Arrival DLC: The "Fight for Your Life" Thread
#276
Posté 04 avril 2011 - 07:16
Awesome vid, man ! It "looks" easy. I'll try that approach later, hopefully I'll be able to pull it off.
Good music. Don't know the band, but it reminded me of Manowar somehow xD
@Boz
Great use of the Avalanche does great here. Probably better than the Arc Projector. It has a RoF and targets remain frozen a really long time. Kudos !
-----------------------------
Okay, a bit more of Engie love.
In my previous attempts, I used the Claymore and didn't work. So I changed for the GPS, which made all the difference.
I forgot to include the build and settings.
Level 30 Shepard, Insanity
Area Overload (4)
Incinerate (1)
Attack Drone (4)
Deep Cryo blast (4)
Mechanic (4)
Neural Shockwave (4)
I tried to move as much as possible, but (trying) playing aggressively was costly for my Engie. At least, I was able to replinish ammo xD
Only thing I could change is NS for Energy Drain, but I don't know if that's enough to increase survivability
Hayley Shepard's Last Stand
#277
Posté 04 avril 2011 - 08:10
PnXMarcin1PL wrote...
Hah, many revnant bullets missed their victimsYour video... That was so intense and so calm at the same time :)Have anyone everd told you hat your shooting finger is crazy?
What's the name of this song, I know it's classic song but I've never had occasion to learn it's title before. I wish I could record more, but I'm out of saves
I also play guitar (and have played piano in my childhood), maybe that helped.
jwalker wrote...
Okay, a bit more of Engie love.
In my previous attempts, I used the Claymore and didn't work. So I changed for the GPS, which made all the difference.
I forgot to include the build and settings.
Level 30 Shepard, Insanity
Area Overload (4)
Incinerate (1)
Attack Drone (4)
Deep Cryo blast (4)
Mechanic (4)
Neural Shockwave (4)
I tried to move as much as possible, but (trying) playing aggressively was costly for my Engie. At least, I was able to replinish ammo xD
Only thing I could change is NS for Energy Drain, but I don't know if that's enough to increase survivability
Hayley Shepard's Last Stand
Very nice jwalker, despite the drone-bug. That's really bad coz it could have been of great help (and it's crazy to ridicule the unique power when Shep's fighting on his/her own. I don't understand why they are (bugged), drones work fine the entire mission except during the Fight for Your Life part).
I think ED is better than Overload during the shield stripping part (faster), but you'll miss out on Neural Shock's CC. I tried a couple runs with Claymore Engie and the only way to use Claymore properly was by stripping shields with Area Overload, and with shields out of the way, you can go in for the kill - keeping enemies at bay with NS. I think Claymore is pretty useless for Engineers here, combat drones normally allow Shep to get close and (s)he could one-shot the enemy regardless defenses. You don't need that ability when you're dealing with health only. GPS is always nice, but I think I'll try the Katana next.
Your dynamic playstyle inspired me - thanks for posting
#278
Posté 04 avril 2011 - 08:19
#279
Posté 04 avril 2011 - 08:49
Have you enjoyed the fight? YES /
Difficulty level: Insanity
Shepard's class: Infiltrator
Weapons used: Widow, Locust, Carnifex
Bonus power: Warp Ammo
What strategy have you used?
King of the hill with cloak to relocate the hill.
Widow was reserved to dispatch any flanking troops while Heavy Incinerate and the Locust were for suppressive fire.
By the time the Mech spawned I was low on sniper ammo so I used the Carnifex on its armor to save the Widow for the final headshot.
The AI breaking without someone in sight did cause 4-6 gaurds to freeze upstairs.
#280
Posté 05 avril 2011 - 12:42
Bozorgmehr wrote...
Very nice jwalker, despite the drone-bug. That's really bad coz it could have been of great help (and it's crazy to ridicule the unique power when Shep's fighting on his/her own. I don't understand why they are (bugged), drones work fine the entire mission except during the Fight for Your Life part).
I thought [emotionally] that this was deliberate. After thinking about it [rationally] for a while I suspect that the custom AI scripting broke the way that Drones & Dominate work. I'm sure adding another target didn't help and they didn't have time to work out the kinks. While I'm not 100% sure this is true I can easily see that being the case.
Granted I would like to see other CC work better but it is what it is ....
#281
Posté 05 avril 2011 - 01:01
Have you enjoyed the fight? YES /NO
Difficulty level: Veteran
Shepard's class: Sentinel
Weapons used: Vindicator, Carnifex, Locust
Bonus power: Geth Shield Boost
What strategy have you used?
