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[Cross-post] Single-player Insanity tips and tricks


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#1
Infinity1212

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[This is a cross-post from the Single-player discussion forum]

I've been working through my playthrough of ME3 on Insanity after my first playthrough on Normal and I just thought I would share a few tips with you about how I've been finding it.

Character
  • Import: It's definitely worth having as much previous gameplay to import as possible into your Insanity run; I initially imported an ME2 character to boost me straight to Level 30 and by the end of that playthrough I finished on Level 57. I then imported that Level 57 character in and immediately started kicking ass with significantly more powerful weapons, squadmates etc.
  • Maximise your defences: Despite your much higher damage output by importing a character instead of starting out anew, shields and health will still be drained precipitously if you get caught off guard and so I would recommend choosing a class that gives you strong health/shields/barriers stats, such as Solider or Sentinel. Playing as a Soldier, I managed to get both my Shields and Health to just over 1000 by careful use of upgrade points and armor bonuses (stick mostly to the N7 armor components for the best health bonuses).
Weapons and Powers
  • Choose squadmate's weapons carefully: I've been testing out many different combinations of weapons for my squadmates to see what comes out as most effective in terms of the amount of damage a squadmate will do with a certain weapon with some interesting results. One thing to bare in mind is that squadmate's power cooldowns are not affected by the weight of a weapon, so go nuts on speccing out your squad with nice heavy weapons.
    Assault Rifles: I've found that, as it was in ME2, the assault rifle that your squadmates will generally use most effectively is the M-96 Mattock Heavy Rifle as they will fire this semi-auto weapon at nice high speeds for a reasonably long time for each 'burst.'
    Shotguns: While the Geth Plasma Shotgun doesn't offer as high of a damage output as other shotguns such as the M-300 Claymore, it has a lot longer range, and since your squadmates will generally not get into the enemies' face enough to make a short range weapon very effective, it is often a better choice. It is worth noting however that your squadmates will not use the Plasma Shotguns charge ability.
    Sniper Rifles: The Black Widow seems to have performed best in the hands of Garrus (or presumably Ashley, as she didn't survive my ME1 playthrough) as your squad has the highest damage output of any Sniper Rifle but isn't limited to a cripplingly slow reload speed of the standard M-98 Widow which drastically lowers your squad's effective DPS.
    Heavy Pistols: The M-5 Phalanx I found to be a superbly balanced pistol for my squad to use as it has a higher rate of fire than the M-3 Predator and is pretty much as accurate as the M-6 Carnifex. Although the N7 Eagle is a good alternative for squadmates where you have equipped a slow-firing primary, such as equipping Javik with a M-96 Mattock or M-15 Vindicator, as it can be used pretty much like an SMG. 
    SMGs: By far the best SMG I've found to give to squadmates was the M-12 Locust as it's fantastic range is well suited to squadmates as they tend not to get to close enough ranges to be fully effective with with other SMGs. The only downside is the point at which you pick it up in game, which is obviously a problem if you are doing a new playthrough, but also limits your ability to upgrade the weapon on an imported playthrough until you have picked it up "again."
  • Always have a versatile squad of powers: This has held true in every Mass Effect game, but it is important to reiterate; having a sqaud that can deal with every type of defence and every type of enemy is important. For that reason I always suggest having somebody with Overload such as Garrus, EDI or Kaidan or Energy Drain from Tali for dealing with shielded opponents, and somebody capable of dealing damage to armor such as Kaidan's Rank 6 Reave, Liara's Warp, EDI's Incinerate or James' Carnage. It is also worth taking into consideration that your squadmates will die a lot easier on Insanity and so it becomes important to pick squadmates with higher HP. For this reason I unfortunately rarely use EDI or Liara even though I like them as characters. I mostly ended up using Garrus/Kaidan or Garrus/James (eventhough James has the emotional depth of a spoon).
  • Rank up your Passive skills as a priority: I would recommend ranking up your Health/Shields/Weapon damage as a priority over other powers (particularly over all your Ammo powers if playing as a Soldier) as you will benefit more from that extra boost to your health and shields than from an increase to your active powers on Insanity.
  • Defense Matrix as your bonus power: I used Slam as my bonus for a while, until I stumbled upon the awesomeness of EDI's Defense Matrix power. When fully ranked up, this power offers the same kind of protection as Barrier or Fortification, however when purged your shields will be restored to 100% immediately. This is invaluable on Insanity when you can caught off guard and have your shields drained in moments, this power can be used as a quick 'Get out of jail free' card for those sticky situations. Alternatively it can be used to maintain sustained fire when popping out of cover even when taking shots, though I wouldn't recommend you try that very often on Insanity.
Playstyle
  • Slow and steady: On Insanity it's very easy to be caught with your pants down if you are trying to run and gun too much so I always try and stick to cover and only advance up the field when absolutely necessary. While it might become frustrating at times, it's important to be patient when playing on Insanity as running and gunning will rarely get you anywhere.
  • Use the Power Wheel, lots: I would also recommend using the Power Wheel frequently, particularly with boss battles, as it gives you breathing space the plan out your strategy down to the minutest degree, including assessing the battlefield for the opportune moment to revive squadmates and such. The example I would use is the boss fight at the end of the Ardat-Yakshi monastery where you are fighting two Banshees and a handful of Husks. I used the Power Wheel every few seconds, not only to cast my squadmate's powers simultaneously (with Liara disabling the Husks with Singularity and Garrus dropping Overload on one Banshee) but also to assess the position of both Banshee's and the Husks to try and keep clear of them and to know when it was safe to revive my squad (read: just Liara, lol). I think I would have found this battle very difficult if I hadn't used the Power Wheel so much.
I think that covers what I have to say, although I might post some more tips if I think of any, feel free to add your own as well. :)


