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So......there's that Insanity Achievement.....


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#76
LPPrince

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Zack56 wrote...

On my first attempt at insanity, I used a NG+ Vanguard from ME1 and got my butt repeatedly handed to me by those sicons on Horizon. I eventually gave up because I'm just not that much of a good Vanguard and decided to start over with a ME1 transfer as an Adept and that is going much easier. I haven't reached horizon with the Adept just yet but I know for sure that I will hate that fight. I plan on bringing Miranda for her Warp and either Jacob or Grunt for there incendiary ammo for the team and me using warp ammo.


Damn dude, I could've given you Vanguard tips if you didn't quit.

I made it through that part(Horizon) on my Level 30 NG+ Vanguard in a few hours.

#77
Zack56

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I still have that Vanguard file. I just coulden't beat Horizon as a Vanguard so I wanted to try it as an Adept. The bad part is that I saved right outside the door and I don't have any medi-gel. I know that there's one pack inside but that just isn't enough. I discovered that I like to play as an Adept more because of warp and the Vanguard doesn't have an effective way to take down shields. I know the Adept doesn't either but it seams easier to take down shields with an Adept than with a Vanguard. It may be because of the Warp ammo bonus talent...

Modifié par Zack56, 15 mars 2010 - 09:35 .


#78
LPPrince

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Shields can be taken down pretty easy with Incendiary/Inferno Ammo and the SMG.



Should stick with it. One Medigel is fine, but use it only when BOTH squaddies fall.



Then it revs both of them.



On top of that, if you circle strafe the field and take out the husks, you should be fine.

#79
Mallissin

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...shields....inferno ammo? HUH?!



And what's this about one medigel can revive two squadmates?



You survived insanity or are you actually insane?



At least your Husk advice makes sense, otherwise I would have committed you.

#80
Zack56

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That's just the thing, I mainly use the SMG, I had inferno ammo on and I had the tempast. I know the SMG is for taking down shields and inferno ammo for armor so I thaught that would work and for the post part it did but when I tried that circle around tip, the double sicons nailed me every time. My team (Miranda and Mordan) went for the husks and died fast so I went for the medi-gel and managed to get it and healed them and then got back into cover. I went for the sicons spraying bullets and running around. I swear I dumped 150 rounds into just one of them and it still had 3/4 armor left, not to mention a fully healthy sicon next to him. I tried the shotgun-charge-repeat tactic and that killed one of them and about half way on the other but then a swarm of husks killed my team again and then went after me and that's where I keep dying. I think I was using the evisorator DLC shotgun at the time.

#81
LPPrince

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Mallissin-



SMG=For shields.

Inferno Ammo=For armor.

1 Medigel CAN revive two squadmates, if both are down and you only have 1 medigel.



Now then-



Zack56, when shooting the Scions, switch to the Pistol/Handcannon.



It takes down armor very fast, and you can line up good headshots and then sprint out of the way of their shockwaves.

#82
Zack56

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That will be my first tactic to try when I get to that part and I will tell you how it goes but it could take a while. College really gets in the way of good gaming time.

#83
spacehamsterZH

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...and if you thought Horizon was frustrating with the difficulty way up, wait until you get to the Collector ship. I didn't cheat this time, but I'm pretty sure my A button is broken.

#84
LPPrince

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Good luck. You should be fine.

#85
LPPrince

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spacehamsterZH wrote...

...and if you thought Horizon was frustrating with the difficulty way up, wait until you get to the Collector ship. I didn't cheat this time, but I'm pretty sure my A button is broken.


I actually had a harder time with Horizon's 2 scions and husks than the Trap.

Both were WAY hard though. The trap was probably easier due to having Thane and having upgrades.

#86
Cpl_Facehugger

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DiatribeEQ wrote...

Imported ME1 Shepard. Soldier class. Perhaps it's the Soldier class that's making it rougher for me?


No. Soldiers have it pretty easy. Heightened Adrenalin Rush is an amazingly good skill, and they've got the firepower to do very well in insanity. Especially if they take the Revenant or Widow as their advanced weapon. 

