Kronner wrote...
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
Yeah, I noticed that too. It looks like this dlc has also patched the game - the me2.exe and the coalesced.ini have been updated (all my Sheps have heavy weapons again). Have you tried other missions? I haven't, only played the dlc and enemies acted like they normally do up to this fight. I dunno what part the level design plays (cover everywhere) but enemies move and act differently. This is what I noticed so far:
- Enemies will only flank when you're moving around. Staying put for some time (5-10 s) will stop flanking. There are half a dozen (probably more) spots that can be used to dig in. The two L shaped spots on the left are excellent positions, swn32's Soldier vid shows another good one, and you can also stay in the centre (like my Adept).
- Enemies come in waves of 5-6 (never counted more enemies). New waves are triggered when there are 1 or 2 enemies left. Spawn points are near the doors, it's totally random which point they'll use (while moving around) and enemies can and will spread out and attack Shep from multiple angles.
- Enemies don't like to cluster which is bad news for AoE powers and their constant repositioning doesn't help either. This makes it particularly hard for casters, they can only target one enemy most of the time and with 4 (unaffected) enemies constantly shooting Shep ... Insta-cast powers can be a pain when enemies duck during the casting animation (power is likely going to hit cover). Arced powers are easier to use.
- Enemy positioning also makes life harder for Vanguards, Inferno Ammo is of little use here and almost no easy double or triple kills (the enemy closest to the one you charge is usually out of (optimal) shotgun range - Leerio shows how to best handle this). However, this isn't disadvantageous for every Vanguard (relatively easy Charge-Kill-Get Cover play) but it does limit their familiar (insane) killing speed.
swn32 wrote...
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.
Yeah, Stasis and (charged) GPS is nice - one-shots defenses (= you've won). I like the Stasis-Widow(headshot) combo too, always great to nuke the bastards.
I'm not sure what to think of the YMIR, it would be more challenging if it joined the fight at an earlier stage. On their own, YMIRs can be destroyed quite easily (time consuming though). Stasis speeds things up a bit. Maybe the devs have watched one of those YMIR Hacking videos and decided it would be too easy if Engineer/Infiltrator can use the mech to kill most of the guards.
@ Kronner: Tony's Infiltrator video links to one of swn32's Soldier vids in the OP.
So we've got the Soldier, Vanguard, Infiltrator and Adept covered. Stardusk recorded an Engineer run which leaves the Sentinel. Anyone tested Assault Sentinel yet? I'm interested in their survivability, thus far only the Vanguard and Infiltrator are able to move around (their signature powers are build for this).
@ jwalker: nice video and another confused YMIR. What did it do? Trying a LOKI CQC (suicidal) attack maybe?





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