Aller au contenu

Photo

ME2 companions having death wish and refusing to take orders


  • Veuillez vous connecter pour répondre
47 réponses à ce sujet

#1
Vortex3D

Vortex3D
  • Members
  • 81 messages
In Insanity difficulty, having to keep the companions hidden and away from the enemies is a lot more important or they have "death wish" rushing to the enemies and get killed. On some parts of the game especially the final battle in the Collector base, there are parts where it's impossible to issue orders to the companions to hide. They will completely ignore whatever I tell them and insist to fight the enemies face on. I get so paranoid on the companions while on missions that I have to keep checking if they are still hiding because once I take my eyes off them, they often will leave their ordered hiding place and start having death wish.

But if the companions do take my orders to hide, they will not move if the enemies get in front of them and let the enemies shoot them to death.

I recently completed Insanity on X360 version and it was already a pain to tell the companions to hide because they often refused to take orders.

Now I'm playing Insanity on PS3 version and the companions are worse in refusing to take orders at the final battle at the Collector base. They also like to stand at the top of platforms which further expose themselves to the enemies. Is the companion AI broken in ME2 or in Insanity, the companions AI are further crippled until they are unmanagable to make the game harder?

Seriously, the companions AI needs to be fixed so that they will always take orders from Shepard. When they are told to hide, they will hide. If the enemies get in front of the AI companions at their hiding spot, they need to know to move away. Having played in Insanity difficulty on PS3 and X360 versions almost concurrently, the companions AI appear to be more broken in PS3 version because they will ignore my orders more frequently.

Modifié par Vortex3D, 17 août 2011 - 05:26 .


#2
ryoldschool

ryoldschool
  • Members
  • 4 161 messages
Well, I don't think the teammate AI acts any differently on insanity than on Veteran ( or whatever ).

When you say they ignore commands - you select a position for them and they don't navigate there?

I can't speak for any difference between 360 and PS3, as I've only played 360.

#3
Vortex3D

Vortex3D
  • Members
  • 81 messages

ryoldschool wrote...

Well, I don't think the teammate AI acts any differently on insanity than on Veteran ( or whatever ).

When you say they ignore commands - you select a position for them and they don't navigate there?

I can't speak for any difference between 360 and PS3, as I've only played 360.


In Insanity, the teammates/companions AI prolem become more obvious because the enemies don't go down as quickly and each wave of enemies take longer to defeat.

What I meant with teammates ignoring commands is when I press Left or Right on the d-pad, the teammates frequently refuse to go to the given spot especially at the final suicide mission. It's like when the teammates see the enemies, they go "rambo" like they must fight than listen to my orders. I can issue the orders repeatly to go to other spot and they completing ignore me and keep attacking the enemies until they die.

When I was playing on X360, if I get the teammates to hide behind something, they are more likely to stay in their hiding spot after defeating a small group of enemies. On PS3, the teammates will leave their previous locations more often after defeated a small group of enemies. Even I tell the teammates to hide at a spot first right before I walk into the next group of enemies, the teammates will leave their hiding spot to attack. I have tried to order the teammates to go back to their hiding spot but they will leave their hiding spot again when I start to attack the enemies. They behave like they are refusing to be left out of the action. This behavior make it very difficult to place the teammates with sniper far on the opposite side of the enemies and have them attack from distance because they will often leave their spot to join me closer to the action and then often refusing to take any more orders to go back to their previous spot.

The reason I remember this is after completed a mission on X360, I would play the same mission on PS3 and found inconsistencies on how the teammates behave after given orders to hide.

Modifié par Vortex3D, 17 août 2011 - 09:19 .


#4
mredders91

mredders91
  • Members
  • 307 messages
ive had its happen some time but usally its cause mark them to take cover on top of a object rather that next to it, other than that grunt is the only one ive had that doesnt stay in cover but hes usally charging at the badguys

#5
LadyJaneGrey

LadyJaneGrey
  • Members
  • 1 647 messages
I'm with the OP.  Miranda, darling, stop trying to get yourself killed.  :pinched:

#6
Vortex3D

Vortex3D
  • Members
  • 81 messages

mredders91 wrote...

ive had its happen some time but usally its cause mark them to take cover on top of a object rather that next to it, other than that grunt is the only one ive had that doesnt stay in cover but hes usally charging at the badguys


Grunt does seem to not take orders as often to hide. Worst is when there's a short cutscene and when the game continues, immediately the teammates appear in front of the attacking enemies. At high difficulty, they are almost as good as dead because they will try to fight first before moving to the ordered spot to hide.

Also, sometimes the teammates that are ordered to stay way behind me can magically "reappear" ahead of me when I moved towards the enemies.

