Since you're right about it technically being possible to complete Insanity with any number of possible combinations I'll modify my statement. I've completed Insanity three times with a Vanguard and found it to be (while challenging as I said) only marginally more difficult to use (and dramatically more fun) than the other classes. I vastly prefer playing it over the more cover dependant classes like the Soldier and the Infiltrator since it's capable of a similar (if not greater) amount of damage that's only offset by a slight increase in operational difficulty.
A Vanguard using the Geth shotgun, copious amounts of melee attacks alongside the Kestrel/Strength Boost Pads armour is capable of causing a terrifying amount of damage and thanks to Charge can bring that damage to the opponent immediately.
Of course Charge will get you killed if you use it poorly on Insanity. Being out of cover for any class will get you killed almost instantaneously. You simply need to evaluate how much damage you're capable of inflicting and weigh it against the potential damage you'll receive. Once you strike that balance you only have to deal with the seconds between your Charge cooldowns. It's not a big deal.
I've spent a lot more time with the Vanguard than other classes and I honestly don't feel it's in need of that much alteration. Given my love for the class you'd imagine I'd be in favour of enhancements and improvements, no? To an extent I am, but one of the fundamental points in favour of the Vanguard to me is the intrinsic risk of using it. Buffing Charge to appease the players who simply cannot handle that risk would remove one of the core elements to my enjoyment.
There are so many classes to choose from and they each appeal to players differently. I'm not sure the Vanguard needs to somehow dilute it's unique identity to placate those players who are simply not suited to it.
Modifié par Domdeegrpgc, 04 août 2011 - 05:57 .





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