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Vanguard tips and tricks on Hardcore/Insanity - Revised Edition 1.2


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thisisme8

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Revision 1.2 -Added 2 new builds and a link to Sabresandiego's Tactical Vanguard thread.
Revision 1.1 -This is the first revision of the Vanguard tips and tricks on Hardcore/Insanity since it was posted a couple weeks back.  Some of the stuff in the OP has been completely changed and some has stayed the same.  It is safe to say that the following information is as accurate to what has been discovered through hours of gameplay by many people as possible.  There are several people who have really contributed to a lot of information in the following 30+ pages and they all know who they are.  Sinosleep, Kurupt87, RamsenC, Kronner, Dannok1234, Mundus66, and Rumination888 to name a few (sorry for anyone I forgot).

Anyway, here is a much needed, updated version:

I should really preface the below info by saying that the road to High Risk, High Reward is paved with the Replay button...  at first.  Before you get the hang of how Charge can work for and against you it can be tough, but once you get the hang of it, the Vanguard goes from being frustrating to a powerful and extremely exciting class.  It really is geared for people who want to be in the midst of the action constantly.

I'll start with my take on equipment and a couple build and then go on to different situations, strategies, and tactics.  Remember, this is what works for me.  Experienced players can and will be able to use any number of variations to the above.

First off, the four shotguns:  Before I get into them, here are the damage multipliers:
Katana and Scimitar - x1.5 to shields and barriers
Eviscerator* and Claymore - x1.25 to armor, shields, and barriers
*The Eviscerator is a free download and should be noted that its range is better than the other three.

So people always want to know, which is the best shotgun?  The answer is simple, but not what you want to hear.  Each shotgun has definite strengths and weaknesses that actually even them out very well.  We've tested and tested them for DPS, range, and compatibility to playstyle and it always ends up the same:

On one end, the Claymore can outdamage the rest if you have great aim (for constant headshots) and can consistently perform the "reload trick."  Several videos below showcase the trick in action, but it basically boils down to shooting, performing a melee after 60% of the reload animation has taken place, and immediately shooting again.  Works best by holding the fire button down and pressing the melee button as soon as you hear the reload sound.

On the other end is the Scimitar.  Very fast, but does less damage per shot while still remaining extremely effective.  Keep in mind though, you can just keep popping this thing off for 8 shots without reloading and you really don't need to add any melee in for extra damage unless you really want to.

The Katana and Eviscerator fall into the middle somewhere.  I believe most people will tell you to just stick to the Eviscerator since it has better damage, range, and the addition of an armor multiplier.  I agree.  It only allows three shots before having to reload, but that's almost always more than enough.  Most of the time (keep your shotty upgraded when available) it's just a shot and a melee to take almost anyone down.

The decision?  It's up to you.  They have different feels and I've used them all.  I enjoy each one and while I have my favorite, I don't feel that any of them are seriously "better" than the rest.  Choose based off of what handles best for you.  I should note for those that are new to the shooter genre, the Scimitar is definitely the most forgiving and therefore may be easier for those that don't have great framerates or aim.

Equipment:  I had a lot written here before, but I've gone through many times testing many different pieces of armor and I just stick to the same basic principle now.  Get the +25% melee shoulder pads.  Aside from the Scimitar, you should be performing a melee between every shot.  The rate of fire from your gun does not change whether you do or you don't, so you might as well.  As a matter of fact, Eviscerator users will note that most enemies can be taken out with one shot and one melee, so there is no use in wasting Thermal Clips.

From there, I can recommend the Visor for all of you crackshots that can perform headshots consistently and +damage gear if you want it, but don't stress too much over it, or any of the other armor, as it won't be a total "game-changer" in regards to your survivability.

The Build:  I'll list my favorite build, then talk about a couple of variations.
4  Inferno Rounds
4  Squad Cryo
4  Heavy Charge
4  Shockwave
1  Pull
4  Champion

From top to bottom:
Inferno Rounds - Here it is.  The big one that everyone wants to know about.  Why Inferno over Tungsten (Incendiary vs. AP)?  It really boils down to this:  On paper, AP Ammo, or Tungsten Rounds, looks better at first glance.  It has a 70% damage bonus to armor and health.  That's a lot.  Inferno Rounds only does 60%.  So why are Inferno Rounds better?  First, in-game you won't really notice the difference in damage at all.  It translates to barely a millimeter of damage against their armor or health bars.  Secondly, you miss out on the natural CC Panic that comes with Incendiary.  Once upgraded to Inferno, that panic has a small AoE.  So taking AP turns out to be less effective since A) you waste your bonus power on one that is redundant to a power you already posess, and B) it lacks the CC AoE Panic that is noticeably beneficial to your survival.
Here's a video from Sinosleep to kind of drive the point home:
Inferno Ammo vs. AP Ammo (not worth it)

Squad Cryo - I love this power.  Anything Cryo is win in my book, but for a Vanguard, this power really shines.  The secret to using this power effectively is to activate it, then switch back to Inferno Rounds.  Your Squad keeps Cryo, you keep Inferno.  Win/Win.  Anyway, most of the time you will be knee deep in enemy territory and right in someone's face, so you won't see too much of what's happening around you.  Don't worry though, you can rest assured that your Squad is shooting at enemies, and there is a very good chance those enemies are freezing to death.  You really have to see it to believe it.  Watch my video below if you want, or just take my word.  Squad Cryo saves lives.  :)

Heavy Charge - I went for Heavy Charge for the slow-mo action.  Gives you plenty of time to line up your shot.  Area Charge would be better suited for Veteran and below where most enemies do not have Shields or Armor.