The teammates AI appears to be designed for lower difficulty. For someone that is new to ME2, the teammates AI tries to be more helpful than waiting for you to give the order. But such teammates AI become more of a problem  when played in Insanity. All I want is the teammates always take my order and not sit in the hiding spot when the enemies start shooting in front of them. Not very hard to design as not much intelligence in AI required. Just not keep having death wish and ignoring my orders.

#7
AtreiyaN7

AtreiyaN7
  • Members
  • 8 395 messages
Yes, the companions seem to have this annoying tendency to decide that they're going to run out in the open and get themselves killed, even when I tell them to stay in cover. That or they fail to behave intelligently and move when it's actually warranted. Oh well, I hope they improve the companion AI a bit in ME3. *fingers crossed*

#8
xassantex

xassantex
  • Members
  • 1 056 messages
thing is when you hit Q&E , depending where "you" are at the moment, your squad will either move there or actually go somewhere else or not move at all. I've sometimes had to move to a different place myself, then i 'd order them to move and they'd obey , after which i could return to my previous location. A bit annoying. esp. when you're under fire, ..lol.

i've noticed that when i play more aggressively , which means more cqc, my team tends to remain behind and survive much better... of course i die more easily... can't have everything .

#9
liquid sleep

liquid sleep
  • Members
  • 52 messages
I've noticed that if you stray too far from your squad, they'll seek you out to try and protect you.

Also their behavior changes depending on their weapon. A character with a shotgun will generally be more prone to rushing. Switch them to heavy pistol and they'll hang back a bit. When I play Kasumi's LM on Insanity I'll usually switch out her Locust in the vault in addition to placing her manually in cover. Otherwise she has a tendency to go all Rambo on me.

#10
Vortex3D

Vortex3D
  • Members
  • 81 messages
I have replayed ME2 several times in easier difficulty but never put much thought into managing the teammates so closely. Only recently I replay in Insanity and found the teammates become more of a pain to manage as I spend half the combat time trying to prevent them from rush out to get killed. Most of my needs for the teammates are their powers to take down the enemies, Barrier, Shield and Armor quickly as fighting against the Harbinger, it will walk towards me and slam me to death if I don't take it out quickly

I have seen other gamer's video strategy on leave the Harbinger to the last so that it doesn't keep respawning but my play style just isn't aggressive enough do it. With Harbinger walking around attacking, I also can't keep my teammates at one spot for very long or they will just sit there and let the Harbinger slam them to death. So I have to do lot of teammates managing to ensure they stay alive longer without wasting too often on the medkits.

#11
liquid sleep

liquid sleep
  • Members
  • 52 messages
Once loyal, Kasumi is the best character for dealing with Harby. Flashbang makes him impotent.

#12
Vortex3D

Vortex3D
  • Members
  • 81 messages

liquid sleep wrote...

Once loyal, Kasumi is the best character for dealing with Harby. Flashbang makes him impotent.


I rarely use Kasumi for any mission in Insanity since her Shadow Strike isn't practical for getting too close to the enemies and can't escape fast enough. I'll try Kasumi's Flashbang idea.

For the final human-reaper phase, able to take out the Harbinger quickly will great because I have tough time taking the human-reaper armor down quick enough before a lot of enemies arrives with Harbinger after Harbinger respawning. I have only beaten the human-reaper once after failed for over 20 times in Insanity. At this final battle, it's pointless trying to manage the teammates because I can't even keep up with taking the human-reaper armor. It becomes luck if the teammates get killed too fast at the earlier part of the battle.

#13
liquid sleep

liquid sleep
  • Members
  • 52 messages
Vortex3D, what class are you playing? What's your bonus power and weapon loadout?

#14
SpockLives

SpockLives
  • Members
  • 571 messages

Vortex3D wrote...

liquid sleep wrote...

Once loyal, Kasumi is the best character for dealing with Harby. Flashbang makes him impotent.


I rarely use Kasumi for any mission in Insanity since her Shadow Strike isn't practical for getting too close to the enemies and can't escape fast enough. I'll try Kasumi's Flashbang idea.

For the final human-reaper phase, able to take out the Harbinger quickly will great because I have tough time taking the human-reaper armor down quick enough before a lot of enemies arrives with Harbinger after Harbinger respawning. I have only beaten the human-reaper once after failed for over 20 times in Insanity. At this final battle, it's pointless trying to manage the teammates because I can't even keep up with taking the human-reaper armor. It becomes luck if the teammates get killed too fast at the earlier part of the battle.


You say Shadow Strike isn't practical on insanity, but I find it most useful for getting Kasumi *out* of trouble.  Whenever I see she is being a moron and in danger of dying, I send her to stab something.  She immediately cloaks (so that enemies stop shooting at her), stabs something (gets shot at very briefly), and re-stealths (so enemies stop shooting at her again).  I've never personally had her die during the stab, and I use her a lot.

#15
liquid sleep

liquid sleep
  • Members
  • 52 messages

SpockLives wrote...

