Insanity Infiltrator Mass Effect 2
#26
Posté 17 février 2012 - 09:37
I guess just some general tips:
- You can power snipe at least one of the Scions from the entrance platform, before the opening fight occurs.
- The waves always enter and take the same positions, so moving your squad away from those areas can help.
#27
Posté 17 février 2012 - 09:49
My build is
Disrupto Ammo - 1
Cryo Ammo - 0
Incinerate - 1
Tactical Cloak - 3
Assassin - 4
Ai Hacking - 0
Neural Shock - 1
Grunt:
Heavy Concussive Shot - 4
Incendiary Ammo - 1
Passive - 1
Miranda
Overload - 2
Warp - 1
Tactician (The weapon damage bonus one) -4
I have like 4 shots left in the grenade launcher, and just keep on screwing up on the second wave.
Edit; lol, nevermind, beat it easily
Modifié par PsychoWARD23, 17 février 2012 - 10:09 .
#28
Posté 18 février 2012 - 04:13
I would have told you to go to the little platform on the left from where you enter the arena to do the sequence from there, that is probably the easiest way.
Was this a purely new game or did you import a character at all?
#29
Posté 18 février 2012 - 07:00
PsychoWARD23 wrote...
Well, I already activated the defense towers, my loadout is Shruiken, Phalnax, Mantis and Grenade Launcher. I have Grunt (Mattock, Claymore) and Miranda (Shruiken, Carnifex).
My build is
Disrupto Ammo - 1
Cryo Ammo - 0
Incinerate - 1
Tactical Cloak - 3
Assassin - 4
Ai Hacking - 0
Neural Shock - 1
Grunt:
Heavy Concussive Shot - 4
Incendiary Ammo - 1
Passive - 1
Miranda
Overload - 2
Warp - 1
Tactician (The weapon damage bonus one) -4
I have like 4 shots left in the grenade launcher, and just keep on screwing up on the second wave.
Edit; lol, nevermind, beat it easily
Glad you got it figured out, but if you'd still like some tips...
I'd replace Grunt's Claymore with the Eviscrator. Squadmates tend to be extremely accurate, and the Eviscrator has a slightly longer range and faster reload time since the A.I. doesn't use the claymore's reload trick. You'll see a slight improvement.
Also, towards the end of the game, Neural Shock will have less and less value. As enemies get harder and defenses get stronger, Neural Shock loses it's value. It only works when defenses are off, and it doesn't work against collectors at all, a race which you'll only be seing more of after horizon. I'd suggest something like Reave or Warp Ammo, which work well against Biotic Barriers, the one weak point for an infiltrator.
The best possible squad combo you could bring on the collector missions is Miranda/Jack, and a Loyal Samara. Thane with his Warp works too, but he tends to die a lot.
Use Samara's loyalty power, Reave, and Miranda's Warp on the collector barriers together to cause a detonation. Then use Lift + Throw. Loads of fun.
If the defenses are stripped, the enemy should already be dead. Just a few shots from a SMG with Incindiary Ammo on, a Heavy Incinerate, or similar quite strike will take care of any enemy who only has heath left.
Remember though, use the SMG for shields and barriers and the Heavy Pistol or Sniper Rifle for armor. if/when you get the M92-Cain, use that. It only has one shot, at 100 ammo, (or 2, once you get all heavy weapon ammo increases + the extra ammo pack) but it'll single handedly win you fights against Praetorians and the final boss.
Have you decided what bonus weapon you'll be getting on the collector ship?
#30
Posté 18 février 2012 - 07:07
And yeah, it's an import of a level 40-something from 1. 6(?)th time playing 2.
At the above poster, I was planning on going with the Widow.
#31
Posté 18 février 2012 - 07:33
Synthetic Frost wrote...
Also, towards the end of the game, Neural Shock will have less and less value. As enemies get harder and defenses get stronger, Neural Shock loses it's value. It only works when defenses are off, and it doesn't work against collectors at all, a race which you'll only be seing more of after horizon. I'd suggest something like Reave or Warp Ammo, which work well against Biotic Barriers, the one weak point for an infiltrator.
The best possible squad combo you could bring on the collector missions is Miranda/Jack, and a Loyal Samara. Thane with his Warp works too, but he tends to die a lot.
Use Samara's loyalty power, Reave, and Miranda's Warp on the collector barriers together to cause a detonation. Then use Lift + Throw. Loads of fun.
Remember though, use the SMG for shields and barriers and the Heavy Pistol or Sniper Rifle for armor. if/when you get the M92-Cain, use that. It only has one shot, at 100 ammo, (or 2, once you get all heavy weapon ammo increases + the extra ammo pack) but it'll single handedly win you fights against Praetorians and the final boss.
Just a few comments about these points.
(1) Not sure about Neural Shock being of less use late game. RedCaesar97 uses it a lot on his builds, so maybe he could comment on late-game usefullness.