Shockwave and Pull - I'm putting these two together because I have to admit, although Shockwave has it's uses, they are few and so far between, when they come up, you'll forget you had it and be halfway through a Charge before it registers.  If anything, put three points in it to unlock Pull.  So, Pull on the other hand deserves at least one point in every Vanguard's build.  3s recharge, can be aimed around corners and cover, can be used to create Warp Explosions (should you have Thane or Miranda in your Squad), and insta-kills unarmored Husks.  Very useful.

Champion -  You want the extra bonus to cooldown.  Charge is such a big part of your strategy and with its 100% shield recovery, you want it up ASAP.  For Vanguards, every second and every fraction of a second counts.  There really isn't much else to be said about it.

Bonus and Beyond - If you're going for a bonus power, there are a couple of things you can do.  The first is to completely forget about Shockwave and Pull.  Fans of Reave may go this route, just be sure to be prepared in another fashion for Husks.  The other thing you can do, as much as it pains me to say it, is to drop Squad Cryo.  Honestly, if you aren't going to max Squad Cryo out, then don't even put a point in it.  I highly recommend you max Pull for Pull Field, but getting a bonus power will work fine too.  I will say this:  Vanguards are built very well, and do not need a bonus power, but if you want it and can fit it in your build, go for it.

Last note about bonus powers:  Sabresandiego has a very good guide that goes into detail about the usage of different bonus powers in his Tactical Vanguard thread.  I recommend anyone looking to use them to check it out.

The Tactical Vanguard: A Guide to Dominating Insanity

Here's just some advice on what you may not want:  Any maxed out shield powers-  On Insanity they just don't last but a second under fire, have long recharge times, and prevent you from Charging (which would have refilled your shields anyway).  However, some builds leave a few points left over.  In these cases where you have the spare points, a couple for the times that a Charge is out of the question, yet reliable cover is just a little too far away, a couple points in Barrier could help.  Note that Barrier is best for the Vanguard since it will take advantage of all your +Biotic duration/cooldown/power abilities from your passive skill.
Another thing to consider:  Medi-gel use with the right research can immediately refill your health and shields and has a very low cooldown.
Other Ammo Powers-  Between Incendiary, Cryo, and the shotgun's natural strength to shields and barriers, it's excessive and redundant.  Use Squad Disruptor Ammo vs. Geth (from Zaeed), or bring Jack and her Squad Warp if you really-really want it.
Lastly, any power that has a recharge time longer than Charge's.  All of your powers should be fast and effective, or passive.  Note:  This one paragraph can be ignored for laid back Vanguards, but I think we really need to have a chat if that's you.  :P

Other Builds:
Sinosleep's Build:
4 Inferno Rounds
0 Cryo Ammo
4 Heavy Charge
2 Shockwave
4 Pull Field
4 Champion
Bonus power of your choice
Sniper rifle training

According to Sinosleep:  "I use carnifex + pull field for any husk encounters and charge and shotgun for nearly everything else unless I see a juicy warp explosion situation that I can exploit at which point I'll usually use Thane's warp, take a shot or two, then use pull, followed by Miranda's warp for the explosion. Anyone that doesn't get killed just gets pulled again, which usually leads to mass pulls since everyone is taking damage."

Painseeker Build:
3 Incendiary Ammo
4 Squad Cryo
4 Area Charge
2 Shockwave
4 Pull Field
4 Champion
Bonus power of your choice
Sniper rifle training

This is the build I'm currently running with right now.  Heavily inspired by Sinosleep's build, complete with sniper rifle for long range.  This build relies heavily on Squadmates to assist with AoE stagger effects.  I call it the Painseeker because 1: No AoE panic from Inferno since you only raise it to lvl3. 2: Area Charge instead of Heavy Charge (No slow-mo and only 75% shield recovery).  Both reasons mean you have to be quicker on the draw to kill enemies.  I also Charge with the Avalanche in hand on occasions where I'm feeling a little reckless and liberally use it to mass freeze groups of enemies.  Pull Field works the same as in Sinosleep's build and the cooldown is minimal so it doesn't get in the way of Charging.  Squadmates should all have their powers evolved for AoE and should be constantly on cooldown since you will be spamming them all the time.  For people who feel the game is too easy.

Strategy:
My main focus with my Vanguard was to always be on the offense.  Charge is your bread and butter power, but all your damage should come from your shotgun and melee.  Also, with Heavy Charge, your optimum target will still have some sort of defense, be it shields, barrier, OR armor (not shields/barrier AND armor).  Sounds crazy, I know, but hear me out.  A shielded enemy will stagger while you line up the shot for a kill as opposed to a defenseless enemy which will be go flying, causing you to have to either chase them down, or be a crack shot (which I'm really not).  If you don't, they will be back to haunt you.  Thankfully, with a few upgrades, shields will be worthless to them as you will shoot right through.  The Claymore can 1 shot kill an enemy with full shields and health.  The Eviscerator is not far behind and the Scimitar is fast enough tear through defenses and health before they have fully recovered from your Charge or melee stuns.  You'll need a bit of help with enemies who have armor and shields/barrier, but that's what squadmates are for.

