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ME2 - Hard time with first run insanity - bad points allocation?


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#1
Wakizashi.Sabre

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Hello
after deciding, if I should try still adept, like I did in ME1 and loved it (insanity was so easy), I decided to continue in adept for new abilities and different playstyle. And of course,  again on insanity. But hell... the game is so hard. I have a big problem with the mission at the start, when I am saving Garrus. I have got into the battle with that flying robot in the building and have no chance. Even the closing of third shutter was no breeze (two hours of trying - hating flamethrower), but the part was much easier. I was playing with imported character, so the game should be even easier. I cannot imagine, someone is playing that with no imported character. 

I accuse my skill allocation, which should be done maybe a differently, and I am asking you, if I should reroll the game (or to use save editor and reset points and allocate them agan, but I worry a bit about import corruption for ME3). I do not want to play at easier difficulty.

I started to max Heavy SIngularity, Miranda has here Leader for bonus damage, Zaeed has Distruptor ammo.

I think I have messed it up possibly, and I would think that Heavy Warp for me, and maybe even for Miranda would be better, or maybe to max out Overload?.

What are your personal experience? That flying machine is so crazy to do, specially when it start to give another soldiers in. My team mates are down quite fast and I have no Medi gel for revieve.


Thanks for any comments.

Modifié par Wakizashi.Sabre, 14 juillet 2011 - 10:04 .


#2
CaolIla

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Hmm I always have the feeling closing the shutters is the toughest part of the mission, so getting your ass handed over by the saucer is kind of a buzz kill. Have you weakened the gunship by doing the renegade interrupt with the mechanic? This makes it a bit easier.
If you still have heavy weapon ammo left I guess using it on the gunship is a bright idea, the other thing is: I think the mission is over as soon as you kill the gunship (or at least no mercs spawn anymore) so focus on the gunship. The pistol should be your effective weapon against the gunship so try to use it against it. Also let zaeed equip the sniper, it's also very effective against armor.
Try to use singularity as soon as the soldiers jump in through the window, you should be able to trap 2 of them at once for a few seconds if you're lucky and that helps a lot.
I also upgrade the passive skills of my companions first but I try to have warp 2 at that level with miranda and I usually take mordin or jacob with me to get incinerate or at least the fire ammo with jacob for him.
Always stay in cover and maybe watch some youtube clips of this fight, getting new ideas and seeing how it can be done always helps.

#3
Golden Owl

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I have never played an Adept, so can't help you there....but what I can contribute is this....Garrus does have the most difficult RM, if this is your first ME2 playthrough, build up your powers some more before you go for Garrus....Pick up Mordin first (that way you can start unlocking your upgrades), as an Adept you may want Jack next, then Grunt and you can do Zaeeds LM also and Kasumi's if you have her...then go for Garrus.....I also know from my own Insanity experiences (I run an Infiltrator)....Warp and Overload are two of your best friends.

#4
HogarthHughes 3

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One thing that I found I had to do sometimes on Insanity (that really made it stand out over other difficulties) was micromanage the squad mates. For instance with the scions = make sure Shepard has "aggro" and keep your team away from you, otherwise they'll be morons and promptly get 2-shot by the damn shockwaves regardless of cover.

I'd recommend moving your team from different cover locations as the gunship/mercenaries show up in different spots, so long as they're properly kept behind something they should survive against most enemies. As annoying as it can make things sometimes, I found it was also important for Shepard to have most if not all of the aggro as well (the squad mates have a nasty habit of staying out of cover for too long, or not even being in cover). I don't remember if the mercenaries keep spawning, if they do then definitely try to focus on the gunship. The only enemies that can't be left shooting at you for long periods of time are the ones that try to close in (with blue suns mercs it'll just be the shotgun dudes). For abilities...the gunship has nothing but armor so pistols/sniper rifles/incinerate/reave/warp/incendiary ammo all work quite well. For squad make-up its generally pretty simple, just make sure you cover all bases (anti-armor/barriers/shields, CC).

#5
Charge-Headshot

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Like cao|i|la said, use heavy weapon ammo then pistol for the damage against armour. Also warp can be effective against the armor. If you did the shutters this shouldnt be too hard as the shutters are a pain in the a** especially the corner of the left hand side one with that blood pack pyro >:|

#6
Mand0l1n

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Have you unlocked the avalanche heavy weapon yet? This makes light work of waves of enemies, tears through defences and leaves groups of frozen statues that are easily shattered. It's a great get out of jail option if you keep getting stuck.

Regarding adept levelling i usually go for a point in everything except shockave (ignore this as it's useless on higher difficulties). Leave pull at 1 till the end when you can go for pull field. Priorities are your passive (for cooldown bonus), singularity (for cc) and warp (your bread and butter damage power). As an aside I like bonus power barrier on my adept but only after the cooldown bonuses. It allows for a more aggressive style of play.

#7
Wakizashi.Sabre

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Mand0l1n wrote...

Have you unlocked the avalanche heavy weapon yet? This makes light work of waves of enemies, tears through defences and leaves groups of frozen statues that are easily shattered. It's a great get out of jail option if you keep getting stuck.

Regarding adept levelling i usually go for a point in everything except shockave (ignore this as it's useless on higher difficulties). Leave pull at 1 till the end when you can go for pull field. Priorities are your passive (for cooldown bonus), singularity (for cc) and warp (your bread and butter damage power). As an aside I like bonus power barrier on my adept but only after the cooldown bonuses. It allows for a more aggressive style of play.


Hello
not yet, I have unlocked just Vindicator weapon for Zaeed, and having Arc Projector. Otherwise, I have standard weapons


 

Golden Owl wrote...
  
