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Wow, soldier is broken in ME2. I hope they get class balance right in ME3


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#151
Nashiktal

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Xivai wrote...

Adepts got nerfed, I think it's only fair soldiers do. They are in the exact same advantageous position Adept's were in the last game. Unless Bioware is going to have a double standard for classes. GEEEE look at Dragon Age and the totally neutering of the mage class. I wonder if they have a bias at all? We know right now no mechanics are going to be changed, so the most we can hope for is some balancing of the numbers.


That is some pretty flawed reasoning right there. The Soldier class is nowhere near the effectivness of biotics in the first game. In ME1 Biotitcs was god mode. No enemy could survivie the onlsaught the adept could throw in a few minutes.

The overnerfed biotics, especially in the higher difficulites when most of their abilities are shut down, but Soldiers are nowhere near as effective as the old Adept. Especially since the soldier has no easy button to get himself out of situations. Adrenalin rush doesnt help you much when you are alreadly low on health.

Modifié par Nashiktal, 04 avril 2011 - 06:24 .


#152
cedgedc

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egervari wrote...

I am sure that the game designers must know (at least one would hope) how to setup the skills, weapons, powers, play-style, etc. to play the class to it's fullest potential. As a game designer, you should test all the edge cases and try and test all the ways the class can be played in your game to assess it's capabilities.


See this is a great ideal. The reality is something different however. When you release an rpg that allows you to mix and match abilities, the designers put together some semblance of ballance, with the full knowledge that no matter how they ballance things, players will always find a loophole.

Designers design class X to be played one way, but it turns out players design builds that allow you to play in a completely different fashion.

Very often this doesn't get picked up early on- say in Alpha and Beta testing because testers/ players in those phases generally only go through the game, touring content, looking for stuff that is broken, bugged, not working properly etc. They look for the obvious problems with the game.

It's generally only after launch that players really dig in their heels and aim to play the game 10 different ways, that these little disparities really start to pop up.

More importantly however, most take it for granted that different classes have different difficulties associated with them. In ME1 I found sniper to be all but impossible to play as, as many fights started you veritably in melee range with your oponents. Much more challenging than assault, where these encounters where I'm forced into close range have no affect on my performance.

If you're going into an RPG with the assumption that all classes will provide the same challenge, require the same amount of skill, and achieve the same results, then you're being a bit naive. No rpg I have ever played has been this way. Try playing dragon age origins as a mage then try it again as a melee rogue. It's night and day.

IF you find it too easy to play through in one style, then it is up to you, the player who is challenge-conscious, to challenge yourself. Again I reiterate that the 'warrior' archetype, in nearly every rpg created, has always been viewed as the more beginner class type. Some MMO's and such have branched away from this, but on the large part, it's still very much a truth.

#153
javierabegazo

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jamesp81 wrote...

Sentinel is the most broken class in the game. Goes like this:

Badguy: MUHAHA I took out ur shieldz
Player: Lol, tech armor stun and 50% shield regen
Badguy: Oh yeah, well have a heavy mech. Shieldz down ne way HAHAHA
Player: lol, no, emergency shielding upgrade to 50% shields
Badguy: WTF dude. Have a volley of missilez, now ur shields are gone!!!!!!!!
Player: lol, cooldown timer hit zero, re-activate tech armor back to full shields.

Badguy: FFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!

Lol, this post has inspired me to make a sentinel shepard

#154
termokanden

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It's true that Soldiers now are not as efficient as Adepts used to be in ME1. But most classes have been "nerfed". I think the most overpowered ability in ME1 is either Lift or Immunity. Lift works on ANYTHING that doesn't fly (even bosses can be "stunlocked"). Immunity makes you pretty much unkillable.

What would anyone do against a soldier with Lift? :)

Modifié par termokanden, 04 avril 2011 - 06:26 .


