Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
2583 réponses à ce sujet

#2451
Adhin

Adhin
  • Members
  • 2 997 messages
It's definitly faster then the fire thing. That's for sure. They get 'knocked back' the stumble back a foot or so, regain there ground and 'shake it off'. Not saying it keeps them out of the fight for a long period. Saying it keeps them busy (a group) for a second or 2. Which is enough ultimately cuts into how much dmg you take after impact. Like I was saying in another thread. Putting Dilation aside its a 62.5 shield point difference. Depending on the weapon on Insanity that's 4 shots from an Avenger or 1 hits from a Vindicator. Shield wise it just doesn't seem like a huge difference. Which means for me it comes down to AoE impact, or Dilation.



As for Inferno Impact cutting down on the animation. It's possible, not sure. I know they often ignore other effects due to having an animation on them. For instance liting a merc on fire whos in a stun animation will most likely completely ignore the fact hes ON FIRE when he 'shakes off' the stun. Instead of shaking it off then going 'oh god im on fire now too!'. Personally I think it should auto-override. If there mid stun or reload anim and you lite em on fire they should just start freaking out. Ah well, curious what you find with Warp Ammo.

#2452
Kronner

Kronner
  • Members
  • 6 249 messages
Yes, the shield boost makes no difference, really. So I just tried with Heavy Warp and it was the same. The stagger effect is gone in no time, basically, right after I Claymore-blast the first guy. Also, it seems to me I take more shots when using Area Charge, the time dilatation of Heavy Charge seems to make me take less damage right after impact. Maybe I just tested on wrong scenario (N7: Blue Suns Base), but Heavy Charge seems like better choice to me.

Modifié par Kronner, 07 septembre 2010 - 09:33 .


#2453
Adhin

Adhin
  • Members
  • 2 997 messages
Yeah kinda depends on the situation. Area Charge helps on the group you impact, not far off shots. 1 second of time dilation would help more on far off stuff that can shoot at you. That Inferno round AoE thing is huge CC for you too I have to say. I may start using that on my shotgun too though I prefer the look of cryo on the gun. Feel like an idiot for that being the reason I pick it for my self but what can ya do?



Either way as to the AoE Impact vs Dilation - same kinda effect if you think about it. Your saying the stuns off when you shoot (which is about right from what I've seen). So is the time dilation though. Both stop or slow stuff shooting at you on impact. Can definitely see preferring Dilation over Area for aiming reasons.

#2454
Khuutra

Khuutra
  • Members
  • 121 messages
It occurs to me that the upgrades may be entirely pre-determined.



If they aren't (are you czechkronner?) then it's probably based on which weapons you have 5/5 but not 6/6 for. Mine were SMG and Shotgun.

#2455
Kronner

Kronner
  • Members
  • 6 249 messages

Adhin wrote...

Yeah kinda depends on the situation. Area Charge helps on the group you impact, not far off shots. 1 second of time dilation would help more on far off stuff that can shoot at you. That Inferno round AoE thing is huge CC for you too I have to say. I may start using that on my shotgun too though I prefer the look of cryo on the gun. Feel like an idiot for that being the reason I pick it for my self but what can ya do?

Either way as to the AoE Impact vs Dilation - same kinda effect if you think about it. Your saying the stuns off when you shoot (which is about right from what I've seen). So is the time dilation though. Both stop or slow stuff shooting at you on impact. Can definitely see preferring Dilation over Area for aiming reasons.


haha ME2 offers us no-wrong options. You can't go wrong no matter what. I pick my weapons and stuff based on how I like that too (even if Claymore was by far the worst shotgun I would still use it anyways). And Cryo is pretty awesome, I love it. Either way, I did not die no matter what I used - Heavy or Area Charge. Maybe I am just too used to Heavy Charge.

Khuutra wrote...

It occurs to me that the upgrades may be entirely pre-determined.