I have never played an Adept, so can't help you there....but what I can contribute is this....Garrus does have the most difficult RM, if this is your first ME2 playthrough, build up your powers some more before you go for Garrus....Pick up Mordin first (that way you can start unlocking your upgrades), as an Adept you may want Jack next, then Grunt and you can do Zaeeds LM also and Kasumi's if you have her...then go for Garrus.....I also know from my own Insanity experiences (I run an Infiltrator)....Warp and Overload are two of your best friends.



Hello
well actually, If I do not count simple fights at the start near Tali (and still died few times, when adapting insanity in ME2), the mission with Archangel - Garrus is the first I tried in the game. Well, I choose the best/worst for the start in ME2,I guess 8).


CaolIla wrote...

Hmm I always have the feeling closing the shutters is the toughest part of the mission, so getting your ass handed over by the saucer is kind of a buzz kill. Have you weakened the gunship by doing the renegade interrupt with the mechanic? This makes it a bit easier.
If you still have heavy weapon ammo left I guess using it on the gunship is a bright idea, the other thing is: I think the mission is over as soon as you kill the gunship (or at least no mercs spawn anymore) so focus on the gunship. The pistol should be your effective weapon against the gunship so try to use it against it. Also let zaeed equip the sniper, it's also very effective against armor.
Try to use singularity as soon as the soldiers jump in through the window, you should be able to trap 2 of them at once for a few seconds if you're lucky and that helps a lot.
I also upgrade the passive skills of my companions first but I try to have warp 2 at that level with miranda and I usually take mordin or jacob with me to get incinerate or at least the fire ammo with jacob for him.
Always stay in cover and maybe watch some youtube clips of this fight, getting new ideas and seeing how it can be done always helps.



I hoped, the shutters will be the worst part in the mission and then it will be easier for a while again. Damn, this game is so heavy. I guess I will still try for a while to sveat my blood, then I try Gibbed save editor for skill change ( oh well... I cannot reset skills now, so no option for me... sighs*), and if that will not work, I guess it will be the time to try other missions first. In that case, at least other should be easier, if this is really the hardes one from early missions.

And have I said thanks to you all?


 *Hell I did it. Miranda stupidly died in the middle of the combat (when soldiers walked up the stairs. I had meeting with shotgun dudes, but miracleously survived, but Zaeed surprised and lived too. The most far chair was a fortune, because Machine could not get to me most of the time. Still, with almost basic weapons, it was a hell to do. =]

Modifié par Wakizashi.Sabre, 14 juillet 2011 - 12:15 .


#8
CaolIla

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Nice : )
If I have a squishy class like Adept I always do Kasumis Loyalty mission before the Garrus mission just to get the Locust SMG and of course the mordin mission before that. If you're stuck with the crappy smg from the beginning and just the pistol it can get really frustrating.
And starting your first insanity run as adept and with the garrus mission is maybe the toughest combination possible, at least in my opinion. It just takes a while to be really effective with the adept on insanity and it's easier if you can rely on your teammates to strip enemies from their defenses, as soon as the defenses are gone, you're the biotic god again :P

#9
kstarler

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Since you've gotten past the problem you were having with Garrus' RM, I'll just add that, if you run into any more hurdles with the Adept on Insanity, Bozorgmher has put together a great thread with lots of information regarding the Adept class in ME2. social.bioware.com/forum/1/topic/261/index/2841785

Modifié par kstarler, 14 juillet 2011 - 04:45 .


#10
thatdude90210

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Here's a tip for the Gunship at Garrus's RM, use the rocket launcher and fire as many shots as you can the first time you get to shoot it at the side window. If you weakened it with the renegade interrupt, that will almost kill it. A few shots with a gun will finish it.

#11
RGFrog

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If you're an adept and have Miri with you... are you using both warps against the gunship? Additionally, are you and miri using your pistols?

Personally, I would have brought Jacob instead of Zaeed. Mainly for jacob's squad incediary ammo and for the warp bombs. Send your pull and have miri warp it. send jacobs pull and you warp it.

Swap out your and miri's weapon based on protections and the game really becomes a matter of good placement and use of cover.

#12
mcsupersport

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thatdude90210 wrote...

Here's a tip for the Gunship at Garrus's RM, use the rocket launcher and fire as many shots as you can the first time you get to shoot it at the side window. If you weakened it with the renegade interrupt, that will almost kill it. A few shots with a gun will finish it.


Actually the grenade launcher does around twice the damage per shot, making it better and quicker to kill the gunship at this point.  If you wait and do other missions so you can get around max ammo of 19 or so grenades, you can kill the gunship in the first window you can shoot at it, all in around 10 seconds or so.




The most important thing to remember about adepts is, for best results, pull should be your warp bombing power and Singularity should be your "trap" or holding power.  If you throw singularity for warp bombs then you are using a slower moving(blue ball) power, and it has a longer cooldown.  Warp bombs are the king of destruction if used properly, but never forget the ability to drop enemies to their death, or use heavy throw to knock them there, because both pull and throw have  a 3 second base cooldown, making them rapid fire abilities.  As in the bridge defense, you can strip protections of enemies and punt them off the side(with throw), rather than having to shoot them or pull warp explode them.

#13
Wakizashi.Sabre

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thatdude90210 wrote...

Here's a tip for the Gunship at Garrus's RM, use the rocket launcher and fire as many shots as you can the first time you get to shoot it at the side window. If you weakened it with the renegade interrupt, that will almost kill it. A few shots with a gun will finish it.


Was beatable without rocket launcher. I did it with basic pistols and warp spam. IT was a bit annoying to swap weapons against shields and armor every while, but sure was worth.

Now I did few other missions and it is quite easy compared to Garrus RM, if I do not rush in stupidly.