[insanity] Dealing with Husks. Advice needed.
#51
Posté 07 mai 2011 - 12:18
#52
Posté 07 mai 2011 - 09:33
KodiakAsh wrote...
Yea I just went through with Zaeed and Grunt for the Reaper IFF mission and it was a complete joke even on Insanity. Step 1: Put Krogan out front. Step 2: Strip armor from each Husk. Step 3: Let Krogan mop them up and use Grenade on anything left standing. Repeat.
Solus I imagine would be better only because Grenade seems crap at removing armor, but will one shot any unarmored Husks but it's nice having him swap out to Sniper Rifle and back him the hell up against Scions.
Inferno Grenade by itself isn't much for stripping defenses, but it has a wider area of effect than Incinerate. Where it would really shine is with an Engineer Shepard, Mordin, and Zaeed team. You could do two incinerates then, and finish off a much larger group with inferno grenade.
#53
Posté 07 mai 2011 - 11:13
1) Do Zaeed's loyalty mission for flamethrower
2) Save as much heavy weapon ammo as possible
3) Torch EVERYTHING
Done, next question
Modifié par Kabanya101, 07 mai 2011 - 11:14 .
#54
Posté 08 mai 2011 - 12:18
They're definitely a pain in the ass... I stuck to liberal use of flashbangs + rushing in with my +25% melee cloaked (had the gloves or whatever that give that to you) + miranda and kasumi blasting them with their powers and all of us with locust SMGs. I would position Miranda and Kasumi in a safe open spot while I ran around drawing their attention. Then when my stealth was charged, I'd stealth and have kasumi do her shadow attack thing while I went in to melee one to death. This kind of thing constantly confuses them. That + flashbangs and mind controlling the occasional unarmored one to add to the chaos = win. Meanwhile Miranda's firing nonstop and throwing/picking up a few around.
I also had the incinerate ability maxed out choosing to go with max AoE instead of damage... one hit of that would strip off all their armor IIRC.
It's usually a very brief fight.
The thing you gotta watch out for though is if they corner you. Stealth saved my arse many a time when that happened... (and I had assassination stealth so it didn't even last that long, but 5-6 seconds or whatever is enough)
I totally agree though they can induce "panic". They're by FAR the creepiest and scariest enemies to me in ME1 or ME2, even though they're weak. Seriously, especially in ME1, I remember when I was walking into the caves on sidequests and having a horde come out at me and I was playing in the middle of the night... always sent shivers up my spine
Modifié par NoxNoctum, 08 mai 2011 - 12:28 .
#55
Posté 08 mai 2011 - 01:24
#56
Posté 08 mai 2011 - 01:49
+1 The real 'trouble' with Zaeed IMO is that other than his grenade, he has nothing that really contributes to Husk killing, (lol, unless you count, ugh, Concussive Shottermokanden wrote...
Mordin's Incinerate is much better than Inferno Grenade. You can even buff it by researching his omnitool upgrade.
Comparing Zaeed to Kasumi - Kasumi's only got one power, but that one power is practically unmatched as far as the Husk sequences go: massive AoE, instakill, occasionally bypasses defenses and shuts down any pesky Scions, etc.
Modifié par Locutus_of_BORG, 08 mai 2011 - 01:49 .
#57
Posté 08 mai 2011 - 04:57
I found while testing on the Abandoned Mine mission Solus liked to keep creeping up and eventually would get overwhelmed to Husks. Incinerate was great, but his tendency to move forward (probably due to SMG) or sit there and do absolutely nothing (except be an Incinerate bot) annoyed me because then I was constantly micro managing him.
I took Zaeed due to both his armament (Rifles) so I could park him back while the Scions came in so he wouldn't get torched by Shockwaves and still have an ability that would instagib Husks once their armor was gone. That plus a Mantis meant each shot he was stripping armor from a target. Stripping the armor from most of those kinds of creatures (IE: Varren, Husks, Vorcha, etc) is very easy with weapons, cleaning them all up after the fact can be a different story. Parking him back meant he never died while it gave me time to take out and focus on the Scions while Grunt and I removed armor and Grenade cleaned up.
