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A praise to "Insanity"


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#101
WInd and Rain

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MsKlaussen wrote...

FiOth wrote...

MsKlaussen wrote...
This never used to happen to me after two or three hours. I am old. Now there's no mistake :(


Three hours is actually the fail point for most people, taking a 15' - 30' break usually improves performance dramatically. 

If you end up reattempting an area without success take a quick break and come back again while the situation is still mapped in your head, You will do much better.

PS. When you reach the Ghost Ship don't rage quit. Push through. After that the experience gets balanced again.


Thanks! Oh by the way, I've been playing as a Vanguard this whole time, since ME1. I like Vanguard, and finally got to heavy charge. I keep hearing it can be used not only as a weapon but as a way to get the hell out of somewhere fast. Is that true? Can you charge without a target, or are they saying that you can get away quickly by targeting someone on the other side of the room? I actually played through the first time hardly ever using charge (maybe used it twice), so I'm just now learning to use it effectively.


As Vanguard, you cannot charge a non-target. An enemy must always be in your sights in order to use the Charge ability.

When I play Vanguard I employ this tactic: Always keep an enemy alive who is standing in some remote position or behind desirable cover that would serve your tactical purposes. I use Charge constantly... so I am always flying around the battlefield non-stop. Charge recharges very quickly, probably faster than any of your other biotics, and as soon as that reticule comes together in the center of the screen, boom I charge another target. I'm always keeping an eye out for enemies that are in my flank or behind cover that would work for me, so that the next time I Charge, I bounce to another good position. Never ever ever ever Charge into the open, it's suicide.

Doing this not only spreads the battle field out all over the place, presenting opportunities for cross-fire from your squadmates, but it's also seriously hectic fun. I use the flamethrower as my main weapon, sometimes killing 3-4 enemies at a time, falling back to the Eviscerator shotgun in order to finish off anything I just Charged.

#102
WInd and Rain

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WInd and Rain wrote...

As Vanguard, you cannot charge a non-target. An enemy must always be in your sights in order to use the Charge ability.

When I play Vanguard I employ this tactic: Always keep an enemy alive who is standing in some remote position or behind desirable cover that would serve your tactical purposes. I use Charge constantly... so I am always flying around the battlefield non-stop. Charge recharges very quickly, probably faster than any of your other biotics, and as soon as that reticule comes together in the center of the screen, boom I charge another target. I'm always keeping an eye out for enemies that are in my flank or behind cover that would work for me, so that the next time I Charge, I bounce to another good position. Never ever ever ever Charge into the open, it's suicide.

Doing this not only spreads the battle field out all over the place, presenting opportunities for cross-fire from your squadmates, but it's also seriously hectic fun. I use the flamethrower as my main weapon, sometimes killing 3-4 enemies at a time, falling back to the Eviscerator shotgun in order to finish off anything I just Charged.


Addendum: You can only Charge enemies that are accessible... meaning if they are on a bridge or a catwalk or somewhere you can't actually walk to, you can't Charge to them. I kinda wish you could, because that would stretch Vanguard's tactical capabilities... however, how would you get back off the inaccessible area if you killed all the enemies? This was probably a limitation most easily remedied by not allowing Charge to get there in the first place, which makes sense to me. In these cases, I just pull out the heavy pistol and give'em the extra nose-hole.

Also, be careful with cover. Sometimes if an enemy is behind too much cover, or if you are, your Charge will simply bounce off the cover. This takes some fine-tuning and the more you use Charge the more you'll be able to guage whether an enemy is Chargeable or not.

#103
GHOST OF FRUITY

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Insanity was alot of fun, tough too but only the Collector levels were really nasty.

#104
Shadowcat101

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A question for anyone that has played ME1 and or ME2 on Insanity. I’m thinking about trying it myself, on both games.
Anyway, the question: Do you start with a new character or use a high level import?
I’m planning to start with a new character from scratch, is that the right thing to do? Or will it be too hard?  Image IPB

#105
newcomplex

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Shadowcat101 wrote...

A question for anyone that has played ME1 and or ME2 on Insanity. I’m thinking about trying it myself, on both games.
Anyway, the question: Do you start with a new character or use a high level import?
I’m planning to start with a new character from scratch, is that the right thing to do? Or will it be too hard?  Image IPB


Chances are, it'll be easier lol.   

#106
MsKlaussen

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WInd and Rain wrote...

WInd and Rain wrote...