#155
Furball34

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The problem isnt soldier class per see, its how the game neuters anything but direct weapons fire
at harder settings.
Adrenaline Rush seems more powerful as it boosts your dmg, as oposed to Biotics that are for the most part completely useless vs. shields.
For instance, at casual or normal the Adept is god, hands down.
All one has to do is spam Throw in either evolution.
At hardcore and insanity thats no longer an option because of the derfence layers.
A minor inconvinience for Soldier, Infiltrator and Vanguard.
A major inconvinience for Adept, Engineer and Sentinel.

Nerfing the 3 high dmg classes would only make people play the 3 defence classes,
because then the 3 dmg classes would have nothing to show for them selves.

Also, it dosnt help that certain abilities like Overload/energy drain does mediocre dmg to shields
(on insanity). Takes quite a few of those to bring down the shields on a heavy mech.
Im not taking Armor and Biotic barriers into account here as Warp does double dmg to those.

Soldier, Infiltrator and Vanguard dmg remains constant over the different difficulity settings while
Adept, Engineer and Sentinel dmg diminishes due to layered defences.

I split the classes into 2 groups due to one group being affected by difficulity setting and the other
not so much.

For me I dont see a difference in killing power in any of the 3 high dmg classes on any setting.
On the other hand the 3 "defensive" classes make alot of the more challenging encouters in ME2
a milk and cookie run.

#156
Furball34

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jamesp81 wrote...

Sentinel is the most broken class in the game. Goes like this:

Badguy: MUHAHA I took out ur shieldz
Player: Lol, tech armor stun and 50% shield regen
Badguy: Oh yeah, well have a heavy mech. Shieldz down ne way HAHAHA
Player: lol, no, emergency shielding upgrade to 50% shields
Badguy: WTF dude. Have a volley of missilez, now ur shields are gone!!!!!!!!
Player: lol, cooldown timer hit zero, re-activate tech armor back to full shields.

Badguy: FFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!


Crude... but disturbingly accurate :P

#157
jamesp81

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javierabegazo wrote...

jamesp81 wrote...

Sentinel is the most broken class in the game. Goes like this:

Badguy: MUHAHA I took out ur shieldz
Player: Lol, tech armor stun and 50% shield regen
Badguy: Oh yeah, well have a heavy mech. Shieldz down ne way HAHAHA
Player: lol, no, emergency shielding upgrade to 50% shields
Badguy: WTF dude. Have a volley of missilez, now ur shields are gone!!!!!!!!
Player: lol, cooldown timer hit zero, re-activate tech armor back to full shields.

Badguy: FFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!

Lol, this post has inspired me to make a sentinel shepard


It's THE class for doing hardcore or insanity, IMO.  It's pretty crazy when your shields get broke no less than three times in one second when moving from cover to cover :o

There's several ways to play it.  I play it like this:

Guardian spec
Level 2 throw...just enough to unlock Warp
Max out Warp to Heavy Warp spec
Level 3 Overload
Assault Armor Spec
Take Armor piercing ammo for bonus power and max it to Tungsten ammo
Two left over points; spend one Cryo blast just for grins
Take Sniper rifle training on the collector ship; I favor the Viper

Use the Locust SMG for your primary weapon.  For pistol, use the Phalanx until I get sniper training from collector cruiser, then switch to Carnifex.  Use Viper for long range engagements, or when I just feel like shooting someone with a big damned rifle.

I use the Viper when I want firepower at long range.  The Locust is for short and medium range.  Once tech armor is activated, I throw a warp or overload at the outset of a fight to soften my target then use whichever firearm is appropriate to finish them.  I don't bother maxing out Throw to have area effect throw, because crowd control biotics are almost useless against husks on hardcore or insanity.  Still, having the relatively weak Level 2 throw is nice for when Krogan charge.  Just strip the armor with your AP ammo equipped firearms and knock them down with throw before they bulldoze you.

The Locust is a godsend for the Sentinel.  Though the Locust is classified as an SMG, it's really just a compact assault rifle.  I shoot competitively on the side, and I suspect the Locust was inspired by such rifles as the Colt Commando, which is a small rifle the size of an SMG, but rather than firing weaker SMG ammo (such as 9mm handgun ammunition) the Commando is chambered in the same rifle cartridge that the full sized M16 is.  Rifle rounds lose some of their firepower when fired in short barrels like that of the Commando, but they still retain far more power than the handgun rounds that most SMGs fire.  The Locust really seems to be cut from the same mold, if you will.

