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Please,don´t make Insanity SUCK in ME3


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#101
Eurhetemec

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daqs wrote...

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.

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.


Hehe.

You're continuing to say the same thing as me, but to interpret that same information differently. You say the Soldier being too easy on Insanity means that Soldiers are badly balanced, I say that it means Insanity is. We can both make a fairly solid case, and the end effect is the same - Soldiers have a way easier time on Insanity than other classes.

Here's the problem for me - I feel like Adepts should basically be a power-based class. Weapons should be secondary. That's OPINION on my part, but I feel it pretty strongly. It's how it was all through ME1, and how it is only lower difficulties in ME2, and it's also how they're always shown to operate in cutscenes, in the novels, and so on.

Yet on Insanity, they're not so much a power-based class, or at least they don't feel that way to me, instead they're a weapon-based class using powers as a sort of secondary effect. You spend the majority of your time in combat whittling down shields or armor (or both, or biotic barriers!), and only then do get to use your "fun" abilities, which need to be used very carefully. To use them straight through shields/armor would OP, I can see that, but I think they should have looked at balancing them in a way such that they wouldn't have been OP to use in this fashion, or such that they worked on some enemies at least (those with only armor would make the most sense).

What's worse, some theoretically awesome and Adept-unique powers are almost entirely useless on Insanity (Shockwave, for example). That doesn't seem right at all.

Personally I find the Infiltrator to be sort of at the "goldilocks" level of difficulty on Insanity. Hard enough that it's both fun and challenging, but not so hard that it's fiddly or irritating. I found Adepts and Engineers particularly to be more in the "fiddly/irritating" range (which they weren't on lower difficulties).

Edit - I notice no-one else seems to be saying Infis are easy on Insanity? Do other people think they're one of the harder classes to play or something?

I do think that Insanity with all characters has too much of a focus on wear-down, and too little of a focus on good tactics. Tactics rarely matter much, which seems wrong. Accurate shooting and using the right weapons/ammo powers to bring down defenses/kill enemies seems to count for a lot more than who you target first, or what angle of approach you use or the like. Having enemies be more clever and mobile on Insanity would go a long way to fixing this, and perhaps mean we could see less in the way of "And now for my next bar!"-type nonsense. Most of the enemies who had both armour and shields were dull to fight, rather than exciting.

Mcsupersport - Thank you for all the links, I can see you care a lot about this issue, but I suspect even you agree that Soldiers have it easier than any of those. Maybe that does say the problem is the Soldier, though, I'm just not sure.

Modifié par Eurhetemec, 11 juin 2011 - 05:33 .


#102
TheKingOf-Kings

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RaenImrahl wrote...

TheKingOf-Kings wrote...

No. Get out.


Hardly a productive comment.  <_<


Hardly a productive topic. <_<

#103
Aimi

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Eurhetemec wrote...

Hehe.

You're continuing to say the same thing as me, but to interpret that same information differently. You say the Soldier being too easy on Insanity means that Soldiers are badly balanced, I say that it means Insanity is. We can both make a fairly solid case, and the end effect is the same - Soldiers have a way easier time on Insanity than other classes.

Here's the problem for me - I feel like Adepts should basically be a power-based class. Weapons should be secondary. That's OPINION on my part, but I feel it pretty strongly. It's how it was all through ME1, and how it is only lower difficulties in ME2, and it's also how they're always shown to operate in cutscenes, in the novels, and so on.

Yet on Insanity, they're not so much a power-based class, or at least they don't feel that way to me, instead they're a weapon-based class using powers as a sort of secondary effect. You spend the majority of your time in combat whittling down shields or armor (or both, or biotic barriers!), and only then do get to use your "fun" abilities, which need to be used very carefully. To use them straight through shields/armor would OP, I can see that, but I think they should have looked at balancing them in a way such that they wouldn't have been OP to use in this fashion, or such that they worked on some enemies at least (those with only armor would make the most sense).

What's worse, some theoretically awesome and Adept-unique powers are almost entirely useless on Insanity (Shockwave, for example). That doesn't seem right at all.

