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ME2 companions having death wish and refusing to take orders


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#26
ryoldschool

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I did a thread about levels a while ago.

http://social.biowar...index/5787956/1

Not much you can do about that, just get the Shadow Broker DLC. That dlc + the shadow broker base after you complete it allows you to get a 6th weapon upgrade for each weapon. There is also a 6th biotic upgrade in the firewalker DLC.

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


#27
Vortex3D

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ryoldschool wrote...

I did a thread about levels a while ago.

http://social.biowar...index/5787956/1

Not much you can do about that, just get the Shadow Broker DLC. That dlc + the shadow broker base after you complete it allows you to get a 6th weapon upgrade for each weapon. There is also a 6th biotic upgrade in the firewalker DLC.


According to the thread, different class reach the optimal/best at different level. That does explain why playing Sentinel, it was easier than Adept at the disabled Collector ship mission.

So far, I have only haven't played Firewalker or Shadow Broker DLC as part of the Insanity playthrough. Not the easiest DLC to play in high difficulty as it's long and battle against the assari is quite tough.

Modifié par Vortex3D, 18 août 2011 - 05:49 .


#28
iTryHard

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 What I find is that if my teammates engage an enemy when they're not in cover they won't listen to my orders until that enemy is dead. Example: Miranda is out of cover for some reason and sees heavy mech, Miranda then proceeds to stand out in the open and take shots at it and gets mowed down. Honestly I agree with OP the AI is extremely stupid. <_<

Modifié par iTryHard, 18 août 2011 - 06:03 .


#29
Vortex3D

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iTryHard wrote...

 What I find is that if my teammates engage an enemy when they're not in cover they won't listen to my orders until that enemy is dead. Example: Miranda is out of cover for some reason and sees heavy mech, Miranda then proceeds to stand out in the open and take shots at it and gets mowed down. Honestly I agree with OP the AI is extremely stupid. <_<


That's true. But on some areas, the teammates immediately going after the enemies before I can do anything especially if there's a short cutscene. In Insanity, they are often dead because they can't take down multiple enemies in front of them. Funny is only when right before the teammate dies, he/she started calling for help.

Here's a thought. Is Bioware indirectly saying Shepard isn't a very good commander in giving orders to his/her teammates during battle? (In one of my playthrough, I made Shepard a very nice commander but got everyone in the team killed during the suicide mission as he doesn't understanding about how to command).

Only if Mass Effect allows switching control over any team member and able to lock the entire team into non-moving mode like in Dragon Age. What I do is once the battle starts, I quickly switch to each team member, move to a safe spot, switch to another and do the same. Since each team member are still in auto attack mode, each member has a much better chance to stay alive after manually moved them into safe spots. This is semi RPG game, why must the gamer be able to control Shepard only? In a lot of ways, I like Dragon Age team management style during battle.

Modifié par Vortex3D, 18 août 2011 - 06:31 .


#30
xassantex

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when enemies drop in , i don't worry about them that much, i try to strip their protection off and let the Reaper kill them with his canon, ... cracks me up every time. As for Harbinger, playing Adept is top. You can stall him with singularity while moving somewhere else or dealing damage on other drones, or kill him altogether.
as a Sentinel,Kasumi's rank 4 flashbang grenades are also fantastic , he'll be stuck for 9 seconds i think ? anyway, long enough .
but there are many possibilities. Samara's heavy reave on Harbinger combined with heavy fire : watch his protection melt like butter in a pan.
i'm no expert compared to some of the posters here, but i've found these strategies very helpful.


edit/

i often let my squad do whatever . The more i move, the more they stay alive i find. 
But there are occasions where i know i need them to take point, but they are not very frequent. 
The iff is where i move them the most. 

Modifié par xassantex, 19 août 2011 - 12:39 .


#31
CajNatalie

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Vortex3D wrote...

Only if Mass Effect allows switching control over any team member and able to lock the entire team into non-moving mode like in Dragon Age. What I do is once the battle starts, I quickly switch to each team member, move to a safe spot, switch to another and do the same. Since each team member are still in auto attack mode, each member has a much better chance to stay alive after manually moved them into safe spots. This is semi RPG game, why must the gamer be able to control Shepard only? In a lot of ways, I like Dragon Age team management style during battle.

When they were making Mass Effect 1, they actually did some work on taking direct control of your teammates (there was a clip with controlling Garrus and making him Overload the Armature on Therum) and being able to move the camera around the entire battlefield during pause when placing squad 'goto' markers - so they could go exactly where you wanted.
But they ditched this due to it being too complex or something.

