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ME3: Please Make Insanity Mode NOT SUCK


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#151
termokanden

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Ydrian wrote...

Wiki says it deals 200 dmg regardless of protection. (http://masseffect.wi...p#Mass_Effect_2)


Twice that amount to anyone affected by biotics.

#152
hc00

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Bozorgmehr wrote...
Everything within Warp's detonation radius will take either full damage or double damage (against armor, barrier and ragdolled enemies within range). Plus Warp's detonation force which will either stagger enemies, or knock them down or sent them flying, damaging enemies and potentially killing em.


I know it does double damage vs ragdolled enemies, but double vs armour and barriers.  You sure about that?

Cause in my experience that hasnt been the case, though I havent tested it properly (and cant think of a practical way to)

#153
termokanden

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It does. Anti defense powers deal more damage to to the type of defense they target. Overload deals twice the damage against shields as well. And Incenerate deals 2.4 times as much damage against armor, making it the superior anti-armor power.

#154
hc00

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termokanden wrote...

It does. Anti defense powers deal more damage to to the type of defense they target. Overload deals twice the damage against shields as well. And Incenerate deals 2.4 times as much damage against armor, making it the superior anti-armor power.


I thought they did 1.5x, like weapons which are effective do.


I also thought warp just did 100% dmg to armour.


If you reply, mind stating where you get the info from?  As I prefer sources to conjecture :P

Modifié par hc00, 09 mai 2011 - 07:23 .


#155
Bozorgmehr

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CajNatalie wrote...

I'll turn protections blocking powers back on. For this... I'll see how much I make use of Shockwave/Pull or whether I'm just all CHARGE+Shotgun.


That's entirely up to you :) You're free to use whatever power you want and Charge is usually a good option though not always the 'best' or most effective one. The 'problem' with powers such as Pull and Shockwave is that, unlike Charge, their effects depend on enemy status. Charge can be use on every enemy, regardless conditions, making it an easy and effective spammable power, but you can integrate Pull, Shockwave and a bonus power into the Vanguard's shotgun-in-your-face playstyle making your Vanguard more deadly compared to a Charge-only Vanguard.

I'm currently running a Inferno Ammo, Heavy Charge, Pull Field, Improved Shockwave, Champion, 1 point in Stasis Vanguard. Most fun Vanguard run I've had so far, and quite deadly.

Forgive me for going on a tangent here... since Singularity is being mentioned with its low cooldown again... I still don't understand how Singularity became so pathetic and spammable.
Even on lower difficulties... it's just a spam spell that brings one maybe two enemies in to the air. It used to be able to move (some) scenery as well so you could add chaos to the battlefield (plus it's always entertaining watching crates and chairs spin through the air).


Well, in ME1 Singularity was nothing more than an extra Lift. In ME2 it has become a much more interesting power imo. It isn't useful against enemies who've lost defenses - Pull is a much better option - making it a poor power below HC where it's only useful againt Elites and Bosses. But on HC/Insanity Singularity will hold (almost all, 99% of the) enemies in place for a while, it will drain defenses (one Heavy Sing can drain shield, armor or barrier of a normal enemy in one go and get them up in the air) over time. Unlike all other biotic powers, it can be used anywhere - perfect to setup a trap (doorways, good enemy cover spot, choke points etc) and it will last a long time (up to 30-40 seconds). The moment enemies lose defenses, the ragdoll bonus doubles weapon- and power damage, making all other biotic powers (and guns) a lot more effective.

Ragdolled enemies open up new options; you can shoot the target which will die quickly due to the damage bonus, you can leave them be (floating around helplessly while you focus on another enemy), you can hit the target with Warp (preferably with enemies nearby and within the detonation radius), but Warp will dissolve the Singularity. Using Throw or Shockwave doesn't, making them very useful alternatives and when there are no more enemies in the AoE, Sing's duration sorta resets.

It's best to have one Singularity in play all the time. There can be only one in play so spamming another one is useless if the one currently in place is still doing its job. This leaves about 80-90% of the time in combat to use other powers in tandem with Singularity. Add squadmates to setup quick combos and to help stripping defense and Adepts will be powerhouses plus loads of fun!

#156
smithgroup

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I LOVE ME2's Insanity. but it gets very easy over time, especially with proper upgrades.

#157
termokanden

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hc00 wrote...

If you reply, mind stating where you get the info from?  As I prefer sources to conjecture :P

Me too. Luckily this one comes straight from BioWare.

#158
Ydrian

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Maybe if we were geth, communicating in lightspeed, we all would be happier. (maybe not because thats irrational :D)

@Bozorgmehr
I will definitly try that out in my next playthrought as it indeed sounds like a lot of fun.

But a little more back to topic:
What would be a better insanity at all? I begin to think there are 2 different things needing to be managed:
1. A difficulty level in which every class plays as in normal, but needs better "skill" to succeed. (Like insane is for soldiers in particular)
2. A difficulty level in which every class needs to change their playstyle drasticly to succeed. (As it is for adepts)

If were lucky that will be the new hardcore and insanity modes for me3.

Modifié par Ydrian, 09 mai 2011 - 08:14 .


#159
CajNatalie

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Bozorgmehr wrote...

[Everything you just said]

Sounds good. I was considering going back on my word, but I've just restored my Coalesced.ini this second and about to get started ...ugh, I'm going to hate the paper armor Shepard wears (I had previously modded better damage protection for Shepard ...and the enemies if it's worth mentioning), but I'll be picking Barrier as a panic-button ability.
Stasis sounds good but... I don't like sitting around waiting for my shields to recharge.