If
they aren't (are you czechkronner?) then it's probably based on which
weapons you have 5/5 but not 6/6 for. Mine were SMG and Shotgun.


Yes, that's me. Glad to know there is a system. I hate randomly generated upgrades/stuff in games.

#2456
Adhin

Adhin
  • Members
  • 2 997 messages
Yeah just ran in with a charge. I wonder if the stun animation plays out faster on PC, or if Claymores just slower but I was able to charge 2 Mercs, stun anim both and get an Evi shot on both of em (freezing both) before the 2nd guy was completely out of his anim. Melee'ed there frozen bodies - was on Insanity.

Should point out im on the 360 so theres definitly a few small differences. They may of sped it up on PC due to more precise mouse controles for aiming. Though I'm so used to both I can do some pretty good pin-point quick target swapping on a controler. Absolutely hate the forced follow target crap this game uses sometimes. Its to 'sticky' not fluid enough like some other shooters. Would like an option to turn it the hell off (or at least have it off with snipers). Its caused me to miss more shots then hit.

So Bioware if your reading this, make your forced sticky camera for aiming only function on a portion of there chest and not in sniper zoom. Currently I've had it 'lock on' to enemies when the xhairs aren't even ON them, and then it forces my aim along with there strafing... except it ain't painted on em anymore. *shakes fist in anger*

-edit-

Ah so forgot one thing. once I get Mordin on this play through im gonna respec for Max Inferno/Squad Cryo and use Stasis instead of Slam. See if I can't find situations where I can use a stasis'ed thing as a Shield to block some shots off and whatnot. I think It'll make for an interesting setup, same insane charging but little make-shift cover prior.

-re-edit-
Alrighty looks like stasis bubble doesn't create a bullet stopping shield, but of course the thing your keeping in stasis does. So anything tall can at least be used as long as there standing. Stupid Fenris mechs don't stop jack squat, to low to the ground.

Modifié par Adhin, 08 septembre 2010 - 12:54 .


#2457
Kronner

Kronner
  • Members
  • 6 249 messages

Adhin wrote...

Yeah just ran in with a charge. I wonder if the stun animation plays out faster on PC, or if Claymores just slower but I was able to charge 2 Mercs, stun anim both and get an Evi shot on both of em (freezing both) before the 2nd guy was completely out of his anim. Melee'ed there frozen bodies - was on Insanity.


Does it matter if they are in line? I mean this.. X is a merc.

1)
X ... X

2)
X ..
......X

Does it stun them in both cases for you? LIke I said, maybe I picked a wrong scenario (where it may not work, kida like on Zaeed's mission, there are two mercs you can't Charge although there is nothing between them and you etc.), but the stun animation was gone in no time (1 - shotgun choice does not affect that) or did not happen at all (2). I will test Area Charge further, maybe SM could be nice place to test.

Modifié par Kronner, 08 septembre 2010 - 04:15 .


#2458
Adhin

Adhin
  • Members
  • 2 997 messages
I can give you an example of wide effect I've had it happen. You know in Garrus' mission when you get near Harken and they drop off the 3 mini-mechs over and over. Ones behind a box, ones infront of it and ones kinda off to the side of the other 2. I charged to the right one that's off a bit - they look pretty far spaced out but the AoE of it hit all 3.

Another example. When you first meet Mordin and you head out of the clinic there's that path up to sniper perch and the 2 Blue Suns merc's taking cover behind that 3 boxed line. If both are on either side of that and you charge the left one, it'll still get the right one. Its 3 Meters on either side of you in a circle so your position on impact can make a big difference. For instance the 2 mercs. If they're go far apart, hitting the one further away makes you land in between the 2 which ensures both get blasted.

With your example placement - if your coming from 'under up to' them lets say example 1 should have no issue with either. Example 2 if you come at the right lower X straight on it may miss the top X but probably wouldn't. If you hit the Top X in number 2 you would be assured to get both.

