Modifié par Golden Owl, 04 juin 2011 - 01:03 .
The Tactical Effect
#101
Posté 04 juin 2011 - 01:02
#102
Posté 04 juin 2011 - 08:58
Usually I put Garrus and Grunt on the left side catwalk as husk bait, then post up behind the middle handrail of those steps, for some reason it blocks the Scion canons, so I can just sit there and snipe them until they drop, occassionally break out my shotgun if the husks get close. Then after that I move Wrex to some cover on the right side to get a three way crossfire on the Collectors.
By the way what the hell is up with those Scion canons??? They seem to shoot the ground right in front of the Scion but then someohow explosions keep occuring in a straight line at regular intervals from there almost all the way across the map! And there's almost no cover effective against them? It's like there's some kind of bouncing projectile that keeps exploding on impact, except you can't see any projectile. They're weird, they don't make a lot of sense, and they annoy the HELL out of me. I would have been fine with it if they just fired a big assed energy beam, or projectile that kills you in one hit as long as it made sense followed a logical trajectory and hit ONE point. I even would have been fine with it if it were some kind of cluster bomb that follows a logical trajectory and then hits MULTIPLE points... but the magical invisible bouncing re exploding ball is irritating.
#103
Posté 04 juin 2011 - 10:16
Ship.wreck wrote...
Wow, that's a GOOD one! How do you figure that out? And why do they make spots that effect enemy behavior by standing on them?
The wiki talks about this one , as well as others. That is what I do as well, but only because I read it there. I browsed the combat pages, after almost loosing another controller in fustration.
By the way what the hell is up with those Scion canons??? They seem to shoot the ground right in front of the Scion but then someohow explosions keep occuring in a straight line at regular intervals from there almost all the way across the map! And there's almost no cover effective against them? It's like there's some kind of bouncing projectile that keeps exploding on impact, except you can't see any projectile. They're weird, they don't make a lot of sense, and they annoy the HELL out of me. I would have been fine with it if they just fired a big assed energy beam, or projectile that kills you in one hit as long as it made sense followed a logical trajectory and hit ONE point. I even would have been fine with it if it were some kind of cluster bomb that follows a logical trajectory and then hits MULTIPLE points... but the magical invisible bouncing re exploding ball is irritating.
This one put me in the floor...LOL The explosions you see are the Scions using the biotic ability Shockwave ( adepts/vanguards ) They also have a cannon that shoots straight at you. They lift their rt arm for the shockwave, like their bowling. The cannon is mounted on their left arm. They use it when you're sight and during the short cooldown of their Shockwave. Shockwave is set up to travel through cover and change elevations.
#104
Posté 04 juin 2011 - 11:59
Ship.wreck wrote...
Not at all, I'm not even sure if those systems are advanced enough to perfectly replicate your real world stance in the video game. Plus it'll be harder to teach people to actually do it (not THAT complicated but still). It would be much easier to do this just using a regular controller, all you need is to push three buttons, lean left button, lean right button, and switch stance button. It works ok in MOH Rising Sun, fine in SOCOM, and even better in splinter cell, and good in MOH too. Also these aren't single player tactics they're just tactics at all. Taking them out for multi player games like COD and MOH online doesn't represent some other different "multiplayer" tactics it represents a LACK of tactics in multiplayer, which is sad. God forbid players online actually get good enough to kill eachother when they have the ability to use cover effectively.
...
That sounds AWESOME! What system is it on?
Interesting...
Sorry... I wasn't near a computer for a while.
It was on XBOX and I THINK PS2... it IS backwards compatable on the 360, so if you see it used anywhere, pick it up and give it a whirl.
#105
Posté 05 juin 2011 - 01:28
Senior Cinco wrote...
The wiki talks about this one , as well as others. That is what I do as well, but only because I read it there. I browsed the combat pages, after almost loosing another controller in fustration.