Modifié par jamesp81, 04 avril 2011 - 06:43 .


#158
Silmane

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www.youtube.com/watch 

ASSUMING COMPLETE CONTROL

#159
Furball34

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cedgedc wrote...

egervari wrote...

I am sure that the game designers must know (at least one would hope) how to setup the skills, weapons, powers, play-style, etc. to play the class to it's fullest potential. As a game designer, you should test all the edge cases and try and test all the ways the class can be played in your game to assess it's capabilities.


See this is a great ideal. The reality is something different however. When you release an rpg that allows you to mix and match abilities, the designers put together some semblance of ballance, with the full knowledge that no matter how they ballance things, players will always find a loophole.

Designers design class X to be played one way, but it turns out players design builds that allow you to play in a completely different fashion.

Very often this doesn't get picked up early on- say in Alpha and Beta testing because testers/ players in those phases generally only go through the game, touring content, looking for stuff that is broken, bugged, not working properly etc. They look for the obvious problems with the game.

It's generally only after launch that players really dig in their heels and aim to play the game 10 different ways, that these little disparities really start to pop up.

More importantly however, most take it for granted that different classes have different difficulties associated with them. In ME1 I found sniper to be all but impossible to play as, as many fights started you veritably in melee range with your oponents. Much more challenging than assault, where these encounters where I'm forced into close range have no affect on my performance.

If you're going into an RPG with the assumption that all classes will provide the same challenge, require the same amount of skill, and achieve the same results, then you're being a bit naive. No rpg I have ever played has been this way. Try playing dragon age origins as a mage then try it again as a melee rogue. It's night and day.

IF you find it too easy to play through in one style, then it is up to you, the player who is challenge-conscious, to challenge yourself. Again I reiterate that the 'warrior' archetype, in nearly every rpg created, has always been viewed as the more beginner class type. Some MMO's and such have branched away from this, but on the large part, it's still very much a truth.


Funny, completed DA:O as both mage and Melee/backstab Rogue on Nightmare.
Conclusion, Stabbidy Rogue wins hands down.
Mind you, I purposely build my character and team with the sole purpose of maximizing Backstab dmg from my
Rogue.

#160
cedgedc

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Furball34 wrote...

Funny, completed DA:O as both mage and Melee/backstab Rogue on Nightmare.
Conclusion, Stabbidy Rogue wins hands down.
Mind you, I purposely build my character and team with the sole purpose of maximizing Backstab dmg from my
Rogue.


Likewise, but even had you not, it still would have taken the cake lol. Melee Rogue crushes in da:o

#161
Irrepressible

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cedgedc wrote...

egervari wrote...

I am sure that the game designers must know (at least one would hope) how to setup the skills, weapons, powers, play-style, etc. to play the class to it's fullest potential. As a game designer, you should test all the edge cases and try and test all the ways the class can be played in your game to assess it's capabilities.


See this is a great ideal. The reality is something different however. When you release an rpg that allows you to mix and match abilities, the designers put together some semblance of ballance, with the full knowledge that no matter how they ballance things, players will always find a loophole.

Designers design class X to be played one way, but it turns out players design builds that allow you to play in a completely different fashion.


Very often this doesn't get picked up early on- say in Alpha and Beta testing because testers/ players in those phases generally only go through the game, touring content, looking for stuff that is broken, bugged, not working properly etc. They look for the obvious problems with the game.

It's generally only after launch that players really dig in their heels and aim to play the game 10 different ways, that these little disparities really start to pop up.

More importantly however, most take it for granted that different classes have different difficulties associated with them. In ME1 I found sniper to be all but impossible to play as, as many fights started you veritably in melee range with your oponents. Much more challenging than assault, where these encounters where I'm forced into close range have no affect on my performance.