As Vanguard, you cannot charge a non-target. An enemy must always be in your sights in order to use the Charge ability.

When I play Vanguard I employ this tactic: Always keep an enemy alive who is standing in some remote position or behind desirable cover that would serve your tactical purposes. I use Charge constantly... so I am always flying around the battlefield non-stop. Charge recharges very quickly, probably faster than any of your other biotics, and as soon as that reticule comes together in the center of the screen, boom I charge another target. I'm always keeping an eye out for enemies that are in my flank or behind cover that would work for me, so that the next time I Charge, I bounce to another good position. Never ever ever ever Charge into the open, it's suicide.

Doing this not only spreads the battle field out all over the place, presenting opportunities for cross-fire from your squadmates, but it's also seriously hectic fun. I use the flamethrower as my main weapon, sometimes killing 3-4 enemies at a time, falling back to the Eviscerator shotgun in order to finish off anything I just Charged.


Addendum: You can only Charge enemies that are accessible... meaning if they are on a bridge or a catwalk or somewhere you can't actually walk to, you can't Charge to them. I kinda wish you could, because that would stretch Vanguard's tactical capabilities... however, how would you get back off the inaccessible area if you killed all the enemies? This was probably a limitation most easily remedied by not allowing Charge to get there in the first place, which makes sense to me. In these cases, I just pull out the heavy pistol and give'em the extra nose-hole.

Also, be careful with cover. Sometimes if an enemy is behind too much cover, or if you are, your Charge will simply bounce off the cover. This takes some fine-tuning and the more you use Charge the more you'll be able to guage whether an enemy is Chargeable or not.


The "extra nose hole". LMFAO! That goes in the archive for sure! :lol:

Thanks a lot for that advice. I am usually so obsessed with flipping on my Cryo ammo and freezing people on the other side of the area so I can set them up for a Shockwave or Slam that it never occurs to me to use them tactically until they're all dead and I'm being trapped in a corner by one of those huge mechs or someone with a heavy weapon.

And then my natural shielding is so limp-wristed that two shots are all it takes and I have to scramble to use Barrier so I can have a few extra seconds to find cover. Of course, depending on what I'm being shot with (flamethrower especially), one more hit and that's how I die. Back turned, whimpering, and searching frantically for something to hide behind.

Modifié par MsKlaussen, 25 février 2010 - 08:23 .


#107
WInd and Rain

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Here' s my view:



In ME1, Insanity is annoying, and can be excruciating because so many enemies employ Immunity, which was probably a game breaker. It becomes a timing issue... when their Immunity is down, hit'em with all you got before they get it back up again.



In ME2, Insanity was a serious challenge, but without the Immunity cheese. Enemies all have armor, including Varren and Husks... but armor doesn't make them invincible, just harder to kill. You also have a lot more enemies, and the AI really kicks it up a notch. When I say "waves of husks" in other threads, I am not exaggerating.



I found that when I died in ME1 Insanity, it felt like I was powerless, the game was just toying with me. In ME2, in most cases I was outsmarted, outgunned, outflanked, or bumrushed, and I had only myself to blame. You might find your squadmates eating through your medigel like it's going out of style, but ultimately you just need to focus, be smart, consider your mistakes when you die, and think hard about each move you make.



If I were in your shoes, I'd just start it up in ME2 with a fresh build.

#108
Shadowcat101

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ok thanks guys. thats what i planed it do :)

#109
WInd and Rain

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MsKlaussen wrote...
The "extra nose hole". LMFAO! That goes in the archive for sure! :lol:

Thanks a lot for that advice. I am usually so obsessed with flipping on my Cryo ammo and freezing people on the other side of the area so I can set them up for a Shockwave or Slam that it never occurs to me to use them tactically until they're all dead and I'm being trapped in a corner by one of those huge mechs or someone with a heavy weapon.

And then my natural shielding is so limp-wristed that two shots are all it takes and I have to scramble to use Barrier so I can have a few extra seconds to find cover. Of course, depending on what I'm being shot with (flamethrower especially), one more hit and that's how I die. Back turned, whimpering, and searching frantically for something to hide behind.


I cannot take credit for the nose-hole comment... that goes to Mr. Kal Reeger, or Mr. Baldwin, when he headshots something in Halo ODST's Firefight mode. "Enjoy that extra nose-hole", shouted as soon as he pulls the trigger, as if he already knows it's a clean headshot beforehand, is pure gold in my opinion.

