Insanity tips and tricks
#1
Posté 16 février 2010 - 07:37
Powers: Biotic powers that levitate enemies are less usable on Insanity. The reason is due to every enemy having some kind of defense be it armor, barriers or shields. Also, by the time you break down those defenses, you might as well finish the job with a few rounds to the head instead of letting your enemies free float around. Thus, powers such as Overload, Warp and Incinerate are your best friends. These powers are best evolved into the Heavy versions. The reason is because enemies often bunch toghether so having the extra 2 metres that comes with the Area version is not needed.
Squadmates: As stupid as they can sometimes be, your squadies are important to Insanity survival. Thus, keeping them alive is a good thing to keep in mind. On Normal, you can beat the game without ever giving giving a Squadie direction. Insanity is the opposite. Telling your squadies to hide behind cover by placing their arrow onto cover must be done in each fight. Other wise, they will be cut down faster than you can save reload.
Another way to use squadies is to turn them in "mortars". There are some instances in the game where the situation is simply too dangerous to expect your squadies to survive (Recruiting Grunt mission is an example, fighting multiple Heavies and Commanders with Vangaurds is a real pain). Thus, the best thing to do in these situations is to instruct your squad to stay far FAR back from the fight, preferably out of enemy line of sight. Then, simply use their powers to slowly but surely chip away at the enemy. Remember, power usage is dictated by line of sight meaning that as long as YOU can see the enemy, your squad will be able to hit them with powers no matter where that squad member is. So in summary: place squad far away, make sure you can see the enemy, "mortar" the enemy with squad powers.
Bonus power: Although not absolutely crucial, a bonus power can be EXTREMELY helpful. Here is a list of powers I find to be the most useful. Most are community approved.
Warp ammo: One of the most common defenses on Insanity is the barrier. All Collectors have them and all biotic users have them too. Having an ammo type built top take these down has obvious benefits. Using Heavy Warp will often times not eliminate Barries in one shot so having a fall back is great. If you are playing a damage dealing class eg Soldier or Infiltrator, I recommend using the Heavy version. This coupled with the Revenant or the Widow does wonders on pesky biotic users. If you are playing a class that can't use big guns then having the Squad ammo will allow your whole team to benefit.
Protection abilities: These are Geth Shield Boost, Fortification, and Barrier. Basically, having a panic button is always a good thing. These abilites can definitely save you arse. However, if you are using cover effectively then you may not want to invest in these powers. After all, who needs defense if your not getting hit? Also, improved Geth Shields Boost gives you +10% damage.
Area Reave: This ability does great damage on armor and barriers. If used on a defensless enemy, they will be rendered immoblie for a short time while regenerating your own health. An all around excellent multipurpose power, if you like a bit of crowd control+damage+set up, then Area Reaveis for you.
Random stuff I noticed:
WHERE THE HELL ARE THEY ALL COMING FROM?!: There have been times where it seems like there is an endless number of enemies coming at you. When this is the case, you may be in a situation where you need to do a certain action to stem the new enemies. An example would be fighting the Warden on Purgatory. You need to take down his shield bubble via destroying the generators or else you will be faced with an endless swarm of powerful Commanders. Another example, when recruiting Grunt endless Krogans will attack you in the area right after meeting the first tank bred Krogan if you do not push ahead. Defense can get you a long way on Insanity but if it seems like the enemy is never ending, it may be time to go on the offensive.
Enemy AI: As I said above, defense is powerful on Insanity. This is because the way enemy AI is programmed. Overall, most enemies will not be willing to rush you while you are in cover. This means that even if you are facing huge numbers, if you stay in cover, you should be safe. There have been many instances where my squad was dead and yet I was still able to achieve victory by staying in cover and playing a slow, patient game. This is not the case for all enemies, though. Krogan will bear down on you like a bear and you will sometimes get the odd Trooper who wants to go Rambo. For most situaitons though, exploiting your enemy's inclination of staying away from you will lead to victory.
That's all I can think of writing down right now. Key things to remember: be patient, use squad powers, command your squad, be defensive. Anyone can add, of course. Also, this is just my opinion, I am not saying that Warp Ammo is the best, for example, so please bear that in mind.
#2
Posté 16 février 2010 - 07:46
#3
Posté 16 février 2010 - 07:54
maybe I'll go Hardcore first...
#4
Posté 16 février 2010 - 08:03
Combat Drone: Whether you have it or somebody in your party has it, this power is incredibly useful on Insanity. Harbinger has a hard time killing these little buggers, and so do Scions, and those are two of your biggest problem enemies on Insanity. Max this quickly so it will last longer. I'm not really certain which is better yet, Attack Drone or Explosive Drone. Attack's 40 damage isn't very useful on tougher Insanity enemies, but Explosive Drone doesn't always seem to explode for some reason.
My Vanguard Insanity run has Tali using Explosive Drone for the first time, and it seems fine when it goes off, but simply doesn't always blow up when it dies.
