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Recommendation for bonus power for Collector Ship


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7 réponses à ce sujet

#1
cap and gown

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Difficulty: Insanity; Class: Engineer; Level: 23 (expected, not 100% certain); Squadmates: Miranda, Thane, both with Unstable Warp

Which of the following would you recommend?

Stasis: advantage - having Scions fall to their death as they fly in
AP ammo - Tungsten: advantage - taking down Scions and Preatorian faster (maybe Squad, since Thane can dish it out with his 50% bonus and an Incisor)
Warp ammo - Squad: advantage - good general purpose ammo against Collectors, allows Shepard to hide like a scared kid while her squad works on the enemy.
Reeve - Area: advantage - takes down barriers, good for CC

As to weapon selection, I am leaning towards assault rifle due to the larger ammo reserve and utility in CQC, though I may go sniper for the added AP.

Modifié par cap and gown, 07 février 2014 - 10:20 .


#2
themikefest

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I've played insanity a few times ,but not as an engineer.

I would take warp ammo.

Also this might help .It has some helpful tips that may interest you.

Modifié par themikefest, 07 février 2014 - 11:06 .


#3
RedCaesar97

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Forget the bonus power and use the Avalanche heavy weapon.

Cast the drone on the Scion, the freeze the mooks before Harbinger appears. If he appears, hopefully he will be frozen so you can melee him off the platform.

Other than that, Stasis would be better if you want to be rid of the Scions quickly.

If you want to take an ammo, you would actually be better off taking Shredder Ammo (no seriously).

Or since you are taking Miranda and Thane, maybe Slam for some Warp bombs.

#4
cap and gown

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RedCaesar97 wrote...

Forget the bonus power and use the Avalanche heavy weapon.

Cast the drone on the Scion, the freeze the mooks before Harbinger appears. If he appears, hopefully he will be frozen so you can melee him off the platform.

Other than that, Stasis would be better if you want to be rid of the Scions quickly.

If you want to take an ammo, you would actually be better off taking Shredder Ammo (no seriously).

Or since you are taking Miranda and Thane, maybe Slam for some Warp bombs.


Miranda has Slam, so she and Thane can combo.

Don't get the Shredder idea. I suppose the SMG's can do the stripping, but there are still the big baddies, plus a few Abominations. AP ammo is almost as good as Shredder against health.

Not sure about the Avalanche. I didn't think it worked on protected enemies. I have only used it once, and like every other ice power I didn't like it. I am also much more comfortable fighting at range than getting up in someone's face. I did a good deal of melee as an Infiltrator when I could cloak to get close, but I have a hard time seeing melee as important for my Engineer.

#5
capn233

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This is the only time in the history of ME2 that anyone has recommended Shredder ammo.

But anyway I agree that bonus doesn't matter much. But if you do think it matters, then you should be "grabbin' a flashbang." Flashbang is basically the hard counter to Collector missions since it makes Harbi just some unit that meanders around the battlefield aimlessly.

Stasis is ok of course. Doesn't work on Harbi, but works well on the Scions. The issue is there are only, what, 3 Scions in the entire DCC mission (2 on platforms, one in the last sections before the husks wave near exit).

Reave is actually a very good bonus power on the Engineer, Strive had a couple good vids showing that off.

I typically preferred Energy Drain, AP ammo, or Neural Shock on an Engineer. Really the bread and butter tech powers against Collectors are Incinerate and Cryo Blast, both of which you have access to in the normal Engineer skillset. Really you can potentially spam Area Incinerate against everything and do ok... not ideal but it works. Cryo is a little better against unprotected standard health units.

But I have different ideas about ME2 than some. You can get through the level with practically any of the powers that work against the defenses or health in that level, and fretting over specifics really only leads to undue stress. If you are set on Miri and Thane, then use them to strip barriers and armor while you focus on Incinerate or Cryo Blast, and you should be more or less golden. With Stasis you will have a mild advantage against the few Scions you encounter here, and with Flashbang you will have an advantage against Harbi. Or you can just say screw it and take AP/Tungsten or Warp Ammo and have a little more weapon damage and use your base powers.

#6
cap and gown

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I was thinking about bringing Kasumi, but I like the Thane/Miri combo here, both for their stripping and Warp bomb abilities. (Plus Miri can comment on whether TIM betrayed us.) I forgot about just taking Flashbang myself.

I am thinking the strategy with Flashbang would be to keep the Scions distracted with drones, Harbi neutered with Flashbang, while Shepard & Co. concentrate on getting rid of the mooks.

#7
cap and gown

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Well, I went the Flashbang route with mixed results.

On the platform fight it was nice to have Harbi stand two feet away staring at me, unable to do anything but hurl insults. The Scion on the platform that bounces back and forth, however, was a real problem. I went from 7 medigels at the start of the fight to one at the end. Its not like I revived my squadmates the second they went down, but when I did get them up the Scion would take them down in one shot. Almost as bad as Scions in ME3. At least they didn't have grenades! For some reason my drone didn't really seem to keep that bloody Scion distracted. Even wth cover orders Thane and Miri would get hit and die every time they popped up to take a shot. Then when I revived them they lost their last positioning order and go expose themselves again while I was distracted.

So flashbang worked there, but stasis might have been better to get rid of that Scion who was causing all the problems.

In the next two fights my Flashbang did not shut down Harbi at all. I have no Idea what's up with that. Very frustrating.

The fight against the Praetorian went a lot smoother than I thought it might. I was worried about the minions, but we did a good job of getting rid of them early so all I had to do was kite. My drone caused a lot more distraction in this fight than on Horizon. Also, I switched Thane over to the Tempest. (Miri went down early in that fight and I didn't bother reviving her.) That seemed to be a good choice since we were mostly dealing with the barrier, which it constantly refreshes. Between Thane's SMG and his Warp the barrier would come down pretty fast each time it refreshed.

The final fight where you get some abominations was the only fight where I got a mission failure. In the first part of the fight it seems my Flashbang did disable Harbi, but then as I went up the ramp on the right side Harbi went nuts. Neither my Flashbang nor cover was stopping his attacks. He had a height advantage which may explain why his "warps" were getting through, and bad aim with my Flashbang probably explains why it didn't work. After restarting I decided the safest approach was to finish off the first wave, move far enough forward to trigger the second wave, then retreat back to the starting area. Harbi never did come down there and I took him out with the Viper without him ever firing a shot.

In the end, I think AP ammo might have been the best choice because it would have conserved ammo. I ran the Viper down to 0 rounds twice during the mission. AP ammo would have made my ammo go further.

Modifié par cap and gown, 08 février 2014 - 01:50 .


#8
capn233

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Basically in the platform fight, if you dock the squad in cover on the first platform in the right spot, the Scion's can't really hit them much. To make it go really smooth, you just have to clear the first platform extremely rapidly, and then focus fire the Scion and try to kill it before the next wave. Might be harder to do with the Engineer than some classes, but as Red pointed out, the Avalanche is really good for this purpose.

Praetorian fights a chore for keeping the squad alive.

The last fight is always annoying if you can't get the abominations before they are too close. And you start in a bad spot that doesn't have good cover for your squad.

As far as Flashbang, the issue with it on Shepard it that it is somewhat unreliable if there is uneven ground. Kasumi's is instacast on top of the target and nearly always works.