Meanwhile, the 150 item inventory stayed... ironic, eh? XD

Modifié par CajNatalie, 19 août 2011 - 05:08 .


#32
Bourne Endeavor

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I find the most optimal way to utilize the squad is when you approach an area anticipating heavy fire, position them in a good cover spot, either together or individually and move ahead of them. I only play on Insanity and using this method my squad hardly ever lay on their backs. For whatever reason, if you can see them then they insist on making nuisances of themselves.

#33
Vortex3D

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Bourne Endeavor wrote...

I find the most optimal way to utilize the squad is when you approach an area anticipating heavy fire, position them in a good cover spot, either together or individually and move ahead of them. I only play on Insanity and using this method my squad hardly ever lay on their backs. For whatever reason, if you can see them then they insist on making nuisances of themselves.


That's what I do but the teammates don't always listen to my orders at certain areas. There are times they wouldn't even say going to the hiding after I gave them the order. From the discussion in this thread, commanding teammates is just partially broken in ME2. What I do is if the teammates immediately disobey and get themselves killed too quickly is reload the autosave.

A location that I found to be impossible to command my teammates. At the suicide mission, the 2nd stage where a biotic covers the team with a shield, get to the very last part of the stage before reaching the safely. At that part, the moment the biotic has to hide herself from the enemies, the teammates will immediately start attacking and there is no way to order them to hide. In Insanity, one of the teammates usually get killed because a harbinger is very close to them.

Anyone that played ME2 on both PS3 and X360, have you seen inconsistencies in special hiding places. For example, in the disabled Collector ship mission, there are often doors that will close behind you when the battle starts. On X360, I often have the teammates hide behind the doors so that the doors remain open after I crossed them. On PS3, I can't do it at the same locations. I found able to keep the doors open to be handy if I have to get away from the enemies since they will not cross the doors. I have seen guides that the gamer said the trick is to hide behind the doors and keep them open.

Modifié par Vortex3D, 20 août 2011 - 04:53 .


#34
ryoldschool

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I pieced together a couple of clips showing Squadmate Positioning commands, and how they reacted. I don’t issue a lot of commands, but these are a few I had in my recorded play. These examples are on insanity on xbox. Console players have a little problem in that the same buttons are used for positioning commands and “use power” for squadmates.

First clips are from Korlus, and the squad goes to position with no problem In the first two I give commands almost before the firefight starts. On the third one Miranda is engaged with the enemy and taking heavy fire out in the open. I give both Jacob and her positioning commands and they comply.

The second set are from Shadow Broker DLC, inside the ship. I give commands and Miranda goes to position, then finds a better position right away. Liara teleports ahead – how she survived is a miracle. Then in the next instance I was trying to execute their powers and instead sent a position command to where they both died.

The third set is from Horizon. On the first one, I position Miranda and Grunt behind the “safe” wall to kill the twin Scions. They stayed there until they died. The second one I position before the firefight and they both stay in position ( Grunt dies ) and Miranda stays there even though I advance across the field, and drones land practically on top of her.

The last set is interesting. I place them behind cover, then work my way across and down the battlefield. When I engage the enemy in shotgun range, they decide to move to my position ( without any commands from me ).

So in these instances they performed pretty well with the commands ( in the Shadow Broker example too well ).


Modifié par ryoldschool, 21 août 2011 - 10:27 .


#35
Vortex3D

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ryoldschool wrote...
...



Quite impressive. What type of armor is your male Shepard wearing?

At the final Horizon battle, I have given up on using my squadmates other than revive them when I need more targets for the enemies go after. I usually hide at the opposite end of the gate entrace because the later group of the Harbingers will stay at the middle of the field. Another dumb squadmate AI  is sometimes when I tell them to hide behind an object, they would hide on the side or in front or standing at the top of the object. I think it's because whenever the squadmate gets shot by the enemies while they are moving, they just stop and shooting back before they reached the ordered location. As for dual functions for the Left and Right D-pad, I got used to press RB/R2 and manually select the power because pressing the D-pad will randomly send the squadmates to the location.

I still say it's kind of hit and miss on how well your squadmates will always take orders from you. I'm more of range shooter style player and I rarely attack the enemies close up. Of course when the mission takes place at a tiny platform like the 1st battle at the Collector ship and the human-reaper, they become the hardest for me because there aren't many places to hide for very long before the Harbinger gets too close.

Modifié par Vortex3D, 21 août 2011 - 11:50 .


