You can get a member's loyalty and then kill them off by intentionally choosing something they can't do, (i.e The tech mission)
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Also, lacking the three ship upgrades should kill three regardless of loyalty.
Yeah, I already did a Fail Shep where I tried to kill as many as possible. It was actually a pain, since you really need to carefully calculate how the Hold the Line segment will go to kill all but two team members (all but one will still result in Shepard's death). This chart is of immense help in planning this out.
As I recall, doing it required:
Do not recruit Zaeed until after the Suicide Mission. He can be left to die at the end of his loyalty mission if you do it after completing that, and if you do recruit him beforehand, he messes up the math on Hold the Line too much, even if you kill him some other way.
Any teammate that will survive to the Hold the Line segment should not be loyal. It becomes quite difficult to kill off who you want dead at that point if anyone is. Also, the high-score teammates (Grunt and Garrus) should be killed off before that segment, because even when not loyal, they substantially raise your score there.
Miranda cannot be loyal, period. The way the math works out with her completely prevents her from being killed if she is. And even if she isn't, the best way by far to get her killed is to bring her to the final fight (both your companions in that fight die at the end automatically if they're not loyal). This one I learned the hardest way possible - I did the file romancing Miranda the first time, which requires her to be loyal, and found out only at the end that I couldn't kill her. So I had to re-do the whole game to get what I wanted (only Morinth and Thane alive at the end).
Zevox
Also, do you want highest death count overall or highest death count during the suicide mission? Because the first option has a lot more leeway associated with it, given the plotline death of at least one character in ME3, plus more if you go Stupid!Renegade.
That keeps happening to me as well.
I think I blocked it out because I blew them all up in the end anyway.
Bah, it's what they get. Filthy traitor-bots. :smalltongue:
But on the topic of Multiplayer, I just unlocked Quarian Male infiltratior. Have him of 6/6/6/6/0, figure cloak should be enough to get him out of trouble while sniping.
It's their hotbox. Just like sometimes you can't biotic charge a target because there's nowhere for your character to be, you can't shadow strike an atlas because there's no "behind" that doesn't put you into a wall. Except for some reason the atlas has a crazy dumb huge hit box, for that. The only thing similar is the praetorian.
As for collectors being hard; they take less damage and deal more damage than they are supposed to. I've been able to shotgun several in the face and chip twir barriers, and it takes far and away more effort to kill them with powers. Found that out while getting challenges done with my paladin. They are literally, mathematically harder to fight than their contemporaries.
Overall. Aside from being silly fun, it might also be interesting to see all the replacement NPCs in the later games. Helena Blake and Sardonis don't really matter for that, but for the sake of goofing around, I want to have as many people die on screen as possible.
I thought of that the first time it happened, since we were on Glacier, but then the second time was on Goddess, in some wide open spaces (center room, outside). Unless their hitbox is much bigger than their body - and if that were the case they should be taking hits from bullets that actually just pass by them - that can't be the sole explanation. And I know that Shadow Strike doesn't absolutely require you to go behind the target, since I've had it drop me in front of regular enemies that had walls behind them before. :smallconfused:
Zevox
Ohh, is that why I keep getting killed while spamming the charge button like an idiot? :smallannoyed:
Because the plot says so. Also, he wanted to complete his objective and cut his losses. The danger posed to Shepard and co. was only a bonus. Of course, if his line at the end was "This is neither fun nor useful. Target the supports." we would be able to tell that that was actually the case. As it is, Headcanon: apply directly to the forehead.
Balance changes are in.
Volus Sentinel released. Combat Drone, Decoy and Shield Boost. Woo hoo. :smallannoyed:Quote:
Originally Posted by Eric Fagnan
EDIT: I listed the volus as having Sentry Turret rather than Combat Drone.
Ooh, Disciple buff. Could be useful for my Ex-Cerberus Vanguard.
WOOHOO! Vorcha Engineer got fixed. I know what I'm bingeing on this weekend.
@ New Volus: Yet another "Sentinel" that is basically a defensive engineer :smalltongue:
But I still want it. Not only can you heal, you can hold choke points with drone and decoy, and you still get your volus cloak and shield. Should be a lot of fun!
