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


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#2101
Iz Stoik zI

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TheBellTolls4Me wrote...

Not me, really. Kasumi's a powerful ally, especially once you get her Shadow Strike really high up there. What level did you do the mission at? I did it at 14 on a painseeker build without a problem. The YMIR mechs caught me off guard though.

Love Kasumi by the way. Totally worth the money.


I did it at level 30 with the typical VG build and it was the last thing I did before the IFF mission.

I was probably being too careless, but I still noticed that the enemies were spawning ridiculously close to each other. Hard to charge around when doing so gets you flanked with little cover anywhere.

On a happier note I really like the Locust. I don't use it much, but during certain fights it was a blue chip weapon. It's infinitely better at taking out the Reaper Larva than the Tempest, that's for sure. The small clip kind of sucks and the weapon isn't as effective at close range, but that's what I have a Shotgun for!

Kasumi's mission was pretty awesome overall. Except for the roadblocks I hit, I had a blast. The character herself is quite cool, the casual outfit is nice too, and the overall feel of the mission made it stand out from all of the other loyalty missions. Definitely worth the $7.

#2102
DaVanguard

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after the Kasumis loyalty mission im starting to have douts as playing as a VG

#2103
Kronner

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DaVanguard wrote...

after the Kasumis loyalty mission im starting to have douts as playing as a VG


Why? Vanguard rocks in that mission.

#2104
Iz Stoik zI

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Kronner wrote...

Why? Vanguard rocks in that mission.


Can you elaborate?

I had a lot of trouble, especially during the last part. Opportunities for good charge uses are rare since enemies are always clumped together and or have a heavy hitter backing them up (YMIR, gunship). Maybe I'm doing it wrong, but most missions in the game seemed easier than Kasumi's.

#2105
Kronner

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Iz Stoik zI wrote...

Kronner wrote...

Why? Vanguard rocks in that mission.


Can you elaborate?

I had a lot of trouble, especially during the last part. Opportunities for good charge uses are rare since enemies are always clumped together and or have a heavy hitter backing them up (YMIR, gunship). Maybe I'm doing it wrong, but most missions in the game seemed easier than Kasumi's.


The regular fights (without mechs) were business as usual, no problems thanks to a lot of cover all around.
During the mech encounters I always take out everyone else, first the closest guys, then charge the most distant targets, afterwards mech is an easy prey for Vanguard thanks to charge and, again, cover.
Last fight was interesting, but easy, I started shooting with Locust and took out part of ships shields, then killed the first group and finished the shield, killed another group or two before Kasumi jumped the ship and disabled its shields, then it was just Locust with Inferno rounds vs. Armor and few more groups in the meantime.
I might make video laters if you want.
Any build that has Viper SR can kill that ship in few seconds (did with my Soldier), but Locust was decent against armor too.

Modifié par Kronner, 07 avril 2010 - 04:45 .


#2106
Simbacca

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Questions and experiences from a new ME2 player that decided against all compiled wisdom to play a Vanguard, on INSANITY, as my FIRST ME2 playthrough...

I've been reading about and watching vids of the classes in ME2 for a while now.  I finally purchased the game off of Amazon when they had the 360 version on sale for $40 (yes, i wish i was playing on PC but my ME1 save files for transfer are already on my 360).  As eager as I was to play it, I set it aside to finish up my ME1 Vanguard's 3 playthroughs first (and i did get him to lvl 60).  While finishing that ME1 Vanguard in whatever little free time I had, I read and watched tons of info on ME2 classes during down-time at work.  Including in that study was reading this thread, the linked Tactical Vanguard thread, and watching almost all linked videos.

Finally it was time to import my character and start ME2.  The ME2 Vanguard certainly looked the most fun to play, but I also read that it was unwise to play said class on a first playthrough, especially on Insanity.  Well I had already decided that my first playthrough was going to be on Insanity because hell, I wanted the challenge, and have seen plenty of videos of people charging through it successfully (though dangerously) with smart tactics. 

Whoa, I can certainly see why people say it's best to play an Insanity Vanguard on subsequent playthroughs, so one would already have knowledge of the battles and their locations.  Still I like the challenge, and don't mind saving often and repeating most battle instances a couple times before proceeding.  The first battle I got stuck for a bit too long was on the way to Mordin, the room with all the Vorcha and a couple Krogan spawns.  I always got through most of them fine, but I would always end up thinking that there was only a couple left, charging a straggler only to he was near a damn Pyro that was hiding behind the center structure for the entire damn fight (and some how, numerous nearby Warp Explosions through the fight never damaged them).  Though I reloaded that more than I like, I was still learning a bit of the feel of the game so it was fine. 

