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Beat ME2 on Insanity / Vanguard (want to try but looks nearly impossible)


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#51
Graunt

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Kronner wrote...

Graunt wrote...

All of what you listed is helpful advice, but it's not necessary for the charge bug.  The bug is simply that charge just does not work and claims that it can't get a lock when the 1-4 requirements are already met.  It's as though there's a crack on the floor preventing you from charging something directly in front of you on a FLAT plane with nothing in the way and you're not behind cover or anything.  Happens all of the time.


Try lowering your details. In my experience, when the workload required by the game becomes too much for the computer, bugs are bound to happen (this happened to me when I was recording with FRAPS). Even if you have powerful computer, there could be a driver issue or something. Try lowest settings and see if it gets better.


That could be a possiblity I guess, but it doesn't really make a whole lot of sense considering the computer and card I'm using.  It also doesn't really fit for those specific areas that you can replicate it 100% of the time when there's actually little happening on screen.  I really like the Vanguard as a class, but any time I charge, I have to wonder where the ball is going to land on the roulette table.

#52
Kronner

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Graunt wrote...

That could be a possiblity I guess, but it doesn't really make a whole lot of sense considering the computer and card I'm using.  It also doesn't really fit for those specific areas that you can replicate it 100% of the time when there's actually little happening on screen.  I really like the Vanguard as a class, but any time I charge, I have to wonder where the ball is going to land on the roulette table.


That sucks, man. 
Is there any chance you have AMD dual/more core CPU? If so, try disabling all but one core for the ME2 process. 

#53
Graunt

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Kronner wrote...

Is there any chance you have AMD dual/more core CPU? If so, try disabling all but one core for the ME2 process. 


Using an I7 and a GTX 580.

#54
goofyomnivore

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it's no different than AverageGatsby trying to act like throw is super useful by doing Pull+Throw combos on that same mission; you know, an area that heavily favors it...unlike the majority of the game.


Pull and Throw are awesome. I spam them sometime individually or other times in tandem with the combo. I use them much more than Warp and Singularity, and it works in the majority of the game. I just uploaded a video last night where I was testing the Mattock and Vindicator. I used Pull and Throw probably 75% of the time on the Vindicator and 50% time on the Mattock The result was more aggresive/quicker gameplay than if I was spamming Singularity and Warp.

All of what you listed is helpful advice, but it's not necessary for the charge bug.  The bug is simply that charge just does not work and claims that it can't get a lock when the 1-4 requirements are already met.  It's as though there's a crack on the floor preventing you from charging something directly in front of you on a FLAT plane with nothing in the way and you're not behind cover or anything.  Happens all of the time.


When I play Adept I find Pull/Throw not working on health more common than Charge bugs. Especially against Collectors the best ones to use it against usually :(.

Also Slam is incredibly useful. I don't use it because I prefer Pull Field, and don't much care for Cryo Ammo. However Slam builds own, especially Collector missions, but you gotta haul Miranda or Thane around with you to get the main perk of Slam insta Warp Bomb. I like to mix it up, so I just grab Pull Field which gets me the aoe CC Warp bombs give if I want it.

Modifié par strive, 14 janvier 2012 - 10:50 .


#55
Graunt

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strive wrote...


Pull and Throw are awesome. I spam them sometime individually or other times in tandem with the combo. I use them much more than Warp and Singularity, and it works in the majority of the game. I just uploaded a video last night where I was testing the Mattock and Vindicator. I used Pull and Throw probably 75% of the time on the Vindicator and 50% time on the Mattock The result was more aggresive/quicker gameplay than if I was spamming Singularity and Warp.


I have no idea what you're trying to prove with this video in regards to pull and throw.  You save yourself 2-3 rounds of ammo per pull--that's about it.  Instead of even casting throw to disable for 3-4 seconds, you could have simply outright killed almost every enemy other than one or two that you curved it.

That video is not a strong case for either ability being that effective.  You also could have simply used Warp to kill them as well if ammo was such a concern.  With about how long it took to bounce between most enemies, the cooldown would have been up.  I mean yeah, pull is useful on an Adept because it's just another way to set us up the bomb, but I was talking about Pull + Throw, with Throw being the mostly useless ability on Insanity--because it is compared to everything else you could be doing.

Modifié par Graunt, 14 janvier 2012 - 11:49 .


#56
goofyomnivore

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I have no idea what you're trying to prove with this video in regards to pull and throw. Instead of even casting throw to disable for 3-4 seconds, you could have simply outright killed almost every enemy other than one or two that you curved it.


Throw and Pull CC = less time being shot at it also conserves asignificant amount of ammo. If you just run around Pull+Shooting everything you will run out of ammo half way through the encounter. That is what I intended to do to demonstrate the two weapons, but you run out of ammo. Warp is a longer cooldown and unnecessary on one person when you have Throw. It has a longer cooldown and the main purpose of warp bombing aoe damage and cc isn't useful on one person.

I can't play the Adept as aggressive as I do by just using my rifle/warp/pull/singularity. The mobs catch up with your cooldowns and poor ammo efficiency, and you eventually have to take cover or are overwhelmed. It only works with the CC from Throw and Pull. They're awesome CC alone and in tandem they instant kill or leave the enemy near dead and helpless for quite sometime. The defensive boost from not having to stand still an extra 1-3s shooting an enemy on health is quite noticable as well if you play aggressive. When you can just Throw it and move on. I guess you could Warp it as well, but I find it a waste of 1-2s on a singular enemy.  Maybe I'm crazy, but I notice those little things when playing aggressive.

