Please,don´t make Insanity SUCK in ME3
#76
Posté 10 juin 2011 - 07:15
#77
Posté 10 juin 2011 - 07:22
#78
Posté 10 juin 2011 - 07:25
#79
Guest_lightsnow13_*
Posté 10 juin 2011 - 07:45
Guest_lightsnow13_*
Insanity becomes a way to play. I can't want to play ME3. I think i'll start my new game on veteran or hardcore just to get use to the gameplay...then try insanity. I feel like insanity on ME3 will be scary as all hell because of the way the enemies will move around the battlefield.
#80
Posté 10 juin 2011 - 07:46
#81
Posté 11 juin 2011 - 12:50
#82
Posté 11 juin 2011 - 12:57
It took me two days real time to beat. Soldier+Revenant+Inferno allowed me to rape the harder parts of the game: Collector Ship for instance.
I liked the difficulty. Yeah, sometimes I'd get gimped, walk into a crossfire, had some cheap stuff happen and kill me but I saved often and it wasn't all that hard.
#83
Posté 11 juin 2011 - 01:33
I still prefer normal difficulty, butt-kicking badass fits the story and cutscenes better but it was a nice change of pace.
#84
Posté 11 juin 2011 - 02:08
slimgrin wrote...
..... approched insanity in ME2, no wonder you were frustrated. I thought the difficlulty level for insanity was just right. It forced you to use tactics and required some fast-twitch skills. If anything, it should be a bit harder in ME3.
Yah, that's what kept killing me. Dang arthritis. Fast twitch is not there anymore. Tactics? Not a problem, but tactics alone won't do the job. I kept buying the farm on Horizon. I tried my Infiltrator and used the cloak a lot. I made it through the first part by cloaking and moving around a lot. Ran out of medi-gel -- team kept dying (Miranda and Zaeed). Those damn things that spam shockwave kept getting me. Too slow. Hardened is about as tough as I can get through it. I mostly suck at Call of Duty (MP), too, but I have good days. GRAW series look out, my tactics come into play more. I'll leave insanity to you kids. It's just not happening.
Please have an achievement for getting through ME3 at each difficulty level. Getting through on normal shouldn't count the same as getting through on veteran or hardcore. One basic for "finish game at every difficulty", then add one achievement per difficulty above casual (say a 10 pt bonus for normal and 10 pts more for veteran, 10 pts more for hardened, and finally 50 pts more for Insanity -- make them cumulative, like if you beat the game on hardened you get all the ones under that too, so Insanity gets 50 + all those under it). Rather than making Insanity easier, I could easily live with this compromise.
#85
Posté 11 juin 2011 - 02:48
Vanguard
Infiltrator
Adept
Soldier
It is now the default level of play for me, because the other levels are WAY TOO EASY since playing on insanity. I did a stretch on Hardcore refining my skills, but now even that is too easy. The only thing I hope is they at least keep it as hard if not harder in ME3.
#86
Posté 11 juin 2011 - 02:54
#87
Posté 11 juin 2011 - 03:49
daqs wrote...
Pft. ME2's Insanity - fairly well balanced, actually involving an element of choice about fighting, and definitely not a grind or impossible - was a vast improvement from ME1. I'm glad it's remaining the same in most of its essentials.
This is nonsense. ME2's Insanity wasn't at all well-balanced. I say this as someone who has completed the game multiple times on Insanity.
That lack of balance was exactly the problem.
For Soldier-class characters, ME2's Insanity was fairly straightforward. It was barely noticeably harder than the previous difficulty mode, and you could essentially play almost like it was Normal, only being somewhat more careful and optimized. This was because you didn't really face any new challenges - it was still just a matter of shooting people in the face. You have lots of ammo, big guns, and Adrenaline Rush - that works very well with Insanity.
For Infiltrator-class characters, ME2's Insanity was moderately hard. A noticeable step up from the previous difficulty, but still very doable, because like Soldiers, Infiltrators rely mainly on their weapons, and have a good amount of ammo. It's not as easy with a Soldier, because Cloak isn't Adrenaline Rush, but it's workable.
For every other class, Insanity was more or less terribly-balanced nightmare, where abilities their entire class was balanced around simply didn't do anything because all enemies had defenses, and many had multiple layers of defenses. It certainly wasn't impossible, but it was extremely painful and frustrating, and didn't reward good play particularly.
So that's something ME3's designers must look at - ME2 seems to have simply balanced Insanity on the assumption that you're a Soldier, and everyone else can go screw (Infiltrators are only okay because they're so similar to Soldiers in ME2) - Hopefully ME3's team will realize that all classes should be able to play Insanity with roughly equal easy/difficulty, and will design the game accordingly - that means less defences which just totally prevent powers from working, for starters.