Ahhh wiki indeed! I never read those except one unfortunate incident where I became addicted to Wookiepedia for about a week
[EDIT: I assume this frustration issue is due to playing on Insanity? I never do that either. In every video game I've ever played with adjustable difficulty levels, higher degree's of difficulty simple mean that the enemies are magically harder to kill even though they're the exact same enemies, and it's magically easier for them to kill you even though you're the exact same character. Enemy armor, hp whatever just gets the dial turned up, your own just gets the dial turned down. To the point that you'll both be shooting the exact same weapons at eachother but their's are inexplicably more powerful. I consider this an extremely over simplified representation of what a more challenging enemy really is, as well as a logical train wreck and an epic cop out compared to the alternative of actually putting in the work of developing the AI to the point that enemies can use cover more effectively, manuver more effectively and ultimately employ more advanced tactics to defeat you in spite of the fact that they are actually no more or less difficult to kill (in terms of damage resistance) and there weapons are no more or less powerful than on lower difficulty levels. I would expect to see such a simple idea of what enhanced difficulty means on the older platforms, N64s and Playstations and maybe even PS2s and Xboxs. I find it dissapointing to see that even with next gen systems we're still cranking out the same archaic gameplay mechanics. If things were done better settings like insanity would actually be more entertaining, and more engaging by forcing us to play better; rather than just being incredibly annoying by forcing us to shoot massively larger ammounts of bullets and simply keep dying and reseting game segments over and over and over... *sigh* someday, someday...]
This one put me in the floor...LOL The explosions you see are the Scions using the biotic ability Shockwave ( adepts/vanguards ) They also have a cannon that shoots straight at you. They lift their rt arm for the shockwave, like their bowling. The cannon is mounted on their left arm. They use it when you're sight and during the short cooldown of their Shockwave. Shockwave is set up to travel through cover and change elevations.
Ohhhh that's what that is! Still I would expect a biotic ability to generate an explosive shockwave would eminate from a single point, rather than creating a series of shockwave points along a given path. But I guess that's why I'm a soldier class.
Even stranger is that in my playthroughs I never once noticed a Scion firing a projectile at me with that cannon. It's always JUST those damn shockwave things...
Modifié par Ship.wreck , 05 juin 2011 - 01:46 .
#106
Posté 05 juin 2011 - 01:30
Ice Cold J wrote...
Interesting...
Sorry... I wasn't near a computer for a while.
It was on XBOX and I THINK PS2... it IS backwards compatable on the 360, so if you see it used anywhere, pick it up and give it a whirl.
It's all good!
I don't own a 360
If I see it I'll pick it up for my PS2!
#107
Posté 05 juin 2011 - 02:21
Note the Horiz mission. On lower settings, I was able to take out the Prat with my weapons only. Once the insane part was added to the equation, that went out the window. I was forced to place my squad on the upper deck, between the trailers on the left. The Prat focused on me, so I was able to run around the two trucks, parked together in front. Staying as close to the trucks as possible, the Prat can't get higher than the cab. When he starts that slam / splash / you're dead move, back up out of range and run back up to the cab. If you continue to circle the trucks, your squad will have free rain to continuously hammer the thing, unopposed. Same thing on the other encounter, at that ship. There's a big column in the left corner. Run around that thing and let the squad take it out.
I playedthrough the 2nd time as an Inft. By setting up across from my squad, with that damn Prat in the mid and using tactical cloak, we played Prat-Ping-Pong till it was dead.
#108
Posté 05 juin 2011 - 04:38
Modifié par daqs, 05 juin 2011 - 04:40 .
#109
Posté 05 juin 2011 - 05:01
Modifié par Siansonea II, 05 juin 2011 - 05:01 .
#110
Posté 05 juin 2011 - 05:03
daqs wrote...
Honestly, on Insanity, the Praetorian fight on the DCV is harder than the fight on Horizon. On Horizon, all you're fighting is the Praetorian, and you can thus move around the battlefield with no regard to anything else - so long as everybody is near cover long enough, you're fine. On the DCV, you either set up shop at the top of that slope at the entrance of the room, which allows you to be flanked and has crap cover for fighting things coming up the ramps, or you charge in and try not to get surrounded by the husk/Collector waves that get thrown at you. If you bunker down next to the heavy weapon ammo, you've got no room to retreat, but if you push out further, you overextend. I think the key to that fight's a quick kill more than anything else. But like I said earlier, I'm useless at small unit tactics.
I HATE Praetorians. They are such a beast to kill, even on Casual. Seriously, they are ridiculously over-powered.
#111
Posté 05 juin 2011 - 05:08
#112
Posté 05 juin 2011 - 02:41
Ship.wreck wrote...
Wow, that's a GOOD one! How do you figure that out? And why do they make spots that effect enemy behavior by standing on them?
Well...I had already worked out the right hand side Scion some time back, due to the fact that I always carefully examine a sight with the snipers scope before I move into the sight...looking for tactical possibilites, hidden mooks, thermal clips, etc...basically more information on the sight than a quick visual once over...and knew about the Scions gun on the left, but had not noted the breath in and out weakness....this last game, I just decided to try harder with the left hand Scion and see if I could hit it after all...the challenge, etc....and presto!...
