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Arrival DLC: The "Fight for Your Life" Thread


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#101
Leeroi

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Kronner wrote...

Agreed. I just finished a similar video, inspired by yours


Well played! I particularly enjoyed the damage you did to those engineers and elites lol! Also the fall of death is such an appropriate ending for this fight - it sends a message to those bastards (oops batarians*) :D

However, I noticed that when charging you always go for the enemy that you stagger. Is there any particular reason for that? I've found much more effective to charge 1 mook and kill the one next to it while the 1st one is staggered. You had plenty of episodes where mooks were grouped together (but not as close for inferno ammo to have effect). You could've perhaps charged 1, killed the next one, come back for the 1st one while stagger wears off? 

It's just a suggestion, feel free to experiment with it. It basically buys Shepard some time where you don't get shot and you have the ability to take out 2 enemies relatively safely, with 1 enemy being staggered (effectively immobile and you know where to find them after you kill the 2nd enemy).

#102
guacamayus

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Have you survived all enemy waves? YES
Have you enjoyed the fight? YES!!

Difficulty level: Insanity
Shepard's class: Soldier
Weapons used: Revenant / Arc Projector
Bonus power: Fortification

What strategy have you used?
Bunkered in a position with two different angles covered from enemy fire, using fortification to tank some damage and Adrenaline Rush for precise/quick kills (pyro), Arc Projector to take down shields quickly and cc.

#103
curly haired boy

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Leeroi wrote...

Kronner wrote...

Agreed. I just finished a similar video, inspired by yours


Well
played! I particularly enjoyed the damage you did to those engineers
and elites lol! Also the fall of death is such an appropriate ending for
this fight - it sends a message to those bastards (oops batarians*) :D


However, I noticed that when charging you always go for the enemy that
you stagger. Is there any particular reason for that? I've found much
more effective to charge 1 mook and kill the one next to it while the
1st one is staggered. You had plenty of episodes where mooks were
grouped together (but not as close for inferno ammo to have effect). You
could've perhaps charged 1, killed the next one, come back for the 1st
one while stagger wears off? 

It's just a suggestion, feel free
to experiment with it. It basically buys Shepard some time where you
don't get shot and you have the ability to take out 2 enemies relatively
safely, with 1 enemy being staggered (effectively immobile and you know
where to find them after you kill the 2nd enemy).



hmmm i've often tried that myself. charge's time dilation can buy you time to get the hell out of dodge, you don't always have to kill the guy you target.

unfortunately, if you don't have a OSOK shotgun equipped, the extra time saved is wasted on melees :(

great videos! this just confirms my next vanguard must go claymore on the collector vessel. :P

Modifié par curly haired boy, 31 mars 2011 - 12:02 .


#104
Bozorgmehr

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Finally completed the upload. This is my Adept run: Asari Shepard and Object Rho

I tried to fight them head on, but I don't think that's possible with this build (Heavy Warp, Throw and Singularity, Pull Field, Bastion, 1 point in Stasis). There are simply too many enemies spread out too far to kill / disable them fast enough. I had to hide and am dissapointed the AI doesn't know how to flank player - they all came from one side only. But if they did, you're probably screwed :D

Check out the sneaky backstabbing bastard at 3:45 - that dude has no health yet wasn't death :blink:, fortunately the pyro got stuck in the Singularity or he'd have fried my ass. :)

#105
Mars Nova

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Did I survive all waves: Yes
Did I enjoy the fight: No, this has more to do with the fact I was playing as a vanguard, which I've become disenchanted with, rather than the fight itself
class: Vanguard, as mentioned
Bonus power: Stasis
Strategy: Charge, shoot, charge, shoot, etc.

#106
Leeroi

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Bozorgmehr wrote...

Finally completed the upload. This is my Adept run: Asari Shepard and Object Rho

I tried to fight them head on, but I don't think that's possible with this build (Heavy Warp, Throw and Singularity, Pull Field, Bastion, 1 point in Stasis). There are simply too many enemies spread out too far to kill / disable them fast enough. I had to hide and am dissapointed the AI doesn't know how to flank player - they all came from one side only. But if they did, you're probably screwed :D

Check out the sneaky backstabbing bastard at 3:45 - that dude has no health yet wasn't death :blink:, fortunately the pyro got stuck in the Singularity or he'd have fried my ass. :)


Really nice! I'm so bad with an adept it's not even funny. You make it seem easy though lol

#107
Relix28

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I approve of this thread. Very awesome vids so far. Keep them coming guys. *thumbs up*

#108
WJC3688

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Have you survived all enemy waves?  Yes
Have you enjoyed the fight?  Yes

Difficulty level:  Insanity
Shepard's class:  Adept
Weapons used:  Tempest, Vindicator, Phalanx, didn't touch HW
Bonus power:  Heavy Barrier

Strategy

Basically did the entire fight from the piece of cover up against the back wall, behind and to the left of where you start the fight out, looking through the posts it seems like many others have discovered this spot as well.  You're completely covered from 3 sides and nearly covered on a 4th side, essentially can't be flanked, and have a great angle from which to toss your powers out to anywhere on the field.