You say Shadow Strike isn't practical on insanity, but I find it most useful for getting Kasumi *out* of trouble.  Whenever I see she is being a moron and in danger of dying, I send her to stab something.  She immediately cloaks (so that enemies stop shooting at her), stabs something (gets shot at very briefly), and re-stealths (so enemies stop shooting at her again).  I've never personally had her die during the stab, and I use her a lot.


My experience is similar to yours. I've had Kasumi Shadow Strike a YMIR during her LM and return to cover fine. It allowed me a few quick shots to the YMIR's back.

#16
ryoldschool

ryoldschool
  • Members
  • 4 161 messages

Vortex3D wrote...

liquid sleep wrote...

Once loyal, Kasumi is the best character for dealing with Harby. Flashbang makes him impotent.


I rarely use Kasumi for any mission in Insanity since her Shadow Strike isn't practical for getting too close to the enemies and can't escape fast enough. I'll try Kasumi's Flashbang idea.

For the final human-reaper phase, able to take out the Harbinger quickly will great because I have tough time taking the human-reaper armor down quick enough before a lot of enemies arrives with Harbinger after Harbinger respawning. I have only beaten the human-reaper once after failed for over 20 times in Insanity. At this final battle, it's pointless trying to manage the teammates because I can't even keep up with taking the human-reaper armor. It becomes luck if the teammates get killed too fast at the earlier part of the battle.



Also, on that final battle, when you do kill harbinger, he drops a special heavy weapon ammo refil every time.  It does not totally refill your heavy weapon, but will fill it about 1/2 full ( even from empty ) - also puts ammo in your other guns.  Its a small cylinder.

at 6:38 of AverageGatsby's SM video ( adept ) it shows the ammo refil thing



#17
Vortex3D

Vortex3D
  • Members
  • 81 messages

liquid sleep wrote...

Vortex3D, what class are you playing? What's your bonus power and weapon loadout?


I have tried in Insanity as Sentinel and Adept but only completed Insanity once on X360 as Sentinel mostly because of the extra armor. Came handy all time as Shepard is ready to die. As Adept class, I have given up because it me hours to finally got through the disabled Collector ship. Right now I'm replaying as Sentinel again on PS3 in Insanity. With teammates on missions, I use Miranda and Thane most of the time because chaining 3 Heavy Warp together, it's much easier to take out the Barrier or Shield quickly.

As for weapons, I took the Assault weapon while on the Collector ship while as Sentinel and took the Sniper while as Adept. But neither class can use the Revenant or Widow. On the final human-reaper battle, I took Cain but only managed to use it only once as I never got to refill it back to 100% before I took out the human-reaper by luck after many failures.

Question, as Soldier class, which weapon is better for the human-reaper armor, Revenant or Widow? Since it takes a while to be able to collect enough refill to bring Cain back to 100%, I'll need another effective weapon.

(My usual strategy in playing the hardest difficulty on FPS games is take out the enemies one at a time very slowly. Anytime when I'm required to rush and take out the enemies quickly, I usually fail. With Harbinger, such strategy doesn't really work because it will walk towards me and when there aren't many places to hide on a small platform, it becomes extremely difficult for me.)

#18
Vortex3D

Vortex3D
  • Members
  • 81 messages
Duplicate.

Modifié par Vortex3D, 18 août 2011 - 05:34 .


#19
Vortex3D

Vortex3D
  • Members
  • 81 messages

ryoldschool wrote...
Also, on that final battle, when you do kill harbinger, he drops a special heavy weapon ammo refil every time.  It does not totally refill your heavy weapon, but will fill it about 1/2 full ( even from empty ) - also puts ammo in your other guns.  Its a small cylinder.

at 6:38 of AverageGatsby's SM video ( adept ) it shows the ammo refil thing




I have watched several video guides on Insanity and almost all videos were recording on the PC version. The speed those gamers move on the PC version simply can't be done on the console. I tried to replicate every step with the crewmates and same attack powers like shown on the video and couldn't do it. It's a lot to do with my play style as I'm terrible in going aggressive on shooting game. I also can't aim very well if I have to move and shoot very quickly.

Modifié par Vortex3D, 18 août 2011 - 05:35 .


#20
ryoldschool

ryoldschool
  • Members
  • 4 161 messages
PC and console, yes Termokanden plays both and says controls are much better on PC version. It is what it is, I play xbox. As far as damage to Human Reaper with a soldier, I've not tried Revenant, but have used either widow or claymore. My problem is usually running out of ammo, and that refil cannister comes in handy. Other times I have gotten off three cain shots because of those cannisters.

Here is a suggestion if you try soldier, its worked for me. Take the avalanche to fight Human reaper. Then use the ( Widow or Revenant or Claymore ) on the Reaper, but use the avalanche only on the drones and harbinger - this saves you ammo, plus gets the refil. You can take it down with just the Claymore this way.