I've also noticed for some reason they sometimes don't play there get hit animation out entirely. But then I've seen mobs light up on fire and completely ignore it even though there at just an HP bar. Gadda be some random factor in all of that. I think Cryofreeze speeds up the more times they're hit with it. Cause 2 shotgun blasts makes it almost instant where if you barely hit em with it it can take like 2 damn seconds where they're still charging and shooting you.

-edit-
Just remembed something that has little to do with this but the knock back animation? I really wish Bioware would make 4-8 'stumble' directions for it. Currently its only backwords. So if you CHARGE a guys back he ends up 'stumbling' through you to your back - really REALLY screws up aiming when that **** happens.

Modifié par Adhin, 08 septembre 2010 - 06:11 .


#2459
Kronner

Kronner
  • Members
  • 6 249 messages
OK thank you, I will test it later today (starting new Vanguard anyways :lol:) :)

Modifié par Kronner, 08 septembre 2010 - 10:10 .


#2460
Thresher Maw

Thresher Maw
  • Members
  • 50 messages
Just wanted to inform everyone that LotSB fixes the issue of squadmates automatically overwriting ammo powers with their own, so you can now keep squad cryo up on people with their own ammo powers.

#2461
Kronner

Kronner
  • Members
  • 6 249 messages

Thresher Maw wrote...

Just wanted to inform everyone that LotSB fixes the issue of squadmates automatically overwriting ammo powers with their own, so you can now keep squad cryo up on people with their own ammo powers.


This was fixed with patch 1.02 (out for quite a while now), but I did notice LoTSB installed the patch anyways so maybe you did not have it before?

#2462
Thresher Maw

Thresher Maw
  • Members
  • 50 messages
Oh, I guess that must be it then. My mistake.

#2463
Freakaz0idx

Freakaz0idx
  • Members
  • 392 messages
I'm playing regular insanity for the time and it's a blast. So much fun. The only times I've died was when I've tried to get shields back but the charge doesn't register, whether it be glitches or invisible lines. Maxed out charge and I want to get to Destroyer before I download shadow broker.

#2464
lazuli

lazuli
  • Members
  • 3 995 messages
Any word on the Archon Visor? Did the developers ever get back to you guys?

#2465
sinosleep

sinosleep
  • Members
  • 3 038 messages

lazuli wrote...

Any word on the Archon Visor? Did the developers ever get back to you guys?


Yeah Christina comfirmed that charge not being affected by research is intentional and that she's going to look into the archon visor. Unfortunately she also said dlc is nearly impossible to patch so take that as you will.

#2466
Kronner

Kronner
  • Members
  • 6 249 messages
Eric F. told me he would look into it when he has a chance. I do not really expect them to patch it anytime soon.

#2467
lazuli

lazuli
  • Members
  • 3 995 messages
Thanks, guys.  I held off on buying that particular DLC item.  I don't like them releasing broken content, though, even if I don't buy it.  I know it couldn't have been intentional, but when you're asking customers to pay for something that doesn't work...

At least Lair of the Shadow Broker was amazing.  I'm going to be dusting off my Vanguard on it soon. 

Question.  Is it true that you can't get as much out of the Claymore on the xbox, what with the inability to turn while executing the reload trick?  Would I be better off with a different shotgun if this were the case?

#2468
Adhin

Adhin
  • Members
  • 2 997 messages
I wouldn't say that, you don't have to hold the melee button down for the entire time the animation exists. You fire and tap it immediately after, you'd be able to start turning rather immediately. That said I wish Bioware used the Right Thumb stick for melee. Halo uses it (if you switch to that style, which I do) the CoD games use it now because of that. I don't understand why they don't allow us to use it. The damn thumb-sticks are pointless in ME2 atm, they both do the exact, same, damn, thing.



Let me melee with my Right Thumb stick like im used to Bioware, please!

#2469
mozez101

mozez101
  • Members
  • 62 messages

Adhin wrote...