(2) Thane, Miranda and Samara are all great on collector missions. I used Thane and Samara on my infiltrator run for the SM, and I did not have problems with Thane getting killed, but you may get different results depending on playstyle.
(3) The Cain can end some battles with one shot ( Reaper IFF core, End of Overlord ), but I think one shot only takes out 1/4 of the End boss armor.
#32
Posté 18 février 2012 - 07:55
All that being said, the game really isn't hard enough, even on insanity, for the need to min-max things. If you've played the game 6 times already, this must all seem like beginner's tips
When I'm tired of worrying about all this stuff, I'll usually just take Grunt and Garrus/Zaeed with me. Great overall group that has a counter for everything. Concusive Shot works surprisingly well when you run into the odd Eclipse barrier.
Modifié par Synthetic Frost, 18 février 2012 - 07:59 .
#33
Posté 18 février 2012 - 10:21
#34
Posté 18 février 2012 - 11:00
HolyAvenger wrote...
The good thing about the final fight is that Harby will show up, and when he dies, he drops heavy ammo packs.
...
#35
Posté 18 février 2012 - 01:35
I have to disagree with your assessment on Neural Shock. Neural Shock is incredible, even at one point. Neural Shock with stun an unprotected organic (unless it bugs out which does happen), and it will stagger protected bipedal organics. If you are running around in close-quarters combat, that stagger can be invaluable, even for an Infiltrator that has Cloak. And yes, it does work against Collectors, who are bipedal organics, and it will stagger Harbinger. It has a base 3-second cooldown and at rank 1 has a base 5-second duration.Synthetic Frost wrote...
Also, towards the end of the game, Neural Shock will have less and less value. As enemies get harder and defenses get stronger, Neural Shock loses it's value. It only works when defenses are off, and it doesn't work against collectors at all, a race which you'll only be seing more of after horizon. I'd suggest something like Reave or Warp Ammo, which work well against Biotic Barriers, the one weak point for an infiltrator.
Warp Ammo's damage is based off the base weapon damage, and so is not all that useful unless you are are using it to one-shot Collectors outside of Cloak. Using Reave to strip barriers is a matter of preference.
You choice of squadmates depends what class you are, and what your playstyle is. For example, if you cloak a lot as an Infiltrator, you may prefer Grunt since he has a greater chance of surviving the enemy onslaught.The best possible squad combo you could bring on the collector missions is Miranda/Jack, and a Loyal Samara. Thane with his Warp works too, but he tends to die a lot.
Warp does not detonate barriers. It will make an exploding sound but it does not detonate. That is just sound design.Use Samara's loyalty power, Reave, and Miranda's Warp on the collector barriers together to cause a detonation. Then use Lift + Throw. Loads of fun.
What difficulty are you playing at? On Insanity, standard enemies have more health than defenses.If the defenses are stripped, the enemy should already be dead. Just a few shots from a SMG with Incindiary Ammo on, a Heavy Incinerate, or similar quite strike will take care of any enemy who only has heath left.
Enemies on health are just as dangerous as enemies with defenses. Remember that weapons and defense-stripping powers gain damage bonuses when used on the correct defenses.
#36
Posté 18 février 2012 - 02:53
And Warp most certainly detonates when coupled with another biotic ability, which is what we were talking about. Even on insanity, this will almost completely drain biotic barriers. With that, a quick burst of the SMG will deplete it completely. Follow that with a Heavy Incinerate and another warp, and the armor is down. After which, another quick SMG burst or Incinerate, the enemy should be dead.
If they have nothing but health left, they're just an unnecessary nuisance. They shouldn't be alive for more than a couple seconds.
#37
Posté 18 février 2012 - 03:51
Synthetic Frost wrote...
If they have nothing but health left, they're just an unnecessary nuisance. They shouldn't be alive for more than a couple seconds.
Maybe I just suck, but I find that an enemy without defenses kills me as easily as an enemy with defenses does. The only difference between the two (to me) is what powers I use.
And that barely even holds up as I like using squad pull-field to stagger enemies with defenses so I get shot less. That goes for shielded enemies that I could overload aswell. I'd rather stagger a mook rather than damage their defenses.
An enemy without defenses is easier to incapacitate, as every CC power in the game works to full effect, as do the ammo powers.
But there's no way I'd categorize an enemy that is easy to crowd control as an unnecessary nuisance. I consider them a threat.
Consider the LOKI mech. If you use a CC power while they have their armor up they do a little dance for you that lasts a long time. I'm fairly sure it's the longest on-defense CC in the game. Does that make LOKI mechs easy? Well, maybe to you - but as some of the posters here know I absolutely despise LOKI mechs and if one sneaks up on me I get a minor heart attack.
The point I'm trying to get across is that every enemy is a threat. Some are easier to CC than others - but that doesn't mean it isn't dangerous.