TLDR: Insanity with a Soldier is EZ-MODE, Insanity with an Infiltrator is NORMAL mode. Insanity with other classes is HARD mode. If you're saying Insanity was "Just right" or "too easy" and played a Soldier in it, you need to play it as an Adept or other class. All I want is Insanity to be equally easy/hard for all classes in ME3 (hopefully harder than it was for Soldiers in ME2, actually, because that was too easy).
Modifié par Eurhetemec, 11 juin 2011 - 03:52 .
#88
Posté 11 juin 2011 - 03:55
With an adept or Vanguard a skilled player can rip Insanity to shreds. Now mind you it isn't like playing on Veteran where I can just about go to sleep, but then that should be the point on playing on insanity. I have been told that Sentinel is even easier than Soldier on insanity(I personally found them boring) and I have never played engineer that high, only on hardcore, but still protections were NOT AN ISSUE to fret over.
Other than a few posters on ME2 strategy forum, most will tell you Insanity isn't that bad. Trust me in this, if you can't play an adept at insanity level, it isn't the class or the protections, it is a problem Between the Keyboard/Controller and chair.
#89
Guest_Guest12345_*
Posté 11 juin 2011 - 03:57
Guest_Guest12345_*
Though I do think enemies having tons of layers of armor and shields is just boring.
#90
Posté 11 juin 2011 - 04:08
mcsupersport wrote...
^ lol@eurhetemec
With an adept or Vanguard a skilled player can rip Insanity to shreds. Now mind you it isn't like playing on Veteran where I can just about go to sleep, but then that should be the point on playing on insanity. I have been told that Sentinel is even easier than Soldier on insanity(I personally found them boring) and I have never played engineer that high, only on hardcore, but still protections were NOT AN ISSUE to fret over.
Other than a few posters on ME2 strategy forum, most will tell you Insanity isn't that bad. Trust me in this, if you can't play an adept at insanity level, it isn't the class or the protections, it is a problem Between the Keyboard/Controller and chair.
Wow, you find Insanity easy but reading posts hard, eh?
I've played Insanity on all of the classes, finished it on some, and it is ridiculous easy on a Soldier, compared to anyone else. It's really like a bad joke.
Pretending that other classes have it as easy as Soldiers on Insanity is just damn silly. Sentinels certainly don't, and you're very guillible to believe that they do. I'm not saying that Adepts can't finish Insanity, they can, but it's just way, way harder for them than for Soldiers. I don't see why you're trying to act all macho and pretend to be a "big man" about this, rather than being honest.
Modifié par Eurhetemec, 11 juin 2011 - 04:09 .
#91
Posté 11 juin 2011 - 04:08
I can smell the overreaction from here.Eurhetemec wrote...
daqs wrote...
Pft. ME2's Insanity - fairly well balanced, actually involving an element of choice about fighting, and definitely not a grind or impossible - was a vast improvement from ME1. I'm glad it's remaining the same in most of its essentials.
This is nonsense. ME2's Insanity wasn't at all well-balanced. I say this as someone who has completed the game multiple times on Insanity.
That lack of balance was exactly the problem.
For Soldier-class characters, ME2's Insanity was fairly straightforward. It was barely noticeably harder than the previous difficulty mode, and you could essentially play almost like it was Normal, only being somewhat more careful and optimized. This was because you didn't really face any new challenges - it was still just a matter of shooting people in the face. You have lots of ammo, big guns, and Adrenaline Rush - that works very well with Insanity.
For Infiltrator-class characters, ME2's Insanity was moderately hard. A noticeable step up from the previous difficulty, but still very doable, because like Soldiers, Infiltrators rely mainly on their weapons, and have a good amount of ammo. It's not as easy with a Soldier, because Cloak isn't Adrenaline Rush, but it's workable.
For every other class, Insanity was more or less terribly-balanced nightmare, where abilities their entire class was balanced around simply didn't do anything because all enemies had defenses, and many had multiple layers of defenses. It certainly wasn't impossible, but it was extremely painful and frustrating, and didn't reward good play particularly.
So that's something ME3's designers must look at - ME2 seems to have simply balanced Insanity on the assumption that you're a Soldier, and everyone else can go screw (Infiltrators are only okay because they're so similar to Soldiers in ME2) - Hopefully ME3's team will realize that all classes should be able to play Insanity with roughly equal easy/difficulty, and will design the game accordingly - that means less defences which just totally prevent powers from working, for starters.
The problem with the Soldier is less the fact that it's Insanity and more the fact that it's a friggin Soldier. They're aces at killing anything, on any difficulty level, unless it has a biotic barrier, so they need to bring teammates along for that (the horror!). Their play style doesn't change at all in the Veteran-to-Hardcore jump, save for a single alteration: Disruptor Ammo becomes much more useful. That's about it.