Agreed - Overload primes, but the window is extremely short.
This is what I did - two human engineers, one with a harrassment drone and pistol/smg, one with an artillery drone and sniper rifle/smg. I was able to ace gold with both, so I daresay both are quite viable, and on the latter my drone was getting a fair amount of my kills for me. The playstyle difference is really fun as well.
I always thought it was a little unfair that the Disciple X was weaker than the Eviscerator X. Sure it's lighter but rare is rare.
I'm definitely going to try Sius' suggestion to stick an omniblade on it and go Shadow.
It's not just big, it's buggy. The direction the model faces and the direction system AI is facing don't always line up, that's how they can fire rockets sideways and such. Hypothetically – and let's be honest, this is all ass-pull and surmise on my part – the lack of a line up creates the same effect as a sync kill when you'd swear you weren't synced. Having two areas the system is trying to deposit you into, it decides to try the backup, and when there are two of those, the game just returns a fail command. It's possible to get shadow strike on atlases, but unless they are trimming in a straight line with a clear back space you have to keep mashing the button. It often takes a few moments before the two different faces of this hypothetical atlas discrepancy sync properly enough to slow a window.
Nice. That's almost a full hundred damage more per shot, which is a full 370 more per clip. In the same span of time as the Eviscerator fires two shots, the disciple gets four and is already reloaded. I think this evens the discrepancy a bit, myself.
The arc pistol dealing 9x damage when fired is insane, and I need to try it out. For those who don't know, the arc pistol is listed as doing triple damage, but it also consumes three ammo per full charge, which means the triple damage is per slug – a total of nine times the total damage of the pistol. With a power boost such as from ammo and cloaking affects the final damage, making tem a top-level modifier like DR is to shields. Pretty sweet.
Are you flipping kidding?! That guy is going to be the bomb-diggety! Decoy drops explosions, distractions, it's a bullet shield an it can zap areas. Combat drone does likewise, though mobile an able to dispense with either acute raged, or chronic area pain.Quote:
Volus Sentinel released. Combat Drone, Decoy and Shield Boost. Woo hoo. :smallannoyed:.
This is potentially going to be the most fun kit yet. The trooper is already top of the heap, but a volus who can do everything the others can, and also fight well? Good Celestia almighty I think I'm finally gonna get to solo gold.
Just have to actually play and unlock him first :smallredface:
Yes to all the things. Although I feel that continuing to assume "sentinel" is a biotic tech guy is silly, since it's been dispensed with sice ME2, where defensive play became their trademark.
Woks best at point blank, which is easy since overload causes stun.Quote:
Agreed - Overload primes, but the window is extremely short.
If you're interested in melee, I'd say use the slayer or fury. The slayer does as much damage with its light melee as heavy, and the fury does more with light melee than heavy. An both can use a targeted or non-targeted heavy strike as an escape.Quote:
I always thought it was a little unfair that the Disciple X was weaker than the Eviscerator X. Sure it's lighter but rare is rare.
I'm definitely going to try Sius' suggestion to stick an omniblade on it and go Shadow.
I really don't know why you guys like the Eviscerator though. It's damage isn't high enough to make up for the slow rate of fire unless you're goin to one-shot the guy. Both of tem are light, supplementary fire weapons. The disciple at least has the force to stagger heavies.
*Polite cough*
ME3 pretty much states it outright that Sentinels aren't 'just' guys with Tech and Biotics, their primary attribute is supposed to be massive resilience, which isn't necessarily the same thing as defensive:
That's from the Multiplayer menu - you can read a different one for each class when picking from the Character menu. And that's why you can count something like a Vorcha as a Sentinel - not because he has Biotics (he doesn't) but because he stays alive forever and grows hi fingers back after a hard fight. :smalltongue:Quote:
Master of nothing but proficient in everything, human sentinels are often relied upon to draw fire on the battlefield. Sentinels relish their opponents' look of surprise when they realize they were focusing on the wrong enemy all along.
It sucks and I hope they fix it. In fact, I seem to remember being able to SS Atlases prior to the latest expansion. But if push comes to shove, with cloak->ES->Acolyte->melee to finish, I can still drop one alone. (Generally, though, I ignore the Atlases completely and zip around the map slitting Phantom/Dragoon/Engineer throats and smashing up turrets. And if I'm alone with a bunch of Atlases left, I dispense with finesse and whip out a rocket or two.)