#5
Posté 16 février 2010 - 08:12
Never hack a Geth Hunter - these buggars seem to last about 5 seconds under the power and will constantly go in camoflage(Sp) mode, so if you can't keep check on it don't bother hacking it, i suggest hacking regular geth troopers because they can deal a decent amount of damage (especially on Legions loyalty mission). I also suggest only hacking enemy AI's when there health is VERY low. When you hack an enemy it regains a portion of their sheilds and until there shields have gone (or the power has ran out) it will continue fighting its allies, when it does attack you again you won't have much trouble taking it out.
#6
Posté 16 février 2010 - 08:14
The Collector waves before the praetorian on Horizon get confused if you go to the trucks against the wall. If you're facing away from the door you come through, the truck for the first wave is on the bottom left of the area map. Bolting here as soon as you activate the center tower will confuse the Collectors and prevent them from advancing or firing at you. Most of them (especially harbinger) will just strafe back and forth in the distance and not fire, leaving you able to kill the whole gaggle with just powers if you want. The truck for the second wave is up along the right wall (go there as soon as the first wave falls).
Also, scions are easily exploitable by distance. This is especially true at the area before the last boss when 2 scions come at you on the platform. If you're far enough away (like at the platform where you start) the scions won't even see you and just stand there, letting you shoot them and throw powers at them unchallenged. On the reaper IFF mission, backing up and making the scions chase you = easy victory.
#7
Guest_antilles333_*
Posté 16 février 2010 - 08:19
Guest_antilles333_*
I ran in circles around the entire area and hid behind the indestructible tires as the Praetorian seems to target only me. It gave Grunt and Garrus quite a bit of time to find a nice spot of cover in the middle. Using tactical cloak, I was able take some pressure off me, allowing the Praetorian to turn around and target the well covered Garrus and grunt, I ordered the double concussive shots lowering it's barrier down to nearly nothing then I unleashed my Shuriken SMG (yeah) 'til the barrier was broken.
As SOON as that thing drops, (I had my AP rounds on as well), You switch to your sniper rifle, and I found that shooting the husk heads did more damage than shooting the actual Praetorians head.
Either that or I was delusional due to the rush that I actually lowered the thing's health to near death.
#8
Posté 16 février 2010 - 09:46
#9
Posté 16 février 2010 - 09:49
#10
Posté 16 février 2010 - 09:52
Shipwr3K wrote...
lol geth troopers like to go rambo on you sometimes. silly troopers, think they are hunters.
Even regular merc Troopers will make a bee line for the center of my squad. It seems like any enemy designated as Trooper will sometimes charge you.
#11
Posté 16 février 2010 - 09:55
Soma Holiday wrote...
Thanks for this. I am not a huge fan of impossible difficulties. I like my games to be fun. But I am tempted to try this one on Insanity, just because so many people are saying that it feels 'right' on Insanity. I'll keep these tips in mind if I do try it...
maybe I'll go Hardcore first...
The game definitely feels more rewarding when completeing it on Insanity. You may sometimes run into instances that make you RAGE like enemy Commanders (those guys can take 10+ grenade launcher shots). Overall, though, the sense of danger that comes with Insanity makes every engagement unique and tactically challenging.
#12
Posté 16 février 2010 - 09:55
#13
Posté 16 février 2010 - 09:57
#14
Posté 16 février 2010 - 10:03
Shipwr3K wrote...
yea, I notice that 2. It just seemed to me that the geth tend to do it more often than the others, but meh, its prolly all from the same variable.
I also noticed that Geth will bear down on you more. I think that it may be intentionally programmed. Geth don't care if they live or die since they can just upload themselves to the master Geth brain thingy. Considering that Krogans have different AI from, say, humans, I wouldn't be surprised if Geth are the same way.
#15
Posté 16 février 2010 - 10:25
JRCHOharry wrote...
AI HACK:
Never hack a Geth Hunter - these buggars seem to last about 5 seconds under the power and will constantly go in camoflage(Sp) mode, so if you can't keep check on it don't bother hacking it, i suggest hacking regular geth troopers because they can deal a decent amount of damage (especially on Legions loyalty mission). I also suggest only hacking enemy AI's when there health is VERY low. When you hack an enemy it regains a portion of their sheilds and until there shields have gone (or the power has ran out) it will continue fighting its allies, when it does attack you again you won't have much trouble taking it out.
On the contrary, I used Legion to hack the Hunters if they got too close. It is good at stopping them for a few seconds. Then I just kill them when I don't need to hack them anymore. In the Geth Base my strategy was simply to remove shields, hack, and let the geth kill each other. The only enemies to make it up the ramps at the end were the Hunters and I had to stop them, so I hacked them and killed them while they stared at nothing.
I found that the -50% damage bonus to my character from the fully upgraded Adrenaline Rush was more valuable than the weapon damage bonus. The ability for me to take more damage when combined with the smaller damage bonus (and Warp Ammo) always enabled me to kill multiple enemies each time I used it.
I was able to kill fully barriered collectors with one headshot, even with the lesser damage bonus, and I wasn't using the headshot visor.





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