Who to Charge?  Charge for me is all about positioning.  Aside from the shelds/armor rule, you need to go for the guy who is where you want to be.  A guy who jumps over low cover is a great target.  Charge, kill, and take cover.  If there are enemies on the other side, even better.  Pop up and kill, drop back into cover.  Don't Charge them.  Getting flanked?  Stay where you are, get your squadmates to soften them up and shoot them as they come around the corner, then look for your next target.  The first Charge is so important because it puts you in your "home" position without having to run through all that oncoming fire (which on Hardcore/Insanity will drop your shields and health fast!).  Try to keep your Squadmates constantly focused "two Charges ahead of you."  Lastly, if you see a non-boss target alone behind the rest of the group, Charge.  Enemies will turn to face you and your Squadmates will be free and clear to clean them up.  Just remember, keep moving forward, your ammo supply depends on it.

Melee:  Does a ton of damage equally to all defenses and health and staggers (essentially stunning) almost every enemy.  Charge - shoot - melee and your target is stunned.  Finish them off with another shot or another melee.  If two enemies are next to each other, finish one off and immediately melee the next to begin a stun-lock (Shoot - melee - shoot - etc).  The melee button should be worn to hell by the time you finish your first Hardcore/Insanity run.  Do not forget this!

Vs. Collectors:  Squadmates should be focused on the Collector General while you mop up all other Collectors.  You don't want to have to kill him 3-4 times in one encounter.  It gets easier and easier to Charge, shoot, move on to the next...  Charge, shoot, do it again.

Vs. Husks:  Squad Cryo Ammo and Grunt/Zaeed/Jacob to take the heat and freeze as many as possible while you clean up.  You can also use Pull to instakill any unarmored Husks.  It works great and has a 3s recharge, so start picking them off fast.  A word of caution, however, you do not want to Pull the Abominations (red Husks) as they explode on impact.  Strip their armor and use Shockwave, if available.  Finally, the Avalanche will 2-shot as many Husks as you can get in its AoE.  It does x8 damage to shields, barriers, and armor, and the Husks have very little armor.  It really does work great.  Tons of ammo and a very wide AoE.  Get them in a group and fire away.

Vs. Scions:  Once you get the pattern down you can wait for them to send a Shockwave, Charge past it, shoot, back up, wait for Shockwave, Charge past it, rinse, repeat.  Don't forget to use your Squadmate's powers when available.

Vs. Geth:  Your standard Geth are generally pretty easy.  To play it safe, bring Miranda and Garrus with you for earlier missions to whittle down the tougher Hunters, Destroyers, and Primes while you focus on the regular troopers (for a change of pace, take Zaeed and Garrus with Squad Disruptor and dual snipers).  Geth generally are all shields which the shotgun chews through.  During the Colossus fight, you will want to have the Tempest handy as it's not necessarily the brightest idea to go charging around in the sun with little cover and a Colossus raining heavy artillery at you.  However, all you veterans out there, I challenge you to Charge directly to the Colossus and fight it head to head, one on one.  Videos below prove it can be done.

Vs. Krogan/Vorcha:  Honestly, these guys are tough at first since you have little to no upgrades and they all have armor, but later in the game they become easier.  Switch to your Handcannon to hit the flame tanks on the Pyro Vorcha to take out a few enemies, or use Miranda's Overload once their armor is down.  Have your Squadmates use their Handcannons as well with Cryo ammo turned on.  Their armor will drop fast and you'll be Charging whole groups of frozen enemies (or Shockwave them if they are grouped close).  Multiple Krogan work for you since you can Charge back and forth out of range from their shotguns and right through their Krogan charge.  Also of note:  there always seems to be explosive crates or containers around with these guys, so blow them up at a distance before closing in.

Vs. Mechs:  Let the dog Mechs close in or have your squadmates take them as they approach since they will never be in cover.  Usually dead before they reach you (Varren too).  Loki Mechs are regular fair, just be careful because if you get a clean headshot or if they are frozen but not dead, they tend to explode.  That sucks.  Take the YMIR Mechs from cover.  Sometimes you just don't Charge in.

Vs. Mercs:  This includes the Eclipse and Blue Suns (the Humanoid enemies).  Stick to the Shield and positioning rules.  Have your Squadmates focus on anyone with multiple defenses.  Avoid positions where they can hit you with rockets from multiple angles.  My main problem with these guys is getting cocky, which usually ends up with me dying gloriously.  I do think a good fight is one where I'm in the red for most of it.  Really gets the adrenaline going.  These guys tend to stay together and in cover more than anyone else so beware of Charging into the middle of groups of 3 or more.  If they don't seperate, I've Charged right in, taken one out and hopped right back over their cover with barely any Health left but still somehow alive.  Don't necessarily try that at home.  If all else fails, the Grenade Launcher will knock them down and spread them out, so aim for the middle of the group!

A few tips:
Anytime you hear Shepard say, "I can't target them!"  It means you are about to die.  :P

If you are using the Claymore, you need to be aware of whether or not you've reloaded.  I don't know how many times I've Charged before reloading and it sucks.  Luckily, you've just regained your shields...  whoops, you're playing on Hardcore/Insanity, you've just lost them again.