#36
ryoldschool

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Thanks, Armor, I go for weapon damage: Kestrel Armor for chest (5% ), N7 shoulders(3), Kestrel Arms ( 3%). Legs I use the 10% storm speed from Omega Markets, and the 10% visor. I'm going to do the SM next, I'll take a look at those areas you have mentioned in this thread to see what you mean.

I played using the power-wheel for squad powers when I did my adept playthrough, but I prefer the non-pausing playstyle so its always a problem for me. I usually set squad powers on auto because of this.

#37
Vortex3D

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ryoldschool wrote...

Thanks, Armor, I go for weapon damage: Kestrel Armor for chest (5% ), N7 shoulders(3), Kestrel Arms ( 3%). Legs I use the 10% storm speed from Omega Markets, and the 10% visor. I'm going to do the SM next, I'll take a look at those areas you have mentioned in this thread to see what you mean.

I played using the power-wheel for squad powers when I did my adept playthrough, but I prefer the non-pausing playstyle so its always a problem for me. I usually set squad powers on auto because of this.


When I play Fallout 3 and New Vegas, I use VATS 99% of the time because I like to look at every target before deciding how to attack. That's the reason when Harbinger is on my face, I usually die because it's quite hard to try to escape while attacking even freezing the action with the wheel.

I have been using the included DLC armors, haven't tried to customize the default armor.

Question on Adept on Insanity. I have one playthrough as Adept that I found to be too hard. Took several hours (days) to finally get through the Collector ship mission. What is the best for the bonus power? I started with Warp Ammo but by the Collector ship mission, I swapped for Barrier just to stay alive longer. Kind of gave up as Adept class on Insanity.

Modifié par Vortex3D, 22 août 2011 - 05:10 .


#38
CajNatalie

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Vortex3D wrote...
Question on Adept on Insanity. I have one playthrough as Adept that I found to be too hard. Took several hours (days) to finally get through the Collector ship mission. What is the best for the bonus power? I started with Warp Ammo but by the Collector ship mission, I swapped for Barrier just to stay alive longer. Kind of gave up as Adept class on Insanity.

Warp Ammo is actually a very reliable bonus power. At Heavy version it beefs up your guns by 50%, and anyone caught in a Singularity or Pulled in the air takes a total triple damage, instead of the usual double from ragdoll.
Barrier is more suited to specific playstyles only. If you have a Shotgun Adept, it will allow you more time to run around in the open closing distance and finishing people off, otherwise you're better off just recharging your shields the usual way and picking a different power.

If you want to see how a Warp Ammo Adept makes it through NG+ Insanity (played by someone who's never taken an Adept through Insanity before!), I have a playlist linked under my posts. I notice you mentioned the Collector Ship giving you problems, too... I just did that today.
Youtube: Collector Ship - Warp Ammo Adept
Notice how I don't once give my squadmates a 'goto' command? They're surprisingly reliable when left to do their own thing. As long as you keep the aggression up they last pretty well. Sometimes-to-often they will drop, though - it's Insanity mode, it wouldn't be the 'highest difficulty' if your team didn't get slaughtered every now and then. You just learn to play through it, the same as how you get used to losing shields in a heartbeat... and there go your shields again.
For shields, you can recharge them. For the team, pop medigel after whatever threat took them down is dealt with (or in times of desperation where you need their powers).

The Collector Ship's a tough one for any class, but if you have Biotic Damage upgrades from...
Firewalker DLC
Horizon
Jack's Loyalty OR Tuchanka (buy it after getting Grunt's Loyalty for the discount, of course)
...you unlock the Cooldown upgrade. With that the Collector Ship is your playground. At least relatively speaking.
Warp bombing barriers won't snailpace you anymore, and you'll always have a Singularity available to lock down Harby.
Plus, that final Husk Rush can be easily dealt with when you can Throw/Pull almost every second.

#39
ryoldschool

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@caj - good video, appreciate your comments in the vid. Wonder why you did not take squad that could help you do warp bombs ( Samara, thane, miranda )?. Your choices worked for you - Grunt is always solid ( cs is good against barriers ) and Mordin can help with armor. Maybe Vortex3D can use some of you example to help with that part of the game.

#40
CajNatalie

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ryoldschool wrote...

@caj - good video, appreciate your comments in the vid. Wonder why you did not take squad that could help you do warp bombs ( Samara, thane, miranda )?. Your choices worked for you - Grunt is always solid ( cs is good against barriers ) and Mordin can help with armor. Maybe Vortex3D can use some of you example to help with that part of the game.

