HOLY CRAP THE SQUAD MATES!!!!!!!!!!!!!!!!
#1
Posté 29 avril 2011 - 04:20
#2
Posté 29 avril 2011 - 04:25
#3
Posté 29 avril 2011 - 04:30
Like, how Miranda goes over how perfect and better she is at everything, only to (Out of the Blue) run up to a YMIR and get a few rockets to the face. I like how Zaeed just stands there , in front of a crate or something , confirming your orders to move somewhere else ... But he's still standing there. I keep thinking he blanks out sometimes ; You know , brain damage from being shot in the head and all.
Giving orders is a detriment to effective gameplay in my opinion. You end up worrying too much and you make mistakes. I just give them one order each at the start of a fight and forget about them afterwards.
Its been mentioned that an improved AI is in the works for ME3, both squad mates and enemies. So , take it easy.
Modifié par Saaziel, 29 avril 2011 - 04:46 .
#4
Posté 29 avril 2011 - 06:13
Modifié par HTTP 404, 29 avril 2011 - 06:14 .
#5
Posté 29 avril 2011 - 07:59
I had trouble on Insanity for a while, but these three things made a big impact:
Unity: getting the Medi-gel/Trauma Module/Emergency Shielding upgrades as soon as possible (one on Citadel, one from Mordin, and one from Dr Chakwas' Serrice Ice Brandy quest). More importantly use it often and early in battle (i.e. just before they take health damage, or immediately after). I neglected this power for a very long time, but with the upgrades the shield boost to the entire team is invaluable, and abundance of Medical stations means they are intended to be used repeatedly (whereas before I just ended up using them as 100 credit ATMs)
Weapon selection makes a world of difference. Full-auto or more rapid firing weapons are best suited for characters with high health (Grunt, Jacob), shield bonuses (Mordin), or powers that boost shield totals or drain shields/health (Grunt, Jacob, Legion, Samara, Tali). Slower firing or smaller clip / high damage weapons are better for the more vulnerable characters (health +20% or less at max passive). That said, Miranda or Thane can still own with the Tempest, but they need to be farther back than either you or squadmate #2.
Positioning and movement controls who can get shot at and when. I typically have myself positioned in front, and any shotgun or high-health allies to my side at opposing cover, and snipers or low health characters in cover behind, but with a clear shot. If I am ordering someone to move it is usually after laying down cover fire, or using physics powers or a Warp explosions to stagger/knock back groups for a few seconds and prevent them from opening fire on the moving ally.
With certain teams I sometimes leave squad powers on. I manually pause the game enough in radial mode to generate a Pull Field + Unstable Warp or other combos when I need them, but it at least seems to me that squad members who use shotguns might be less likely to charge into melee range if they can use a power instead to bring that enemy closer (like Pull).
#6
Posté 29 avril 2011 - 02:43
HTTP 404 wrote...
I stopped telling my squadmates what to do and let them die half the time after my 4th insanity run. for me, the game just isn't hard enough anymore for me to care about how they do in combat. Not saying its bioware's fault that the game isn't hard enought I just play mass effect 2 a lot.
This.
Besides I've never got why so many people have trouble with squadmates. When I stick them in cover, they stay there unless I get too far away (though you do have to ensure they are on the proper side of the cover first before placing the marker against the cover; they will stick to the nearest side of the object).
Also since I'm always at the front of the pack, in the enemies face no matter what class I play, I draw most of the aggro. That combined with good crowd control and my squadmates rarely ever die, and when they I hardly even notice. But then again, the last sentance of the HTTP 404 quote above probably explains it
Modifié par Simbacca, 29 avril 2011 - 03:01 .
#7
Posté 29 avril 2011 - 03:28
My only real 'challenge', if you will, these days is getting my squadmates to keep up with me. I just make sure to look back every so often and plop them in new positions before advancing my self. They die quite rarely, and even when they do, I'm usually able to mop up any enemies that are left.
#8
Posté 29 avril 2011 - 04:50
HTTP 404 wrote...
I stopped telling my squadmates what to do and let them die half the time after my 4th insanity run. for me, the game just isn't hard enough anymore for me to care about how they do in combat. Not saying its bioware's fault that the game isn't hard enought I just play mass effect 2 a lot.
Same here. I don't bother too much with them anymore. It was so frustrating on my first insanity run trying to keep them alive. I would tell them to get behind cover and they would just STAND behind the cover until they got killed. What is the point then?
A few things do work:
- Play agressively.
- Use Drone to draw fire.