If you don't like the Claymore, consider choosing Sniper Rifle Training.  The one thing a Vanguard doesn't have is long range capabilities, especially against enemies that are unreachable.

When in doubt, bring Miranda.  With Overload, Warp, and Cerberus Officer for squad bonuses, she's "a great addition to the team," as Jacob would say.  Throw in the Tempest with Squad Cryo for more fun.

On the Collector Ship:  Charging from platform to platform can be tricky.  Sometimes you'll stop right at the edge.  To get around this bug, you need to aim your Charge to pass through the opening of both Platforms.  Even then it can get tricky, so you really need to play it agressive - high risk, high reward - and position yourself correctly or get up on that platform before you Charge.  At least you may have received the Claymore and all your problems are over....  or just beginning.  Which leads me to my next point:

The learning curve for the Claymore can be tough, so consider equipping a different shotgun (one you are comfortable with) even if you did choose it.  The next fight is arguably the toughest in the game.

Zaeed and Grunt with Squad Cryo Ammo makes Grunt's Loyalty mission a cakewalk.  Technically you can take Garrus instead of Zaeed, but the point is to have Grunt with Assault Rifle, Zaeed with the Sniper.  With that combo, the only thing I did was run around cleaning up a few left over frozen enemies.  Bring the Cain to take a good chunk out of the Thresher Maw's armor, and finish with your heavy pistol.  The Krogans at the end are pretty basic.  I don't think I even needed cover for that fight.  Charge, Melee, Charge, Melee.

Anytime you know you will face husks, bring Grunt.  Put him right in the middle of the action and just watch his back.  IFF mission comes to mind.  I think that was another Grunt/Zaeed mission for me.

Double Scions can be trouble.  If you can get their Shockwaves in sync, you can use the regular strategy above.  If not, well, it sucks no matter what build you are.  Cain.

Speaking of which:  Any mission with a Praetorian, bring the Cain and use it on him/it, then do your best with the rest of his armor.  Hope that the blast got rid of any lingering Collectors/Husks that he brought with him.

Try to tailor your mission order to maximize your Shotgun and Biotic Recharge bonuses as early as possible.

Final Thoughts:
I can't stress the following two things enough:  Learning where/who to Charge, and gratuitous use of the melee button.  Also, as easy as it is to get in there and start Charging all over the place, you'll find life much easier (and lasting longer) when you are aware of your surroundings (where safe cover is, where the enemies are).  So get out there and have fun.  If you took one thing away from this long post, then I think it was a success.  Thanks for reading.

Here is a list of videos for your viewing pleasure, all on Insanity:

Sinosleep vids
Claymore one-shots
Grunt Recruitment
Horizon
Collector Ship
Vanguard - Garrus' Loyalty Mission
Vanguard vs. 2 YMIR Mechs and Blue Suns
Suicide Run Part 1, Part 2, Part 3, Part 4
Inferno Ammo vs. AP Ammo (not worth it)

Rumination888 vids
ME2 - Vanguard vs. Geth 1
ME2 - Vanguard vs. Geth 2
ME2 - Vanguard vs. Collector Ship

RamsenC vids
Mass Effect 2 - Vanguard vs. Collector Ship
Mass Effect 2 - Vanguard vs. Geth Prime
Mass Effect 2 - Vanguard vs. Husks

Kronner vids
Zaeed's mission - Kill Everyone
Vanguard vs. 2 YMIR Mechs
Reckless Vanguard - the Reaper IFF mission
Vanguard - the Collector's Base
Vanguard vs. Geth Colossus
Vanguard vs. Heretic Station - whole mission
Vanguard vs. Collector Ship
Vanguard in Collector's Base (old, no HD)
Collector's Base Deck Fight
Vanguard+Eviscerator vs. Geth Prime (no sound)
Vanguard+Evi vs. part of the Heretic station (no sound)

Dannok 1234 vids
First 1/3rd of the Collector Base - Vanguard

Tirea_Atreides vids
ME2: Vanguard going head-to-head with Colossus

ShoNuffarian vids
Vanguard Collector Ship Claymore (Reload Trick)

Thisisme8 vids
ME2 - Collectors vs. Cryo vs. Vanguard
ME2 - How not to play a Vanguard (Early Painseeker Build)
ME2 - How not to play a Vanguard 2 (Early Painseeker Build) Closer to how I actually play the game.
ME2 - Painseeker is a Team Player

Modifié par thisisme8, 09 mars 2010 - 08:29 .

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#2
Average Gatsby

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Squad Cryo ammo is very intriguing because it, like you say, stays on your squad when you switch to armor piercing. I never considered that possibility.

#3
Kompaniet gibb

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Good basic info!

Fun to see that Vanguard has gone from "impossible worthless class on harder difficulties" to people actually overcoming the problems by playing even more aggressive and vanguard-like

#4
gauntz

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Looks like Vanguard is a one-trick pony the way you play, barely using anything else than passives an charge. And why isn't barrier/geth shield boost/fortification better than AP ammo? Sounds to me like a powerful shield refreshed all the time by charge would be great.