Personal Rule: No duplicate powers (even if I haven't put points in to them). XD
I also have another... team must have combat, tech, & biotic talents. Preferably 2 each.

Besides, there's a lot of 'Armor' in the Collector Ship, too... so Mordin's Incinerate is a solid support.

Modifié par CajNatalie, 22 août 2011 - 06:54 .


#41
thisisme8

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My 2 cents on keeping your Squaddies where you want them: Advanced Positioning.

#42
CoffeeHolic93

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 Listen to thisisme8, he knows what he's talking about. :P That video helped me out a lot during my first insanity run.

#43
Vortex3D

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Thanks to all who provided different strategies. I will try them and see the best combinations that work for my play style. The video guides are the most useful because they show things I can do that I never knew. For toughest mission areas, I keep save game so that I can go back to practice in Insanity. Also can try out different weapons and attack strategies. When I started the Insanity on the 1st time, I played it blind without knowing the best weapons or upgrades. Took me 15 hours until got to the Collector ship before I learned. After restarted a new game, I heavily focus on upgrades and try to max out the most useful weapons and armors but still missed some important upgrades.

At Horizon in Insanity, the area right before opening the gate to the final large area battle that Asley/Kaiden appears later, I found it's the easiest is to run to the right as fast as I can up to the 3rd level at the back. None of the enemies will follow up there. As I run I keep pressing Left and Right on the D-pad to get the squadmates to move along. Once everyone is at the 3rd level, I just take time to slowly take out the enemies.

(Once there was a bug before I clear out all the enemies and able to unlock the door to the final area. There wasn't a way to save before going through the gate because the battle was still going. Normally the door wouldn't let you unlock until the battle is over. Also once the moment the final battle was over, I was able to save before Asley/Kaiden appeared. But if I reload the save game, neither Asley/Kaiden will appear and be stuck at the field since the battle is already over but the next event never occurs. I saw both bugs occurred while playing on the PS3 version but never on X360 version.)

At the final large area in Horizon, after activated the terminal, I stay at the opposite side of the gate because the Harbinger rarely goes over there (only goes there before activated the terminal). It seems to expect gamers to use the small hiding platform on the left from the gate entrance. If I need to move closer to the Harbinger, there's a wall next to the terminal that partly blocks the Harbinger. Takes a while to complete the battle this way but it's safer than charging onto the Harbinger. When the big floating enemy arrives, all I can do is keep running around the field in circle trying to hide when it attacks. The squadmates at this point are useless other than provide multiple targets.

As long the area is large and plenty of places to hide, I usually don't have much problem with harbingers since they are slow to follow if I keep running around to different hiding spots. It's the 1st battle at Collector ship and final human-reaper that are the hardest because the areas are small and there aren't many hiding spots that are far apart.

One more mission area that is quite hard but it's different when I played it on PS3 and X360 in Insanity. The final area when recruiting Tali that has a giant geth. When I played it on PS3, Tali was the last squadmate I recruited. At the last area, going left path seemed to be the best. But when I took out the enemies slowly, the flamethrower geth kept respawning when I reached to the other side. Kept getting smoked. I had to take out the enemies along the path as quick as I can and take out the flamethrower right before I reached the other side so that it doesn't respawn. But on my X360 playthrough, I recruited Tali as the 1st squadmate after the Horizon mission. Again taking the left path to the giant geth, it was much easier because the enemies didn't respawn. Is that because my Shepard was lower level?

Modifié par Vortex3D, 22 août 2011 - 09:12 .


#44
Vortex3D

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I practiced using one of my older Soldier class save game and switched to Insanity on the final human-reaper battle. Used Cain once and then using Adrenaline Rush with Revenant Assault Rifle plus Inferno Ammo, I took out the human-reaper very quickly on the 1st try. The Adrenaline Rush is the most useful in getting more shots on the human-reaper each time.

If I want the Insanity trophy, I'll have to restart a new game.

#45
ryoldschool

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ryoldschool wrote...

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.


I just did this strategy last night and recorded it.  It took about 29 Claymore shots, mostly under Arush, and I grabbed two ammo refils.  I only placed the squadmates behind that one wall you see when you first get there.  I took squad warp ammo as bonus and Legion was money.   I noticed that you know how to beat this part with soldier with Revenant, its similar strategy to using claymore.  Good luck.