Personally I find the Infiltrator to be sort of at the "goldilocks" level of difficulty on Insanity. Hard enough that it's both fun and challenging, but not so hard that it's fiddly or irritating. I found Adepts and Engineers particularly to be more in the "fiddly/irritating" range (which they weren't on lower difficulties).

Edit - I notice no-one else seems to be saying Infis are easy on Insanity? Do other people think they're one of the harder classes to play or something?

I do think that Insanity with all characters has too much of a focus on wear-down, and too little of a focus on good tactics. Tactics rarely matter much, which seems wrong. Accurate shooting and using the right weapons/ammo powers to bring down defenses/kill enemies seems to count for a lot more than who you target first, or what angle of approach you use or the like. Having enemies be more clever and mobile on Insanity would go a long way to fixing this, and perhaps mean we could see less in the way of "And now for my next bar!"-type nonsense. Most of the enemies who had both armour and shields were dull to fight, rather than exciting.

To me, the conclusion seems fairly obvious: if Soldiers are unusually easy to play, compared to other classes, on a given difficulty level, then that level is not balanced "for" Soldiers, it's balanced for everybody else, and unbalanced for Soldiers.  I could be wrong.

As to, well, everything else, I think you're overstating the amount of gunwork an Adept needs to do on Insanity.  Obviously, there's more than on lower difficulty levels, because biotics work ridiculously well on lower difficulty levels such that you barely need your guns at all.  Yet it's eminently possible - there are gameplay vids! - of gunless Insanity Adept (or Engineer) playthroughs on key missions.  Proper employment of squadmates' powers is pretty important there, but not even close to necessary.  (Interestingly, you can even try this as a classic Widow Soldier - limit your gunfire to picking off enemies attacking your squadmates while relying on them to kill the majority of enemies, and as long as you pick the right squadmates, you can blow through more than a few missions.  Never tried it for the whole game; maybe I should.)  Not using any gunfire at all is obviously a bit excessive, but, I mean, the proof exists!

You're overstating how much those protections matter, too.  A single Overload, properly upgraded, will wipe out the shielding on a generic Blue Suns mook, and Warp will do the same for a Collector Drone or Eclipse Sister.  Higher-level mooks like Vanguards or Blue Suns Legionnaires take more oomph, but they're kind of supposed to qua being higher-level mooks.  Bring along a few squadmates with Incisors or Tempests and they won't pose a problem.  Most importantly, though, protections are always the weakest vitality bars; I don't exactly remember the ratio, but I think health:armor, health:shields, and health:barrier is always a 2:1 ratio (except possibly in the case of YMIR mechs).  Removing those protections is just a matter of bringing along the right squadmates while keeping them alive and in a position to deal damage on their own terms.  If you ignore those, there's always gunfire.  And once you've done that, you can use Shockwave or Pull to your heart's content.  Adding in AoE things like Warp bombs - a horribly underutilized tactic that is central to Adept play on Insanity - and you're basically all set.

The issue and relevance of tactics is certainly a problem, but it's not an Insanity-specific problem, it's a level design problem, which BioWare devs have repeatedly pointed out will be changed in the third game.  They want to make flanking more viable, for both you and your enemies.  They want to prevent you from sitting tight in a sniper's perch, invulnerable to attack, picking off enemies one by one.  Not to say that you had to sit tight in a sniper's perch throughout ME2 to have a chance, or that flanking was never done by anybody, ever (definite no to the first, a qualified no to the second), but level design, while it incorporated some more wide-open areas and alternate paths, generally tended to be fairly straightforward (not the same thing as claustrophobic or railroaded, mind you) and enabled that sort of play too much.  Even so, in ME2, if you position your squadmates intelligently, which is almost always possible, they will contribute effectively, and if you employ the right powers at the right times in the right places, you will almost always roll through.  Isn't that pretty much the definition of small unit tactics?

#104
Bozorgmehr

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Eurhetemec wrote...

You're continuing to say the same thing as me, but to interpret that same information differently. You say the Soldier being too easy on Insanity means that Soldiers are badly balanced, I say that it means Insanity is. We can both make a fairly solid case, and the end effect is the same - Soldiers have a way easier time on Insanity than other classes.