Adepts are what's painful since everyone has armor (even husks and varren!), and most biotic abilities except warp don't work on armor. Unfortunately there's no area warp ability, so getting swarmed by husks means you're pwned more often than not. 

Vanguards are very painful as well, since they have to be really careful about their charges, else they get owned. 

#87
LPPrince

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Man, I wonder how Insanity will be treated in ME3.



Hopefully better. Rather than sticking behind cover all the time and barely having defenses, they should up the amount of enemies, on top of making them smarter and giving them more opportunities to flank, rather than making every enemy a God.

#88
WarChicken78

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spacehamsterZH wrote...

...and if you thought Horizon was frustrating with the difficulty way up, wait until you get to the Collector ship. I didn't cheat this time, but I'm pretty sure my A button is broken.


I've heard that several times now, but I had way less trouble on the collector ship than on horizon with my sentinel.
The only thing that gave me a quite hard time was the praetorian with his escorts. As soon as its just the praetorian, it's not a big problem anymore since you can just circle that part of the area with the pillar and the two slopes, but when doing that when the husks and the collectors are still around, you receive some bad beating. Take them out first and ignore the big one as long as it's not too near to ignore - in that case make a run for it and then focus on those collectors and husks again.

It also helps having strong warpers (or Samaras reave) with you at that point, because that makes getting rid of the husks armor and the collectors barriers much easier.
I noticed that the higher the difficulty level, the less useful it gets just fighting with your weapons. Squaddies, that are soldieresque - like Grunt and Zaeed seem to get less effective in firefights. Grunts melee charge on the other hand is superb in a husk infested area...

#89
Malysoun

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I finally got around to doing an insanity run myself.



I usually turn up the difficulty from normal to hardcore during Tali's mission just to get the pulse rifle, even if I don't use it.



I don't think that really prepared me well enough.



Used a level 48 ME1 import, went engineer. Low levels suck, the starter pistol feels like I'm throwing spitwads.



Much aggrivation, but I'm past 3 of the recruitment missions. I've found some areas where you have to push ahead otherwise they'll just keep coming and overwhelm. And i've used more medigel so far than all my other runs put together.

#90
Sturmwulfe

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I posted this in another thread, but I figured a lot of people probably never seen it and would like any help they can get getting by the Collector Ship trap on insanity.



To start, I'm an NG+ Infiltrator and I picked assault rifle training as my Collector Ship weapon upgrade my first play through. My bonus power is Geth Shield Boost. The Heavy Weapon I recommend the most is the Collector Beam Weapon, as it burns through barriers like a hot knife through butter.







My main recommendations for starting this mission are to pick a squad member with warp and an SMG, and another who gives the Squad Incendiary Ammunition talent. While Warp ammunition would help, Jack wasn't a good choice for this mission because she has neither warp or the ability to instantly recharge her shields like Grunt or Jacob, who also give Incendiary Ammunition.







I look at this mission as three major encounters. 1. The Trap, 2. The Praetorian, and 3. The Scion and Husks.







1. The Trap.







The first part of this mission is arguably the hardest point in the entire game, and it caused me countless restarts until I worked a system out, in which case it's mostly important to stick with it until you eventually get past this part.







Before the first platform arrives, equip as assault rifle/SMG and have your Incendiary Ammunition squad member activate that power followed quickly by their shield (in Grunt's case, Fortification). Leave your squad to their own choices of cover, as they will move according to the situation. As the platform touches down, IMMEDIATELY have your warp squad member activate that power and proceed to shoot the three Collectors as fast as you can. You should be able to burn through most of their barriers, and possibly have their health fairly damaged before the Harbinger possesses one. Don't fret, just switch to the Collector Beam Weapon and keep your fire concentrated on the Harbinger. As soon as his Barrier is down, switch back to your rifle/SMG with Inc. ammo and keep the fire up, while ducking and moving back and forward behind the main console for cover. Get used to his patterns, the main one you need to worry about his the slow moving blackish ball that will knock you out of cover. If this connects, try to get back behind cover IMMEDIATELY. One or both of your squadmates are likely down at this point, try to revive them the best you can. If your shields are knocked down, pop your barrier. It will instantly recharge your shield and has for me been the difference between life and death. If your character knows Incinerate or any armor damaging power, use it as much as you dare. The important thing is to have the shield ready.