I love the Arc Pistol and it really fits my Engineers/Paladin thematically. Will definitely slap it on one of them (Probably Spark, my harrassment-drone guy) and play with it.
My pistols of choice are Acolyte (X), Arc Pistol (X), Carnifex (X) and Eagle (VI). The Acolyte is for classes where I have no points in passive, e.g. my Shadow and Shaman. Phalanx was my favorite in ME2 and my favorite for a long time in ME3, but unfortunately it's gathering dust now, particularly after they made the Acolyte insta-fire.
Agreed with all this.
Someone and I (Zevox maybe?) had this argument in one of the previous incarnations of this thread; I agree that the Sentinel's focus has changed. Keeping them biotic/tech was just pigeonholing their design imo - you'd either get traditional but weaker hybrids like the Turian, or very odd combinations like the Human.
I might look into the Slayer for melee but honestly, aside from the Shadow and Battlemaster it doesn't really interest me. Definitely won't be doing it on the Fury no matter how effective it is; if I'm that close to a target and not detonating them or running away then I'm doing it wrong as far as I'm concerned.
I don't "like" the eviscerator - I was just going off its numbers. I definitely prefer the Disciple. Reegar, Claymore and even the Piranha now. (It works great on my Battlemaster - 200% cooldown at X.)
The Combat/Tech/Biotics division has blurred in time for all classes. Now we have Infiltrators with biotic powers, Soldiers with tech powers, Sentinels with combat powers... it's for the best, really. It allows for more flexibility. Besides, the difference between tech powers and combat powers is purely a matter of labelling.
*whistles* That is quite the buff on the Disciple. I might just need to give it another try now. Same for the Arc Pistol, though I don't know how mine is weight-wise. The Collector SMG buff will be nice if I ever get some decent ranks in that too.
Yeah, pretty much my thoughts, as mentioned before. Still, I can't complain. Most of what I wanted from the DLC is out. All that I'm waiting on now is the Turian Saboteur, Asari Huntress, and Batarian Slasher. And I'm not even sure I'll like that last one, what with the whole "Cluster Grenades" thing.
Out of curiosity though, can anyone confirm that the Volus Mercenary is indeed a rare, not an ultra-rare? Kinda confusing if that's true, given the other Volus were ultra-rare.
:smallconfused: Er, what? Their trademark in ME2 was having both Warp and Overload, giving them an answer to literally everything in the form of just two powers. Yeah they were damn hard to kill too, but that's because Tech Armor was overpowered as hell in that one.
On a shotgun, I'll take higher damage in a single shot. If I'm using a shotgun it almost definitely means I'm playing a Vanguard, and that means I'm most likely only firing off the occasional shot in between Charge/Melee/Nova/whatever else the particular character does.
Yeah, that kind of thing is what I meant when I said a while back that they're basically ignoring the class system now, and I kinda wish they'd formally abolish it if that's what they're going to do. There's no longer any meaning to it in the multiplayer - even one of the most solid class-defining features, the Vanguard's Charge, now has an equivalent in a Soldier class of all things.
Zevox
I was calling back farther than the current game because while ME3 can be said to e definitive? It can also be considered that one huge deviating factor and the entire canon needs to be looked at to get a feel for "standard" or "normal".
Oh, no you CAN still shadow strike an atlas. It's just irregular.
I like the eagle as my go to gun, for pistols. I don't use them often though. And the arc pistol is awesome, though kinda shotgun-esque. The talon and scorpion are my guns for when isn't care what I bring, though.Quote:
I love the Arc Pistol and it really fits my Engineers/Paladin thematically. Will definitely slap it on one of them (Probably Spark, my harrassment-drone guy) and play with it.
My pistols of choice are Acolyte (X), Arc Pistol (X), Carnifex (X) and Eagle (VI). The Acolyte is for classes where I have no points in passive, e.g. my Shadow and Shaman. Phalanx was my favorite in ME2 and my favorite for a long time in ME3, but unfortunately it's gathering dust now, particularly after they made the Acolyte insta-fire.