Used tech armor and tried not to loose it by using Geth Shield Boost to replenish shields, aside from that I moved around the place whenever enemies got too close.
I guess the fight probably isn't that difficult unless it's on isanity however I'm never playing insanity again after I did so with my soldier. The only thing I disliked was that even if you beat everything you still got knocked out. BioWare should have made things different if Shepard doesn't get knocked out.
#282
Posté 05 avril 2011 - 03:26
this build, I already had stoped playing ME2 and was on Dead Space 2,
waiting for DA2 come out. So I thought: "why not?"
I had a great
time playing this build, because I was using SW+Granade Launcher, it was
bodies flying everywhere. It was mad fun. Sadly, while recording, I
couldn't reproduce what I did while playing without fraps(I'm starting
to hate it ¬¬).
Again the YMIR bug, this time it was impossible
for a friendly fire, because I kept it at bay, away from the fight, and
still, "puff!!" YMIR gone...
The Vanguard Last Shockwave
#283
Posté 05 avril 2011 - 04:48
Have you enjoyed the fight? Somewhat (Frustrated at first, then ecstatic... and in the end disappointed because it doesn't change much if you go through all the waves or get taken down by the 1st bullet).
Difficulty level: Insanity.
Shepard's class: Infiltrator.
Weapons used: Widow, Carnifex, Locust, M920 Cain.
Bonus power: Warp ammo.
What strategy have you used?
Massive use of the tactical cloak there to avoid getting flanked, pick up ammo, manage to take more than one shot without getting killed... I mostly ran from one side of the room to the other. I also used Incinerate on the pyros, and I would pause to be sure to get them well before they got close. When the YMIR popped, I had almost no ammo left on my pistol, so I paused to look around for ammo... And as I changed weapons I remembered I had the Cain with me. So I stealthed, and then... Fun times.
Modifié par Bloomfate, 05 avril 2011 - 04:48 .
#284
Posté 05 avril 2011 - 09:29
Aynien wrote...
Ok ok, I always wanted to try a SW vanguard, but when they posted about this build, I already had stoped playing ME2 and was on Dead Space 2, waiting for DA2 come out. So I thought: "why not?"
I had a great time playing this build, because I was using SW+Granade Launcher, it was bodies flying everywhere. It was mad fun. Sadly, while recording, I couldn't reproduce what I did while playing without fraps(I'm starting to hate it ¬¬).
Again the YMIR bug, this time it was impossible for a friendly fire, because I kept it at bay, away from the fight, and still, "puff!!" YMIR gone...
The Vanguard Last Shockwave
Great run and you used the Scimitar/Mattock setup - haven't seen that combo on a Vanguard yet (Fight for Your Life) and Shockwave of course.
Nice work with the Grenade Launcher. It's pretty damn effective when used combined with Charge and a lot of fun too. Those pyros didn't knew what hit em. YMIRs and Stasis is a bit problematic here - did it explode (couldn't hear it) or did it just dissapear into thin air?
#285
Posté 05 avril 2011 - 11:30
Bozorgmehr wrote...
Great run and you used the Scimitar/Mattock setup - haven't seen that combo on a Vanguard yet (Fight for Your Life) and Shockwave of course.
Nice work with the Grenade Launcher. It's pretty damn effective when used combined with Charge and a lot of fun too. Those pyros didn't knew what hit em. YMIRs and Stasis is a bit problematic here - did it explode (couldn't hear it) or did it just dissapear into thin air?
It exploded, you can hear the blast a little after I kill that goon at 3:53, there's a (almost invisible) notation at top left announce the YMIR explosion. I was saving my granades to play with that YMIR, but the game made me a sad panda
And I forgot to mention the joke with "kill with fire"
#286
Posté 05 avril 2011 - 02:07
Bozorgmehr wrote...
Very nice jwalker, despite the drone-bug. That's really bad coz it could have been of great help (and it's crazy to ridicule the unique power when Shep's fighting on his/her own. I don't understand why they are (bugged), drones work fine the entire mission except during the Fight for Your Life part).
I think ED is better than Overload during the shield stripping part (faster), but you'll miss out on Neural Shock's CC. I tried a couple runs with Claymore Engie and the only way to use Claymore properly was by stripping shields with Area Overload, and with shields out of the way, you can go in for the kill - keeping enemies at bay with NS. I think Claymore is pretty useless for Engineers here, combat drones normally allow Shep to get close and (s)he could one-shot the enemy regardless defenses. You don't need that ability when you're dealing with health only. GPS is always nice, but I think I'll try the Katana next.