The second platform should arrive before the Harbinger dies, or just after. Repeat what you did for the first platform, and if you have a sniper rifle, make use of it to try to kill one or two of the Collectors before the Harbinger arrives again. When he does, keep your cover and take out the Beam Weapon again, and once again stop when the barriers are down on the Harbinger and switch back to your rapid fire incendiary weapon.







If you survived this, (you will have to revive your squad often, but wait for the next part to past), you will get a chance to fight the Scions. Bring one down to NEAR death, where a single Incineration blast or a sniper shot will take it out, and start working on the next one. The next platform will NOT arrive until one of the scions are dead, and if both are literally a hit or two away from death, you can kill them both before the next platform even arrives.







The final part of the trap is yet another platform of Collectors, keep your squad revived and repeat the previous strategy and you have a very good chance to beat that part.







Part 2: The Praetorian.







I've read a lot of people have struggled with this monster, it was actually the easy part of this mission for me with about three tries using tactics any class can use. Something to keep in mind is the Praetorian WILL NOT target your team mates, but the shock wave it produces when it charges it's barriers will kill them, so it will always follow you. Your main concerns are the group of husks and two collectors that are going to ruin your day, Have your squad focus on the Abomination/ Husk rush and the two Collectors that show up and you will be alone to fight the Praetorian.







The ramps going down from the door you entered the room and the floor hugging the ramp's walls is crucial for this fight. The ramp area is shaped like an L, and this is where you'll want to stay for the entire fight. As soon as the door opens and Husks and Abominations come out, concentrate your fire on them with sniper rifles or rapid fire Incendiary ammunition until the Praetorian comes close enough to be a threat. Always, always keep a tall piece of cover between you and it, as being caught in the open is almost always a sure death. It will not target your squad, for some reason, so space them out and have them use their powers on the two Collector drones that appear. I did not have Harbinger appear, so I do not think you need to worry about that threat. Once the Drones are killed, it's just you and the floating jerk with laser eyes. As Kal Reegar said, "Kill it with bug bites". Just keep your automatic weapon with Inc. Ammo on it and a pillar between you and it, it will follow you around in a very predictable way, and when it starts to get close, RUN to the next piece of tall cover, hugging the wall as cover. Do whatever it takes to eat away at it's armor and barriers, it's going to be a slow going fight, but as long as you keep ahead of it and know when to move, you should not have a problem killing it. Just remember not to engage it while stuck behind cover. That will just ruin your day. Infiltrators are lucky here since they have the cloak, which comes in handy, but make sure you keep your powers free for the shield boost when you need it.







And the third part is easy, but I can see some people getting overwhelmed by the large numbers of Husks and Abominations. Once again, keep your Inc. Ammo activated. After you clear the area after the Praetorian of Collector Drones and Harbingers, the door at the far end of the room will have a Scion come out. There is an elevated area above the Scion you should engage it from. Just move every time it takes it's shot, and pop your shield boost power every time it hits you. It'll go down in time. After you are prompted by Joker to get the hell off the ship, you will end up in a hallway with a ridiculous amount of Husks. Keep your team mates out of cover and use close ranged/automatic weapons on them. Run up and down the hallway to the opposite end to spread out the Husks if you're alone at this point, and just chip away at their defenses until they drop, one at a time. If they get close or look like they're about to trap you, punch a hole through them and sprint right back where you started, and repeat until they all die. When you deal with that threat, there is absolutely nothing left to fight, so run to the shuttle and celebrate in whatever manner you deem appropriate.







This mission was stupid, stupid hard so I hope that helps people.




#91
mcsupersport

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One thing to try is to take Jacob and Grunt both with Inferno ammo to Horizon. Husks, Scions, and Pretorians are all armor, plus add in Grunt is just a beast to kill, makes this area much easier. I have heard how good Miranda is on this mission, but for me she took way too many dirt naps, so I changed her out to someone who can do consistent damage, ie Jacob with Eviscerater firing Inferno shells.



