Qwinn
Surviving the suicide mission
#21
Posted 22 February 2010 - 09:46 AM
Qwinn
#22
Posted 22 February 2010 - 09:48 AM
Once you know what specialists to send where, you'll know beforehands which team members are going to die and which are going to live, which is annoying.
I believe you're incorrect, it's a fair deal more complicated than that. In fact, I believe a Bioware dev mentioned on the forums that it's possible to get everyone through the suicide mission alive with only 4 loyal party members (and that is the minimum).
Qwinn
#23
Posted 22 February 2010 - 09:49 AM
Spoiler
Qwinn
#24
Posted 22 February 2010 - 09:59 AM
Once you know what specialists to send where, you'll know beforehands which team members are going to die and which are going to live, which is annoying.
I believe you're incorrect, it's a fair deal more complicated than that. In fact, I believe a Bioware dev mentioned on the forums that it's possible to get everyone through the suicide mission alive with only 4 loyal party members (and that is the minimum).
Qwinn
Hm? Seriously? Interesting.
I haven't read anything about it officially, but my observations thus far do support an 'Loyals live, others die' mechanism, with no exceptions.
Not that 3 play-throughs really would be a proper statistical sample size, but whatever. .p
#25
Posted 22 February 2010 - 11:21 AM
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#26
Posted 22 February 2010 - 11:38 AM
If I understood that correctly, you'd take two non loyal people to the boss fight?
Naa. Doesn't work. I had two non loyals, took them both to the boss fight in the hopes of avoiding random elimination... And they were both killed by falling debris after the boss dropped.
#27
Posted 22 February 2010 - 02:40 PM
No, the opposite: you take two loyals because they die if not loyal. Out of the four loyal characters you brought, you would still have three (because one goes away to escort the crew back to the ship). Thus, you'd have two out of Legion/Tali (the tech expert), Samara/Jack (biotic) and IIRC Garrus/Miranda/Jacob (squad leader).@vilkacis
If I understood that correctly, you'd take two non loyal people to the boss fight?
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#28
Posted 22 February 2010 - 09:43 PM
There is one thing that eludes me in your answer, though, Vilkacis, and it's the "Mordin" variable. In my gameplay, there were all loyal, and if I didn't send Mordin to escort everyone back to the Normandy, his high squishiness factor always made him a casualty. Where does that leave him in the "only four loyals" equation? Wouldn't he die?
Check out my DeviantArt account, as well as my scribbling on FanFiction.net
#29 -v-
Posted 23 February 2010 - 02:57 AM
And for the new sk1llz. Slam is fun, yo.I don't see why anyone wouldn't do all of the loyalty missions, if only for the credits and experience, not to mention from a role-playing perspective.
...but from a RPing perspective, you could definitely argue that beating the Collectors before they carry off another *several thousand* colonists is more important than finding out if Jacob's dad is still alive (we can do that later, it's been ten years already!) or killing a single ardat-yakshi.
Again, I can only speculate here - but if the theory holds true, you could reduce the overall squish rating of the group by using Tali and Jack as your tech and biotic, then bringing them to the final battle, since they're supposedly some of the squishiest people around. Combined with leaving people like Grunt, Zaeed and Garrus to hold the line, that should improve everybody's chances of survival... in theory. (Making sure you get him his omnitool may also help.)There is one thing that eludes me in your answer, though, Vilkacis, and it's the "Mordin" variable. In my gameplay, there were all loyal, and if I didn't send Mordin to escort everyone back to the Normandy, his high squishiness factor always made him a casualty. Where does that leave him in the "only four loyals" equation? Wouldn't he die?
But like I said, there is most likely a random element here (as he seems to die for some people but not for others, even when loyal), and we only have some random dev's word that it's "possible" - we don't know anything about how *likely* it is.
Either way, he *is* still guaranteed to live if you use him to escort the crew (which most people recommend doing anyway), and there's really no downside to using him for that.
#30
Posted 13 May 2010 - 07:19 PM
Tech Specialist:
Fire-Team Leader:
Survivors:
Biotic Specialist:
Final Battle Team:
Final Battle:
#31
Posted 14 May 2010 - 05:32 AM
This info was printed in Game Informer as part of a complete endgame guide. Full (large) scans below:
Credit to raptorix for the images.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#32
Posted 14 May 2010 - 06:32 AM
Edited by Qwinn, 14 May 2010 - 06:33 AM.
#33
Posted 15 May 2010 - 10:25 AM
#34 -Xarn-
Posted 16 May 2010 - 05:36 PM
Tech specialist: Let me see, I have fully sentient robot here, will it be enough?
Biotic specialist: Yeah, its not like the game kept telling me that Jack is one of the most powerful biotics around. Oh wait, it did.
Squad leader: Come on, Miranda even has skill called that.
Where I got lucky was the escort mission, I sent Mordin because I think he is useless. (even more then the rest of teammembers)
Also the need for loyalty missions completed was also rather obvious (bla bla, you need all your teammembers to be completely focused on the mission, bla bla)
Also about the final boss: too easy. (There is just no way it can hurt you, that several seconds long telltale was pretty dumb.)
#35
Posted 16 May 2010 - 08:39 PM