ME2 is balanced around Normal, not Insanity.  Soldiers are the default class. BW puts a lot of effort in making the ME series accessable to all (including new) players. The Soldier is primarily designed to introduce new players into the ME universe. Soldiers play like soldiers do in other shooter/action games. They have no real powers, only a bufff which makes shooting very easy - and that's all there's to em; shoot and/or shoot in slowmo.

Being a straight forward class which doesn't require the use of a little more 'complicated' tactics - just shoot the lot - doesn't make Soldiers more powerful, only easier to play (for newbies).

Here's the problem for me - I feel like Adepts should basically be a power-based class. Weapons should be secondary. That's OPINION on my part, but I feel it pretty strongly. It's how it was all through ME1, and how it is only lower difficulties in ME2, and it's also how they're always shown to operate in cutscenes, in the novels, and so on.


I recommend playing ME1 again, coz Adepts had to use their weapons about 10x more often/longer than in ME2. In ME1 (biotic) powers only completely broke combat; shooting didn't matter b/c you were "fighting" harmless enemies. In ME2 biotic can be used to kill enemies without using weapons at all (not possible in ME1).

Mass Effect is about shooting and using powers in tandem - not one or the other. You may not like that, but what you're asking is something ME tries not the be in the first place. Adept are no space-mages, they are soldiers (like all other classes) who can use biotics to assist in combat.

Yet on Insanity, they're not so much a power-based class, or at least they don't feel that way to me, instead they're a weapon-based class using powers as a sort of secondary effect. You spend the majority of your time in combat whittling down shields or armor (or both, or biotic barriers!), and only then do get to use your "fun" abilities, which need to be used very carefully. To use them straight through shields/armor would OP, I can see that, but I think they should have looked at balancing them in a way such that they wouldn't have been OP to use in this fashion, or such that they worked on some enemies at least (those with only armor would make the most sense).

What's worse, some theoretically awesome and Adept-unique powers are almost entirely useless on Insanity (Shockwave, for example). That doesn't seem right at all.


Adepts are in fact the class that can inflict most of their damage by using powers; there is no other class that can come close to the damage Adepts can do with their (biotic) powers.

Powers like Shockwave are not useless on Insanity; in fact, they are BEST on Insanity. Enemies have a lot more health points than on easier settings, thus biotic powers will be more useful and do more damage. Enemy defenses are a non-issue - they drop about twice as fast compared to health. The only thing that changes for Adepts (and other classes) on Insanity (or when all enemies start using protection) is; you need to look around and think before using your offensive abilities. Pull, Throw and/or Shockwave are not very effective against enemies who still have defenses, but if you look around the battlefield there will always be enemies who have lost defenses and can be pulled, thrown away or tossed around. You need to think a little before you act instead of smashing a random power button and watch enemies die (like on Normal). 

Personally I find the Infiltrator to be sort of at the "goldilocks" level of difficulty on Insanity. Hard enough that it's both fun and challenging, but not so hard that it's fiddly or irritating. I found Adepts and Engineers particularly to be more in the "fiddly/irritating" range (which they weren't on lower difficulties).

Edit - I notice no-one else seems to be saying Infis are easy on Insanity? Do other people think they're one of the harder classes to play or something?


All classes, including the Infiltrator, are very easy on Insanity - just get cover and wear the enemy down. Boring, but easy. The Cloak-snipe-get-back-into-cover-Infiltrator is among the easest characters around.

I do think that Insanity with all characters has too much of a focus on wear-down, and too little of a focus on good tactics. Tactics rarely matter much, which seems wrong. Accurate shooting and using the right weapons/ammo powers to bring down defenses/kill enemies seems to count for a lot more than who you target first, or what angle of approach you use or the like. Having enemies be more clever and mobile on Insanity would go a long way to fixing this, and perhaps mean we could see less in the way of "And now for my next bar!"-type nonsense. Most of the enemies who had both armour and shields were dull to fight, rather than exciting.


You don't need tactics to play on Insanity, but it will likely become tedious and boring at times. However, when you do use tactics; fights which were previously considered tough, become easy; cover becomes almost redundant; you can play Insanity like it's Normal etc etc.

Those defensive layers are indispensable to ME2's gameplay; removing em or changing the way powers affect enemies with different layers will completely destroy the combat system up to the point of making 80-90% of all available powers completely useless.