#5
Sarah Aran

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I'd like to echo that this thread has alot of good advice, as most of what has been said here I've been doing on my current Hardcore run with a brand new vanguard. I'm a bit dubious of cryo ammo's potential, I don't have it on my current save but I'd be willing to give it a shot, but I never was clear on whether it worked on targets with protection or not. I'm also contemplating the heresy of grabing an AR off the collector ship, just for those few pesky enemies I can't really charge into. The Claymore just sounds like more trouble that it's worth, despite the fact I'll probably be burned at the stake for saying so.

#6
Kompaniet gibb

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Yeah it can be limited if you chose to go with the pure bull-charge kind of Vanguard.

To mix it up, throw in Dominate, Assault Rifles, Shockwave/Pull, try different Squadmates etc...



But I find the Vanguard stands out from the pack when you play this psycho style, and I just vary how I augment it with my Squad and leftover points.

#7
Terwox_

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Hmmm, after reading this, I think I'll go back and give the vanguard a try again. I loved the class in ME1, but I was abit dissapointed over the shotgun's armor weakness this time around. But with your tips I should be able to give it another go in the least.

#8
thisisme8

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gauntz wrote...

Looks like Vanguard is a one-trick pony the way you play, barely using anything else than passives an charge. And why isn't barrier/geth shield boost/fortification better than AP ammo? Sounds to me like a powerful shield refreshed all the time by charge would be great.


True, true.  I'm all about the Charge with the occasional Shockwave.  I do use my Squadmate's powers as often as possible, but Shepard is all about position - shotgun.
Barrier/GSB/Fortification are fine.  Whatever works for you.  I'm not someone who feels like there is only one way to achieve mission complete.  I use AP Ammo because armor is the one thing the shotgun has trouble with and I want to come as close to "1 shot, 1 kill" as possible.  If you prefer to use your Squadmates to soften them up and have the added benefit of extra defense, sure.  Why not?

Sarah Aran wrote...

I'd like to echo that this thread has alot of good advice, as most of what has been said here I've been doing on my current Hardcore run with a brand new vanguard. I'm a bit dubious of cryo ammo's potential, I don't have it on my current save but I'd be willing to give it a shot, but I never was clear on whether it worked on targets with protection or not. I'm also contemplating the heresy of grabing an AR off the collector ship, just for those few pesky enemies I can't really charge into. The Claymore just sounds like more trouble that it's worth, despite the fact I'll probably be burned at the stake for saying so.


The Claymore had a bit of a learning curve for me...  "I have to reload every time?!"  But you get used to it.  It's such a great gun.  I switch to the Assault sometimes just for the fun of it, but then I get all serious again and go back.  About the AR:  If you can wait until Tali's recruitment (potentially 1 mission after the Collector ship), you can get the Tempest which is freaking awesome.  It's up to you.  I've thought about trying the sniper or AR on a Vanguard, but I'd probably do that on a lower difficulty just for the fun of it.

Kompaniet gibb wrote...

Yeah it can be limited if you chose to go with the pure bull-charge kind of Vanguard.
To mix it up, throw in Dominate, Assault Rifles, Shockwave/Pull, try different Squadmates etc...

But I find the Vanguard stands out from the pack when you play this psycho style, and I just vary how I augment it with my Squad and leftover points.


It does stand out.  If Jenkins was awesome, he'd be a Vanguard Shepard.  Charge in and shoot 'em in the face.
My first play as a Vanguard was on Veteran and I took Barrier because it was my first time on ME2 and when I got the choice, I wanted him built somewhat like my ME1 Shep who always had Barrier.  Switched it for Reave, then Warp Ammo.  Settled with AP and haven't looked back.  I went Area Charge and used Pull and Shockwave extensively.  After a while I noticed I went whole missions either not using Charge, or not using Pull and Shockwave.  Finally settled that if I wanted to go all Biotics, I'd roll an Adept (which I did), and have my Vanguard stick to Charge and shotguns.

#9
Kurupt87

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i go with getting the ar skill and getting inferno ammo, its aoe cc/panic thing against organics is massively handy, but against synthetics is obviously of little use. but if using the claymore then yeah, i'd go with ap ammo. generally i have reave, use it for a cd or 2 before charging in to soften them up before charging in and bashing the living ****e out of them.

#10
stjasonl1

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 I had no problems except for collector ship which there is no strategy to win you can only get lucky, die 100 times and maybe once you'll beat it , but have no idea why or how you did it just plain luck, that part sucks there is skill involved. 

sorry I'm really frustrated with this part i have died 100 times at least with out getting past platforms.  dieing 10 times is understandable but this part sucks there is no usable cover squad uses their gun like once every 2 min. (to quote Grunt "useless") maybe I'll get lucky soon I hope or I won't ever play this game again or any game for that matter (my xbox is coing close to getting thrown through the window). 

#11
Kronner

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stjasonl1 wrote...

 I had no problems except for collector ship which there is no strategy to win you can only get lucky, die 100 times and maybe once you'll beat it , but have no idea why or how you did it just plain luck, that part sucks there is skill involved. 

sorry I'm really frustrated with this part i have died 100 times at least with out getting past platforms.  dieing 10 times is understandable but this part sucks there is no usable cover squad uses their gun like once every 2 min. (to quote Grunt "useless") maybe I'll get lucky soon I hope or I won't ever play this game again or any game for that matter (my xbox is coing close to getting thrown through the window). 


Then why don't you lower the difficulty for that part and try again once you get better at playing the game?