#46
Vortex3D

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Replayed the final suicide mission in Insanity on PS3. At the last phase where Shepard leaves remaining surviving teammates to defend against the enemies and goes to fight the human-reaper, there's a reoccurring bug. At the 1st phase of the battle before getting to the human-reaper, if Shepard hides on the starting platform where the wall raises higher in the middle and then slowly shifts towards right, Shepard gets launched up in the air when the wall curves slightly. It doesn't do that every time but if I keep hiding behind the wall and keep shifting left and right at the curve, Shepard will eventually get launched into the air again. Easy to reproduce this bug when the Scions arrives because hiding behind the wall is the best way to avoid the Scion range attacks. Maybe there's a "low gravity spot" at that location.

I don't remember ever seeing this bug when playing on X360 version.

I also seen once on recruiting Thane, when I ordered Miranda to hide at a corner of the door, she launched up into the ceiling. Best is she was still shooting at the enemies from above the ceiling and she was untouchable.

#47
ryoldschool

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Vortex3D wrote...

Replayed the final suicide mission in Insanity on PS3. At the last phase where Shepard leaves remaining surviving teammates to defend against the enemies and goes to fight the human-reaper, there's a reoccurring bug. At the 1st phase of the battle before getting to the human-reaper, if Shepard hides on the starting platform where the wall raises higher in the middle and then slowly shifts towards right, Shepard gets launched up in the air when the wall curves slightly. It doesn't do that every time but if I keep hiding behind the wall and keep shifting left and right at the curve, Shepard will eventually get launched into the air again. Easy to reproduce this bug when the Scions arrives because hiding behind the wall is the best way to avoid the Scion range attacks. Maybe there's a "low gravity spot" at that location.

I don't remember ever seeing this bug when playing on X360 version.

I also seen once on recruiting Thane, when I ordered Miranda to hide at a corner of the door, she launched up into the ceiling. Best is she was still shooting at the enemies from above the ceiling and she was untouchable.


;) yeah, its great when they can't get hit. 


Were you using your Revenant Soldier for insanity Reaper fight?

When I recorded this video I hit a bug on same part as you ( xbox ), but not the same thing.  In my case the platforms did not lock together ( about 1 meter gap ).  I was able to kill everything, but could not get to the panel to send the platform to fight the reaper.  Walked around for a while, then tried to "jump" the gap - Critical Mission Failure!       Image IPB   The next time no problems.

#48
Vortex3D

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ryoldschool wrote...

Vortex3D wrote...

Replayed the final suicide mission in Insanity on PS3. At the last phase where Shepard leaves remaining surviving teammates to defend against the enemies and goes to fight the human-reaper, there's a reoccurring bug. At the 1st phase of the battle before getting to the human-reaper, if Shepard hides on the starting platform where the wall raises higher in the middle and then slowly shifts towards right, Shepard gets launched up in the air when the wall curves slightly. It doesn't do that every time but if I keep hiding behind the wall and keep shifting left and right at the curve, Shepard will eventually get launched into the air again. Easy to reproduce this bug when the Scions arrives because hiding behind the wall is the best way to avoid the Scion range attacks. Maybe there's a "low gravity spot" at that location.

I don't remember ever seeing this bug when playing on X360 version.

I also seen once on recruiting Thane, when I ordered Miranda to hide at a corner of the door, she launched up into the ceiling. Best is she was still shooting at the enemies from above the ceiling and she was untouchable.


;) yeah, its great when they can't get hit. 


Were you using your Revenant Soldier for insanity Reaper fight?

When I recorded this video I hit a bug on same part as you ( xbox ), but not the same thing.  In my case the platforms did not lock together ( about 1 meter gap ).  I was able to kill everything, but could not get to the panel to send the platform to fight the reaper.  Walked around for a while, then tried to "jump" the gap - Critical Mission Failure!       Image IPB   The next time no problems.


Yes, see my one of my previous post:
http://social.biowar...34079/2#8178759

I don't mind glitch that works in my favor or funny glitch that doesn't break the game.

This is off topic, watch the cutscene after completed Miranda loyality mission when Shepard was talking to her in her quarter. At the end of the conversation, Miranda was very happy and pull on a big smile while looking out the quarter's window. On X360, the big smile looks okay. But on PS3 version, the ME3 engine over scratched her big smile and her face looked like Batman's Joker. It's kind of shocking to see her face on the 1st time. Could be cool if the Joker's face is stuck on her permanently.

Personal opinion having played both PS3 and X360, there are more graphical glitches on the PS3 version. Probably because Bioware didn't test every scene in details or didn't care to fix them after converted the ME2 animation codes to ME3 engine. Sometimes the lighting on the PS3 version just look weird.

Modifié par Vortex3D, 25 août 2011 - 03:49 .