Anyway, I recruited Zaaed, recruited Mordin, and recruited Garrus.  My Shepard at this point has 1 Incendiary Ammo, 4 Heavy Charge, and 3 Champion.  My upgrades are Damage Proctection, Skin Weave, Shotgun, and 2 Heavy Weapon Ammo.  I'm carrying the Evi.

Next I decided, lets go to Purgatory and get Jack... My first mistake was bring Mordin and Garrus instead of Miranda and Garrus.  I knew that going in but I like Mordin and his skills.  I figured Garrus's Area Overload would be enough for the shields, Mordin's Incinerate Blast for armor or to just put the hurt on a group after removing their shields, and I like using Cyro Blast.  In particular, I like using Area Overload on two clumped Mercs (which brings their shields down to a sliver), putting a bullet into one of them, then using Cryo Blast on him while charging the other Merc near him (keeps me safe).  Cyro Blast is also good when I want to Heavy Charge a Merc but he has just half his health left (shatters the Merc instead of just sending him flying away to safety).

What I don't like is having a few hours to play last night figuring I'd recuit Jack and then some but end up so stuck that I still have to finish it tonight!  That second room, the one with no prisoners, just lots of Blue Suns Troopers, Legionaires, and a YMIR.  I was stuck on it for hours!  Now a lot of the times it was me getting halfway through the fight, getting impatient at how slow of a pace I had been going, and getting to aggressive.  I did finally get through it, with liberal use of the Arc Projector, but there are still some things I just don't get after having watched numerous Insanity Vanguard vids. 

First; how is it that I see in so many vids, a Vanguard on Insanity charging into a guy with two or more of his buddies standing there, and yet still killing all of them before dying (though I admit the player is usually close to death afterward)?  Even though that group is usually already softened up a little to only need one shot each, still when I try to do the same, I'm dead before I can get the third shot off usually.  I'll get one, maybe two, but usually killed by the third.  Maybe it because of late-game upgrades in some of those vids, but in the Nexolek's Jacking up Purgatory part 1, he does that very thing into a group of four in the hallway before getting to the room where you release Jack, on NEW GAME+ Insanity (so he had the same upgrades as me at the point, but better skills though supposed to be much tougher enemies).

Second; how do you all handle your squad-mates positioning on Insanity?  There are lots of vids were I don't see placement arrows nearly as often as I need to use them.  My squad-mates love to get themselves killed something ridiculous.  Even when I place them behind a piece of cover, they will pop-out and stay shooting while multiple enemies shoot them to death half the time.  It's gotten to the point where I stick them in cover somewhere in the beginning of the room and leave them there so they don't get killed.  That way I had access to their powers, but they weren't drawing any enemy fire or shooting anyway.  It's almost impossible to constantly tell them each piece of cover they should be moving to while I'm charging all over the place into flanking positions.  Of course, some of it may be because I can't seem to successfully play aggressively enough to draw enemy attention away from them, which brings me to my next point...

Am I supposed to be hiding in cover shooting with my Pistol/SMG more often than charging?  Most of the time I'm stuck behind cover, whittling away at a cluster of Mercs because there are too many of them together to charge without getting killed (read: 3 or more).  Don't get me wrong, I know that's why I have those weapons and I'm not looking to charge only, but damn it takes me 15 mins to get through a battle you guys get through in your vids in 3-5 mins.

Modifié par Simbacca, 07 avril 2010 - 07:02 .


#2107
BeresaadSoldier

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Let me just say that most of the Insanity videos you see are not first time play-throughs of a fight. They're usually done by guys who know the level in and out, they know who exactly to charge, what sequence the enemies have to die in etc. Charging into 4 guys and surviving requires full inferno ammo so you can set them all on fire while taking them out and a bit of blind luck (they sometimes shoot at your squadmates instead of concentrating fire on you alone). Also, most of the vids you see are made on the PC. Even with the slight aim-aid that you get on the xbox, for shooting stuff up I'd take a mouse over an xbox controller any day. Precision is key.



If you see a first-time playthrough of a vanguard on insanity, you'd see a lot of positioning of squadmates. However, this is down to the familiarity of the player with the level, yet again. If you're killing enemies fast enough, your squad mates are just tagging along, not even getting shot at. Try to position them so that they guard each other from getting flanked. Also, try to avoid low cover cause they tend to sometimes jump over it even though 5 enemies are firing at them.



As for using the pistol/smg, it's just a gameplay choice. If there's too many enemies and you think it's too great a risk to charge, try a different strategy. Remove their defences while in cover, use combo skills to weaken them and charge when you know you'll win. Or you can always use charge as a safety skill to replenish your shields and duck back behind cover.