Usually I put Garrus and Grunt on the left side catwalk as husk bait, then post up behind the middle handrail of those steps, for some reason it blocks the Scion canons, so I can just sit there and snipe them until they drop, occassionally break out my shotgun if the husks get close. Then after that I move Wrex to some cover on the right side to get a three way crossfire on the Collectors.
Yep, I was using that handrail for a while....but lost it's advantage when I did my Insanity run....and just haven't used it since..... I found out on that run also, 3 way does not work so well in that area
Second wave comes from near the entrance, so just reverse Sheps and squaddies positioning and rinse and repeat...
Modifié par Golden Owl, 05 juin 2011 - 02:42 .
#113
Posté 05 juin 2011 - 02:47
[quote]Ship.wreck wrote...
Wow, that's a GOOD one! How do you figure that out? And why do they make spots that effect enemy behavior by standing on them?
[/quote]
[quote]The wiki talks about this one , as well as others. That is what I do as well, but only because I read it there. I browsed the combat pages, after almost loosing another controller in fustration.
[/quote]
....
#114
Posté 05 juin 2011 - 03:05
Senior Cinco wrote...
@ Ship: The enemies do not only have extra layers / more of a layer on insanity, but use their powers more, and are more aggressive in combat. Yes, you still use the same weapons, but they close in on your ass and flank more on higher difs. On lower settings, you can just equip your best weapon and blast away, while on higher settings you must incorporate the placement and use of your squadies' and their powers more TACTICALLY.
Note the Horiz mission. On lower settings, I was able to take out the Prat with my weapons only. Once the insane part was added to the equation, that went out the window. I was forced to place my squad on the upper deck, between the trailers on the left. The Prat focused on me, so I was able to run around the two trucks, parked together in front. Staying as close to the trucks as possible, the Prat can't get higher than the cab. When he starts that slam / splash / you're dead move, back up out of range and run back up to the cab. If you continue to circle the trucks, your squad will have free rain to continuously hammer the thing, unopposed. Same thing on the other encounter, at that ship. There's a big column in the left corner. Run around that thing and let the squad take it out.
I playedthrough the 2nd time as an Inft. By setting up across from my squad, with that damn Prat in the mid and using tactical cloak, we played Prat-Ping-Pong till it was dead.
Yep, I noticed the extra flanking on Insanity...gnrgnrgnr...<_<...much to my horror....
My experience with the Insanity Pretorians...
Modifié par Golden Owl, 05 juin 2011 - 03:06 .
#115
Posté 09 juin 2011 - 04:01
#116
Posté 09 juin 2011 - 04:27
Stasis also has some crazy effects on some enemies. Capt Wasea, at the end of Samara's recrt mission, dies instantly. You hit her with Stasis right from the start, and she just vanishes. I don't know if that's just a bug, or if it's effected by the amount of that drug she is on. Flying Drones, fall and explode, when Stasis wears off.
#117
Posté 09 juin 2011 - 05:05
Senior Cinco wrote...
Stasis IMO is the best bonus power in the game. That tactic, with the Scions, is the only way I can get through the platforms. It unfortunately doesn't work on Harbie. ( cuss, scream, throw controller ) On insanity it is like breasts and beer, with it's ability to bypass protection layers. The short window, after Stasis wears off and the enemy falls, gives 3x-4x damage bonus. I never put more than 1 point in it. This allows you to use it more frequently, and you don't have to wait long for the effects to wear, to take advantage of the damage bonus. Geth Prime can be taken out with a few shots of Stasis, followed by joint firepower from the squad.
Stasis also has some crazy effects on some enemies. Capt Wasea, at the end of Samara's recrt mission, dies instantly. You hit her with Stasis right from the start, and she just vanishes. I don't know if that's just a bug, or if it's effected by the amount of that drug she is on. Flying Drones, fall and explode, when Stasis wears off.
Yes, noticed that myself about Harbie...gnrgnrgnr....
I used Stasis on Wasea for the first time the other day and now you have answered my 'Where in hell did she go!?' question.
Yep, Stasis is a god send with those Drones..,.and Tela Vasir for that matter, I Stasis her then run like hell to where she fell and stand over her waiting with Locust at the ready, plow her until she gets her bearings, cloak, duck for cover, then repeat process....was a god send also in bringing her down on Insanity.





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