If you're going into an RPG with the assumption that all classes will provide the same challenge, require the same amount of skill, and achieve the same results, then you're being a bit naive. No rpg I have ever played has been this way. Try playing dragon age origins as a mage then try it again as a melee rogue. It's night and day.

IF you find it too easy to play through in one style, then it is up to you, the player who is challenge-conscious, to challenge yourself. Again I reiterate that the 'warrior' archetype, in nearly every rpg created, has always been viewed as the more beginner class type. Some MMO's and such have branched away from this, but on the large part, it's still very much a truth.


Agree wholeheartedly with you, again. To further this point outside the realms of RPG and instead into the realms of a shooter.. I myself know of and have played with developers across FPS games on the PS3, most notably dev's on Uncharted 2 and Killzone 2. On both games many a time said devs would be shocked at what gamers can do, because gamer's see the product with a fresh set of eyes and are generally very competitive people, thus continually try to find ways to beat the system. 

Thinking back to one specific example on UC2, having a developer playing with me and the people I play with he himself was shocked at our ability to completely control the game by positioning ourselves in a manner where we could then 'force' the opposition to spawn at a location for us to then decimate them again. Should the developer of been aware of this? Maybe, but to expect them to be is wrong, as developers generally work on single aspects of a game. They may know that one aspect very, very well, but that doesn't mean they can fit that into the full puzzle. In the example I used, to know of that the developer would of needed to be up-to-speed with every aspect of game mechanics and level design, which is kind of unrealistic to expect when most developers have a speciality.

Players continually find a way to flummox developers on relatively simple FPS games, so the scope to be able to do it on a game of Mass Effect 2's magnitude is significantly higher.

#162
cedgedc

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*High-fives @Irrepressible * That's a perfect example. Moral of the story is, no matter what developers do, there's always a way to exploit things in any game. There's always a build or playstyle developers hadn't considered. It's part of the charm in many ways.

This situation with soldier however is something I feel the developers were likely well aware of. They wanted this game to be accessible for gamers of any skill level. And they want players to be able to experience all the game has to offer.

You can rest assured that there are players who like to challenge themselves (i.e. not playing through on casual mode) but don't necessarily have the skills to take the trickiest class there is, and bust through nightmare mode on it.

Developers did what they could to accommodate the widest range of skill and dedication levels as possible.

It's just not worth spending that much extra time in development for something so small.

#163
Furball34

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Silmane wrote...

www.youtube.com/watch 

ASSUMING COMPLETE CONTROL


Yup, that vid kinda says it all :)

#164
egervari

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cedgedc wrote...

See this is a great ideal. The reality is something different however. When you release an rpg that allows you to mix and match abilities, the designers put together some semblance of ballance, with the full knowledge that no matter how they ballance things, players will always find a loophole.


I agree with this premise in theory, but are you somehow suggesting that adrenaline burst is a loophole? :/ If it is, that's a pretty obvious loophole that would have taken them about 15 minutes to discover....

cedgedc wrote...

Designers design class X to be played one way, but it turns out players design builds that allow you to play in a completely different fashion.


Mistakes are one thing, sure... it happens. Nobody is perfect. But there's not really any excuse for the lack of power in the biotic classes on insanity. This is easy to test. Likewise, it is easy to see that soldier and others have way easier ways of dealing with insanity.

If the class design is fine, then there is a design flaw with the health and layerings of shields/barriers/armor in the actual ecounters. The amounts need to be adjusted perhaps. If I had the source code and could tweak the balance, I could discover how to properly fix it.

cedgedc wrote...


Very often this doesn't get picked up early on- say in Alpha and Beta testing because testers/ players in those phases generally only go through the game, touring content, looking for stuff that is broken, bugged, not working properly etc. They look for the obvious problems with the game.


Of course. I don't blame them for trying to fix quest bugs before balance issues. Still, balance issues can be the easiest to fix because these parameters are often all in a single location and are scriptable or there some config file somewhere that can modified.

Considering the costs to build the game, the cost to attempt to perfect to balance is actually kind of small. Even then, it can be fixed after launch if they are so inclined (but that never happens in a Bioware game as of late).