- Distract enemies with Hacking or Dominate.
#9
Posté 29 avril 2011 - 05:46
Bi_Winning wrote...
I'm on my 10th insanity run and I don't get why my squad mates won't cooperate!!! When I'm not issuing orders they vault over cover and then run across the battefield during a firefight. When I do issue orders, I send them behind cover. So they head to cover but they end up at the otherside of cover where the enemies get free shots off my squadie. Seriously Bioware. WTF!!!!! This better be fixed in ME3.
Dragging your squad through 10 insanity runs is sure to make them suicidal.
Sorry, I had to do it.
Judging by the mention of fixing this in ME3, I'll assume you're having this issue in ME2.
1. I've never had the first problem unless they were carrying shotguns and/or you were moving around. The longer the range on the weapon, the further back they tend to take cover. Just make sure not to move around too much unless you have too.
2. This flagging issue could arise when you flag them too close to the cover object. Flagging them a little further away (like a few feet behind) may solve that issue.
#10
Posté 29 avril 2011 - 07:54
Locutus_of_BORG wrote...
^Me too.
My only real 'challenge', if you will, these days is getting my squadmates to keep up with me. I just make sure to look back every so often and plop them in new positions before advancing my self. They die quite rarely, and even when they do, I'm usually able to mop up any enemies that are left.
Well the more agressive you are the less likely your squadmates will do something dumb and get killed. I don't have tons of issues but find I have to be super careful of issuing "user power x" type of orders because they'll go out of cover too long and possibly get really shot up.
#11
Posté 29 avril 2011 - 09:56
#12
Posté 29 avril 2011 - 10:01
#13
Posté 01 mai 2011 - 04:03
As other state, weapon matters a lot. You could use this to your advantage however and basically just ignore the character with the shotgun and only micro manage the other character you bring if you're not big on micro managing. Personally on higher difficulties I've pretty much sworn off shotty users cause even Grunt will do something stupid and eventually get overwhelmed (well, pre-Loyalty Mission that is).
Squad Mates also naturally come back to you the minute there are no enemies detected so watch out for that. Sometimes in missions where there's multiple waves if there's a small break it will move them out of position. This is the only one I find truly annoying because you have zero control over it.
Play style also matters. Tactically speaking I play extremely defensive, but control wise I play very aggressively (IE: I move cover to cover while holding down an area). I've found good success with my Squad Mates positioning them tactically and "bunkering down" a position and drawing the enemy back to the spot. Basically just assess the area, make sure you position your squad mates so they can't be horribly outflanked but still can watch your flanks and then you just move around taking enemies out while your squad mates cover you. Even in some multi-wave scenarios you can just set them up and keep drawing the waves of enemies back to your cover position by running forward then sprinting back. Works wonders on all those missions where it's like wave 1, wave 2, wave 3, wave 4, YMIR mech.
By removing auto abilities will let you manually control their usage as well so they do what you want when you want. This again works out well when they're bunkered down into a great position because now you're in complete control of the battlefield while they are just there as basically skill bots who watch your flanks while you do all the really heavy lifting.
#14
Posté 01 mai 2011 - 04:15
"The AI improvements we did for Liara could also help us produce more
customized AIs for squad members in ME3. By writing more specific logic
for use of individual powers, we may be able to add more personality to
individual squad members beyond their basic power and weapon loadouts."
Developer Diary - Liara, Stasis and the Shadow Broker
(scroll down to the end)
Modifié par g54, 01 mai 2011 - 04:15 .
#15
Posté 01 mai 2011 - 07:43
g54 wrote...
They may be doing something for squad AI according to Christina Norman:
"The AI improvements we did for Liara could also help us produce more
customized AIs for squad members in ME3. By writing more specific logic
for use of individual powers, we may be able to add more personality to
individual squad members beyond their basic power and weapon loadouts."
Developer Diary - Liara, Stasis and the Shadow Broker
(scroll down to the end)
thats pretty interesting. I actually forgot that squadmates can use powers on their own accord since I turned off squadmate power use awhile back.
#16
Posté 02 mai 2011 - 04:23
Usually gets their shields killed and then them dead as well. I just laugh. Don't need them anyway.
#17
Guest_lightsnow13_*
Posté 02 mai 2011 - 05:04
Guest_lightsnow13_*
Anyone notice how they kept shooting at a wall -- hoping the bullets would get through it. Little did they know you can't shoot through a wall that is a foot thick





Retour en haut