The 3 to 5 minute runs that you see are the product of good reflexes, experience playing the level and strategy that's formulated based on enemy type etc. I don't think anyone who's playing ME2 vanguard for the first playthrough on Insanity, is expected to do this.



You'll see in consequent playthroughs it'll seem easy by comparison.

#2108
RamsenC

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When I run through an area the first time I always use the radar. By looking at your available cover and the radar trial and error is not needed. The only downside is you have to pause to look at the radar, but your deaths will be because of poor decisions or poor aim rather than not knowing the level. As Vanguard I actually rarely position my squad mates, I just use them for more abilities. 

Modifié par RamsenC, 07 avril 2010 - 09:28 .


#2109
Sabresandiego

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It can be hard to stay interested in a single player game for very long, but this game has kept me interested for quite a while. Lately I only play about an hour per week, but I still wander on to these boards on occassion.

#2110
Sabresandiego

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Is the Kasumi worth buying?

#2111
9thLich

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Definately. Nice NPC with a good skill set and as already mentioned by AverageGatsby, a powerful cc power, which should be right up your alley. Not to mention a cool gun and imo a very good loyalty mission.

#2112
RamsenC

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Sabresandiego wrote...

Is the Kasumi worth buying?


It's probably the most fun mission in the game (you fight eclipse) and it's a nice change of pace relying on one squad mate. You also get the best SMG, the super powerful flash bang, and a free tech upgrade. It is overpriced, but all dlc is overpriced so it kinda works out :o

Someone should make a video of it. 

Modifié par RamsenC, 08 avril 2010 - 01:28 .


#2113
Sabresandiego

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I just bought it gonna try it out. If I like the DLC I may do one last playthrough of this game with some modified rules to make the game a new experience.



1. Use squadmates I rarely use or havent tried yet (Kasumi, Zaeed, Grunt, Tali, Legion)



2. Try some new bonus powers like slam or flashbang or not use any



3. Maybe play a new class like infiltrator, but probably just stick to vanguard =)

#2114
TheBestClass

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Has anyone here tried adding Flashbangs to a Vanguard? could be pretty useful. Especially considering the short recharge and weapon overheating effects.

#2115
Iz Stoik zI

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TheBestclass wrote...

Has anyone here tried adding Flashbangs to a Vanguard? could be pretty useful. Especially considering the short recharge and weapon overheating effects.


Might be useful in some situations, but the incapacitate lasts 6 seconds and the cooldown is 6 seconds so you can't charge after your enemies are stunned. Still, might be useful in situations where charge will get you killed anyways.

#2116
Sabresandiego

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I just finished the Kasumi loyalty mission, and did 1 mission with her. Here are my initial impressions.

-This is a very short mission, about the same length as other characters loyalty missions
-The mission is well done and very fun
-Kasumi backstab is fun to use, but too slow and it often fails (cant get a lock!)
-Locust SMG has great accuracy, which is awesome
-Flashbang is awesome, its one of the best abilities and almost as good as Pull Field but you cant combo it into anything.
-Havent tried flashbang as a bonus power yet, but the animation looks long and slow and it would probably interfere with charge too much. Reave, Energy Drain, and Slam are still the best bonus powers since they are all instant cast, but flashbang being used by Kasumi is awesome.

Overall I really enjoyed this DLC, and may do 1 last playthrough of the game using Kasumi and Zaeed as my main team (Grenade Frenzy!).

Modifié par Sabresandiego, 08 avril 2010 - 04:25 .


#2117
Nexolek

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Finally got Kasumi working last night. It only took six downloads, but it was definitely worth it. I really enjoyed the whole mission. It kind of has a Firefly vibe to it.

I recorded the first few minutes as well, which you can see here. No plot or dialogue spoilers, just some shotguns, elbows and a reload trick with the Evi. (Been using the Claymore a lot, it just happened without thinking.) 

It's more of a near death experience actually; it was only my second time through. I tried it first with my purple little lady on NG+ and only about half upgraded. That was a little rough, especially for the first time playing it. Still totally awesome though. I'd love a Space Cowboy DLC next. With Nathan Fillion.



SPOILER(ISH) :: Does anyone know how to trigger the cutscene during the boss fight? I went through five or six waves of guys before it happened with one character and only two with another. That's also after quickloading a bunch of times because it went under the platform and didn't come back. Am I missing something? I ran around bulldozing guys for about ten minutes...

Edit: Oops. Just realized that I didn't show the difficulty. It's on Insanity of course. I don't play on anything else. You can tell if you play on it as well. It's just for fun anyway.