As for the bonus talent, I still prefer Area Reave. With Inferno Ammo, even on Insanity, I still one-shot + occasional melee any regular foe and two + melee for the bigger ones (using claymore of course). I do not use Charge on the really big guys (mech, geth prime etc). And Reave just eats barrier, armor and even damages shields. Also, with Miranda and Samara, I have 2 Area Reaves at my disposal, plus Warp and Overload. Deadly combo. Squad Cryo rounds are good idea, especially since Miranda is really accurate with her SMG and Samara rocks her Vindicator.

#12
thisisme8

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stjasonl1 wrote...

 I had no problems except for collector ship which there is no strategy to win you can only get lucky, die 100 times and maybe once you'll beat it , but have no idea why or how you did it just plain luck, that part sucks there is skill involved. 

sorry I'm really frustrated with this part i have died 100 times at least with out getting past platforms.  dieing 10 times is understandable but this part sucks there is no usable cover squad uses their gun like once every 2 min. (to quote Grunt "useless") maybe I'll get lucky soon I hope or I won't ever play this game again or any game for that matter (my xbox is coing close to getting thrown through the window). 


Platforms are tough, and like I said in the OP, you can't Charge from one platform to the next, so don't bother trying.  There technically is cover, but multiple platforms and crossfire make it tough to find a good spot.  
Try and stay on the "outside."  Get your Squadmates on the Collector General right away while you make a run to get on to their platform.  Once on, Charge the furthest Collector.  You should be able to kill with 1 shot by now.  If you can get cover, do it if even for a second or two while Charge cools down or else use the pause to plan your next move.  Keep track of your Squadmates and keep them focus firing on a Collector when the General dies.  
With the Claymore these guys should be going down pretty fast, but the Collector Beam eats through your shields so spot 'em and take them out.  Melee provides a good second of breathing room (it staggers them) and if they don't have Barrier up, you might be able to just melee them to death.  Just remember to try and stay on the outside, you don't want to be in the middle of a Collector crossfire.  Believe it or not, enemies can actually shield you from some fire (Friendly Fire working for you).
Switch to your heavy pistol when the Scions approach and take the Husks out before they "land."  From far enough away, cover will protect you from the Shockwaves so stay out of range and pistol-snipe them.  It takes too long to approach and mount the platform so don't even try it.  They'll dual-Shockwave you to death.  Fast.

Hope that helps.  Any other strategies are welcome.

#13
Kurupt87

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the platform battle is a **** no doubt, doesnt help that charge glitches ALOT during that fight.

i had miranda and grunt, as soon as the first wave comes hvy warp one and then pull him, then concussive blast the 2nd and reave him, then shoot his ass. next kill the floater if he hasnt gone over the edge, leaves one who will probably now be harbinger. concentrate fire to bring him down, ignore the scion the whole time, except to avoid its attack ofc.

next wave do the same thing if possible, try and take out the assassin first, their beam weapons are annoying as hell. as long as harbinger was last killed in the first wave you should have a brething space of 10-20s before he decides to come back, so make use of it, spreading barrier killers around so all lose them, then finish them off once all are down to health. again, if harbinger comes, but is far away, ignor him, if hes close concentrate fire on him. by this stage its likely that a teamate or two has died a couple of times from the scions, and its advisable to bring em back sharpish during the waves. at the end of the 2nd wave you should have 2 scions left and, probably, two dead friends, as long as you have either reave or sniper take down the scions to very little health, but do not kill one until both are very low, killing one triggers the 3rd wave. dont bother revivng teamates during this long whittling of scions armour as they'll just die again. as soon as they are oth low kill one, then the other whil 3rd wave is arriving, then revive squads, it should now be easy to wipe out 3rd wave with no scions caning the stupid teamate ai.

^^this isnt easy but is what i found to work as VG on insanity, ofc this wont work if you dont have ar or sniper, shotty is damn near useless in this fight, and reave is ofc a big help vs barriers.

#14
thisisme8

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Kronner wrote...

stjasonl1 wrote...

 I had no problems except for collector ship which there is no strategy to win you can only get lucky, die 100 times and maybe once you'll beat it , but have no idea why or how you did it just plain luck, that part sucks there is skill involved. 

sorry I'm really frustrated with this part i have died 100 times at least with out getting past platforms.  dieing 10 times is understandable but this part sucks there is no usable cover squad uses their gun like once every 2 min. (to quote Grunt "useless") maybe I'll get lucky soon I hope or I won't ever play this game again or any game for that matter (my xbox is coing close to getting thrown through the window). 


Then why don't you lower the difficulty for that part and try again once you get better at playing the game?

As for the bonus talent, I still prefer Area Reave. With Inferno Ammo, even on Insanity, I still one-shot + occasional melee any regular foe and two + melee for the bigger ones (using claymore of course). I do not use Charge on the really big guys (mech, geth prime etc). And Reave just eats barrier, armor and even damages shields. Also, with Miranda and Samara, I have 2 Area Reaves at my disposal, plus Warp and Overload. Deadly combo. Squad Cryo rounds are good idea, especially since Miranda is really accurate with her SMG and Samara rocks her Vindicator.


Dual Area Reave with Warp and Overload (don't forget her Squad bonuses) sounds great.  They also don't come with Ammo Powers, unlike Garrus or Jack who have their own, so the Cryo Ammo is only adding to their CC/lethality.

