Well, here in
St. Louis comes the real problem ofInsane: enemy resistances combined with POWER. Really, how you apply the accustomed game-strategies when the whole of the game changes? Nohow, that's how.
The problem is, the usual build is about DPS, meaning Damage Per Second. You lower the cost of AP for every shot, send in a squadron, and while the enemy shoots X times you shoot X*Y times, the enemy is dead, you're still alive, you're very happy.
Now on Insane it is much like this: if the enemy shoots even once, you're toast. It is pretty realistic, given they carry around .50 cal weapons, and bloody rockets, and sutff that shoots 1000 bullet per minute, but for f* sake in a war you have more than 6- people, ok?
Well, at least in this mission you can doa Minimalist Approach, meaning focusing only on the mission objective, not massacring everyone, only who you unavoidably have to. Here is the passage to do it.
For #1 checkpoint the marked side is much safer, as a solid rock provides some cover rockets can get stuck into, otherwise it's worse mayhem.
Now to solve the problems of the mission there is the Keep The Distance approach where you mostly reside in the APC, especialy against rocketeers, while if possible you charge in to use burst weapons (pancor jackhammer with purple ammo, miniguns - right after killing the first mutants you get 2 SAW, FNFal are probably the best), watch the HP of the APC, pull back when needed, hope you don't suffer immense criticals, get use of the minefields (the mutants like to blow themselves up - seems it's not their mines after all), and so on.
The other approach is the Drugged Up Version where you still play Coward Sniper against rocketmen, but against anyone else you send in someone with 2 psychoin his/her system, being mostly invulnerable to machineguns. Add a voodoo and the environmental armor (180% resistance is needed I think), and you can even stand .50 DU in the mutant HQ.
Both apprach has advantage/disadvantage. I played mostly for safety, only taking an Afterburner Gum with Lola to use the remaning ammo from the Avenger Minigun. Did not check, but might be totally useless by the way. Still, now or never it was.
Then went on and sniped the heck out of everyone, but did not actually descend to the trenches, and definitely not went to the mutant base. That I'll try coming back.
Now here are the danger spots:
#1 is a rocketsupermutant who'll climb down. If you follow the route on the first picture it'll either stuck in some rocks, or you might even catch it climbing down the ladder or eliminate even on open field by raw power.
DO NOT APPROACH #6. Thathas double rocketeers, and that's Bad News. None canstand 2 rockets at once. AVOID! It's no "danger", it's "death"!
#5 is where sme SAW-mutants patrol. I tend to underestimate them and charge in, resulting shredded APC which is Game Over, so I give my 2 cents mentioning them.
#2 likes to climb down from their place and charge you from the distance you just pass that bridge. They have numbers on their side, and a rocketeer even, so they are bad news. If you keep your distance they will be stuck on the other side of the river-or-what, and can be sniped at. If you have the skill I mean. It is VERY advnatageous to bring Billy Bob with 125% small guns here, that's where he'll be able jsut-a-bit outshoot the enemy who won't just not be able to hit you from the distance, but won't even waste their ammo, because ammo belongs to you, and they should die thinking otherwise.
Especially those with browning.
To dealwith the browning ones in the trenches equip a rocket launcher, get to the long side of their tranch, shoot, run away, repeat until dead. The one you unavoidaly have to deal with is at #3. In theory it might just lay down, but if it decides to stand up...
This is especialy worrying with #4 being there who has a rocket, and I ould not outshoot it. I decided to kill it anyway, so when it layed down went around within the APC, and from the back I hoped my squad1s constant firing won't let it shoot, or at least won't get the APC destroeyd by one shot. Hey, it worked.
Here is a picture Billy Bob sniping around (from within the APC):
Yep, here finaly mutated away his Glowing.
And for Jax I gave 2*Lifegiver after Hit the Deck because someone must be able to block rockets and other unavoidable heavy firepower.
Lola on theother hand is planned to deal immense amount of Damage Per Shot (strangely abreviates to DPS too).