Modifié par Nexolek, 08 avril 2010 - 12:46 .


#2118
Simbacca

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Nexolek wrote...

...I'd love a Space Cowboy DLC
next. With Nathan Fillion.


Haha, agreed!



On another note, which do you guys think is the best way to build a Slamguard of the below 3 varietes and why given these skill constants:
4 Inferno Ammo
4 Squad Cyro Ammo
4 Heavy Charge
4 Champion

A: because maxed Slam is good
1 Shockwave
0 Pull
4 Crippling Slam

B: because maxed Shockwave is good
4 (Heavy/Wide??) Shockwave
0 Pull
1 Slam

C: because having both Pull and Slam options for Warplosions is good 
2 Shockwave
1 Pull
3 Slam

Modifié par Simbacca, 08 avril 2010 - 04:10 .


#2119
Nozaro

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Nexolek wrote...
......Does anyone know how to trigger the cutscene during the boss fight? .........


You have to strip the gunships shields first Nex , it then refills shields and drops out of sight for a minute, when it appears again you have to take its shields down about a quarter and the cut scene triggers. The waves of mobs dont really have anything to do with it , they are just there to be annoying.

#2120
Kronner

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Simbacca wrote...

Which do you guys think is the best way to build a Slamguard of the below 3 varietes and why given these skill constants:
4 Inferno Ammo
4 Squad Cyro Ammo
4 Heavy Charge
4 Champion

A: because maxed Slam is good
1 Shockwave
0 Pull
4 (Heavy/Crippling??) Slam

B: because maxed Shockwave is good
4 (Heavy/Wide??) Shockwave
0 Pull
1 Slam

C: because having both Pull and Slam options for Warplosions is good 
2 Shockwave
1 Pull
3 Slam


Nexolek wrote...

...I'd love a Space Cowboy DLC
next. With Nathan Fillion.


Haha, agreed!


At the moment I tend to go for Crippling Slam. Shockwave sucks and I basically never used Pull anyways. Slam is too much fun to ignore for me.

#2121
Nexolek

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Nozaro wrote...

Nexolek wrote...
......Does anyone know how to trigger the cutscene during the boss fight? .........


You have to strip the gunships shields first Nex , it then refills shields and drops out of sight for a minute, when it appears again you have to take its shields down about a quarter and the cut scene triggers. The waves of mobs dont really have anything to do with it , they are just there to be annoying.


Ahhhh, that makes sense. I just went crazy and killed everything, which was crazy fun I might add. I wonder if it ever stops? It's a good place to practice though, that's for sure :)

Simbacca - Regarding your first post: don't fret! Attempting to play like you see in a lot of the videos around here will indeed just get you killed. Don't forget, I have two videos of nothing but dying.

I had a lot of things going for me in the Purgatory videos. I've clocked somewhere between 100 - 200 hours of playing Vanguard (I have no idea exactly, probably don't want to know). I've done that mission so many times (with various classes) that it just comes naturally.

NG+, though tough due to lack of upgrades, does have advantages. Maxed Inferno Ammo and Squad Cryo played a large role. Coupled with the Claymore's insane pellet spread, everything lights on fire or gets frozen, thus mitigating damage taken by the player. Zaeed also had +50% damage and I had Miranda's full squad bonus.

The first time I ran through the game as a Vanguard I had no idea what was going on. It just takes a bit of time and patience. So yeah, keep your chin up and you'll do just fine. And don't ever hesitate to ask questions. This forum is awesome!

#2122
Simbacca

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Kronner wrote...

Simbacca wrote...

Which do you guys think is the best way to build a Slamguard of the below 3 varietes and why given these skill constants:
4 Inferno Ammo
4 Squad Cyro Ammo
4 Heavy Charge
4 Champion

A: because maxed Slam is good
1 Shockwave
0 Pull
4 (Heavy/Crippling??) Slam

B: because maxed Shockwave is good
4 (Heavy/Wide??) Shockwave
0 Pull
1 Slam

C: because having both Pull and Slam options for Warplosions is good 
2 Shockwave
1 Pull
3 Slam


At the moment I tend to go for Crippling Slam. Shockwave sucks and I basically never used Pull anyways. Slam is too much fun to ignore for me.


Yeah I hear Shockwave sucks, but if it is so incredibly terrible, why do people use Jack at all?  She already has a useless skill in Warp Ammo (because of the whole squad always overriding your Squad Cyro).  Combine that with what everyone says is useless, Shockwave, and that leaves her with what, Pull?  Now don't get me wrong, I'm not doubting the general forum consensus at all that Shockwave is bad (i haven't had a chance to play around with it myself at all yet), I'm just wondering why people use Jack seemingly just for Pull when Jacob, Samara, and Morinth have Pull plus other more useful powers.