Your dynamic playstyle inspired me - thanks for posting
Thank you , Boz. !
The Katana has bonus against shields, but I'm not sure about its range.
The GPS' ability to strip regular targets' shields at any range really helps in this fight, you can stun them with NS or freeze them wih Cryo Blast. It's too bad that the drone is not reliable here.... makes thing harder
Always b*tched about the GPS pew pew, but here was a life saver
Aynien wrote...
Ok ok, I always wanted to try a SW vanguard, but when they posted about
this build, I already had stoped playing ME2 and was on Dead Space 2,
waiting for DA2 come out. So I thought: "why not?"
I had a great
time playing this build, because I was using SW+Granade Launcher, it was
bodies flying everywhere. It was mad fun. Sadly, while recording, I
couldn't reproduce what I did while playing without fraps(I'm starting
to hate it ¬¬).
Again the YMIR bug, this time it was impossible
for a friendly fire, because I kept it at bay, away from the fight, and
still, "puff!!" YMIR gone...
The Vanguard Last Shockwave
OMG! Awesome vid !!
Shooting the Granade Launcher at that range, madness !!!
#287
Posté 06 avril 2011 - 06:54
Have you enjoyed the fight? YES /
Difficulty level: Insanity
Shepard's class: Sentinel
Weapons used: Scimitar, Locust
Bonus power: Level 3 AP Ammo
Ok... I did my Engineer but I ended up turtling it
Sentineling like a Vanguard at Object Rho
Some observations after playing this a bit more now:
- There are not a lot of areas for you to storm. The steps have angles so you have slow down and turn, and when you backpedal, you easily end up getting blocked by something. The covers are designed to be small and you can't slide from one side to another because they're blocked by a series of those little consoles and it's easy to slip out of these small cover spots. In short, the entire room is set up to fail you.
- The raised catwalk on the left side with more L-shaped desks are a death trap unless you are a sniper. The right side lab area seems to be suited for close-range combat and easier to storm, because the layout is simpler.
- In the fights after Rho, I isolated a few Pyros and noticed that when I have my shotgun, the Pyro tends to stay at a distance and often takes cover. But when I switched over to SMG, he comes out of cover and advances towards me. This makes me believe the the AI adjusts its behavior according to the type of weapon you have. In fact I noticed that virtually all enemies run away from me whenever I charge into them with my shotgun. I also think that the Ai is smart enough to coordinate with each other to setup attacks and flanking. I think this is in the entire game, not just the DLC.
- Generally throughout the game, I seem to regen health faster when an enemy is killed, either by me or by squadmates, especially if the enemy was the one closest threat to me. I don't know if this was ever discussed before.
- For this fight, if you have a shotgun... use it!
Modifié par Tony Gunslinger, 06 avril 2011 - 06:57 .
#288
Posté 06 avril 2011 - 02:36
Aynien wrote...
Ok ok, I always wanted to try a SW vanguard, but when they posted about
this build, I already had stoped playing ME2 and was on Dead Space 2,
waiting for DA2 come out. So I thought: "why not?"
I had a great
time playing this build, because I was using SW+Granade Launcher, it was
bodies flying everywhere. It was mad fun. Sadly, while recording, I
couldn't reproduce what I did while playing without fraps(I'm starting
to hate it ¬¬).
Again the YMIR bug, this time it was impossible
for a friendly fire, because I kept it at bay, away from the fight, and
still, "puff!!" YMIR gone...
The Vanguard Last Shockwave
Damn nice video, also trance is my another fav music style
This was also intense, have you tried to attract 2nd ymir mech ?
#289
Posté 06 avril 2011 - 03:12
Nice run - Sentinels can be played almost as aggressive as the Vanguards - why use AP Ammo though, Stasis might be better to handle the YMIR, but I must say it's nice to see different bonus powers in action. Most vids have Shep with Stasis and the mech acts kinda bizarre when it gets hit by Stasis anyway.Tony Gunslinger wrote...
Ok... I did my Engineer but I ended up turtling itbecause as a console player, I refused to pause the game to use a 3rd power. And because he looks just like my Infiltrator, I didn't feel like recording his generic grunt face once more. However I might do it again with creative use of heavy weapons like a lot you guys have done. So here's my femShep Sentinel instead, which I haven't played in a while:
Sentineling like a Vanguard at Object Rho
Some observations after playing this a bit more now:
- There are not a lot of areas for you to storm. The steps have angles so you have slow down and turn, and when you backpedal, you easily end up getting blocked by something. The covers are designed to be small and you can't slide from one side to another because they're blocked by a series of those little consoles and it's easy to slip out of these small cover spots. In short, the entire room is set up to fail you.
