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Attempting my first Insanity Run...


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#1
RiouHotaru

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So, I decided to take the plunge and go for an Insanity run through ME2.  I'm going as an Infiltrator.  So I'd like some advice:

1) AP Ammo/Warp Ammo/Reave?  The general consensus I see is AP Ammo, which I usually take anyway, but still, if there's any other input I'd appreciate it.

2) Widow vs. Assault Rifle: I hear some people take the Assault Rifle because the Viper is a good weapon on it's own and the Widow is simply overkill.

3) In what order should I max my talents?  I was thinking Cloak, then Passive next, but after that I'm not sure.  Should I spread my points out or only go for maxing one at a time?  Also, Heavy Incinerate or Incinerate Blast?

4) Any tips for dealing with Archangel's mission (the shutters are a pain even on Normal/Vet) and the Collector Ship?

5) Squadmates?  Miranda feels like a given (Warp + Squad-enhancing Passive = Win) and I'm thinking Garrus (AR support with Concussive Shot/Overload)

6) Any other hints?
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#2
swk3000

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Garrus' mission can be a **** if you're not careful. Here's a bit of a 'walkthrough' for the main section (when you jump over the Barricade to head into the house):

1. First Assault - This is the section where you have to kill the freelancers. If you dash forward, you can catch the two freelancers in front of you as they're passing by a bomb that a third is working on. Use Overload on the Bomb, and you'll take out all 3 in a single hit. This leaves the two trying to get into the room Garrus is in. Before heading upstairs to deal with them, snag the Tech Damage Upgrade and any Medi-Gels you might need. Then take them out. Before activating the door, though, clear out the room to the left as you come up the stairs, as it gets locked partway through the mission. As far as I'm aware, it's impossible for Garrus to take any damage during this portion of the mission.

Eclipse: Eclipse is pretty easy, actually. The first wave is LOKI Mechs, which are rather easy to take out. If you can use a Sniper Rifle, take as many out as you can from upstairs. When they get into the building, head downstairs to finish them off. Eventually, Jaroth will bring out the YMIR Mech. If you hacked it, get behind cover and wait for it to get destroyed. If not, you should consider reloading and hacking it. YMIR Mechs are a pain on their own without adding in the other Mercs you'll be dealing with. Take out Jaroth to finish off the Eclipse Wave. Garrus should take little to no damage duriing this wave.

Blood Pack: This is the hardest wave, simply because the Blood Pack is so hard to kill. The first Shutter is easy. The second (in the Garage to the right of the first door) is a pain. The third one can kill you every time. The only real advice I can give is to watch out for the Varren in the Garage, and use your Heavy Weapon to take out the Pyro around the corner in the third area. This section I only did by trial and error. Also, try to end this portion with Garrus having at least 1/3 of his health, or you'll never get him past the next section.

Once you deal with the Shutters, watch the cut-scene, then back off and deal with the Varren. Then take out the two Blood Pack Troopers as fast as possible. Head upstairs and advance partway to attract the attention of the Krogan Minion, then back of to deal with him as he advances. Once the Krogan is dead, you'll have to deal with Garm. I got lucky on this part: he kept trying to charge into a wall, so I was able to keep pumping ammo into him. If you don't get lucky, retreat to the lower floor so you have more room to deal with him.

Garrus will take a lot of damage during this phase, but he gets a boost to his health when it's over with, so as long as he survives, you're good.

Blue Suns: After the hell that was the Blood Pack, the Blue Suns are a cake-walk. Take out the troopers upstairs, then head to the top of the stairs and deal with the people coming in from downstairs. You'll get the Cut-scene where Garrus gets shot by the Gunship, and you enter. Let your squad concentrate on the enemies. If the Gunship is in range for a shot, concentrate your fire on it. If it's not, help out with the troopers. Also, keep in mind that the Gunship will occasionally appear in the window that the troopers come in at; you don't need to wait for it to swing over to your left. Once the Gunship dies, the mission ends, no matter how many troops are left, so take the Gunship out quickly to finish the mission.

I'm sorry I can't provide better help for the Blood Pack portion of the mission; I passed that one mainly on luck.

Modifié par swk3000, 14 février 2010 - 06:44 .


