frustating with adept and engineer on insanity. I think is almost impossible...
I loved the fight. I have a save with all classes (on insanity) before the scene for play just for fun.
#250
Posté 03 avril 2011 - 09:04
Strategy:
* No camping as I did in my 1st video (Infiltrator class)
* Used energy drain to absorb shields and use them on my advantage
* Used adrenaline rush to get some fast/multiple kills
* No heavy weapons
* Pyros are top priority (hard to snipe their fuel tanks with revnant at such distances)
* Retreat when necessary
Build:
Hardened Adrenaline Rush; Squad Disruptor Ammo; Inferno Ammo; Commando; Heavy Energy Drain
Weapons:
Revnant, Mantis - used
Geth Plasma Shotgun, Hand-cannon and Arc Projector - unused
click here to watch
I tried to be aggressive as much as it is possible for a Soldier with Revnant (this gun isn't precise ;/). I had to retreat in the ned, otherwise mech would crush me. I hope you guys like the video
Modifié par PnXMarcin1PL, 03 avril 2011 - 09:08 .





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