- The raised catwalk on the left side with more L-shaped desks are a death trap unless you are a sniper. The right side lab area seems to be suited for close-range combat and easier to storm, because the layout is simpler.
Good points, this level has too many cover spots and when moving around you'll bumb into some (hard to spot) cover or other obstacles sooner rather than later. The left side is the worst. Not only because it's hard to move fast without getting stuck somewhere, but also because there's only low cover on that side. When you're moving around you'll get shot by all the mooks. The right side has high cover and a couple of pillars that will reduce the amount of damage taken coz usually there are only one or a couple of enemies who can shoot (have a clear shot) Shep on that side.
Interesting, never noticed that - I thought the regen would start after a couple of seconds regardless if Shep (& Co) killed enemies or not. I'll keep an eye out next time.- Generally throughout the game, I seem to regen health faster when an enemy is killed, either by me or by squadmates, especially if the enemy was the one closest threat to me. I don't know if this was ever discussed before.
#290
Posté 06 avril 2011 - 04:14
Have you enjoyed the fight? Yes.
Difficulty Level: Insanity
Shepard's class: Infiltrator
Weapons used: Vindicator, Viper, Shuriken
Build:
Heavy Disrupter Ammo
AI Hacking
Assassination Cloak
Heavy Incinerate
Agent
Improved Flashbang Grenades
What strategy have you used?
Main tactic involved using Improved Flashbang Grenades on groups to stun them to allow me to fire volleys of Vindicator/Viper fire into their head whilst taking minimal fire, followed by then using Assassination Cloak once I started to take damage to allow me to continually fire without the need to take cover. That basically whittled down the numbers allowing me to be continually on the move as to not get cornered without having to waste using my cloak to run away (initially anyway).
The few times where i'd not managed to move away before being surrounded (mainly once the Mech came into play) I'd fire off a Heavy Incinerate on enemies in my direct vicinity to allow me to finish them off with the Vindicator. Oh and naturally used Incinerate on the Pyros once i'd stripped their shields to make them go boom. Had a couple of hairy moments with the Heavy Mech as I don't use Stasis so used the Shuriken to take away it's shields, Incinerate to hurt it whilst I was retreating from it chasing me around the battlefield, and then rapid-fire Viper shots whilst cloaked to finally take it out.
As for the reason I use the weapons I do, it's essentially down to roleplaying, I refuse to use the Mattock on my infiltrator because it simply does not fit the persona, I prefer the smaller assault rifle in the Vindicator. That reasoning is also behind using the Shuriken rather than Tempest, plus I do not ever use Heavy Weapons throughout the entire game at all, thus would not here either (why can you not unequip weapons?!).
No vid because my Hauppage is broken.
Modifié par Irrepressible, 06 avril 2011 - 04:14 .
#291
Posté 06 avril 2011 - 04:45
Irrepressible wrote...
[...] I do not ever use Heavy Weapons throughout the entire game at all, thus would not here either (why can you not unequip weapons?!).
You can modify your savegames or the game itself to add/remove weapons. I don't like the looks of HW so removed them by modding the coalesced.ini file (PC). But you can also use Gibbed's save editor (which also works for 360 - dunno about the PS3 though).
PC social.bioware.com/forum/1/topic/103/index/2338026
360 social.bioware.com/forum/1/topic/103/index/2277020
#292
Posté 06 avril 2011 - 06:40
Bozorgmehr wrote...
Nice run - Sentinels can be played almost as aggressive as the Vanguards - why use AP Ammo though, Stasis might be better to handle the YMIR, but I must say it's nice to see different bonus powers in action. Most vids have Shep with Stasis and the mech acts kinda bizarre when it gets hit by Stasis anyway.
Thanks. I used AP ammo mostly because on the console, I'm restricted to 2 hotkeyed powers, and I like the Cryo Blast/Throw combo too much give it up for another power. I'm not even sure if AP ammo's damage boost actually helped, to be honest. The lack of hotkeys is a problem for me when I play the Adept/Engineer/Sentinels, but at least the Sentinel can be played like a Vanguard.
Interesting, never noticed that - I thought the regen would start after a couple of seconds regardless if Shep (& Co) killed enemies or not. I'll keep an eye out next time.