Using Charge to get out of trouble is a seriously effective tactic especially when overrun by husks. If you find you can't run away because they keep swatting at you, and you're watching your health deplete, find an enemy clear across the map and Charge outta there.

#110
MsKlaussen

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WInd and Rain wrote...

MsKlaussen wrote...
The "extra nose hole". LMFAO! That goes in the archive for sure! :lol:

Thanks a lot for that advice. I am usually so obsessed with flipping on my Cryo ammo and freezing people on the other side of the area so I can set them up for a Shockwave or Slam that it never occurs to me to use them tactically until they're all dead and I'm being trapped in a corner by one of those huge mechs or someone with a heavy weapon.

And then my natural shielding is so limp-wristed that two shots are all it takes and I have to scramble to use Barrier so I can have a few extra seconds to find cover. Of course, depending on what I'm being shot with (flamethrower especially), one more hit and that's how I die. Back turned, whimpering, and searching frantically for something to hide behind.


I cannot take credit for the nose-hole comment... that goes to Mr. Kal Reeger, or Mr. Baldwin, when he headshots something in Halo ODST's Firefight mode. "Enjoy that extra nose-hole", shouted as soon as he pulls the trigger, as if he already knows it's a clean headshot beforehand, is pure gold in my opinion.

Using Charge to get out of trouble is a seriously effective tactic especially when overrun by husks. If you find you can't run away because they keep swatting at you, and you're watching your health deplete, find an enemy clear across the map and Charge outta there.


Ahh. Yes I use Charge on husks a lot now. And also Krogan after I freeze them.

The other thing for husks is Shockwave - esepcially when they are just climbing up in a group at the edge of some dropoff. It's like Elf-Bowling, except the elfs have very bad posture. :P

The nose hole quip is still going to have to go right up there with the "You got real ugly" quip in the AOD Doom mod. But my favorite all time comes from yet another Doom mod which I can't remember the name of. From Miller's Crossing, "Always put ONE in the brain!" :lol:

#111
massive_effect

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I just won the Insanity Achievement. It was tough as an Infiltrator. My bonus power was Dominate, so I was always able to add an ally, regardless of fighting mechanical or organic enemies. I always chose Miranda and Garrus (or Mordin, or Zaeed).



End Boss tip: First use the M-98 Widow sniper until half his armor is depleted. Then use the M-920 Cain to finish off the other half.

#112
FiOth

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massive_effect wrote...

End Boss tip: First use the M-98 Widow sniper until half his armor is depleted. Then use the M-920 Cain to finish off the other half.


Actually, my life on Insanity was made easier thanks to the Revenant LMG. Its firepower is immense and the extended clip made sure that with each Adrenaline Rush (I was playing a soldier in that playthrough) I'd be able to take an enemy out.

The Widow imho is better suited for Infiltrators - like the one you were using - but then again I find the Mantis adequate. In my first playthrough I got the Shotgun training and I must say, it was a breath of life against the Husks.

Your tip is viable though, thats about how I beat the last boss on my first playthrough. ;)

#113
VasQuipQuip

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dude I'm on the final boss and I just keep dieing. There is just no good cover.

#114
FiOth

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VasQuipQuip wrote...

dude I'm on the final boss and I just keep dieing. There is just no good cover.


Stay in the middle cover section and put one of your squad-mates on each side. Deal with the Collectors first in each wave and then concentrate fire on the boss. By itself the larva is pretty harmless its the Harbinger who causes the real problems.

Be patient and ready to switch to your heavy weapons. With a little effort you will be able to best it.

#115
awpdevil

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The reaper will kill the collectors if he fires his mouth cannon as well, but yes, do what fioth said, stay in the middle.

#116
VasQuipQuip

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FiOth wrote...
Stay in the middle cover section and put one of your squad-mates on each side. Deal with the Collectors first in each wave and then concentrate fire on the boss. By itself the larva is pretty harmless its the Harbinger who causes the real problems.

Be patient and ready to switch to your heavy weapons. With a little effort you will be able to best it.


The larva only kills me when Harbinger does his stupid black singularity/warp thing. And I've got some good tips reading this, this is the only difficulty I've had any trouble what so ever with the boss. Ushually its the easiest part of the game.

Think I'm going to do me run-like-hell-and-shoot tactic I developed on Horizon. And I'm busting out the Cain the first time since my first play through.

#117
FiOth

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VasQuipQuip wrote...