They could easily hire someone like you or me to play their game at a fairly cheap price to look for balance problems while they get it ready for production. In many of these cases, there has been delays due to PC/xbox versions being developed at different times and so on. This is a great time to do balancing.

cedgedc wrote...


More importantly however, most take it for granted that different classes have different difficulties associated with them. In ME1 I found sniper to be all but impossible to play as, as many fights started you veritably in melee range with your oponents. Much more challenging than assault, where these encounters where I'm forced into close range have no affect on my performance.


Players only take it for granted because they've gotten used to unbalanced games. This is really not a good excuse, especially since Bioware has contributed unbalanced games for as long as I can remember. Perhaps KOTOR was among the few games that was balanced a little tighter than usual, but it still suffered (like all bioware games) the difficulty scaling problems - hard in early levels and easy at later levels.

I also found the sniper rifle to be impossible to use in ME1 for the most part. The real problem though was the accuracy mechanics. Most of the VII sniper rifles and lower had an accuracy of 1 or something very small. Assassination also didn't give a 100% chance to hit... so you could miss with your most important skill. It wasn't until you got a Master class sniper rifle where the Sniper Rifle actually started to pay off. Even then though, the Pistol or Assault Rifle were better :/ The accuracy mechanics in ME1 were simply not very well thought out - another reason why spamming Biotics was better.

There were situations in ME1 that *should* have been a sniper's dream... like disabling the bomb on that red planet and firing at the guys on the ground once you left the building. But it actually really sucked and was very inefficient and risky way to kill them. It was always better to just charge in with immunity with a pistol or assault rifle :/

cedgedc wrote...


If you're going into an RPG with the assumption that all classes will provide the same challenge, require the same amount of skill, and achieve the same results, then you're being a bit naive. No rpg I have ever played has been this way. Try playing dragon age origins as a mage then try it again as a melee rogue. It's night and day.


Whether I am naive or not doesn't dismiss the balance problem that exists ;)

I have played Origins. I think Rogue and Mage are both really strong. Playing as 2h warrior is a sure way to gimp yourself in Origins, so that's a better example of a class imbalance. Playing a tank is just redundant, especially at the beginning :/

Of course, in DA2, they switched it around. 2H warriors became the imba-class. This is super clear.

cedgedc wrote...


IF you find it too easy to play through in one style, then it is up to you, the player who is challenge-conscious, to challenge yourself. Again I reiterate that the 'warrior' archetype, in nearly every rpg created, has always been viewed as the more beginner class type. Some MMO's and such have branched away from this, but on the large part, it's still very much a truth.


Origins is the clear example where this wasn't the case actually. In BG2, all classes were actually quite powerful. Mages of course were rediculous at high levels, but all of them got to be quite good if you equipped them well and buffed them up appropriately.

Still, I don't think it's the player's responsibility to do damage control on balance problems. This is a game design problem.

Modifié par egervari, 04 avril 2011 - 10:01 .


#165
Gorrum

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World of Warcraft is that way ----->

#166
CitizenSnips

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I will say that whatever anyone thinks the most overpowered class of ME2 is, balance is still nowhere near as bad as it was in the first. Yes, there are classes that are generally considered stronger (soldier, sentinel, infiltrator), and classes considered weaker (vanguard), but properly built classes in ME1 made insanity a joke. I could walk through ME1 on my soldier spamming immunity and never taking cover while constantly holding the trigger on my assault rifle. I'm sure those with adepts or other classes could say the same with their classes abilities. No class in ME2 will make this game anywhere near as easy on insanity as any class did in ME1.

#167
Guest_mrsph_*

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Vanguard is just tough to master.

But when you do, you are a powerhouse.

#168
egervari

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mushoops86anjyl wrote...