#3
Eslyn

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1. Your ammo choice largely depends on your set up. You don't have things to lower Biotic Barriers, and you'd have to put points in Disruptor Ammo to knock down shields effectively. Warp Ammo will give you bonuses to both those. AP Ammo, on the other hand, is the largest damage boost you can get to Armor and Health (Both of which are wide spread on Insanity). My opinion would be to grab the AP Ammo, then bring team mates that can knock out Barriers/Shields quickly.



2. Widow. Widow. Widow. Widow. Widow. Widow.



3. Assassin Cloak first, then passive to Agent. This way you'll be able to spam Cloak with a 75% damage bonus to the first shot. Personally, I prefer Incinerate Blast-- single target damage comes from your Sniper Rifle.



4. Make sure you're controlling your team mates. Don't just let them run around doing what they want. Focus your powers into taking out enemies quickly. As for the shutters, move quickly and focus fire. Collector's Ship is... well... good luck? Keep your team mates out of Scion range, and bring people that can quickly decimate Harbinger... Miranda and Mordin do pretty well at it.



5. Miranda is a boon to any team on Insanity, especially ones that rely more so on weapons than powers (Soldier, Infiltrator). Garrus is also rather helpful. Insanity, though, is more about bringing people for the specific mission than sticking with one squad. If you know you're going into a Blue Suns den, bring people that can knock out shields easily. If you're going against Collector's, Barriers are your main concern.



6. Do not get discouraged. Keep at it. You will die often in the beginning as you learn new tactics. Insanity is all about dominating the battlefield, knowing where and when to strike, and keeping a tight reign on your team mates. You'll find the beginning is hard, but after the Collector's Ship is tends to become a lot easier. Also, get upgrades as soon as you possibly can. If you pick up a sniper upgrade, but can't afford to research it, get to scanning immediately.




#4
thisisme8

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The one thing about Infiltrators and AP ammo is that the Sniper Rifle already does well vs. armor. I'm not an expert on the Tech classes though...

#5
RiouHotaru

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Eslyn wrote...

1. Your ammo choice largely depends on your set up. You don't have things to lower Biotic Barriers, and you'd have to put points in Disruptor Ammo to knock down shields effectively. Warp Ammo will give you bonuses to both those. AP Ammo, on the other hand, is the largest damage boost you can get to Armor and Health (Both of which are wide spread on Insanity). My opinion would be to grab the AP Ammo, then bring team mates that can knock out Barriers/Shields quickly.

2. Widow. Widow. Widow. Widow. Widow. Widow.

3. Assassin Cloak first, then passive to Agent. This way you'll be able to spam Cloak with a 75% damage bonus to the first shot. Personally, I prefer Incinerate Blast-- single target damage comes from your Sniper Rifle.

4. Make sure you're controlling your team mates. Don't just let them run around doing what they want. Focus your powers into taking out enemies quickly. As for the shutters, move quickly and focus fire. Collector's Ship is... well... good luck? Keep your team mates out of Scion range, and bring people that can quickly decimate Harbinger... Miranda and Mordin do pretty well at it.

5. Miranda is a boon to any team on Insanity, especially ones that rely more so on weapons than powers (Soldier, Infiltrator). Garrus is also rather helpful. Insanity, though, is more about bringing people for the specific mission than sticking with one squad. If you know you're going into a Blue Suns den, bring people that can knock out shields easily. If you're going against Collector's, Barriers are your main concern.

6. Do not get discouraged. Keep at it. You will die often in the beginning as you learn new tactics. Insanity is all about dominating the battlefield, knowing where and when to strike, and keeping a tight reign on your team mates. You'll find the beginning is hard, but after the Collector's Ship is tends to become a lot easier. Also, get upgrades as soon as you possibly can. If you pick up a sniper upgrade, but can't afford to research it, get to scanning immediately.

Thanks.  And you're right, I know in the beginning, at low levels and without many upgrades the game is wickedly difficult.  Reminds me of my Hardcore run through ME1 (Well, minus the Immunity spam *shudder*)  I'm use to normal/veteran where you can be more aggressive and a little reckless (though sometimes it paid off).  Wish I had the PC version for all the useful hotkeys, but I can deal without it.
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#6
Mal_Luck

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5. On higher difficulties it seems that party members damage caps, but if you have access to the Incisor Sniper it seems that this weapon is an exception to that rule.