Mm. I don't fin the Turian a weaker hybrid. On the contrary, not having a unified power theme made it one of the most versatile starters. They could be a caster, a gunner, sniper, artillery, support, etc., where most classes required one or two methods of play until you got the good guns.Quote:
Someone and I (Zevox maybe?) had this argument in one of the previous incarnations of this thread; I agree that the Sentinel's focus has changed. Keeping them biotic/tech was just pigeonholing their design imo - you'd either get traditional but weaker hybrids like the Turian, or very odd combinations like the Human.
Fair enough.Quote:
I might look into the Slayer for melee but honestly, aside from the Shadow and Battlemaster it doesn't really interest me. Definitely won't be doing it on the Fury no matter how effective it is; if I'm that close to a target and not detonating them or running away then I'm doing it wrong as far as I'm concerned.
I don't "like" the eviscerator - I was just going off its numbers. I definitely prefer the Disciple. Reegar, Claymore and even the Piranha now. (It works great on my Battlemaster - 200% cooldown at X.)
The arc pistol is pretty dang strong. A full charge headshot took out marauders as centurions on gold no problem. And the collector SMG is actually pretty swell at low levels, my casting gun. Completely frees you from resource management unless you've got a lea trigger finger.
It's Rare. And it's. ****ing. Awesome!Quote:
Yeah, pretty much my thoughts, as mentioned before. Still, I can't complain. Most of what I wanted from the DLC is out. All that I'm waiting on now is the Turian Saboteur, Asari Huntress, and Batarian Slasher. And I'm not even sure I'll like that last one, what with the whole "Cluster Grenades" thing.
Out of curiosity though, can anyone confirm that the Volus Mercenary is indeed a rare, not an ultra-rare? Kinda confusing if that's true, given the other Volus were ultra-rare.
I'm level 13, and the only thing stopping me from soloing gold is sloppy resource management. Drone, decoy? Shields and passive at 4, with a recent boost of decoy to 5 being a HUUUGE help. Drone does electric damage (very often; apparently the rank 5 upgrade replaces rather than supplements the shock? Because the damage is small but the stagger is grand and the rate of fire steady with the basic attack), decoy does electric damage, and the drone detonation is pretty slick. I find myself cloaking and dropping decoys more than I do using shield boost. Getting detonate on the decoy is my top priority right now. Both the combat drone and shiel boost are still negotiable.
Given how he plays, I'm not sure if I should spec combat drone for area shock or for rockets. Standard use is from behind cover, put the drone one way, decoy the other, cloak an strafe. In a pinch though dropping the drone for area has even helpful. The shield boost likewise, in that standard operating procedure is recharge and DR, but given his survivability so far, perhaps shield recharge for 12 second and double duration is sounding goo. I'll probably hit DR for utility though. What do you guys think?
No, their trademark is tech armor. Multiple classes get warp or throw. My vanguard had an answer to everything with incendiary ammo and disruptor ammo, in just two powers. But he was still defined by biotic charge.Quote:
:smallconfused: Er, what? Their trademark in ME2 was having both Warp and Overload, giving them an answer to literally everything in the form of just two powers. Yeah they were damn hard to kill too, but that's because Tech Armor was overpowered as hell in that one.
In those situations, I've found the disciple is still superior because the weight difference is enough that imgetting f charge and nova faster. Or melee, after a charge. The Eviscerator is in the category where I want a heavier or lighter gun; I like my cool down to be easily divisible by melee attack duration.Quote:
On a shotgun, I'll take higher damage in a single shot. If I'm using a shotgun it almost definitely means I'm playing a Vanguard, and that means I'm most likely only firing off the occasional shot in between Charge/Melee/Nova/whatever else the particular character does.
I think the answer to that is that the havoc should have been a vanguard, and they put it in soldier only because "vanguards are biotics". I got my Turian vanguard like I wanted, and as a bonus he doesn't go away when you promote your vanguards.Quote:
Yeah, that kind of thing is what I meant when I said a while back that they're basically ignoring the class system now, and I kinda wish they'd formally abolish it if that's what they're going to do. There's no longer any meaning to it in the multiplayer - even one of the most solid class-defining features, the Vanguard's Charge, now has an equivalent in a Soldier class of all things.