Defenses make gameplay a litlle more tactical, without the need to give enemies a gazillion hitpoints (like most other games do). The beauty of the ME2 system is, that regardless the difficulty level, one (who has enough skill and knowledge about the game) can play on Insanity like others do on Casual. Compare that to ME1 where there is no difference between Casaul and Insanity - it only takes about 10x longer (you have to fire a lot of bullets) before enemies die - enemies who cannot fight back in the first place). In ME1 increasing difficulty = increasing the time required to kill a bunch of enemies; in ME2 increasing difficulty actually makes the game a little harder without becoming tedious, boring and/or time-consuming.

Modifié par Bozorgmehr, 11 juin 2011 - 09:39 .


#105
efrgfhnm_

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I think it was mentioned that they are stepping up the diffculty for ME3 in the confirmed features thread, normal now = veteran or something like that...

#106
Guest_Tigerblood and MilkShakes_*

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Insanity in mass effect 2 got easy right after horzion.only few parts where it was actually hard.level up right use the right mates and abilites and its pretty easy really

#107
Neverwinter_Knight77

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OP... Insanity is made for the purpose of being extremely difficult.  Casual, normal, veteran, hardcore, insanity.  I don't understand the problem.

Personally, I play on normal all the time.

Modifié par Neverwinter_Knight77, 11 juin 2011 - 04:14 .


#108
NobodyofConsequence

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Bah. All you people talking about making Insanity hard. If you really want a challenge, try using only your tongue and nose to control the game, with an un-upgraded NG+ Shep without any squadmates. In the dark. Wih the monitor turned off and only the speakers on. On low. With a police siren on outside your window.

#109
Commander Shep4rd

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NobodyofConsequence wrote...

Bah. All you people talking about making Insanity hard. If you really want a challenge, try using only your tongue and nose to control the game, with an un-upgraded NG+ Shep without any squadmates. In the dark. Wih the monitor turned off and only the speakers on. On low. With a police siren on outside your window.

Good luck with that. :)

#110
NobodyofConsequence

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Commander Shep4rd wrote...

NobodyofConsequence wrote...

Bah. All you people talking about making Insanity hard. If you really want a challenge, try using only your tongue and nose to control the game, with an un-upgraded NG+ Shep without any squadmates. In the dark. Wih the monitor turned off and only the speakers on. On low. With a police siren on outside your window.

Good luck with that. :)


Luck? It would take a miracle. :D

#111
Bozorgmehr

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NobodyofConsequence wrote...

Bah. All you people talking about making Insanity hard. If you really want a challenge, try using only your tongue and nose to control the game, with an un-upgraded NG+ Shep without any squadmates. In the dark. Wih the monitor turned off and only the speakers on. On low. With a police siren on outside your window.


An easier and better way to up the challenge is to play on difficulty level 6 (Insanity is level 5) - you can use Gibbed to change difficulty. Not recommendable though I'm pretty sure it will be a lot harder then your proposal :)

#112
Dexi

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I die more on casual than insanity...

#113
rt604

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I agree with what most of you have said here, but I feel that difficulty level shouldn't punish certain play styles. For instance, having teammates or powers that aren't ideal or a specific mission shouldn't make that particular mission impossible, just more difficult. I love playing the soldier class in both ME1 and ME2, but I liked the class better in ME1 because I had more powers to use, and ammo powers were previously a weapon modification. I also like standing out in the open, taking down enemies like a tank, not indefinitely but for significant amounts of time (master immunity). It also made most situations survivable if your teammates happen to get incapacitated on insanity in ME1, ME2 insanity becomes much more difficult or prolonged if your teammates go down (ie Horizon). In ME2 on insanity, even with hardened adrenaline rush you couldn't expose yourself to multiple enemy fire for more than a few seconds, and for soldiers your passive powers were either defensive or offensive, while in ME1 you could do both, this goes with your teammates powers as well. Soldiers are masters of armed combat so why can't you be great defensively and offensively at the same time?

Modifié par rt604, 11 juin 2011 - 05:19 .