#15
stjasonl1

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thisisme8 wrote...

stjasonl1 wrote...

 I had no problems except for collector ship which there is no strategy to win you can only get lucky, die 100 times and maybe once you'll beat it , but have no idea why or how you did it just plain luck, that part sucks there is skill involved. 

sorry I'm really frustrated with this part i have died 100 times at least with out getting past platforms.  dieing 10 times is understandable but this part sucks there is no usable cover squad uses their gun like once every 2 min. (to quote Grunt "useless") maybe I'll get lucky soon I hope or I won't ever play this game again or any game for that matter (my xbox is coing close to getting thrown through the window). 


Platforms are tough, and like I said in the OP, you can't Charge from one platform to the next, so don't bother trying.  There technically is cover, but multiple platforms and crossfire make it tough to find a good spot.  
Try and stay on the "outside."  Get your Squadmates on the Collector General right away while you make a run to get on to their platform.  Once on, Charge the furthest Collector.  You should be able to kill with 1 shot by now.  If you can get cover, do it if even for a second or two while Charge cools down or else use the pause to plan your next move.  Keep track of your Squadmates and keep them focus firing on a Collector when the General dies.  
With the Claymore these guys should be going down pretty fast, but the Collector Beam eats through your shields so spot 'em and take them out.  Melee provides a good second of breathing room (it staggers them) and if they don't have Barrier up, you might be able to just melee them to death.  Just remember to try and stay on the outside, you don't want to be in the middle of a Collector crossfire.  Believe it or not, enemies can actually shield you from some fire (Friendly Fire working for you).
Switch to your heavy pistol when the Scions approach and take the Husks out before they "land."  From far enough away, cover will protect you from the Shockwaves so stay out of range and pistol-snipe them.  It takes too long to approach and mount the platform so don't even try it.  They'll dual-Shockwave you to death.  Fast.

Hope that helps.  Any other strategies are welcome.



Is there a way to tell your squad to focus fire on an enemy, I've only been able to tell them who to use a power on, can you tell them who to shoot also?

#16
Looy

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Very good guide, I just started a NG+ with my vanguard on insanity and I'm using most of these. I'll have to check out squad cryo ammo.



A few things I'd like to add:



ALWAYS choose the claymore, the other two shotguns are fine for other classes, but the vanguard needs to one-hit people.



Its sometimes worth getting at least level 1 pull, works well against those annoying enemies that spawn on unreachable walkways or when you just can't get close.



When fighting Heavy mechs or Scions just mop up all the other enemies then circle around a crate.

#17
thisisme8

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Kurupt87 wrote...

the platform battle is a **** no doubt, doesnt help that charge glitches ALOT during that fight.
i had miranda and grunt, as soon as the first wave comes hvy warp one and then pull him, then concussive blast the 2nd and reave him, then shoot his ass. next kill the floater if he hasnt gone over the edge, leaves one who will probably now be harbinger. concentrate fire to bring him down, ignore the scion the whole time, except to avoid its attack ofc.
next wave do the same thing if possible, try and take out the assassin first, their beam weapons are annoying as hell. as long as harbinger was last killed in the first wave you should have a brething space of 10-20s before he decides to come back, so make use of it, spreading barrier killers around so all lose them, then finish them off once all are down to health. again, if harbinger comes, but is far away, ignor him, if hes close concentrate fire on him. by this stage its likely that a teamate or two has died a couple of times from the scions, and its advisable to bring em back sharpish during the waves. at the end of the 2nd wave you should have 2 scions left and, probably, two dead friends, as long as you have either reave or sniper take down the scions to very little health, but do not kill one until both are very low, killing one triggers the 3rd wave. dont bother revivng teamates during this long whittling of scions armour as they'll just die again. as soon as they are oth low kill one, then the other whil 3rd wave is arriving, then revive squads, it should now be easy to wipe out 3rd wave with no scions caning the stupid teamate ai.
^^this isnt easy but is what i found to work as VG on insanity, ofc this wont work if you dont have ar or sniper, shotty is damn near useless in this fight, and reave is ofc a big help vs barriers.


The Charge glitch is the platform thing I mentioned above.  When fighting the dual Scions, put your Squadmates as far from you as possible as they tend to ignore them and focus on you (as 90% of all enemies do).  That helps keep them alive and more guns vs. Scions is better.  Especially when you're like me and have to rely on your heavy pistol.<_<

#18
stjasonl1

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I have inferno ammo maxed out with no cryo ammo charge maxed and fortify. Did I mess up picking my powers, also Ive been taking Miranda and grunt or garus. also I've beaten the game twice and like I've said Insanity feels like the perfect difficulty until this part.

#19
Kronner

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stjasonl1 wrote...

Is there a way to tell your squad to focus fire on an enemy, I've only been able to tell them who to use a power on, can you tell them who to shoot also?


Yeah.
on PC:
Just aim real-time at an enemy and press "E" and "Q" and both of your guys will attack that enemy.
or just use Shift, aim at the enemy and press "E" and "Q", if you want more time to think :)

#20
thisisme8

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stjasonl1 wrote...

Is there a way to tell your squad to focus fire on an enemy, I've only been able to tell them who to use a power on, can you tell them who to shoot also?