Also, Krogan have way more health than armor. And it regenerates. Just food for thought. :innocent:
#38
Posté 18 février 2012 - 04:24
#39
Posté 18 février 2012 - 04:28
Mi-Chan wrote...
Synthetic Frost wrote...
If they have nothing but health left, they're just an unnecessary nuisance. They shouldn't be alive for more than a couple seconds.
Maybe I just suck, but I find that an enemy without defenses kills me as easily as an enemy with defenses does. The only difference between the two (to me) is what powers I use.
And that barely even holds up as I like using squad pull-field to stagger enemies with defenses so I get shot less. That goes for shielded enemies that I could overload aswell. I'd rather stagger a mook rather than damage their defenses.
An enemy without defenses is easier to incapacitate, as every CC power in the game works to full effect, as do the ammo powers.
But there's no way I'd categorize an enemy that is easy to crowd control as an unnecessary nuisance. I consider them a threat.
Consider the LOKI mech. If you use a CC power while they have their armor up they do a little dance for you that lasts a long time. I'm fairly sure it's the longest on-defense CC in the game. Does that make LOKI mechs easy? Well, maybe to you - but as some of the posters here know I absolutely despise LOKI mechs and if one sneaks up on me I get a minor heart attack.
The point I'm trying to get across is that every enemy is a threat. Some are easier to CC than others - but that doesn't mean it isn't dangerous.
Also, Krogan have way more health than armor. And it regenerates. Just food for thought. :innocent:
Or, you could use a single incinerate to melt the entirety of their armor, then shoot them once or twice in the leg with the heavy pistol to destroy it. That way they're not a threat anymore, even if you leave them alive. Or you could even use a Disruptor shot to the head, that'll usually cause them to overload and explode with just a couple shots.
Modifié par Synthetic Frost, 18 février 2012 - 04:31 .
#40
Posté 18 février 2012 - 05:04
In the interest of not trying to be a douchebag, I'll say that even after years of playing ME2, I still die fairly frequently to YMIR Mechs. I just have a hard time staying mobile when I fight. Normally in a fight, I'll bunker down and place my squad in positions that block flanking. Which works for everything but Husks and YMIR Mechs. So when it takes more than a couple shots to disable a baddy, I realize that I never left routes open to allow for mobility.
Because of that, I've always had a lot of trouble with staying mobile.
#41
Posté 18 février 2012 - 05:10
#42
Posté 18 février 2012 - 05:46
Synthetic Frost wrote...
Erm, wow... Okay, so after reading that back to myself, I realized I come off a lot harsher and more douchy than I meant to. So, sorry about that...
In the interest of not trying to be a douchebag, I'll say that even after years of playing ME2, I still die fairly frequently to YMIR Mechs. I just have a hard time staying mobile when I fight. Normally in a fight, I'll bunker down and place my squad in positions that block flanking. Which works for everything but Husks and YMIR Mechs. So when it takes more than a couple shots to disable a baddy, I realize that I never left routes open to allow for mobility.
Because of that, I've always had a lot of trouble with staying mobile.
No offense taken.
I used LOKI mechs as an example as they are my one true nemesis. I've uploaded a video where I take them on in that one sidequest where they keep spawning. Needless to say, I was quite humbled.
#43
Posté 18 février 2012 - 11:17
Oh let me add some actual value to this thread... well sort of I think what I wanted to say has already been covered.
Neural Shock is one of the best powers throughout the game. Its cooldown is ridiculously short and as such it can be used to stagger basically any enemy you want (because basically any power staggers most enemies briefly). The unprotecteds give you a window where you can't miss shooting them, your squad can't hardly miss, and then they fall to the ground for double damage. Or they are instakilled if they are husks.
I just finished an Infiltrator run with the Widow... granted I was doing dumb things like shooting enemies up close with it, but NS allows you do do so. Overall CC with it on organic missions is huge. Personally I think it is more valuable for a CQC infiltrator than cloak (well, with a few exceptions).
Just to be an attention hound:
Old Blood
Arrival: Aratoht
Arrival: Object Rho
Arrival: Activate the Project
Arrival: Run
edit:
As for weapon choice, early game it does feel like ammo is a hot commodity with the Infiltrator, especially if you are using the Mantis. The Widow has more ammo capacity than the Mantis and picks up more shots per clip on the ground as well. The ultimate insult to the early game infiltrator is that the off-hand ammo pack doesn't actually give you an extra shot with the Mantis either. At any rate, the feeling gets better later with the Widow and also when you research SMG Extra Rounds.
All in all don't pick AR just because of ammo. If you want to use the Viper for sniping and as a general purpose marksman rifle than sure AR's are decent. The Vindicator can back it up at range well with a little aim.
Modifié par capn233, 18 février 2012 - 11:34 .
#44
Posté 21 février 2012 - 12:59





Retour en haut