That's was a bit OT anyway (i was just curious).  Crippling Slam does seem fun and useful, but wouldn't there every be times when having both Slam and Pull available for use be helpful since Pull can be curved and combos with Throw as well?  In general though, I guess they do both serve similar functions so having both may end up not being that useful.

Nexolek wrote...

...The first time I ran through the game as a Vanguard I had no idea what was going on. It just takes a bit of time and patience. So yeah, keep your chin up and you'll do just fine. And don't ever hesitate to ask questions. This forum is awesome!

Oh yeah, Dying like a Vanguard are your vids as well :D.  Don't worry, I'll keep my head up.  I'm getting all the challenge I bargained for and more by selecting Vanguard Insanity as my first playthrough.  I'm definitely having fun and will be playing this game numerous times. 

One of the big things I didn't realize at the time of post that initial lengthy post is that sometimes if you don't push through a room fast enough, the game just keeps spawning more enemies.  In the room with the warden, I died quite a few times trying to clear out all the baddies before letting the warden out before realizing that I had to let him out to stop the baddies from respawning :pinched:

Modifié par Simbacca, 08 avril 2010 - 06:59 .


#2123
Kronner

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Simbacca wrote...

Yeah I hear Shockwave sucks, but if it is so incredibly terrible, why do people use Jack at all?  She already has a useless skill in Warp Ammo (because of the whole squad always overriding your Squad Cyro).  Combine that with what everyone says is useless, Shockwave, and that leaves her with what, Pull?  Now don't get me wrong, I'm not doubting the general forum consensus at all that Shockwave is bad (i haven't had a chance to play around with it myself at all yet), I'm just wondering why people use Jack seemingly just for Pull when Jacob, Samara, and Morinth have Pull plus other more useful powers.

That's was a bit OT anyway (i was just curious).  Crippling Slam does seem fun and useful, but wouldn't there every be times when having both Slam and Pull available for use be helpful since Pull can be curved and combos with Throw as well?  In general though, I guess they do both serve similar functions so having both may end up not being that useful.


Shockwave is decent when used by Jack, but for Shepard, it sucks. Way too long cooldown to justify the poor effect on enemies (on Insanity).

As for Pull, Pull Field is godlike in some situations, but I do Charge+Shotgun blast everytime I can, so I rarely ever use it. Slam is fun to watch, has instant cast and you can just play with the opponent, since it does only little damage.

#2124
Simbacca

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Taking on Grunt's recruitment mission now.  I started of with Garrus (Area Overload) and Miranda (Area Overload, 2 Warp; in hindsight, I wish I maxed her Warp 1st since Garrus has Overload) when I read that there would be lots of Blue Suns there.  I didn't want to have the trouble I had on Purgatory with Garrus and Mordin versus the Blue Suns.  I played a bit of it, but didn't like the damage Area Overload was doing (only half shields) and since a lot of the Suns are to far to Charge early in the level, it makes it really slow... 

So instead I restarted the mission with Zaeed (Squad Disruptor Ammo) and Mordin (Incinerate Blast, 2 Cyro).  Damn, i wish this was the squad I brought to Purgatory!  Squad Disruptor Ammo is wrecking the Blue Suns' shields so I'm getting to quickly use Mordin's powers as well.  Also with this squad I have a maxed anti-armor power as well with Mordin.  Another thing I'm noticing is that Squad Disruptor is nice even when enemy shields are already down, since it's causing their weapons to overheat.  It's serving as a decent placeholder until I can get either Squad Cyro Ammo or Inferno Ammo maxed on my Shep (btw, which of those two should I max 1st?)

#2125
Nozaro

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Simbacca wrote...
......until I can get either Squad Cyro Ammo or Inferno Ammo maxed on my Shep (btw, which of those two should I max 1st?)


The way i and alot of others build is to go Heavy Charge  > Champion > Inferno Ammo then either get pull or start working towards squad cryo and leave pull for last. Squad cryo is excellent but not before the 3 other powers i mentioned earlier.
Inferno Ammo gives a damage boost as well as a CC effect, the damage over time portion of the ammo effect applies instantly to shields/armor/barriers and over 3 seconds to health as well as the organic panic effect while cryo ammo has to freeze the target first before you get any sort of damage bonus and the freeze effect is not instant like the panic effect from inferno.
For these reasons, (after maxing Heavy Charge and Champion) you get more benefit from maxing your inferno ammo before your squad cryo. This is just my opinion of course, you can mess around and see what works for you.

Modifié par Nozaro, 09 avril 2010 - 04:31 .