#21
liquid sleep

liquid sleep
  • Members
  • 52 messages

Vortex3D wrote...

liquid sleep wrote...

Vortex3D, what class are you playing? What's your bonus power and weapon loadout?


Right now I'm replaying as Sentinel again on PS3 in Insanity. With teammates on missions, I use Miranda and Thane most of the time because chaining 3 Heavy Warp together, it's much easier to take out the Barrier or Shield quickly.

As for weapons, I took the Assault weapon while on the Collector ship while as Sentinel and took the Sniper while as Adept. But neither class can use the Revenant or Widow. On the final human-reaper battle, I took Cain but only managed to use it only once as I never got to refill it back to 100% before I took out the human-reaper by luck after many failures.


I am also playing through Insanity as a Sentinel right now (PC). During previous run throughs I focused soley on the boss during the final fight, only diverting my attention if I happened to get flanked. I usually camp behind that tall piece of cover, and let my squadmates do their own thing. For that last part I don't assign them to cover manually and set squad powers to auto so that I can ignore them.

If I had your weapon loadout my strategy would be as follows. Use the Locust vs. the tubes to conserve rifle ammo. Use 1 shot of your Cain vs. the boss. Stay behind that tall cover and use your Warp (Heavy) and rifle (Mattock or Vindicator if that's not available) vs. the eyes. If you run out of ammo for your AR switch to heavy pistol. Having either AP or Warp ammo as your bonus power would be a great help too. If the battle drags on you can run out and collect ammo refills. Stay focused on the boss and ignore everyone else unless you get flanked. YMMV.

#22
CajNatalie

CajNatalie
  • Members
  • 610 messages
I find it best just not to issue 'go to' commands to the squad at all.
I issue a few 'focus fire' commands, which can sometimes get derped by the game in to 'go to' commands, which I have to quickly cancel with 'regroup's... but that's all.
Recently I've even been cutting down the 'focus fire' commands... o.O

Your team generally only gets owned if they move ahead of you, or you hide too much.
The more you advance, and the more aggressive you get, the more fire you attract. It gets pretty tough to play aggressively on NG+ Insanity, but even behind-cover-but-aggressive is enough to keep your teammates alive for a fair amount of time.

Alternatively, if you don't want your teammates drawing fire and giving fire, you can hide them behind a wall before you enter an area, and use them only for their powers... but this is heresy to some people (like me), and isn't always an option in certain battles.

#23
Vortex3D

Vortex3D
  • Members
  • 81 messages
Thanks for all your suggestions.

Before I beat the human-reaper for the 1st time on X360, I have tried some of strategies in your suggestions. The worst problem I found was taking too long in taking the human-reaper down and too many enemies arrived. I'll let the teammates freely do their shooting but eventually, one harbinger will sneak by and got too close to me while I'm focused on the human-reaper. Next thing I know is I'm half dead and be running from spot to spot with enemies everywhere. Once this state, it's game over.

Also about the dropped heavy ammo refill. If I don't pick it up quick enough, when the human-reaper throws a heavy blast, it will also destroy the heavy ammo refill.

Question, has the patch fixed the Insanity trophy glitch? I saw several old threads saying if you load up different profiles, it will mess up the trophy. Or sometimes the glitch occurs for no reason.

I have a Soldier class profile was completed in easy difficulty and I have been loading it to test out in Insanity with different weapons and strategies on the human-reaper battle. And I have another profile started in Insanity.

#24
Vortex3D

Vortex3D
  • Members
  • 81 messages
Has any of you figure out how the enemies level up with your ranking? One of my thought about playing in Insanity is not completing too many missions because that will level up my Shepard too high. Like, if Shepard is only level 15 going to the suicide mission vs Shepard that is level 25? Of course the tradeoff for not completing many missions is not able to find enough upgrades and credits. So, I was only completing missions that have upgrades on what I need mostly armor, biotic, SMG and Heavy Pistol upgrades.

Modifié par Vortex3D, 18 août 2011 - 05:04 .


#25
akselic

akselic
  • Members
  • 72 messages

Vortex3D wrote...

Has any of you figure out how the enemies level up with your ranking? One of my thought about playing in Insanity is not completing too many missions because that will level up my Shepard too high. Like, if Shepard is only level 15 going to the suicide mission vs Shepard that is level 25? Of course the tradeoff for not completing many missions is not able to find enough upgrades and credits. So, I was only completing missions that have upgrades on what I need mostly armor, biotic, SMG and Heavy Pistol upgrades.


You are better off to just getting to 30. Once you are 30 and stop leveling, so do enemies so they don't get any harder. Combine that with all the upgrades and your own skillpoints when you level up so it is MUCH better to just level up. Insanity gets easier the further in you are.