Insanity Difficulty: Is there a bonus or incentive for playing a game all the way through on this mode?
#26
Posté 14 février 2010 - 07:39
#27
Posté 14 février 2010 - 07:40
Battles can take all day depending on what your personal set up is; especially if your team mates decide not to listen to your orders and get themselves killed. Soldiers can breeze through it, but power classes (Engineer, Sentinel, Adept) are screwed when you run out of Medigel.
I don't agree with this statement at all. The thing is, insanity will (kinda) force you to discover what works best versus what is more "fun". For instance, never choosing Miranda as a squad member, regardless of your feelings towards the character, puts you at a disadvantage. Obviously some classes have it easier, due to their unique abilities and while its true that power classes will have a rough time early on, the tables are turned once you start getting upgrades.
Squad AI is bad, I'll give you that much and sometimes its not even worth wasting time positioning your squad members since they are going to die anyway, but ideally you should only be using medigel to heal/revive them (and not yourself).
#28
Posté 14 février 2010 - 07:42
Is not tough enough
#29
Posté 14 février 2010 - 08:02
only with your weapons from previous finish
The only usefull thing i know is that if you play
HARDCORE OR INSANITY when you take Tali the first time with you
next to her you can find the amazing GETH RIFLE (ASSAULT RIFLE GETH)
Thats all
#30
Posté 14 février 2010 - 08:59
Banon Loire wrote...
It was taking 5 heavy reaves to take down the armor or barrier of a normal enemy (over twice as many as on Hardcore).
Haha, I can kill all normal enemies in one hit on insanity (takes less than 1 second). Engineers/vanguards etc take slightly longer.
#31
Posté 14 février 2010 - 09:36
Think of it this way: After you get used to Insanity, you can go back to another difficulty level and it'll be ridiculously easy.
#32
Posté 14 février 2010 - 09:58
#33
Posté 15 février 2010 - 12:23
If I beat the game on normal chances are I'll be bored.
I'm on my 2nd playthrough now
#34
Posté 15 février 2010 - 12:48
#35
Posté 15 février 2010 - 02:09
#36
Posté 15 février 2010 - 02:56
sinosleep wrote...
Insanity this time around is actually fun. Unlike the nonsense that passed for insanity in ME 1. Good grief was that absolutely broken in every way.
I'm sorry but I'm bumping this. I friggen HATE being the last post on a page, it practically assures no one will see what you posted.
#37
Posté 15 février 2010 - 06:37
sinosleep wrote...
sinosleep wrote...
Insanity this time around is actually fun. Unlike the nonsense that passed for insanity in ME 1. Good grief was that absolutely broken in every way.
I'm sorry but I'm bumping this. I friggen HATE being the last post on a page, it practically assures no one will see what you posted.
I just finished an ME2 insanity run with a vanguard, and I liked it a lot. At first I died way too often, but eventually you get the hang of it. There is very little margin for mistakes and you have to pay closer attention to squad composition, powers, and placement and you have to know when to retreat and where to retreat. However, there really is no reason to play on insanity (at least on the PC version) other than for challenge/boredem
A few weeks ago I completed a ME1 insanity run with the same vanguard, and that was stupidly easy. I didn't try to solo the game like in the linked vid, but once I could affoard spectre gear it became a cakewalk. I actually just ran around in Onyx armor (for the look) while Garrus and Ashley obliterated everything with spectre assault rifles.
Modifié par CrassKid, 15 février 2010 - 06:37 .
#38
Posté 15 février 2010 - 07:30
I don't play BioWare games for the combat, I play for the story and choices. I like seeing the different paths and consequences of my decisions and what happens when I take different squad members. Insanity slows it all down. Some things in the higher difficulties don't even make sense! Varren with armor? Armored husks? It all seems done to artificially inflate the difficulty.
Maybe I'll come back to it later.




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