Just some extra ideas and what worked great for me.
#58
Posté 08 mai 2011 - 05:29
Out of curiosity, how many are there? I've always just snagged the stuff in the locker by employing distractions (er, squadmates) and solving the minigame as fast as I possibly can.termokanden wrote...
"Basically infinite" is about right. Takes AGES to kill them all. But I love killing husks
#59
Posté 08 mai 2011 - 04:48
daqs wrote...
Out of curiosity, how many are there? I've always just snagged the stuff in the locker by employing distractions (er, squadmates) and solving the minigame as fast as I possibly can.termokanden wrote...
"Basically infinite" is about right. Takes AGES to kill them all. But I love killing husks
I don;t know if there is an exact count, but I'd say about 5-10 minutes worth.
#60
Posté 08 mai 2011 - 05:47
#61
Posté 08 mai 2011 - 10:37
Ahglock wrote...
I don;t know if there is an exact count, but I'd say about 5-10 minutes worth.
Yes. Seems like a long time but it's probably not even that bad.
There are enough of them that I only recently realized they actually stop respawning at some point.
Modifié par termokanden, 08 mai 2011 - 10:37 .
#62
Posté 09 mai 2011 - 02:49
Locutus_of_BORG wrote...
+1 The real 'trouble' with Zaeed IMO is that other than his grenade, he has nothing that really contributes to Husk killing, (lol, unless you count, ugh, Concussive Shottermokanden wrote...
Mordin's Incinerate is much better than Inferno Grenade. You can even buff it by researching his omnitool upgrade.), whereas Mordin's got Incinerate and Cryo, which makes him damn awesome vs. Husks.
Comparing Zaeed to Kasumi - Kasumi's only got one power, but that one power is practically unmatched as far as the Husk sequences go: massive AoE, instakill, occasionally bypasses defenses and shuts down any pesky Scions, etc.
I don't know why everyone hates on Concussive Shot.
When I did my first insanity playthrough, my favorite squad for collectors was Zaeed and Garrus, both with Heavy Concussive shot. Their CS plus mine would completely rip Harbinger's barrier off. Without a barrier, the Mantis with Inferno ammo can OSOK him with a headshot under AR.
CS works beautifully against Collectors. Strip barrier, follow up with incendiary ammo = bbq collectors.
#63
Posté 09 mai 2011 - 02:53
Locutus_of_BORG wrote...
+1 The real 'trouble' with Zaeed IMO is that other than his grenade, he has nothing that really contributes to Husk killing, (lol, unless you count, ugh, Concussive Shottermokanden wrote...
Mordin's Incinerate is much better than Inferno Grenade. You can even buff it by researching his omnitool upgrade.), whereas Mordin's got Incinerate and Cryo, which makes him damn awesome vs. Husks.
Comparing Zaeed to Kasumi - Kasumi's only got one power, but that one power is practically unmatched as far as the Husk sequences go: massive AoE, instakill, occasionally bypasses defenses and shuts down any pesky Scions, etc.
I have a question about this.
Has anyone else noticed flashbang not insta killing husks on Veteran difficulty?
#64
Posté 09 mai 2011 - 03:12
Flashbang SHOULD instakill unprotected husks though. Maybe what you're seeing is Flashbang being a bit buggy, and that I have certainly seen before. On one mission, Flashbang did absolutely NOTHING for me. Not against protected or unprotected enemies. It's even supposed to do a bit of damage, but health bars weren't moving at all.
#65
Posté 09 mai 2011 - 04:30
jamesp81 wrote...
I don't know why everyone hates on Concussive Shot.
