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Insanity is so FRUSTRATING!


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#51
ashwind

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Xyrm wrote...
Grenades are decently strong, but weak compared biotic and tech combos.  Add into the fact that in SP they are notoriously hard to find, and it just becomes not worth it.  The only time I ever used them was on Javik during the infinite Banshee/Marauder assault near the missile launchers on Priority: Earth.

I can agree that vanguards don't NEED headshots (especially with a GPS, since it's incapable of headshots by default), but you become MUCH more effective if you can land headshots.  To use the claymore in SP you NEED to equip gear that gives power recharge speed bonuses (at least to be able to do the typical half-blast nova rotation, you need 120% cooldowns).

So in short, NEED may have been too strong a word, but it doesn't change the fact that the setup I described is more effective.  Biotic combos do a percentage of damage in this game (they will do the same apparent damage in any difficulty), which makes them the best form of damage for both a single target or groups of enemies.


If a Banshee catches you, a biotic detonation have a 50% chance of breaking you free. Spamming grenade will free you 100% of the time. 12 Grenades will instanty take down nearly any enemy and adds around them. Something biotics cannot match because grenades are no cooldown instant power. The only drawback is that you have limited number of grenades, hence bringing squad with grenades when you are say a soldier or sentinel, everytime you pick up a grenade you get 3 uses, No biotics power can take down 2 banshee in 3 seconds, 18 grenades can do that easily.

if your Sentinel and pick inferno grenade as bonus power, you will have with James/Ashley/Javik a combned of 24 grenades. I havent encounter anything that wont get blown to oblivion by 24 grenades.

If you are using Claymore, you do not need Nova. I can shoot unprotected enemies nearly anywhere and it will kill them instantly. Shielded enemies can be killed with a single shot even if you aim their torso, although I admit popping head is fun. As long as your Charge cooldown is around 3.7 - 4 seconds, it is more than enough.

#52
spacehamsterZH

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The grenade spam does get annoying.

Anyway, the game already has a completely overpowered "mega weapon", her name is Liara. You can use Warp to detonate enemies (in combination with Dark Channel, this even works on shielded enemies like Marauders because Dark Channel ignores shields), Singularity to instantly incapacitate entire mobs, and Stasis freaking stops an attacking Phantom even if her barrier's still up. If your Shepard doesn't have Overload, bring Garrus or EDI and you're set.

Also, use the power wheel to pause a lot and think tactically. If you play the game more like an RPG and less like a shooter, it instantly becomes a lot easier.

I thought ME3's Insanity was the funnest of the series.

Modifié par spacehamsterZH, 18 avril 2012 - 03:07 .


#53
Kroen135

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Yeah playing it like an rpg is exactly what makes it fun for me. You're a squad leader and you need to lead your squad. I know they can do fine on their own, but if you really want them to shine; give them tactical positions. Command their powers to make 2 maybe even 3 combos back to back and shred enemies.

I don't hear people saying it much, but I really enjoy having james as a party memeber. He's tough and his weapon loadout is a powerhouse. Plus carnage and frag grenade are strong, instant, and can detonate any of the the techs.

#54
Xyrm

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ashwind wrote...

If a Banshee catches you, a biotic detonation have a 50% chance of breaking you free. Spamming grenade will free you 100% of the time. 12 Grenades will instanty take down nearly any enemy and adds around them. Something biotics cannot match because grenades are no cooldown instant power. The only drawback is that you have limited number of grenades, hence bringing squad with grenades when you are say a soldier or sentinel, everytime you pick up a grenade you get 3 uses, No biotics power can take down 2 banshee in 3 seconds, 18 grenades can do that easily.

if your Sentinel and pick inferno grenade as bonus power, you will have with James/Ashley/Javik a combned of 24 grenades. I havent encounter anything that wont get blown to oblivion by 24 grenades.

If you are using Claymore, you do not need Nova. I can shoot unprotected enemies nearly anywhere and it will kill them instantly. Shielded enemies can be killed with a single shot even if you aim their torso, although I admit popping head is fun. As long as your Charge cooldown is around 3.7 - 4 seconds, it is more than enough.


If a banshee catches you, you messed up, and should die.  You should never NEED to take down a banshee in 3 seconds, they are easy enough to deal with using biotic explosions (protip: biotic explosions will often stop them from repeatedly warping towards you if you detonate right as they are "charging" up a teleport).

If you are any class and pick Reave as a bonus power, you are better off IMO than with any grenade power.  It's a fairly short cooldown, restores barriers from almost any enemy type, and gives you 30+% damage reduction.  Plus, it is both a biotic setup AND detonator, and works on any target, regardless of protection.  It can hit AND stagger multiple opponents at once, and deals significant damage over the duration.  Biotic detonations have a larger radius than most grenades do, as well (at least, by default; if you are evolving grenades for area instead of damage you are probably doing ti wrong anyway).