I've been through most of the game with Zaeed and Garrus both using these weapons an just raping with them. When I get Thane, I will likely replace Zaeed for him (Warp > Inferno Grenade). And for the suicide mission, Garrus will probably be replaced by Legion (better survivability and his Drone will ****** off the Collectors).

You can look up videos on YouTube about the Incisor damage or check the Mass Effect Wiki.



I found Concussive Shot to be a godsend (Zaeed, Garrus, and Grunt), especially against charging Krogan or Varren.

~~~~~~~

1. I've yet to complete the game as an Infiltrator yet, but I prefer AP Ammo/Warp Ammo. AP is very useful early in the game, whereas I like to change my bonus ability for Warp for the Collector missions(Horizon/Disabled Ship/Endgame).



2. As for Widow vs Assault Rifle, I love the Widow on my soldier... but on a Infiltrator I'd be afraid of running out of ammo for all my guns. Something I did on my Vanguard when I chose Sniper on the Collector ship, I ran out of Sniper ammo, SMG ammo, and HP ammo, I was forced to kill the final boss with my Shotgun....



3. I'd go for cloak/passive first, then I'd vote for Blast.



4. The only thing I had trouble with on the Collector Ship was the Praetorian, I nuked the SOB and that only took him to half armor/health. I then hid up on the hill, killing Husks when they came at me until the Praetorian came up the hill. Then I basically went in a wide circle the Praetorian chasing me until all the Husks died... then I focused my attention the the Praetorian.

#7
Atmosfear3

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- I'd take AP ammo. Barriers are easy to shred through with an SMG even if you have no ammo types equipped for it. Besides, you have teammates with warp/reave and most enemies in the game have shields and/or armor not barriers.

- Widow all the way. Assault rifles are just a more accurate SMG with less ammo per clip. Besides, if you're using the AR/SMG for long range, why not just use your sniper rifle?

- I personally didn't max my cloak until I maxed Incineration Blast. If you're starting a new game, I recommend putting points in all the essentials to start first, max Incineration Blast then split between cloak and passive. By the way, Incineration Blast is superior compared to heavy. The main use of this skill is to strip armor, why not strip it in AoE form? Also its amazing against husks, usually one-shotting them once they are at health and it doesn't hurt to be able to kill multiple husks at the same time. Also fairly effective against other humanoids as it causes them to panic.

- Garrus' mission where you have to close the doors is best done using your sniper rifle. Just take out as many vorcha as possible after you've stripped their armor. Use incineration as often as possible. A good strategy is to catch them on fire then use your pistol to finish them off. Saves your SR ammo for more dangerous targets. The collector ship, involves a lot of luck.

- Miranda is the #1 pick for pretty much all difficulties. Grunt is also an excellent option since hes very durable. Garrus is also a great option when you expect to face lots of mercs and mechs.

- Manually assign cover for your squadmates. You'll need them if you expect to get far into the game on insanity.

#8
GlassRain

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Why would you need a skill to strip armor when you're using a sniper rifle that does +75% vs armor? Seems kinda.. overkill. As well it wastes a cooldown for assassination cloak which is an additional 75% damage on your next shot. That being said, I'd max the Inf passive first. I found the cloak early game to be more of a get out of jail free card where as the scope time slow allowed me to clean the feild much more efficiently. Maxing AP ammo second would also be useful. Still.. Cloak/Passive/AP ammo is all you really need to win. Carry garrus and miranda with heavy overloads to drop shields in a hurry (also warp with miranda for barriers) and you basically one shot your way to victory.



Shame your widow doesn't have more ammo :P

#9
RiouHotaru

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Guess the other question is, for my passive, Agent or Assassin?

#10
Atmosfear3

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RiouHotaru wrote...

Guess the other question is, for my passive, Agent or Assassin?


Depends whether you like having more damage versus being able to use your skills slightly more often.

#11
RighteousRage

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Basically my strategy was to have a soldier with max defense (with geth shield boost, shock trooper, hardened AR, etc.) for the missions before Illium, then use a soldier with max offense (heightened, commando, warp ammo, Widow) afterward. And yes, it was successful, although the Garrus mission made me cry myself to sleep.

Modifié par RighteousRage, 14 février 2010 - 08:54 .