I wouldn't say that, you don't have to hold the melee button down for the entire time the animation exists. You fire and tap it immediately after, you'd be able to start turning rather immediately. That said I wish Bioware used the Right Thumb stick for melee. Halo uses it (if you switch to that style, which I do) the CoD games use it now because of that. I don't understand why they don't allow us to use it. The damn thumb-sticks are pointless in ME2 atm, they both do the exact, same, damn, thing.

Let me melee with my Right Thumb stick like im used to Bioware, please!


Can't you change the control keys in the settings?

#2470
Adhin

Adhin
  • Members
  • 2 997 messages
Nope, Bioware deems there setup far to important I guess ti give players the comfort to choose what fits best for them. You get 5 options, invert X/Y, Speed (high is 'slow' for most FPS'...so goddamn slow) and then southpaw for sticks and triggers.

Me3 (and maybe a patch for ME2?) needs better look/turn sensativity and I would like to be able to customize my damn buttons for once. Most of its fine but they're... inefficient with there button use. Not as bad as ME1 though, that was awful. They had 1 button that existed entirely just to put weapons away but it wouldn't take weapons out. Had another button that existed 'just' to take weapons out - except both wheel buttons, trigger, aiming and the like would all also pull weapons out immediately. But that's in the past... thankfully heh.

Modifié par Adhin, 09 septembre 2010 - 01:28 .


#2471
mozez101

mozez101
  • Members
  • 62 messages
How do you guys feel about stasis? Does it fit in well with a charging vanguard?

#2472
Adhin

Adhin
  • Members
  • 2 997 messages
Well its what im using now on an insanity play through I've been doing all day. It works pretty well, for me I pretty much just use Squad Cryo and charge as the bread and butter so as has been stated in this thread anything you add to it via bonus talents is just kinda extra flavor. I think Stasis probably has the most direct use is hardcore/insanity for that added flavor.



Current build has it maxed for Deep Stasis (12 second duration). Works pretty good. Being able to keep an enemy out of a fight for that kinda duration is nice, I've used it to block enemy flow too few times (things have to walk around them). Plus its amaaazing when going after Jack with them damn mechs that keep pushing up on you. Stasis will stop em in there tracks let you reposition.



So yeah its good for a Vanguard too. Can free you to be a bit more reckless when used right.

#2473
lazuli

lazuli
  • Members
  • 3 995 messages

Adhin wrote...
So yeah its good for a Vanguard too. Can free you to be a bit more reckless when used right.


I've been using Enhanced, but I feel like Deep is a better choice for Vanguards.  With Deep, you can get the most out of the cooldown and then get back to charging.  And I've been using the Squad Cryo setup as well.

#2474
Adhin

Adhin
  • Members
  • 2 997 messages
Yeah my current build is setup like this.

Incindiary 3
Squad Cryo 4
Area Charge 4
Shockwave 2
Pull 1
Champion 4
Deep Stasis 4

And im liking it. Stasis can really pull your ass outa the fire sometimes (specifically with big stuff). and the rest is just basic Vanguard asskickery. on 360, I keep Stasis on left bumper and pull on right. Its run to yank and enemy towards my cover point and melee as he floats by heh. I keep Cryo on my shotgun and use Incidiary for the Mattoc. That combo works nice. One fun thing I've found with the Mattoc is if you pulse the fire a bit more slower, rhymicly, you can actually keep a single target in a semi-stunned state. Its pretty damn snazzy.

#2475
lazuli

lazuli
  • Members
  • 3 995 messages
Probably not the place to say this, but I've run into a Lair of the Shadowbroker bug with Charging. It's on the back of the Shadow Broker's vessel just as you come up a really steep ramp. At the top of the ramp there are a series of trenches and two lightning capacitors on the left. It seems that Charging to the far end of this battlefield can mess up the LOKI Mechs that are supposed to spawn down the opposite ramp and to the right. If the LOKI Mechs don't spawn, the button to lower the panels up ahead doesn't appear either.