Also the last hall with all the Husks on the Collector ships is really easy, just run past them and out the door, don't bother with actually trying to fight them. Once you get to the landing area, cutscene fires and away you go, so you avoid most of the hassle. The thing to remember is XP is about finishing the mission, not killing, so if you can avoid, it is in your interest to do so.


#92
CraigHB

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I'm doing my first insanity run as Infiltrator. I'm almost done with the loyalty missions and I'm about to do the Reaper IFF. I mainly use overload on shields, infrerno on armor. Barrier is always a ****, I use guns a lot on that. I tend to bring Miranda and Garrus a lot for their overload. I just love Infiltrator's AI hacking. It's just way too fun to turn those Mechs and makes things real easy sometimes. Get a heavy mech going for you and they clear a path real fast.



Some areas I have trouble with and some are routine. If it wasn't for the fact that I can confuse heavies with cloak and squad placement, I don't think I'd be able to do it. I guess I'll find out when I try with another class.

#93
racer06

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I'm doing a Infiltrator ME1 import Insanity run, its challenging but no real big problems yet.

Modifié par racer06, 16 mars 2010 - 12:26 .


#94
WarChicken78

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Sturmwulfe wrote...
1. The Trap.
The first part of this mission is arguably the hardest point in the entire game, and it caused me countless restarts until I worked a system out, in which case it's mostly important to stick with it until you eventually get past this part.


I can't second that at all. The trap at the platform is no thread at all if you don't run around, because you've got everything you need to make this battle go in the direction you want: Cover for you and your sqaddies and limited space for the attackers to move.
If you stay on your platform and take down the collectors from a distance, the only threat closing on you will be a Harbringer controlled collector and later on a few Abominations.
Even if you don't bring squaddies with skills pariculary useful against barriers, you'll be safe as long as you stay on your initial platforms cover.
I died one time when I foolishly tried to run and pick up some ammo even I didn't really need it.
Just take care for Harbringers attack. He has two - a fast projectile that sets you ablaze for a short time - this is rather harmless - and a slow one, which doesn't do much damage, but stuns you and knocks you out of your cover.
When that happens, be quick and get into cover again, before the other collectors put too many holes in you.

This gets extremely easy when you have guys with warp and throw with you, because you can just push collectors and abominations over the edge then as soon as they loose their protection. Even collectors have wings they die instantly when they fall off the platform. Doesn't make much sense, but helps.

When every enemy except the scion is defeated you may need to close on it, because it sometimes fails to notice you. When this happens, you won't be able to attack it, since it'll be out of range (targetbox, name and energy not showing).
So you just hop onto the next platform, take cover there and give it all you got. Thats it.

CraigHB wrote...

I'm doing my first insanity run as
Infiltrator. I'm almost done with the loyalty missions and I'm about to
do the Reaper IFF. I mainly use overload on shields, infrerno on
armor. Barrier is always a ****, I use guns a lot on that. I tend to
bring Miranda and Garrus a lot for their overload. I just love
Infiltrator's AI hacking. It's just way too fun to turn those Mechs and
makes things real easy sometimes. Get a heavy mech going for you and
they clear a path real fast.

Some areas I have trouble with and
some are routine. If it wasn't for the fact that I can confuse heavies
with cloak and squad placement, I don't think I'd be able to do it. I
guess I'll find out when I try with another class.


You know that all the collectors including Harbringer in the final mission will have barriers?
Be sure to take sone warpers with you then.
And AI-Hacking is great, but there are just too few missions with lots of synthetics to make that worth my while when two squadmates that I can bring have that power, too (Legion and Tali). If you like that effect, you should consider taking domination as your bonus skill - Its the same just for organic enemies instead of synthetic ones.

Modifié par WarChicken78, 16 mars 2010 - 12:40 .


#95
jakenou

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Ecael wrote...

OneBadAssMother wrote...

Vanguards at insanity if played right are actually quite powerful. I was pawning until Horizon. My tactic of sniping the scions while on the move doesnt work!!! The vanguard secret of success is that shield boost after every charge I found.

Insanity should only be played after one playthrough however - because you will need to know what kind of enemies you're going up against, where they will charge etc.

