Teknor wrote...
The Sapien wrote...
It's not crazy. It's lazy. No thought went into it. Somebody at Bioware just sat back and dialed enemy stats up and squad stats down, which of course ends up breaking the game's pace. To fix it, you have to put your own thought into it and start modding, which is maybe how it ought to be. The rewards are that much greater.
What were they supposed to do ? Difficulty actually makes enemies outflank you and take cover more. Not just basic stat boosting.
Yeah, that's part of the problem. In order to make it possible for enemies to push forward, rush you, outflank, etc. they need to be made more into tanks or skilled opponents. They chose tanks.
You'll see enemies do the stupidest things, over and over again. Reloading while running across my line of sight, seriously? They call that flanking? Only in a world of tanks.
Look, I think the best part of playing insanity is the feeling that you're skirting death at every moment, knowing that lots of things are flying all over the place that can kill you at any moment. You're forced into a flow of total concentration. However, what I don't like is that the same is not true for Shep's enemies. They can take their time, or not. Rush, or not. Go grab lunch, maybe, continue raining on you later. This makes not an epic battle.
The solution I found was to start with the insanity level as a working base so that my enemies get whatever increased AI behavior that provides. But then I level the playing field with what's available in the ini file so that everyone has what I think of as a realistic balance of power, only slightly favoring enemies. I give them recharging shields and a boost, too. Then I crank up the heat. All weapons get upgraded to 5x damage. All powers recharge in 1/5th the time. Now, the heat is on and everybody can feel it. Skill, in this setting, reigns supreme.
Of course, the best way to increase difficulty is to program smarter AI. But that is the difficult route. I don't blame Bioware for taking the easier brute force method.