Can you deal more potential damage with grenades in a few seconds than with biotic explosions? Probably.  Is it a better option? Debateable.  IMO, stacking grenade users is ineffective, as it forces you to rely on PLACED ammo supplies (enemies can't even randomly drop it).  Some grenade types are complete crap (Inferno), and the only one worth a damn IMO are Cluster or Lift, as they have biotic detonation potential.

Also, I think your grenade math is off.  At most, each user can only carry 6 grenades (and in most cases picking the "carry more" option is generally not the way to go, IMO).  You can only have yourself plus three squadmates, which means 18 grenades max.  How did you get 24?

And while charge cooldown being under 4 seconds is nice, why not charge under 4 seconds AND be immune to damage 90% of the time, while dealing massive AoE damage and staggering nearby opponents?  Since Nova AND charge detonate biotics, you can go crazy with setups from Liara/Javik/Kaidan.  The reload on the claymore is too long without the reload trick (which IMO is cheating, and on principle I refuse to do it).

Modifié par Xyrm, 18 avril 2012 - 03:25 .


#55
Kroen135

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I'm a big fan of tech and biotic explosions but grenades are good as well. I believe you should learn to use ALL the tools given to you by your current squad and your class. If you have grenades in your class. They are well worth using, given the right situation.

And the fact that as Shepard at max level you get every ability maxed except 1 (or 2 if you choose to go deep into 2 separate ones instead of maxing one and leaving the other at 3) So you should learn to use all abilities effectively.

#56
ashwind

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Xyrm wrote...

If a banshee catches you, you messed up, and should die. You should never NEED to take down a banshee in 3 seconds, they are easy enough to deal with using biotic explosions  

LOL. Different mindset and playstyle. I am not trying to survive or win, I am trying to obliterate them in speed runs. Biotic explosion are simply too slow.


If you are any class and pick Reave as a bonus power, you are better off IMO than with any grenade power.

 
A matter of preference. I never took reave. 

Can you deal more potential damage with grenades in a few seconds than with biotic explosions? Probably.

Grenade burst damage especially Lift Grenade blows any biotic explosion away by magnitudes. By the time you trigger 1 explosion, I could have landed at least 6 grenades. It is not a probability, it is fact.

Also, I think your grenade math is off.  At most, each user can only carry 6 grenades (and in most cases picking the "carry more" option is generally not the way to go, IMO).  You can only have yourself plus three squadmates, which means 18 grenades max.  How did you get 24?

Never took grenade as bonus power, just thinking that different grenades counts differently, I could very well be wrong =P

And while charge cooldown being under 4 seconds is nice, why not charge under 4 seconds AND be immune to damage 90% of the time, while dealing massive AoE damage and staggering nearby opponents?  Since Nova AND charge detonate biotics, you can go crazy with setups from Liara/Javik/Kaidan.  The reload on the claymore is too long without the reload trick (which IMO is cheating, and on principle I refuse to do it).

Nova feels more like cheating. The so call Claymore cancel is not exactly a cancel like in ME2, I do it with every class every weapon, tis just a habbit. You realize how boring is it having a 2 second Charge cooldown + Nova... 

:blush: 3 Freaking Geth Prime, 3 Defensive Drone + Couple of Rocket Turrest surround me in melee range and they cant take 1 hp off me.... 

#57
Xyrm

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ashwind wrote...

Grenade burst damage especially Lift Grenade blows any biotic explosion away by magnitudes. By the time you trigger 1 explosion, I could have landed at least 6 grenades. It is not a probability, it is fact.


Obviously we are going to continue to disagree here.  I would just like to add a final point, that I think we both can agree on.  Grenades can take down a single target faster, but if you dump 6 grenades on one target (which you might actually need if trying to kill a banshee, atlas, or prime) you aren't going to be able to do that very often.  Biotic explosions can be your bread and butter, used to clear tough and weak enemies, alike.  

I still feel that even though I may kill a single banshee slower than you, with biotic explosions I can clear maps incredibly fast.  I don't have any facts to back it up, but it is my sincere opinion that overall for SP clear speed a biotic explosion group (Javik/Kaidan, Liara, and a Shepard with biotics) is the fastest possible way to clear the game, on any difficulty.

#58
Degs29

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My first playthrough was on hardcore and I found it very challenging in places.  After I beat the game I played a lot of multiplayer to see how the ending controversy blew over (or didn't).  My second playthrough was on insanity (soldier class) and I think multiplayer really helped a lot in teaching me how to survive and how to use the cover system, grab mechanics, and my powers effectively.  So far it seems easier than my hardcore playthrough...with the exception of the tougher enemies taking a long time to kill!