Throw is also a much better biotic power than Shockwave on Insanity. Is it as good as pull, warp or singularity, overall no it isn't but it is far from a waste and has a use. I can make a video where typical Adept play is featured and not testing weapon differences. I wasn't even trying to curve/aim them most of the time. I just simply noticed how much pull and throw helped curbed the ammo consumption and boosted defenes via CC while testing the two weapons.

You have every right to not like Throw and prefer other biotic abilties, but I don't think you should dismiss it as a bad power universally just becase you don't find it useful or like it. IMO you're not using an Adept fully if you don't feature pull+throw in your arsenal. I'd say Pull, Singularity, Throw, Warp and Stasis are my most commonly used abilities from most used to least. Yours may be different but I don't like to sit in cover. Throw and throw+pull help me not have to do that as much from my experience playing and learning the Adept.

edit; This is offtopic so you can pm me or start a new thread if you want to discuss it more, don't want to waste OPs time with irrelevent debate to his questions.

Modifié par strive, 15 janvier 2012 - 01:28 .


#57
HolyAvenger

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Re: vanguard charge bug.

Yep had it a happen a few times. Collector ship ambush is one annoying place where it happens a lot for me. Generally I find it doesn't happen if I move out of cover/am already on the same level as the person I'm trying to charge (though the second is annoying as it removes a strong tactical component of charge).

#58
capn233

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Can't say I really had that one all that much either. Have had it run into cover in between myself and target, and got floated off the Shadow Broker's ship as well. Most of the time when I couldn't target someone it was because there was too much junk in the way.

#59
Graunt

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strive wrote...

The defensive boost from not having to stand still an extra 1-3s shooting an enemy on health is quite noticable as well if you play aggressive. When you can just Throw it and move on. I guess you could Warp it as well, but I find it a waste of 1-2s on a singular enemy.


Much of that supposed "saved time" is in your head considering the abilities are not instant to cast and they have travel time.  It also doesn't make any sense to complain about a wasted 1-2s using Warp over Throw when in the videos you're clearly only using Throw to disable most of the time and then still firing your gun anyway--when Warp would outright finish them off.  You're confusing fun with efficiency.


Yours may be different but I don't like to sit in cover. Throw and throw+pull help me not have to do that as much from my experience playing and learning the Adept.


Despite what you claim about aggresive playing, it doesn't happen prior to the Collector ship, which is level 18-20.  Until you have a lot of shield and health upgrades, you have to sit behind cover more than any other class.  That isn't up for debate, because it's a fact.

Modifié par Graunt, 15 janvier 2012 - 05:16 .


#60
goofyomnivore

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Much of that supposed "saved time" is in your head considering the abilities are not instant to cast and they have travel time. It also doesn't make any sense to complain about a wasted 1-2s using Warp over Throw when in the videos you're clearly only using Throw to disable most of the time and then still firing your gun anyway--when Warp would outright finish them off. You're confusing fun with efficiency.


Uh Warp has a travel time too last time I checked. It has a 4-4.5s-ish cooldown to Throw's 1.5-2-ish (i believe) once you add in upgrades/passive three seconds is a long time. Heck I noticed the difference between Charge and Tech Armor spamming and it is only about 2 seconds. Pull+Throw has a chance to instant kill anything and always gives a long cc in about 3-4s of time spent. Still less time than or equal to just waiting on Warp let alone having to use the pull before hand to set up the bomb. Not to mention all the uses of the terrain you can exploit with either power, specifically throw.

However the whole purpose of that video was to feature the guns not the powers. I wasn't playing how I normally play. I was just using Pull and Throw most of the time to CC them and them shoot them( you know feature the guns) and the only time I did a combo was when I was low on ammo or had to and was searching for more. The basic idea I was promoting was that Throw and Pull alone boost your defense and killing efficiency just fine. If you feature them in tandem you can do that plus save ammo via the insta kills and what not of curving and aiming it properly which I didn't really attempt to do.

Despite what you claim about aggresive playing, it doesn't happen prior to the Collector ship, which is level 18-20. Until you have a lot of shield and health upgrades, you have to sit behind cover more than any other class. That isn't up for debate, because it's a fact.


After Horizon you can play very fluidly with any class can really. Have you ever watched Boz's videos? I did a Shotgun Adept(NG+ Insanity) on Mordin's LM(before DCS) where I took cover maybe three or four times, and I didn't even have redundant shields yet, nor a Warp that could strip armor fully. In my experience the Adept can clean a room faster than anything but a Soldier, Vanguard and Sentinel. However that is just my experience and not a fact, and that is yours as well. Sometimes you are better at some classes than others.

Anyways last time I'm going to reply in this thread about our 'debate'. I don't want to clutter the OP's thread. If you want to discuss anymore pm me pls.

Modifié par strive, 15 janvier 2012 - 05:55 .


#61
Locutus_of_BORG

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Pull/Singularity+Throw/Shockwave/Slam combos are best when you can instakill very tough enemies / groups of weaker enemies by putting them over ledges or 'out of bounds' areas.

The point isn't really to 'save time' as it is to save bullets, cooldowns and even player effort - which can add up to a fair bit on Insanity, in places where there are many tough enemies ( who can survive a fair number of shots to their health) or where there are swarms of regular enemies (Tela Vasir is a decent example, Mordin's LM finale, Object Rho and the SB hatch fight are others).

Obviously the combos are situational, but they tend to benefit classes with strong CC abilities, who tend to carry fewer guns & bullets anyway.

Modifié par Locutus_of_BORG, 16 janvier 2012 - 03:15 .