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 .





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