With the Singularity thing... I noticed it has a 'defense strip' effect, but I guess I never payed that much attention to how effective that ability could be since I played my Adept on Veteran only.

...it'd still be nice to see bits of scenery go flying when you use biotics... hell yes.
Lol.

Modifié par CajNatalie, 09 mai 2011 - 08:08 .


#160
kstarler

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CajNatalie wrote...

I've only seen one comment (edit, post above just appeared as I was typing) two comments recently from someone saying 'I played as an Adept and found Insanity easy enough'.
For all we know, all the other people who say 'Insanity isn't hard herpaderp derp' could be playing Soldier/Infiltrator and never tried playing power classes.

I would like to point out that I personally have played all classes through Insanity in ME2 at least twice. Additionally, my first time through the game as an Adept, I started on Casual (because I had read all about how hard the game was as an Adept) and eventually ended up increasing the difficulty all the way to Insanity (this was before I had done a full Insanity play through). The reason I did this was because I found that, even on Hardcore, enemies were dying far too quickly for my tastes.

I consider myself a gamer of only average skill, and I find ME2 to be challenging for all classes. Admittedly, part of this is the fact that I like to try new things and end up playing far more aggressively than is safe (or using decidedly sub-optimal builds/weapon loadouts), but the point still stands that I personally like the balance of Insanity in ME2, and find it in large part preferable to any other "Highest Difficulty Setting" that I can think of. Herpaderp derp derp.:D

#161
kstarler

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hc00 wrote...

termokanden wrote...

It does. Anti defense powers deal more damage to to the type of defense they target. Overload deals twice the damage against shields as well. And Incenerate deals 2.4 times as much damage against armor, making it the superior anti-armor power.


I thought they did 1.5x, like weapons which are effective do.


I also thought warp just did 100% dmg to armour.


If you reply, mind stating where you get the info from?  As I prefer sources to conjecture :P

http://social.biowar...1/index/1143264

Search for "Warp Detonation Explained"

EDIT: Added Hyperlink.

Modifié par kstarler, 09 mai 2011 - 08:32 .


#162
CajNatalie

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kstarler wrote...
I would like to point out that I personally have played all classes through Insanity in ME2 at least twice. Additionally, my first time through the game as an Adept, I started on Casual (because I had read all about how hard the game was as an Adept) and eventually ended up increasing the difficulty all the way to Insanity (this was before I had done a full Insanity play through). The reason I did this was because I found that, even on Hardcore, enemies were dying far too quickly for my tastes.

I consider myself a gamer of only average skill, and I find ME2 to be challenging for all classes. Admittedly, part of this is the fact that I like to try new things and end up playing far more aggressively than is safe (or using decidedly sub-optimal builds/weapon loadouts), but the point still stands that I personally like the balance of Insanity in ME2, and find it in large part preferable to any other "Highest Difficulty Setting" that I can think of. Herpaderp derp derp.:D

Well now we have another valid post. Thank you.
I'm also glad that you weren't offended by the way I put things, derp. XD

#163
freche

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I thought the difficulty of Insanity in ME2 to be quite ok. What I would have liked to see is that skills would be more useful, pure Biotic characters felt just useless because no power except Warp worked on any kind of defense. Incineration and Overpower are far better then any (except warp) biotic skill.

However I hope they don't remove defenses or boost HP of things to make biotics usefull. I like the fact that things have reasonable low health but higher defenses. Makes it realistic. They should instead rework the powers to work against defenses but keep it balanced ofc :>

#164
Ahglock

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I agree with the premise of the OP, but I do not know if it is practical in a game like this. Yeah, making insanity insane because of more enemies, increased AI, different enemies is better than just super charging the same mobs, The super charged mode is easy to implement though and ME2 did that style fairly well.

#165
CajNatalie

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Started on Hardcore now... it's good but I'm playing Vanguard... Shockwave has become even less useful (it's already a problem that it takes so long to cast and almost always results in broken shields when I use it) but combined with someone who has Area Overload and I've found one or two niches for it.
Previously I only relied on Shockwave as a husk remover... Improved Shockwave made for some hilarious husk fights... I see I won't quite be able to do that anymore... but I imagine it may be a useful way to slow them down... and don't biotics do some damage to protections anyway? I may be able to set up a double shockwave method...

Pull I never used much in the first place as I only bought level 1 of it using my final stat point at Level 30... but occasionally it rips an enemy out of cover once I've made an initial burst at them to shred their defenses.

I can't imagine how annoying it would be using an Adept... since squadmates do such crap damage with their weapons I'd not have much support for setting up my biotics... I'd have to use an ammo power as my bonus talent.

I'm still in strong agreement that for ME3 there should be rock-paper-scissors applied to classes themselves, instead of powers (which currently only causes limitations to specific classes), as follows...
Some enemies are unaffected by bullets, some are shredded by them.
Some enemies are unaffected by techs, some are decimated by them.
Some enemies are unaffected by biotics, some are at the mercy of them.
And maybe combining a partial immunity with a full immunity for boss-types.
This would work much better with the whole RPG thing and encourage care with putting your party together.
You'd need a little of everything but for certain missions it may be preferable to skew the party's abilities if you're expecting to be swarmed by a certain kind of enemy.

Modifié par CajNatalie, 13 mai 2011 - 02:32 .