My basic pattern was to start with Heavy Singularity to lock down one enemy, while it was draining his shield I'd pull a guy at a different spot to stagger him, take out his shields with gunfire (Vindicator for guys across the room, Tempest for those closer up), pull again, warp bomb, wait a few seconds for CD and shield regen, turn to guy who was locked by Singularity, see that he is now floating around as Singularity took out all his shields while I was doing other stuff, warp bomb again, clean up anyone who got owned by warp bombs with gunfire (if they have only a tiny bit of health left) or another pull/warp combo (if they have most of their health left).  Rinse and repeat with liberal applications of medigel so that I can lean out of cover more (and thus spam powers more).

For elites and pyros Heavy Singularity + a couple Vindicator bursts takes out their shields at which point they're no more threatening than the normal mooks.  Just making sure that Shepard is snapped into cover when flashbangs go off prevents them from staggering him, and the blinding effect does nothing since precise aim isn't required for this routine, you just have to look in an enemy's general direction to hit him with powers.

I had to reload a couple times trying to run from the YMIR, but then I figured out that if you stay at the back left corner spot, he actually won't circle around enough to flank you; he comes very close, but stops just short of being able to hit you while you're snapped into cover at that spot.  So my strategy for him was the same as the rest of the fight, camp at that piece of cover, lean out to shoot when there was an opening, cripple/kill with biotics after stripping protections.  The only issue was that the YMIR's missiles would stagger me from exploding against the wall behind me, but since it's already hard for enemies to hit Shepard at this spot and the YMIR itself blocks most of the small area from which they can hit you, the staggers weren't fatal and I was able to just snap back into cover afterwards.  Barrier served as a safety net, preventing death if I messed up and let a flashbang stagger me, or if a pyro snuck up on me; 200% shield regen was also useful to let me stay out of cover more often against the YMIR (and thus pump more Tempest clips and Phalanx headshots into it, and thus kill it faster).

Feels kind of cheesy using that cover spot, but Bozorgmehr's video demonstrates that you can go elsewhere and the enemies still don't know how to flank you (and as he noted, if they did know how to flank you, it would be nigh impossible for an Adept anyways), so meh.

#109
thatdude90210

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Have you survived all enemy waves? No
Have you enjoyed the fight? Yes

Difficulty level: Insanity
Shepard's class: Engineer
Weapons used: Locust + Shotgun
Bonus power: Warp Ammo

I'm going to try some other classes, but the drone didn't feel that useful in that section. Plus I probably didn't make the best use of my other powers either.

#110
ashwind

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Leeroi wrote...

Kronner wrote...

Agreed. I just finished a similar video, inspired by yours


Well played! I particularly enjoyed the damage you did to those engineers and elites lol! Also the fall of death is such an appropriate ending for this fight - it sends a message to those bastards (oops batarians*) :D


:wizard::wizard: Nice aggressive vanguard vids! Both Leeroi & Kronner!

I think those are humans not Batarians right? When you enter The Project base - all I see was humans so... why do people think they are Batarians with 2 eye-helmet

:P

#111
Leeroi

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ashwind wrote...

:wizard::wizard: Nice aggressive vanguard vids! Both Leeroi & Kronner!

I think those are humans not Batarians right? When you enter The Project base - all I see was humans so... why do people think they are Batarians with 2 eye-helmet

:P


Thanks! 

As for the batarians - my bad! Kenson called the guy in the same suit "batarian" at the beginning, so I mistakenly thought all of them are batarians :pinched: But you're right, in the project base they're humans. Doesn't make a difference to my crazy Shepard though... :devil:

#112
Estelindis

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Have you survived all enemy waves? YES
Have you enjoyed the fight? YES

Difficulty level: Insanity
Shepard's class: Infiltrator
Weapons used: Widow / Locust
Bonus power: AP Ammo

Before beginning the mission, I respecced my Shepard to Heavy Disruptor Ammo and Tungsten Ammo (vs. the squad versions of these powers).  Then during this fight I generally one-shotted a couple of enemies then cloaked and moved to a safer location.  If I ran out of ammo, I cloaked and ran to pick some up.  The Locust was generally used if i didn't quite one-shot an enemy, needed to get rid of the last little bit of health, and hadn't quite recharged Incincerate yet - or if there was no extra ammo nearby and I'd exhausted the Widow.  Tough going, particularly if I let a pyro get too close, but extremely satisfying!