When targeting someone with your Squadmate button they will use a power and then shoot them 'till they're dead.  If their powers are cooling down, or they don't have a power that fits the situation, they'll just shoot at them.  But it helps to keep them focused.  2 or 3 people shooting at 1 guy is better than 3 people shooting at 3 different enemies.

#21
stjasonl1

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Kronner wrote...

stjasonl1 wrote...

Is there a way to tell your squad to focus fire on an enemy, I've only been able to tell them who to use a power on, can you tell them who to shoot also?


Yeah.
on PC:
Just aim real-time at an enemy and press "E" and "Q" and both of your guys will attack that enemy.
or just use Shift, aim at the enemy and press "E" and "Q", if you want more time to think :)

  
Yeah I'm on the xbox, I've seen I few vids of the pc ver. The menus look way different and like you have more options

Anyone know if you can concentrate fire on the xbox version?

#22
skyst

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stjasonl1 wrote...

thisisme8 wrote...

stjasonl1 wrote...

 I had no problems except for collector ship which there is no strategy to win you can only get lucky, die 100 times and maybe once you'll beat it , but have no idea why or how you did it just plain luck, that part sucks there is skill involved. 

sorry I'm really frustrated with this part i have died 100 times at least with out getting past platforms.  dieing 10 times is understandable but this part sucks there is no usable cover squad uses their gun like once every 2 min. (to quote Grunt "useless") maybe I'll get lucky soon I hope or I won't ever play this game again or any game for that matter (my xbox is coing close to getting thrown through the window). 


Platforms are tough, and like I said in the OP, you can't Charge from one platform to the next, so don't bother trying.  There technically is cover, but multiple platforms and crossfire make it tough to find a good spot.  
Try and stay on the "outside."  Get your Squadmates on the Collector General right away while you make a run to get on to their platform.  Once on, Charge the furthest Collector.  You should be able to kill with 1 shot by now.  If you can get cover, do it if even for a second or two while Charge cools down or else use the pause to plan your next move.  Keep track of your Squadmates and keep them focus firing on a Collector when the General dies.  
With the Claymore these guys should be going down pretty fast, but the Collector Beam eats through your shields so spot 'em and take them out.  Melee provides a good second of breathing room (it staggers them) and if they don't have Barrier up, you might be able to just melee them to death.  Just remember to try and stay on the outside, you don't want to be in the middle of a Collector crossfire.  Believe it or not, enemies can actually shield you from some fire (Friendly Fire working for you).
Switch to your heavy pistol when the Scions approach and take the Husks out before they "land."  From far enough away, cover will protect you from the Shockwaves so stay out of range and pistol-snipe them.  It takes too long to approach and mount the platform so don't even try it.  They'll dual-Shockwave you to death.  Fast.

Hope that helps.  Any other strategies are welcome.



Is there a way to tell your squad to focus fire on an enemy, I've only been able to tell them who to use a power on, can you tell them who to shoot also?


Vanguard works strangely well on Insanity if you build your character properly, take the right weapons and use the correct armor.

I set my Vanguard up with Heavy Charge, Flamethrower, Claymore shotgun, all of the "plus weapon damage" armor possible and the Geth Shielding that evolves into, iirc, +10% damage.

The platform section felt like a joke.  Simply preemptively Geth Shield, Heavy Charge into the middle of the Collectors and unleash hell with the Flamethrower.  Harbingers were the only trouble, but I could usually keep shields up by chain charge/melee/flamethrower combos.

Seems like the ballsier, more "glass cannon" you make the Vanguard, the more devastating the class gets.  :devil:

#23
Kurupt87

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Kronner wrote...

stjasonl1 wrote...

Is there a way to tell your squad to focus fire on an enemy, I've only been able to tell them who to use a power on, can you tell them who to shoot also?


Yeah.
on PC:
Just aim real-time at an enemy and press "E" and "Q" and both of your guys will attack that enemy.
or just use Shift, aim at the enemy and press "E" and "Q", if you want more time to think :)


if you're on xbox, d-pad up is focus on target.

stjasonl1 wrote...

I have inferno ammo maxed out with no
cryo ammo charge maxed and fortify. Did I mess up picking my powers,
also Ive been taking Miranda and grunt or garus. also I've beaten the
game twice and like I've said Insanity feels like the perfect
difficulty until this part.


imo, inferno ammo is a winner, but your bonus power is definitely a mistake. barrier does exactly the same as fortify but benefits from any biotic upgrades you've got, ie. duration and cooldown. geth shield boost is also viable, but only if choosing the weapon dmg  version, otherwise barrier wins because of your champion talent.

#24
thisisme8

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stjasonl1 wrote...

I have inferno ammo maxed out with no cryo ammo charge maxed and fortify. Did I mess up picking my powers, also Ive been taking Miranda and grunt or garus. also I've beaten the game twice and like I've said Insanity feels like the perfect difficulty until this part.


No.  That seems fine.  My build is simply what works for me.  Extra defense (Fortify) is fine, especially on the Collector ship where enemies hit hard and most only have Barrier.  Miranda and Grunt is usually my team on the Collector ship.

Edit:  Yeah, see above re: Barrier.  That makes sense.  Thanks Kurupt87.

Modifié par thisisme8, 08 février 2010 - 05:17 .


#25
stjasonl1

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Oh by the way great board thanks to thisisme8 for creating this great guide.