#114
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I have played ME2 on insanity with every class but infiltrator. Adept is pretty much the only weak class, and that is not because Insanity is poorly balanced, that is because the Adept is poorly designed. Biotics in ME2 are weaksauce. If you want to play a power-using caster, play as an engineer and you will be very powerful. Heavy Overload and Heavy Incinerate + drone allows you to play very aggressively on Insanity.

#115
The Spamming Troll

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Bozorgmehr wrote...

ME2 is balanced around Normal, not Insanity.  Soldiers are the default class. BW puts a lot of effort in making the ME series accessable to all (including new) players. The Soldier is primarily designed to introduce new players into the ME universe. Soldiers play like soldiers do in other shooter/action games. They have no real powers, only a bufff which makes shooting very easy - and that's all there's to em; shoot and/or shoot in slowmo.

Being a straight forward class which doesn't require the use of a little more 'complicated' tactics - just shoot the lot - doesn't make Soldiers more powerful, only easier to play (for newbies).


...and i can say insanity is balanced around the combat classes. even tho the soldier only has 1 ability, in ME2 weapons are more important then abilities, and soldiers are very powerfull with just their weapons arsenal alone, not to mention playing the entire game in slowmo doesnt hurt either. id say soldiers are the easiest classes for insanity.

i wouldnt say soldier requires less tactics then another class, just less effort.

Bozorgmehr wrote...

I recommend playing ME1 again, coz Adepts had to use their weapons about 10x more often/longer than in ME2. In ME1 (biotic) powers only completely broke combat; shooting didn't matter b/c you were "fighting" harmless enemies. In ME2 biotic can be used to kill enemies without using weapons at all (not possible in ME1).

Mass Effect is about shooting and using powers in tandem - not one or the other. You may not like that, but what you're asking is something ME tries not the be in the first place. Adept are no space-mages, they are soldiers (like all other classes) who can use biotics to assist in combat.


ME1 also featured immunity, which is far superior to throw and lift. you only remember adepts being OP because it was the funnest type of OP.

sorry i feel like ME is ALL about shooting, abilities only come secondary, if not thirdary. i mean enemy protections arent telling you bioware wants you to shoot more, rather then use abilities?

if biotics are used to assist combat, why am i starting out with pistols? ****ty weapons AND ****ty abilities! oops.

Bozorgmehr wrote...

Adepts are in fact the class that can inflict most of their damage by using powers; there is no other class that can come close to the damage Adepts can do with their (biotic) powers.

Powers like Shockwave are not useless on Insanity; in fact, they are BEST on Insanity. Enemies have a lot more health points than on easier settings, thus biotic powers will be more useful and do more damage. Enemy defenses are a non-issue - they drop about twice as fast compared to health. The only thing that changes for Adepts (and other classes) on Insanity (or when all enemies start using protection) is; you need to look around and think before using your offensive abilities. Pull, Throw and/or Shockwave are not very effective against enemies who still have defenses, but if you look around the battlefield there will always be enemies who have lost defenses and can be pulled, thrown away or tossed around. You need to think a little before you act instead of smashing a random power button and watch enemies die (like on Normal).


i suppose the possability of maybe being able to use a warp bom, which anyone can do, is equal to the infiltrator laying waste with the widow or the vangaud laying waste with the claymore. the adept cant do anything another class can do, but every other class can cover the adepts roll.

your out of your mind when you say things like "enemy defenses are a non issue for the adept." literally, i couldnt understand how someone can actually be oblivious to what enemy protections means to the adepts gameplay.

#116
NobodyofConsequence

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Bozorgmehr wrote...

NobodyofConsequence wrote...

Bah. All you people talking about making Insanity hard. If you really want a challenge, try using only your tongue and nose to control the game, with an un-upgraded NG+ Shep without any squadmates. In the dark. Wih the monitor turned off and only the speakers on. On low. With a police siren on outside your window.


An easier and better way to up the challenge is to play on difficulty level 6 (Insanity is level 5) - you can use Gibbed to change difficulty. Not recommendable though I'm pretty sure it will be a lot harder then your proposal :)


You've tried this, or know someone who has? You've got me curious! And just for the record, I am these days one of those who've gotten a bit too used to Insanity. Oh, and in ME2, as well. :lol:

#117
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NobodyofConsequence wrote...