#59
inksoldier

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I'm sure that I'm not that only one who's suggested this but does anyone any feel that there should be another difficulty level like a "Legendary" difficulty? It would add shields and barriers to most enemies, even the grunts and add another layer to Atlases, Primes and Banshees. And maybe even take away grenade notifications.

#60
Disciple888

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inksoldier wrote...

I'm sure that I'm not that only one who's suggested this but does anyone any feel that there should be another difficulty level like a "Legendary" difficulty? It would add shields and barriers to most enemies, even the grunts and add another layer to Atlases, Primes and Banshees. And maybe even take away grenade notifications.


You mean, ME2 Insanity?  It would hurt Adepts again, tho.

#61
Guglio08

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How can you even throw 18 grenades in 3 seconds?

Also, Insanity is easy. I died maybe twice in the whole game.

#62
Guest_wiggles_*

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It's not even hard. Most enemies just +fwd like a terrible TF2 player.

The only real difficulty comes from the horrendous controls.

#63
Disciple888

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yeah, I see they still haven't fixed LOS issues, especially with bonus powers. In the same cover position, I ordered Garrus to Overload and Tali to Energy Drain the same Geth Pyro. Garrus' Overload hit, while Tali's Energy Drain struck the corner of the crate I was behind. wtf?

#64
heart again

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Instead of putting thought and time into a forum post why don't you try actually thinking when you are playing, insanity isn't too bad and is a cakewalk on an imported ME2 character.

#65
Wuschelhase

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insane is too easy - they should make it harder imo!
i am not a 3D Shooter player, died in the whole game about 3-4 times and used not even one medi-gel..
Mass effect 2 was harder than 3 ;/.

#66
Mike_Kerr

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Legionaire-Shen wrote...

I found it easier than me2, just beat it with sentinel+warp ammo on ng+, barely use medigel, take liara and javik most of the time, biotic combo take out almost everything.


this 100%.

#67
Dark Penitant

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I did insanity my first runthrough (i.e. without weapons beyond V) on an infiltrator. Actually found it more difficult than ME2 insanity, which was easy as all hell for me, but that's likely due to shieldgating.

#68
QwertyMusicMan

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Play Vanguard level 60 import with Energy Drain, Liara, and EDI.

Never had any trouble at all, save for the final fight, which took me five tries. You literally can press a button and get your shields fully recharged with two different powers, or teleport halfway across the map. It's so easy, I feel like it's cheating.

#69
megabug7

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Grenades are the bane of Insanity - The fact the enemies can throw them with pin point precision from way across the other side of the field (also where it lands is also not always obvious).

I find in general that there are too many places to go in to cover or obstructions that prevent you from getting to a safe spot (backing up often leads to a sudden stop because of low cover, table, couch (which you can't hop over but have to walk around it).

Also you have to stand straight against the cover wall to duck (which in some heated moments Shepard wont duck because she isn't properly aligned against the cover wall).

Certain corner covers make you swing around them when you accidently hug it's corner which takes you out of what you were focusing on.

My main gripe is that enemies ALWAYS go for Shepard (aside from Husks - they are too erractic).
I actually watched how a Banshee and a Brute made a bee-line for me totally ignoring the other two squadmates who were a few yards in front of me.
The enemies totally ignored the other squadmates despite being shot at and decided to harrass me instead.

ME2 (and ME1) was much more rewarding and required a bit more thought.
ME3's insanity is a little cheap IMO.

Modifié par megabug7, 21 avril 2012 - 02:14 .


#70
Jonathan Shepard

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Olaf_de_IJsbeer wrote...

Might I recommend a Vanguard with 200% cooldown bonus and with Charge and Nova? Be sure to take the 100% barrier refill for Charge and Pierce and Half-Blast for Nova.

Suddenly Insanity is not insane anymore.


Well, it's insanely fun for the player. :devil: Wraith X, Paladin X, Hurricane X, all with a 200% cooldown at level 60. Beast mode activated. Even on Insanity.

#71
battleship potemkin village

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One way to make "Insanity" easier is to import a previous ME3 character. Play as a soldier. Wear the collector armor. Always choose the power options that upgrade health/shields/shield regen. Secondary options: choose the upgrades that increase head-shot damage. Take Fortification as your bonus power and take the upgrade that reduces the cool-down hit you'll take.

Spam Adrenaline Rush. Only fire your weapon when it's active. Also, use it when running from cover to cover. You'll need to keep your weight down to do this, so you'll probably need to forego sniper rifles and shotguns (I know, they're the most fun weapons in the game, sorry, but they also weigh too much). The Vindicator is a great weapon due to it's "power-to-weight" ratio -- it's light and very stable. The Carniflex hand cannon is a good substitute for a shotgun.

Don't waste ammo on anything that your squad and you can take out with powers. Take somebody with Overload (or any power that strips shields). Take Liara and equip her with the lightest weapons (you won't be relying on them). Any unshielded enemy gets Singularity -- followed by Warp the second it becomes available.