The common complaint that other classes - most often, the Adept - suck on Insanity is mostly backlash from those classes - mostly, the Adept - being horrendously overpowered on Veteran and below. Virtually no barriers (pun intended) to using biotics on whomever you damn well please? So when Adept players have to adjust their playstyle in the Veteran-to-Hardcore jump, some of them get butthurt. Shocker. Sane people who've done lots of playthroughs on Adept on Insanity - Bozorgmehr is probably the most well-known here, though plenty of others, including me, have done their fair share of Insanity Adepts - instead revel in setting up Warp bombs (something no Soldier can do on her own) or taking advantage of stagger effects to wreak havoc even with biotic abilities that don't directly penetrate protections. Most importantly, an Adept can never run out of ammo (she just waits for the cooldown and uses Warp or whatever again); if a Soldier reaches that impasse, all she has left is Concussive Shot and melee, not exactly a murderer's row. The only - the only! - challenge an Adept has that her powers can't deal with natively (unless you use Warp bombs, which you should) is shielding. Gasp. Bring a squadmate with Overload with you and roll on through. And once you reach the Disabled Collector Vessel and grab, say, a Geth Plasma Shotgun, no protection can withstand you.
The complaints with pretty much any other class on Insanity are even less justified. Vanguards simply have to do a slightly better job of getting their post-Charge headshots, and pay a bit more attention to tactical placement - they remain one of the most fun classes in the game. Engineers retain their ability to control the battlefield and can natively crack any protection with their powers except for biotic barriers (again, bring Miranda, Thane, or, hell, Kasumi); their panic button, the Combat Drone, remains just as effective as before. Sentinels are still invincible and capable of dealing with all protections; if there's one thing I absolutely can't fathom about your post, it's that you claim Sentinels have problems with Insanity, when they're arguably more of an instant win button than Soldiers are. Infiltrators have their own panic button, their own (more situational) battlefield control abilities, and are one of two classes capable of the OSOK - but you don't have a problem with them. And, of course, there is the Soldier. Soldiers have to deal with R/P/S too, and their playstyle is rewarded for doing so (unless you have the Mattock, in which case, the Soldier has no equals, but the Mattock is widely recognized as being more or less broken).
It seems to me like your complaints stem from simply not being that well practiced at removing layers of protection and dealing with the R/P/S. "Multiple playthroughs on Insanity", maybe, but have you actually learned anything from them?
#92
Posté 11 juin 2011 - 04:16
daqs wrote...
It seems to me like your complaints stem from simply not being that well practiced at removing layers of protection and dealing with the R/P/S. "Multiple playthroughs on Insanity", maybe, but have you actually learned anything from them?
I deal with the R/P/S and removing protection just fine, but the fact remains that massively more effort and thought is required when playing an Adept on Insanity than when playing a Soldier on the same. You've already agreed with that, though, pretty much, saying EXACTLY what I did, which is that Soldier playstyle doesn't even really vary - and I'd say that even against biotic barriers, they don't exactly have a hard time. Do you disagree?
I'll admit I've not played Sentinels much on Insanity, only at the start of the game, where it was lot trickier than Soldier for me, maybe they get easier when you get more levels under your belt, but I have a hard time believing that they get easier than Soldiers do.
I can agree that Adepts are very powerful on easier game modes, and maybe that needs fixing too, but I think the amount of play-style change for them on Insanity really changes the class and game experience entirely, and not in a positive way.
Edit - I will say one thing - Insanity is definitely vastly more FUN for a Soldier or Infi than other difficulty modes - you actually feel like you're playing. It doesn't need to get easier, just more balanced (which may mean nerfing Adepts on easier difficulty modes, as noted).
Modifié par Eurhetemec, 11 juin 2011 - 04:21 .
#93
Posté 11 juin 2011 - 04:32
#94
Posté 11 juin 2011 - 04:35
Adepts have multiple ways of playing depending on your style, from shotgun mid-range with Geth SG, to shotgun up-close with Eviscerator/(modded Claymore(see Asari Adept on youtube)), to AR mid-range and Sniper rifle long range.
http://social.biowar...1/index/2841785
^whole thread about how to play adepts on insanity and rock the world. I can do it, and it isn't hard, you just have to fully understand how to use your weapons and powers to beat all comers. Did you know Heavy throw will damage shields?? With the incredibly quick cooldown it is medium effective and also staggers enemies as well. Just using Singularity and warp is gimping the class, by totally forgetting Pull and throw(shockwave is optional). I am sorry you don't understand or enjoy Insanity level Adepts, but that is more your problem not the difficulty level.