When I did my first insanity playthrough, my favorite squad for collectors was Zaeed and Garrus, both with Heavy Concussive shot. Their CS plus mine would completely rip Harbinger's barrier off. Without a barrier, the Mantis with Inferno ammo can OSOK him with a headshot under AR.
CS works beautifully against Collectors. Strip barrier, follow up with incendiary ammo = bbq collectors.
Concussive Shot can do a lot of things:
(1) strip barriers
(2) stun protected enemies
(3) knock down unprotected enemies
(4) do direct damage to enemies
For the above reasons, people hate Concussive Shot because:
(1) Warp (and Reave) does it better and benefits from upgrades
(2) Other powers (such as pull, throw, neural shock, and slam) do it better and with a shorter cooldown
(3) Other powers (such as throw and slam) do it better and with a shorter cooldown
(4) Other powers (such as Warp and Incinerate) do it better and benefit from upgrades
People also do not like it because:
(1) On the Soldier, you must invest 4 points to make it worthwhile and that prevents you from getting Squad Cryo Ammo. I think you could still get Squad Cryo Ammo, but then you cannot evolve 2 or more of Adrenaline Rush, Disruptor Ammo, and Incendiary Ammo.
(2) On the Soldier the 6-second cooldown interferes with Adrenaline Rush.
(3) They have to put points into Concussive Shot for Garrus, Zaeed, and Grunt before they can get to more powers that are considered more useful (Overload, Disruptor Ammo, and Incendiary Ammo respectively).
I happen to like Concussive Shot. I am using it on my current Soldier playthrough. But I am using it mainly as an anti-barrier ability and I took Neural Shock to stun protected enemies and disable unprotected organics.
#66
Posté 09 mai 2011 - 04:33
jamesp81 wrote...
I don't know why everyone hates on Concussive Shot.
When I did my first insanity playthrough, my favorite squad for collectors was Zaeed and Garrus, both with Heavy Concussive shot. Their CS plus mine would completely rip Harbinger's barrier off. Without a barrier, the Mantis with Inferno ammo can OSOK him with a headshot under AR.
CS works beautifully against Collectors. Strip barrier, follow up with incendiary ammo = bbq collectors.
Because everything it does, something else does it better. Lets say you are going for barrier stripping like in your example. 100 base damage x3.5 vs barrier= 350 damage. Heavy Warp 200 base damagex2=400 damage. Now sure if you had gone wide it would be 170x2=340 so zippy it beats it by 10 damage at this point, but wide warp is 3 seconds quiker on recharge than CS. Now lets go to upgrades, 0 combat power upgrades vs 6 biotic/tech power upgrades. So even wide warp hits harder, and it will hit harder with just 1 upgrade. Reave, same thing.
Now I still use it because I might take garus for his shield stripping power and then be caught with my pants down, cool down not refreshed and I need a CC or stagger, or I need a barrier stripped and my warp is up on miranda etc. But I never take someone for it, while I will take someone for different powers. Like I take garus for his ovelroad+sniper rifles. Or I take miranda for warp/overload combo.
Edit to add: I type slowly, cause i got ninjaed.
Modifié par Ahglock, 09 mai 2011 - 04:34 .
#67
Posté 09 mai 2011 - 06:50
#68
Posté 09 mai 2011 - 09:02
+ 1 million.termokanden wrote...
We had a huge discussion about this a while back, and it's not really the topic of this thread. Anyway I don't put points into it for Shepard, but I do not hesitate to use it with squadmates. It has saved my life a few times.
On Garrus, Grunt, Zaeed, knock yourself out. On Sheppard, there is always something better to take... feel free to take it if you want, but as with Shredder Ammo, Shep always has a better choice in something else.
#69
Posté 09 mai 2011 - 09:16
#70
Posté 09 mai 2011 - 09:19
Because I could put that point into Stasis, Neural Shock, Flashbang Grenade, Slam, etc.AK404 wrote...
Actually, soldier Shep is always going to have that one point left after capping out five skills. Why not Concussive Shot?





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