In my playthroughs, regen doesn't always kick in at the same time. I could be totally wrong and it just seems like it because of style of play, but I think this is something worth paying attention to.
#293
Posté 06 avril 2011 - 06:50
PnXMarcin1PL wrote...
This was also intense, have you tried to attract 2nd ymir mech ?
How can I do that? And do you know if it's possible to have 2 YMIR at same time?
#294
Posté 06 avril 2011 - 06:55
Modifié par PnXMarcin1PL, 06 avril 2011 - 08:21 .
#295
Posté 06 avril 2011 - 07:49
Tony Gunslinger wrote...
In my playthroughs, regen doesn't always kick in at the same time. I could be totally wrong and it just seems like it because of style of play, but I think this is something worth paying attention to.
I noticed that too. It's random.
Even if you're not counting, you get a sense of how much time it takes for your shields to start regenerating.
In a couple of ocassions, I used medigel without being in danger, just get it working again.
#296
Posté 06 avril 2011 - 08:02
#297
Posté 06 avril 2011 - 09:51
Bozorgmehr wrote...
It looks like the enemies come in waves and the game will spawn new enemies til the entire wave is on the field. Killing enemies during the time it takes for all enemies to appear is fun, but also a little counter-productive. The last wave - for example - has to include one Engineer, an Elite, two Guards and a YMIR. Whomever you kill before everyone has arrived will simply respawn, so when you kill the YMIR before its backup has arrived will simply add another YMIR (or you've killed some of its backup forcing the game to replace the deceased - and during the process you've destroyed the YMIR - will spawn a new one).
Crap ... That explains why when I overkilled the last wave I kept on getting more goons. So I guess before I go crazy nuking them I need to let them all spawn then I can nuke the crap out of them leaving just me & the YMIR.
#298
Posté 06 avril 2011 - 11:42
Alamar2078 wrote...
Crap ... That explains why when I overkilled the last wave I kept on getting more goons. So I guess before I go crazy nuking them I need to let them all spawn then I can nuke the crap out of them leaving just me & the YMIR.
Yes I think so. There are four waves:
-1- You start the fight with two guards - one on the left and one on the right. Reinforcements will be coming to get that number up to five (guards). Any enemy killed by Shep before all five guards are in play will be replaced. So anyone trying a speed run should be patient and strike at the appropriate time. :-)
-2- The next wave is triggered when you've reduced their numbers to two*. This time you'll have to fight four guards and one pyro. Killing the pyro before the other four guards have arrived will spawn another one (and killing guards will spawn new ones too). It appears respawn is capped at two - meaning you 'only' have to fight the same type of enemy twice per wave (killing eight guards and two pyros should end the second wave no matter what).
* Enemies 'carry over' to the next wave. This means that when a new wave is triggered, the enemies currently in play count towards this new wave. So, for example, when the second wave is underway (and you have NOT killed the two remaining enemies yet) they 'merge' into the new wave and only two guards and one pyro will appear to get the number of enemies back to five. Enemy types also matter. Pyro Joe, for example, blocked the appearance of a new pyro (third wave - thanks Joe!).
-3- Down to two enemies and the third wave begins. This time Shep has to face a pyro, an elite, an Engineer and two (or three**) guards.
** It takes five enemies to end respawn. Killing the two pyros before the other (four) participants have arrived will replace him (the pyro) with a guard. This means you'll end up with an elite, engineer and three guards instead (third wave).
-4- YMIR time! And it will be supported by an elite, an engineer and two guards. Destroying the mech before everyone else has joined the party will get you a brand new YMIR to toy with. :-)
Anyone looking for speed will love the Avalanche. You can use it on the last remaining enemies and leave them alone (and frozen) long enough for the other three enemies (who will end the wave) to appear. Shattering the two frozen enemies will reduce the wave to only three enemies - who can be frozen again to repeat the process.
A lot more interesting objective would be to kill as many enemies possible in the "Fight for Your Life". Technically it should be possible to kill all enemies twice (a whopping eight waves!).
I think Kronner and Leerio's Vanguards already covered quite some distance but to be sure, enemy kills have to be recorded. The winner will be crowned the The Annihilator of Rho.
#299
Posté 06 avril 2011 - 11:58
Loaded an old save with Sentinel and pretty much used Avalanche to freeze and used Throw Fields to shatter enemies in seconds and then simply wait for the next group to spawn. Think my Assault Armor went down 3-4 times and the YMIR exploded after I'd cast Stasis on it which made it extremely easy.
#300
Posté 07 avril 2011 - 12:18





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