I will say that whatever anyone thinks the most overpowered class of ME2 is, balance is still nowhere near as bad as it was in the first. Yes, there are classes that are generally considered stronger (soldier, sentinel, infiltrator), and classes considered weaker (vanguard), but properly built classes in ME1 made insanity a joke. I could walk through ME1 on my soldier spamming immunity and never taking cover while constantly holding the trigger on my assault rifle. I'm sure those with adepts or other classes could say the same with their classes abilities. No class in ME2 will make this game anywhere near as easy on insanity as any class did in ME1.


Yes, it's better than ME1. I just hope that ME3 has even better balance and combat mechanics than ME2.

I don't think Vanguard is a good example of a weak class though. Engineer/Adept are probably the weakest classes in ME2. When played to their fullest, I think they come up short on Insanity. It's doable I guess, but it definitely requires more skill, patience, teamwork, perfect play, etc. to do well. I say patience because you will just kill crap slower, and there's just more risk involved in general. You really need to rely on your squadmates, unlike a Soldier, who can do everything themselves. In the end, all that effort is still less effective. It's just silly.

Vanguard is just really tough to play - but you can go find videos of people playing one on Insanity that are just absolutely tearing it up. So I don't really harp on the Vanguard as being underpowered. I don't think difficulty in mastering a class should factor into balance, just as long as if that class is played to its fullest potential, it is equally strong - that's all that really matters in the end.

Modifié par egervari, 04 avril 2011 - 11:14 .


#169
Stick668

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egervari wrote...

balance between classes should be measured by playing those classes to perfection.

I don't think difficulty in mastering a class should factor into balance, just as long as if that class is played to its fullest potential, it is equally strong - that's all that really matters in the end.

It's a tricky one, really. Because if a class has a low skill threshold ("difficulty in mastering") and a high skill ceiling (effectiveness when "played to perfection") it will be more powerful than a high-threshold, equally high-ceiling class. 
For most of the time. I.e, you have a head start on the "perfecting".

And a medium-threshold, medium-ceiling class will eventually be at a disadvantage vs. a high-t, high-c class.
While being called "too powerful" by the players that haven't mastered the high-t class.
Then again, I don't really see a problem applying your argument to single player, so I'll shut up. B)

Modifié par Stick668, 05 avril 2011 - 04:14 .


#170
javierabegazo

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Furball34 wrote...

Silmane wrote...

www.youtube.com/watch 

ASSUMING COMPLETE CONTROL


Yup, that vid kinda says it all :)

Thanks for posting this vid. You can see here that what the Sentinel is capable of here, the Soldier couldn't possibly be.

#171
Epic777

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javierabegazo wrote...

Furball34 wrote...

Silmane wrote...

www.youtube.com/watch 

ASSUMING COMPLETE CONTROL


Yup, that vid kinda says it all :)

Thanks for posting this vid. You can see here that what the Sentinel is capable of here, the Soldier couldn't possibly be.


Ha, the sentinel can complete parts of the SM without firing a shot.

#172
javierabegazo

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This video should also be watched

YouTube - ME2: Who Needs Squadmates? Sentinel on Haestrom (Insanity) (HD)

Modifié par javierabegazo, 05 avril 2011 - 04:31 .


#173
javierabegazo

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javierabegazo wrote...

This video should also be watched

YouTube - ME2: Who Needs Squadmates? Sentinel on Haestrom (Insanity) (HD)





Skip to 2:24

#174
JadeEffect

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Soldiers are not OP. All we have is ammo types, access to ARs, no SMGs, no biotic powers (unless bonus talent).

I'd say Insanity was difficult on insanity, but I was not pulling my hair out.

Vanguard on insanity is pretty rough, since most of your combat is close range. I'd suspect Adept would be the hardest.

#175
javierabegazo

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JadeEffect wrote...

Soldiers are not OP. All we have is ammo types, access to ARs, no SMGs, no biotic powers (unless bonus talent).

I'd say Insanity was difficult on insanity, but I was not pulling my hair out.

Vanguard on insanity is pretty rough, since most of your combat is close range. I'd suspect Adept would be the hardest.


And then here, a level 15 adept can handle one of the most difficult battles in the entire game all by himself, without any squadmates at all and on Insanity.