FiOth wrote...
Stay in the middle cover section and put one of your squad-mates on each side. Deal with the Collectors first in each wave and then concentrate fire on the boss. By itself the larva is pretty harmless its the Harbinger who causes the real problems.

Be patient and ready to switch to your heavy weapons. With a little effort you will be able to best it.


The larva only kills me when Harbinger does his stupid black singularity/warp thing. And I've got some good tips reading this, this is the only difficulty I've had any trouble what so ever with the boss. Ushually its the easiest part of the game.

Think I'm going to do me run-like-hell-and-shoot tactic I developed on Horizon. And I'm busting out the Cain the first time since my first play through.


The Cain works wonder in this battle - on Insanity its 33% of the boss' health per hit - but you should rely mostly on Incendiary Ammo. Since the larva's HPs are actually Armor Points any kind of anti-armor causes decent damage. Try fire if everything else fails.

#118
VasQuipQuip

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I've been using Warp Ammo, does Incendiary do more damage?



Also its rapid fire weapons that hurt armor right? Because I got my sniper but I try to save that for the collectors.



I'll beat it eventually, I just have to wait for my blood pressure to drop before I try again. All getting frustrated does for me is make me worse.

#119
FiOth

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VasQuipQuip wrote...

I've been using Warp Ammo, does Incendiary do more damage?

Also its rapid fire weapons that hurt armor right? Because I got my sniper but I try to save that for the collectors.

I'll beat it eventually, I just have to wait for my blood pressure to drop before I try again. All getting frustrated does for me is make me worse.


I am not sure whether or not protections with specific weaknesses take more damage from Warp Ammo than from their respective anti-ammo. I suppose that Warp should work as well though I prefer more specialized powers against specific targets.

Armor is generally weak against weapons that say "effective against armor". ARs fall in that category as do the Mantis and Widow SRs if I am not mistaken. The Eviscerator is also effective if you have it but its limited range will prove inadequate against the boss.

Hope this helps.

#120
Blue Ninja

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Some parts on Insanity were hell. Near the end, though, my Vanguard just zipped across the battlefield without nearly getting hit. It was awesome.

#121
TornadoADV

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Warp Ammo has much reduced effect on Armor when compared to Armor Piercing.

#122
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Cris Shepard wrote...

I am just about finished my first Insanity play through, it was pretty tough, I picked sentinel as my class and man, I regret that immensely!! Tech Armor sucks..


I'm surprised. I played through insanity as a sentinel and Tech armor saved my skin more times than I can count. I found that overall Insanity was satisfyingly difficult although some sections were rather simple and others were a bloody nightmare. (trying to avoid spoilers) The boss fight on the level where you "obtain geth technology" was like straight out of a horror movie, both my squadies were dead and I had literally 20 husks all out for my blood. If it wasn't for tech armor and some 'strategic' running for my life I would have been screwed.

#123
SurfaceBeneath

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a08m08 wrote...

Cris Shepard wrote...

I am just about finished my first Insanity play through, it was pretty tough, I picked sentinel as my class and man, I regret that immensely!! Tech Armor sucks..


I'm surprised. I played through insanity as a sentinel and Tech armor saved my skin more times than I can count. I found that overall Insanity was satisfyingly difficult although some sections were rather simple and others were a bloody nightmare. (trying to avoid spoilers) The boss fight on the level where you "obtain geth technology" was like straight out of a horror movie, both my squadies were dead and I had literally 20 husks all out for my blood. If it wasn't for tech armor and some 'strategic' running for my life I would have been screwed.


Yes, tech armor is amazing, I dunno what that guy was smoking.

Insanity is very fun. I sort of wish there was a difficulty slightly above it, but I think as far as well balanced difficulties go, insane is hard without being frusterating.

#124
Guest_Markus Birdman_*

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I could use some tips for insanity! I'm finding it seriously difficult... I am currently playing the Archangel mission and cannot close the final gate, which is housed in a large room with seemingly infinite enemy spawns, and I am working against a time limit, (archie's health bar). As soon as I enter the room my maxed out tech-armour gets ravaged and sometimes I am killed outright before reaching the first part of non-destructible cover. Am I using the wrong class? I was wondering whether or not I could skip out large portions of the game and get on with the suicide mission just to get the achievement, I am not enjoying Insanity as much as I did in ME1!

#125
rolltide13

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Insanity was not really that difficult, it involved a lot of hiding behind cover and recovering the shields.

Anything below insanity is too easy to me.