Bozorgmehr wrote...

NobodyofConsequence wrote...

Bah. All you people talking about making Insanity hard. If you really want a challenge, try using only your tongue and nose to control the game, with an un-upgraded NG+ Shep without any squadmates. In the dark. Wih the monitor turned off and only the speakers on. On low. With a police siren on outside your window.


An easier and better way to up the challenge is to play on difficulty level 6 (Insanity is level 5) - you can use Gibbed to change difficulty. Not recommendable though I'm pretty sure it will be a lot harder then your proposal :)


You've tried this, or know someone who has? You've got me curious! And just for the record, I am these days one of those who've gotten a bit too used to Insanity. Oh, and in ME2, as well. :lol:


I've done this and it is hilariously impossible to beat. You can unload every bullet out of every gun you have and you won't even put a scratch on a basic enemy's health bar.

#118
Sparrow44

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The Spamming Troll wrote...

your out of your mind when you say things like "enemy defenses are a non issue for the adept." literally, i couldnt understand how someone can actually be oblivious to what enemy protections means to the adepts gameplay.


Garrus Area Overload + Pull Field + Singularity + Stasis + Shockwave/Warp = Job Done!

Was that really so hard? Try harder next time.

#119
NobodyofConsequence

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scyphozoa wrote...

NobodyofConsequence wrote...

Bozorgmehr wrote...

NobodyofConsequence wrote...

Bah. All you people talking about making Insanity hard. If you really want a challenge, try using only your tongue and nose to control the game, with an un-upgraded NG+ Shep without any squadmates. In the dark. Wih the monitor turned off and only the speakers on. On low. With a police siren on outside your window.


An easier and better way to up the challenge is to play on difficulty level 6 (Insanity is level 5) - you can use Gibbed to change difficulty. Not recommendable though I'm pretty sure it will be a lot harder then your proposal :)


You've tried this, or know someone who has? You've got me curious! And just for the record, I am these days one of those who've gotten a bit too used to Insanity. Oh, and in ME2, as well. :lol:


I've done this and it is hilariously impossible to beat. You can unload every bullet out of every gun you have and you won't even put a scratch on a basic enemy's health bar.


Ah, Reaper_Mode! Devs, if you're listening....

*insert evil laugh here*

Btw, does that include trying the Cain? Because it might actually be fun to edit the ammo count on the Cain to infinite and then play on this Mode 6. Just sayin'. :devil:

#120
NobodyofConsequence

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Sparroww wrote...

The Spamming Troll wrote...

your out of your mind when you say things like "enemy defenses are a non issue for the adept." literally, i couldnt understand how someone can actually be oblivious to what enemy protections means to the adepts gameplay.


Garrus Area Overload + Pull Field + Singularity + Stasis + Shockwave/Warp = Job Done!

Was that really so hard? Try harder next time.


I had a lot of fun with Adept using singularity/locust while staggered/warp bomb - by the time the warp arrives (if you're playing at long enough range) you should have stripped down the first layer of defense. And stasis on incoming Collector platforms always gives you a free kill before they open up on you. Can't think of anything else that made life as easy during the final mission, to be frank.

#121
TUHD

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Personally, I am not quick enough to handle Insanity. That's just me, and that's why I'll never try Insanity mode (again). If you're really getting frustated about the difficulty, turn it down. It's there for a reason even midgame, you know?

Crying that Insanity is 'too hard' is when you're just not good enough for it is like crying that you aren't able to dodge a bullet that got shot on you on your own request... if you can't do it, don't try it.

#122
The Spamming Troll

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TUHD wrote...

Personally, I am not quick enough to handle Insanity. That's just me, and that's why I'll never try Insanity mode (again). If you're really getting frustated about the difficulty, turn it down. It's there for a reason even midgame, you know?

Crying that Insanity is 'too hard' is when you're just not good enough for it is like crying that you aren't able to dodge a bullet that got shot on you on your own request... if you can't do it, don't try it.


nobody here is argueing to make insanity easier.

the exact challenge ME2 offers for insanity isnt consistent between all classes, and some even find it dilutes combat. everyones gonna have an opinion one way or the other, but no, nobody wants to see insnaity be an easy mode.