Go into Options and turn OFF "squad power usage". You'll want to take control of them yourself. The moment a squadmate's "cool-down" is complete bring up the wheel and hit something with whatever you can find.

Sidebar: I'm not sure why, but the Carniflex seems to take out Brutes better than anything else I've tried.

I"m not saying this the most efficient way to beat it on Insanity, but it's how I did it -- and I didn't die nearly as often as I did in ME1 or 2.

And one other thing (I found this on youtube):
Marauder Shields. Move as far to your right as you can. Hug the over-turned vehicle as you approach and stay as far to the right as you can. Once you take the obligatory shot to the shoulder you'll never have to worry about him hitting you again. Move forward and to the right just enough where you can see his head on the right side of that piece of wall from which he popped out from. Since you're both right-handed, all his fire will harmlessly hit the wall while you can take your time and head-shot him without having to worry about missing. I know the PC people are going, "Huh, he's way too easy to kill. Just walk right up to him." But on the Xbox360 the 'wobble' effect is so pronounced it's impossible to keep the reticle on him using the thumbstick. He really is the hardest thing to kill in the game when he has a bead on you.

Modifié par battleship potemkin village, 21 avril 2012 - 04:44 .


#72
nobrat

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If you don't enjoy it don't play it. If anything insanity could use being substantially harder for people who want some difficulty.

#73
hawkens982

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spacehamsterZH wrote...

The grenade spam does get annoying.

Anyway, the game already has a completely overpowered "mega weapon", her name is Liara. You can use Warp to detonate enemies (in combination with Dark Channel, this even works on shielded enemies like Marauders because Dark Channel ignores shields), Singularity to instantly incapacitate entire mobs, and Stasis freaking stops an attacking Phantom even if her barrier's still up. If your Shepard doesn't have Overload, bring Garrus or EDI and you're set.

Also, use the power wheel to pause a lot and think tactically. If you play the game more like an RPG and less like a shooter, it instantly becomes a lot easier.

I thought ME3's Insanity was the funnest of the series.


Liara is basically easy mode whenever she is in your party.

To the OP:

To be honest, if your finding insanity very difficult to playthrough, you could always hop on multiplayer and play some bronze/silver games. Initially I played insanity on my first playthrough and I thought it was alright, mostly dying to stupid game mechanics (i.e, targetting reaper on rannoch, The Marauder Shields), but after I hopped online for a bit on bronze and came back to insanity SP, it was sooooooooo easy. You'd realize your party is practically a godsend compared to the new players on MP during release week.

Modifié par hawkens982, 21 avril 2012 - 04:26 .


#74
AldarionnEB

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Grenades are a 1-shot on insanity as any class that doesn't have some form of DR (Tech Armor, Fortification, Etc...) so they are definitely annoying, but having played Multi Player extensively since the game released, I'm used to rolling away from grenades to avoid death. It's a well developed reflex at this point.

The biggest issues I'm running into on my Insanity playthrough are:

A) Turrets + Grenades. Basically a Combat Engineer sneaks around and flanks me and I don't see him. He sets up a turret and then someone tosses a grenade. I roll to an area that looks safe, but get mowed down in a half second because there's actually a turret there.
B) Time Dialation. I am playing an Infiltrator, and after playing in Multi Player, I find the Time Dialation actually messes with my ability to hit things. I generally quick-scope enemies in Multi Player so I can stay mobile and not lose situational awareness, but in Single Player this is near impossible because time slows down when I pull the scope and I cannot fire immediately. Normally I will Scope and hit Tactical Cloak at the same time to get the damage bonus, then fire Energy Drain to stip shields and follow up with a shot to the head. On Insanity I fire Energy Drain, and the target spasms faster than I can move the reticule and line up the shot. Also there is a delay between when I use the power and when I can pull the trigger, and this is amplified when time dialates. It's annoying, but not game-breaking.
C) Multi-height cover. A perfect example is on Firebase Glacier (the Cerberus Lab mission in SP). On the landing pad right at the spawn point, there is a box next to a taller box. If you crouch behind the smaller box, you kneel. If you accidentally move your left stick toward the taller box, you stand up with your back flat against that box. This is suicide if, say, someone set up a turret on the raised catwalk at the top of the stairs. That mission took me about 45 minutes to complete because of random cover problems combined with grenade spam. It's not so much difficult as it is annoying.

Modifié par AldarionnEB, 21 avril 2012 - 05:52 .


#75
Guest_lightsnow13_*

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Engineer + sabotage (w/ 100% tech damage) + EDI = pure ownage. Especially if EDI is spec for damage. No AoE capabilities or decoy.

Or if you use adept, get reave as a bonus power and shockwave/warp detonate.

Modifié par lightsnow13, 22 avril 2012 - 01:21 .