I don't know if I could ever play a Vanguard - too risky for me. However, this is awesome in its own right:



Since shield-breaking attacks don't spill over into health, it seems that a low cooldown on Biotic Charge makes you invincible to slow -- but hard-hitting -- enemies.


Holy Epic Awesomeness Batman! That fight usually lasts me about 5 -10x longer with any other class and on easier difficulties!

#96
Baris

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I never care much about combat in games and usually go with easy or normal difficulty. It was no different for ME2 and I started playing on casual difficulty the first time. I ended up liking the combat so much, started another run on veteran -- and now I'm on my vanguard insanity run. I'm pleasantly surprised at how much fun BW made this game's combat system.



Insanity, in my opinion, is not that difficult once you get used to how the combat works. Sometimes I stop and check if I'm still playing on insanity, seriously. But I had two lower difficulty runs beforehand. And well, next stop is IFF mission. We'll see how it goes.

#97
Ari Kagura

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I remember playing Insanity for the first time ... I actually played it right after I beat the game on the default difficulty and imported my character as NG+. It was a pain in the royal butt ... I ended up taking long breaks between sessions so that my mind can think straight between battles.



I think I really didn't had much of a problem ... except for one minor side-quest where I had to protect the injured Quarian NPC from a horde of Varen-- man that mission pissed me off so much. It's like those guys have stealth all of a sudden and one shot the NPC when you're not looking.

#98
Dualfinger

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Alamar2078 wrote...

Insanity isn't as much about difficulty as it is about:
-- patience
-- understanding the level
-- using the above in your favor


Too true, I found I'd spend a lot of time hiding and trying to pick people off nice and slow. And retreatinging when overwhelmed (think mechs). Better to run away and fight another day than die a hero.

#99
Sturmwulfe

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WarChicken78 wrote...

Sturmwulfe wrote...
1. The Trap.
The first part of this mission is arguably the hardest point in the entire game, and it caused me countless restarts until I worked a system out, in which case it's mostly important to stick with it until you eventually get past this part.


I can't second that at all. The trap at the platform is no thread at all if you don't run around, because you've got everything you need to make this battle go in the direction you want: Cover for you and your sqaddies and limited space for the attackers to move.
If you stay on your platform and take down the collectors from a distance, the only threat closing on you will be a Harbringer controlled collector and later on a few Abominations.



I did stay behind that cover, and the only hard part is the Harbinger because the cover has this annoying habbit of knocking you out if you move too far from side to side, and popping out to shoot the Harbinger usually ends up with fireballs to the face and cover fire from his friends. It's a matter of being lucky and smart with your timing and dodging ability. I never left the first platform and I tried to keep my squadies there too. But other than this part, Insane's been hard but not overly punishing. Also, there weren't any Abominations at this part. Do you mean Scions? The Scions actually weren't too bad as long as you stay in the first bit of cover. I also disagree that the platform gives you everything you need, I really would have loved more cover. The other platforms also are a higher elevation so the Collectors can sometimes shoot you when you're covered, which stops healing. Once I figured out my timing and stuck with my system, I managed to get through. A lot of it involves trying to kill as many Collector drones between Harbinger appearances as possible. If it weren't for Harbinger, it wouldn't be a hard fight.

#100
spacehamsterZH

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The trick for me at the trap was spreading out my squadmates far enough to thin out the enemies' attacks. I kept them close at first because the cover in the middle of that platform is thicker and there's that Scion throwning shockwaves, but that always resulted in the Collectors being able to throw everything they had at everyone at once. Once you're through the first wave, just stay put and take out everything else from the same spot, they won't come any closer. That plus Charge a few times cleaned up the rest.



And yeah, with the Praetorian, it's all about sneaking around the area with the ramps and the pillars once all the other enemies are down - which actually went pretty well for me because I had Grunt and Zaeed with me, they cleaned up nicely. But I still died a million times until I figured out how to stay out of the Praetorian's way.



I just hope the strategies I've learned will still apply on Insanity. Most of what I thought I'd figured out on Normal and Veteran is totally useless now. Which is great, it's like I got a new game.