TL;DR - There isn't a TL;DR, go back and read you lazy bums :-P 

#2
jsharkey

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The crusader also works well for squad members since it just fires a single slug. The revenant isn't a slouch either, especially for Ashley thanks to her Marksman power. I've also heard many good things about the particle rifle.

#3
Infinity1212

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jsharkey wrote...

I've also heard many good things about the particle rifle.


I liked the Particle Rifle on my Normal playthrough, however I found that I was just getting dicked on when trying to use it on Insanity simply because of it's charge time to reach it's maximum effectiveness. It meant that I was generally out of cover longer that I would like and was getting my face rearranged :(

Long live the Mattock :)

#4
godlike13

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Th Falcon is a beast on squadmates, and for SMGs, if u have it, the Hurricane is by far the best for them. They don't have to worry about its recoil or accuracy, and basically just benefit from its high damage and ridiculous rate of fire.

Modifié par godlike13, 29 mars 2012 - 09:33 .


#5
Big Jack Shepard

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Infinity1212 wrote...

jsharkey wrote...

I've also heard many good things about the particle rifle.


I liked the Particle Rifle on my Normal playthrough, however I found that I was just getting dicked on when trying to use it on Insanity simply because of it's charge time to reach it's maximum effectiveness. It meant that I was generally out of cover longer that I would like and was getting my face rearranged :(

Long live the Mattock :)


Use the magazine mod along w/ the armor piercing mod. If you stand behind cover for the first 30-50 and then step out you will devastate whatever you hit. The particle rifle is a gamebreaker on any difficulty setting.

Modifié par Big Jack Shepard, 29 mars 2012 - 09:37 .


#6
tcg37

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 Thought I’d add a few insanity-level tips I acquired on my playthrough I just finished.

Import is essential. I couldn’t even get through Grissom Academy during a new playthrough on hard. I switched to normal and mostly breezed the rest of the way. Then I began the insanity playthrough with the same character (at level 43) and found it surprisingly easy.

The most important thing is perhaps the most obvious: cover! Use it and try to avoid open ground for any length of time. It only takes a couple seconds to die on insanity, even with maxed health and shields.

Combos! My adept had such a fast recharge she could toss singularity or pull and immediately follow up with warp or throw, triggering a combo explosion. When your powers are set to increase the damage of combos, it makes for devastation. I could take out any "red" enemy (i.e. non-shielded, armored or barrier-ed) with two button presses: singularity/pull and warp. It even did significant damage to “protected” enemies if they were close enough, and hurled any remaining “red” enemies so far away that, even if they survived the blast, they died from the fall.

Speaking of which, depending on your class, recharge speed is more important than weapons or power damage. (The special armors helped with this, like Inferno or Blood Dragon.) My recharge speed ranged from +170% to +190% during my insanity playthrough, and it made a huge difference not to have to wait to use powers. Despite using the Inferno armor (+30% power damage, +30% power recharge) on my first playthrough, I used Blood Dragon (+30% power damage, +10% recharge speed, +20% shield) on insanity to get the extra armor boost.

Play the Kingdoms of Amalur demo to get the Chakram Launcher, which is one of the best weapons available (FYI, I didn’t have the particle rifle). It’s accurate, deadly and can hold 50+ rounds.

Don’t take weapons you won’t use. I actually learned this fairly late. I kept taking the Disciple into battle thinking I might need a shotgun at some point. On insanity though, not really. If the enemy is close enough for you to switch to a shotgun from a rifle, you’re probably already dead.

Upgrade your weapons as much as possible to reduce weight (and hence increase recharge speed) and increase damage. After all, what else are you going to spend the money on?

I found Decoy better than passive defensive powers (like Defense Matrix or Fortification) because it didn’t slow power recharge and gave enemies a fourth squadmate to shoot at; very helpful when just a handful of shots can take you down.

That said, increase your “fitness” to boost health and shields (rather than melee damage). At least half a dozen times I was down to that last sliver of life before healing, so it makes a difference. And melee will barely come into play. Like I wrote previously, if the enemies get close enough for you to punch them, you’re probably about to die anyway.

And like the OP wrote, you definitely need powers or squadmates that can deal with barriers/ shields/armor. Overload and incinerate are great, as are ammo-boosters.

I actually found the toughest part of insanity to be the very end, when you've got to take out three husks and a marauder with nothing but a pistol.

This might seem obvious, but upgrade medi-gel capacity to the max. You don’t want to have to worry about running out of it before resuscitating your squadmate or yourself.

Good luck![/b]