Zevox
Man though, this mercenary is the bee's knees! Good gosh almighty!
Unfortunately, getting him involved playing some version of phone tag with CreganTur, due to not getting a message alert. But there's always next time, and hey! This way when I play I won't be puttin around for fun, but instead for profit. I prefer to back up my swagger since I talk a good game here but rarely play with peeps.
Recently dipped back into the multiplayer, having finally gotten round to doing the Leviathan DLC.
I was surprised by just how much work seems to have gone into it since I last played. It's really looking like a much more professional overall package. I see they even tweaked the easy-gold map of choice.
Looks pretty good, really. Unlocking things seems even slower than before, admittedly, with the sheer amount of stuff to be unlocked at this point, but I did manage to unlock a Turian Ghost and he's really growing on me.
Oh, and I finally tried one of the maps with the toxic symbol on it tonight. I take it the idea is a weekly rotating selection of existing maps + exotic conditions to make things more difficult? Fighting Reapers in a sandstorm on that map with the massive satellite dish field? That was really quite a cool experience, I heartily approve.
I still find choosing weapons difficult, apparently, and keep gravitating back to the Phaeston for little good reason. Still, it seems to work well enough with the Turian Ghost both fluffwise and bullets-in-dudes wise, though I've only gone as far as Silver with it at this point.
Huh, weird. I wonder why the other Volus were ultra-rare, then.
Incendiary Ammo and Disruptor Ammo were only powers in the technical sense - in practice they modified your gun, they didn't do the damage for you like Warp and Overload. And only one other class got Warp in ME2, the Adept, and they didn't get an anti-shield power. Throw isn't even relevant, as it was not very good in 2, what with protections blocking out powers entirely save for minor staggering effects. Because of that, defense-stripping powers were king in that game, with Warp as the best anti-armor/barrier power and Overload as the best anti-shield power. That they had those two abilities was thus a greater defining point for Sentinels than Tech Armor, even with how overpowered that was.
My Human, Ex-Cerberus, and Slayer Vanguards all get 200% off an Eviscerator 10 + a Phalanx 10, thanks to their rank 6 class upgrade that reduces all weapons' weight by 20%. Disciple wouldn't make any difference there for me.
The only other Vanguard I play much, the Krogan, I have using the Wraith instead, because his higher carry capacity and shotgun weight decrease put it at 194% even though I only have it at rank 2. Can't pass that up.
Since Turians are in no way prevented from having biotics, it seems to me that that's no explanation at all. If they wanted him to be a Vanguard, there's no reason they couldn't have made him one. Just give him Charge in place of Havoc Strike and replace Cryo Blast with something biotic. Heck, maybe they'd even leave him with Cryo Blast, given they gave the Asari Huntress biotics even though Infiltrators are supposed to be tech-based.
Those are called Hazard maps. They're old maps with some form of, well, hazard added to them. Some aren't so bad (Hazard Firebase Giant is just night time, which doesn't even reduce visibility much), others are excruciatingly awful (Hazard Firebase Glacier has a roaming Seeker Swarm that cannot be gotten rid of in any way and does immense damage if you enter its area, and is competing with Firebase London for my most hated map). But yes, they rotate weekly, with only two being active each week.
Personally, I don't like them. I want to fight the enemies, not the terrain - and certainly not something that I just plain can't fight but can easily kill me, like that Seeker Swarm. So that's been the one real downside to the newest DLC for me. But the few that just try to affect visibility (White, Dagger, Giant) aren't that bad, at least.
Zevox
I can very much imagine the Glacier map being horrifying, but then I find it's often horrifying anyway. I love the idea of seeing the maps at different parts of the day and in different weather conditions though, it's the kind of thing I'd happily have seen built in as standard, with a random time of day and/or weather option or something. Still, will have to see what the others are like.
London is a hilarious meat-grinder. Though that impression is probably partly due to the party I was in on my only real crack at it. I picked up a fair few snoozing allies that game, even had to solo a round at one point which is never my strongpoint. Luckily it wasn't an objective round, so I just whittled away.