#113
GuardianAngel470

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Yeah, I died and thought I was supposed to...

#114
ashwind

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GuardianAngel470 wrote...

Yeah, I died and thought I was supposed to...


You are suppose to "die" - tis just a matter of taking as many bosh'tats with you :devil::devil:

I didnt go down before nuking the place 2x.... funny how the stupid artifect survived 2 nukes from my Cain....

#115
swn32

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Here is my stategy as the soldier.

Quickly kill the first 2 guys and run for cover. OSOK everyone in the first 2 waves with the widow equipped with heavy disruptor ammo. Headshoting normal mooks, shooting tanks of pyros. Also figured out if you headshot while they are jumping down from the upper level, they dont die but are in a near death situation (no health bar but still alive) which is a waste of a widow shot. Save AR for pyros as you have a considerably smaller target to aim for. Do not waste any shot. Continue till I meet the first elite.

Third and fourth wave with the GPS. Charged shots and quick refire in AR to take out elites, engineers and pyros. Mattock in the between to take away small residues of their health and for mooks. You can be more linient with GPS ammo as there are 25 shots.

For the heavy mech, 1 stasis widow headshot without Miranda in your team will not kill it. Which is actually a good thing, I figured out if I killed the YMIR mech too quickly another one spawns immediately. Didnt have stasis assigned to a hotkey by mistake. Finish the remaining guys with Mattock.

Using this strategy, I could stay in that cover throughout the fight never having to leave for ammo. However I did finish the fight with barely any ammo to spare in all my primary weapons.

I still wish weapons could be accessed by hotkeys. Probably the most retarded change from me1 to me2.
 

Modifié par swn32, 31 mars 2011 - 05:12 .


#116
thatdude90210

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I died as an engineer before I knew what happened, before even seeing where they were coming from. I went today with a Mattock/Widow Soldier (insanity) and it was pretty much a breeze. Just had to prioritize the Pyros whenever they appeared. Didn't run into ammo issue, and used "energy drain" as bonus.

#117
swn32

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Bozorgmehr wrote...

Finally completed the upload. This is my Adept run: Asari Shepard and Object Rho

Great video as always. You really do justice to the adept class. :wizard:

I also like the fact that you stasis kill the YMIR, its much more fun than slowly draining its shields and armor. Its as legal as a reload trick in my books.

Modifié par swn32, 31 mars 2011 - 05:36 .


#118
ezrafetch

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First try, only try so far.  I don't have another playthrough close so I probably won't get back to trying this again for awhile.

Have you survived all enemy waves? NO
Have you enjoyed the fight? EH

Difficulty level: Insanity
Shepard's class: Soldier
Weapons used: Widow, Mattock, GPS
Bonus power: Slam (unused)


Well, I was messing around a ton, got lazy, and then I paid for it when the YMIR came.  I ended up camping in the back corner with the computers, which works well until the YMIR arrives.  I did notice that I was getting way too choosy with my shots, electing to try to conserve ammo by doing what I normally do and wait for AR cycles to eliminate enemies (i.e. fire Widow/Mattock shots only in AR).  Don't really have that luxury without squadmates.  I was also unintentionally wasting AR cycles thanks to the aim assist throwing my off when I was trying to track strafing mooks while using the Mattock and Widow, which is no good.  I am pretty sure the aim assist throwing me off cost me the last wave as I really needed to eliminate the incoming flank on my right, which I missed thanks to the weird aim assist.  And not being able to break out of the trap ended me.

Arriva itself was reasonably fun, but my biggest gripe is that the entire mission isn't friendly for Widow Soldiers at all since there's a distinct lack of long-range engagements, meaning that they're just Mattock + GPS for the whole thing, which diminished my enjoyment of the mission.  If I was rocking the Rev, I'd have probably liked it better.  All in all, I'd call it a pretty cool way to end ME2.  But still....

I WANT MOAR SNIPEZZZZ!!! :devil:

Modifié par ezrafetch, 31 mars 2011 - 05:39 .


#119
swn32

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ezrafetch wrote...

Arriva itself was reasonably fun, but my biggest gripe is that the entire mission isn't friendly for Widow Soldiers at all since there's a distinct lack of long-range engagements, meaning that they're just Mattock + GPS for the whole thing, which diminished my enjoyment of the mission.


I find Widow effective at all ranges, from point blank to extremely long. If the enemy is close enough, you can even do that reload trick like with the claymore :).