#123
Bozorgmehr

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scyphozoa wrote...

NobodyofConsequence wrote...

Bozorgmehr wrote...

NobodyofConsequence wrote...

Bah. All you people talking about making Insanity hard. If you really want a challenge, try using only your tongue and nose to control the game, with an un-upgraded NG+ Shep without any squadmates. In the dark. Wih the monitor turned off and only the speakers on. On low. With a police siren on outside your window.


An easier and better way to up the challenge is to play on difficulty level 6 (Insanity is level 5) - you can use Gibbed to change difficulty. Not recommendable though I'm pretty sure it will be a lot harder then your proposal :)


You've tried this, or know someone who has? You've got me curious! And just for the record, I am these days one of those who've gotten a bit too used to Insanity. Oh, and in ME2, as well. :lol:


I've done this and it is hilariously impossible to beat. You can unload every bullet out of every gun you have and you won't even put a scratch on a basic enemy's health bar.


Enemies receive a 10,000x hitpoints multiplier - you'll be busy for a couple days to clear one level:

'normal' Insanity: EnemyHealthMultiplierLow=(X=1.975, Y=1.975) (level 5)
'insane' Insanity: EnemyHealthMultiplierLow=(X=10000, Y=10000) (level 6)

~5,000 Widow headshot are needed to kill a normal grunt! :o:crying:<_<-_-

#124
TUHD

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Bozorgmehr wrote...

scyphozoa wrote...

NobodyofConsequence wrote...

Bozorgmehr wrote...

NobodyofConsequence wrote...

Bah. All you people talking about making Insanity hard. If you really want a challenge, try using only your tongue and nose to control the game, with an un-upgraded NG+ Shep without any squadmates. In the dark. Wih the monitor turned off and only the speakers on. On low. With a police siren on outside your window.


An easier and better way to up the challenge is to play on difficulty level 6 (Insanity is level 5) - you can use Gibbed to change difficulty. Not recommendable though I'm pretty sure it will be a lot harder then your proposal :)


You've tried this, or know someone who has? You've got me curious! And just for the record, I am these days one of those who've gotten a bit too used to Insanity. Oh, and in ME2, as well. :lol:


I've done this and it is hilariously impossible to beat. You can unload every bullet out of every gun you have and you won't even put a scratch on a basic enemy's health bar.


Enemies receive a 10,000x hitpoints multiplier - you'll be busy for a couple days to clear one level:

'normal' Insanity: EnemyHealthMultiplierLow=(X=1.975, Y=1.975) (level 5)
'insane' Insanity: EnemyHealthMultiplierLow=(X=10000, Y=10000) (level 6)

~5,000 Widow headshot are needed to kill a normal grunt! :o:crying:<_<-_-


OMFG LOL. You must really be a macho to try that :P Daaamn. I don't want to know how much storehouses' worth of ammo I'd need then to kill a Praetorian or Harbinger :wizard:

The Spamming Troll wrote...

TUHD wrote...

Personally,
I am not quick enough to handle Insanity. That's just me, and that's
why I'll never try Insanity mode (again). If you're really getting
frustated about the difficulty, turn it down. It's there for a reason
even midgame, you know?

Crying that Insanity is 'too hard' is
when you're just not good enough for it is like crying that you aren't
able to dodge a bullet that got shot on you on your own request... if
you can't do it, don't try it.


nobody here is argueing to make insanity easier.

the
exact challenge ME2 offers for insanity isnt consistent between all
classes, and some even find it dilutes combat. everyones gonna have an
opinion one way or the other, but no, nobody wants to see insnaity be an
easy mode.


I noticed it already on Veteran, but in general (unless you're playing Arrival, so solo, or Kasumi's loyalty mission, which just sucks when it comes to gameplay) you can compensate by choosing the right companions. If you don't, you're screwed.

Modifié par TUHD, 11 juin 2011 - 07:37 .


#125
yfullman

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Insanity is all I play! Once you got all the weaponry and upgrades from the dlc he game became 2 easy. Even on insanity I would only die during the last fight on horizon, the first fight on the collector ship, and the blue sun mission with the 3 ymirs. me is farrr too easy imho