#95
Posté 11 juin 2011 - 04:42
I think Insanity is fun as a Soldier (so long as you're not playing Widow/Mattock Soldier with Heightened AR, which is practically playing on Casual), but I don't think it's that fun, and it loses a lot of oomph from the fact that you can play it badly or with mediocrity and still roll through. That's not an Insanity design flaw, that's a Soldier design flaw. And I think it directly disagrees with your point about Insanity being balanced for Soldiers only - in fact, Insanity is well balanced for every class except Soldiers - for Soldiers, and, to a lesser degree, Sentinels, the balancing doesn't work quite right. Part of that has to do with the inherent features of the classes in question - any class that relies on guns instead of powers is going to be a sticking point for balance, and any class that can remove any protection with its powers and which relies on a nearly gamebreaking cooldown bug is going to be even harder to balance. And even then, honestly, Insanity worked pretty well for Soldiers until the Mattock came along.Eurhetemec wrote...
daqs wrote...
It seems to me like your complaints stem from simply not being that well practiced at removing layers of protection and dealing with the R/P/S. "Multiple playthroughs on Insanity", maybe, but have you actually learned anything from them?
I deal with the R/P/S and removing protection just fine, but the fact remains that massively more effort and thought is required when playing an Adept on Insanity than when playing a Soldier on the same. You've already agreed with that, though, pretty much, saying EXACTLY what I did, which is that Soldier playstyle doesn't even really vary - and I'd say that even against biotic barriers, they don't exactly have a hard time. Do you disagree?
I'll admit I've not played Sentinels much on Insanity, only at the start of the game, where it was lot trickier than Soldier for me, maybe they get easier when you get more levels under your belt, but I have a hard time believing that they get easier than Soldiers do.
I can agree that Adepts are very powerful on easier game modes, and maybe that needs fixing too, but I think the amount of play-style change for them on Insanity really changes the class and game experience entirely, and not in a positive way.
Edit - I will say one thing - Insanity is definitely vastly more FUN for a Soldier or Infi than other difficulty modes - you actually feel like you're playing. It doesn't need to get easier, just more balanced (which may mean nerfing Adepts on easier difficulty modes, as noted).
Conversely, I think that playing on Hardcore and Insanity by now is the best way to play, say, an Adept, because frankly you'll be punting things left and right on any other difficulty level and skipping your way to victory. Since small-unit tactics are mostly irrelevant - apart from keeping your squad alive so they can continue to use their powers in support of you, and maybe using SMG users with Tempests as suppressors - one-on-one tactics, in the form of removing protections, take predominance, and they actually add a challenge to the hardest difficulty in the game. (What a novel concept!) It's really not a slog unless you're doing something weird like pausing constantly in order to use your and your squadmates' powers (instead of using mapped ones from the power bar); flow can get quite natural, and so long as you maintain a proper level of aggression, you can keep moving without each encounter turning into the Western Front in 1916.
#96
Posté 11 juin 2011 - 05:11
Video from this thread about Vanguards played VERY aggressively on INSANITY..........
http://social.biowar...1/index/6343841
Another thread about Vanguards dominating Insanity......
http://social.biowar...1/index/1457282
!!!!Shotgun engineers take on insanity.......
http://social.biowar...1/index/4873892
Sentinel, video...not my favorite class by far.....
http://social.biowar...1/index/1472726
So they can be done, and done well, if you can play them right........
#97
Posté 11 juin 2011 - 05:14
#98
Posté 11 juin 2011 - 05:16
#99
Posté 11 juin 2011 - 05:20
Fortunately there are more interesting ways to play, especially with an aggressive Vanguard but I really miss the freedom and mobility you get in games like Halo or Borderlands even on the highest difficulty level. I am really excited to see, based on the ME3 demos that they are moving towards a higher level of movement rather than a system that allows for the monkey strategy to be a boring but local optimum. (ie it is not the optimum but it is possible to master the monkey spam strategy and stick with it until you go insane)
#100
Posté 11 juin 2011 - 05:24
I only died once on my first playthrough on Insanity with my Vanguard and that was because I got overconfident and careless, but once I got the Claymore shotgun the game almost became a joke because I could destroy most enemies in one shot.
Also Adepts are one of the most underrated classes in Mass Effect 2 on Insanity, with a Shotgun you become like a Mass Effect 1 Vanguard. As an Adept on Insanity use your Singularity to stun a group of enemies, then strip there defenses from a distance with a Heavy Pistol or SMG as you close distance on them and finally once there defenses are gone, and there floating around, blow them apart with a well timed Warp and finish the survivors off with the Shotgun at close range.
Imo every class is capable of being uber badass and dominating Insanity, ( I should know Ive played all 6 classes several times each, in both Mass Effect 1-2 ), its just about finding your own little niche. Experiment, play all the classes and find one the suits you best and stick with it, make sure to upgrade and you will dominate Insanity.
And remember practice makes perfect! =)





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