#120
Grisson

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Have you survived all enemy waves? YES / NO
Have you enjoyed the fight? YES / NO

Difficulty level: Insanity
Shepard's class: Vanguard
Weapons used: Arc Projector, Viper, Scimitar, Locust
Bonus power: Area Reave


Took a few tries, but I moved up to the left up the stairs and took cover at a 'L' shaped barrier in the cornor.  The enemy doesn't really advance on you much there, all you have to watch out for are guys who go around ot your left closer to the window, they can throw a flashbang around your cover which can screw you on occsasion.  The only enemies who advance on you are the Pyros and the Mech.  I used the Viper to take out the Pyros as soon as they came out the door, and just chipped away at the normal guys with Locust SMG and Reaves.  If a Pyro got too close to me I used Charge to exit the cornor and set myself up in the same place on the other side.

#121
Kronner

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Leeroi wrote...
However, I noticed that when charging you always go for the enemy that you stagger. Is there any particular reason for that? I've found much more effective to charge 1 mook and kill the one next to it while the 1st one is staggered. You had plenty of episodes where mooks were grouped together (but not as close for inferno ammo to have effect). You could've perhaps charged 1, killed the next one, come back for the 1st one while stagger wears off? 

It's just a suggestion, feel free to experiment with it. It basically buys Shepard some time where you don't get shot and you have the ability to take out 2 enemies relatively safely, with 1 enemy being staggered (effectively immobile and you know where to find them after you kill the 2nd enemy).


I generally do this, as it is indeed much more effective, but in this fight their movement is too unpredictable, especially around all those pillars, so I just didn't do it. On the way back (to the guy who was originally Charged) Shep can easily die, one stagger is all it takes (unless I'd luck out and get away with it); but this vid was just a quick try, not much strategy involved. I'll definitely be trying out different approaches to this fight, it is damn fun :)

Bozorgmehr wrote...

Finally completed the upload. This is my Adept run: Asari Shepard and Object Rho

Very cool vid from the Adept master [smilie]../../../images/forum/emoticons/wizard.png[/smilie]

Modifié par Kronner, 31 mars 2011 - 10:03 .


#122
jwalker

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Bozorgmehr wrote...

Finally completed the upload. This is my Adept run: Asari Shepard and Object Rho

I tried to fight them head on, but I don't think that's possible with this build (Heavy Warp, Throw and Singularity, Pull Field, Bastion, 1 point in Stasis). There are simply too many enemies spread out too far to kill / disable them fast enough. I had to hide and am dissapointed the AI doesn't know how to flank player - they all came from one side only. But if they did, you're probably screwed :D

Check out the sneaky backstabbing bastard at 3:45 - that dude has no health yet wasn't death :blink:, fortunately the pyro got stuck in the Singularity or he'd have fried my ass. :)


Great vid , Asari Shepard is back :wizard:

I'm surprised you were able to stay in one place that long. I got the impression in my play with the vanguard they always look for Shepard

#123
jwalker

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This is Abby Shepard's Last Sand


Level 20 Vanguard.
I didn't finish her run with the Claymore. I blame Dragon Age. So this is pre-SM, doesn't make much sense but at least I'll put to some good use the HW upgrade and the health upgrade.
Bonus power: Stasis

This is my second (succesful) run there. The first time happened the same thing with the heavy mech as it did in Kronner's vid. Stasis'd robot got killed by "friendly" flashbang granade.
In this case, I don't really know. Apparentely, the splash damage of Inferno ammo is more powerful than I thought :blink:

#124
Kronner

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jwalker wrote...

This is Abby Shepard's Last Sand


Level 20 Vanguard.
I didn't finish her run with the Claymore. I blame Dragon Age. So this is pre-SM, doesn't make much sense but at least I'll put to some good use the HW upgrade and the health upgrade.
Bonus power: Stasis

This is my second (succesful) run there. The first time happened the same thing with the heavy mech as it did in Kronner's vid. Stasis'd robot got killed by "friendly" flashbang granade.
In this case, I don't really know. Apparentely, the splash damage of Inferno ammo is more powerful than I thought :blink:


Very nice video, added to the OP :)
Poor Mech, his own buddy blows him up..poor team tactics result in a disaster :D

By the way, what changed when you played it before the SM? I imagine the dialogue with the Reaper would be different.

Modifié par Kronner, 31 mars 2011 - 02:24 .


#125
jwalker

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Kronner wrote...

Very nice video, added to the OP :)
Poor Mech, his own buddy blows him up..poor team tactics result in a disaster :D

By the way, what changed when you played it before the SM? I imagine the dialogue with the Reaper would be different.


Thank you !

Actually, I wouldn't know the differences because I didn't finish the post-SM play with my engie. Got pwned in that fight:(
I'll have to change tactics and the shotgun. The Claymore worked very well in all the previous sections, but in there I ended up switching weapons a lot or firing way too far. Boz made it great with the GPS, so I'll try that.