[quote name='yukine']No I'm playing on Veteran, thanks for the tips.[/QUOTE]Make sure to pull up the power wheel, locate Mordin's Cryo Blast and hit X to map it to either the Left or Right D-Pad button. From then on, you should be able to point to a guy who's down to only health and snap freeze him then Charge. Rinse and repeat.
Let me know if anything's worked out for you so far.
[quote name='erehwon']I just finished the Loyalty missions for Grunt and Mordin. Unfortunately, the Illusive Man wants to talk after I get back to the Normandy. I was wondering if you have to answer him right then. I still have a recruitment mission and another things to do.
I'm not sure if I want to got to the collector ship just yet. I heard the crew gets abducted during this. I also heard they start dying if you don't get to them soon enough.
I'm trying to get through this without anyone dying.[/QUOTE]
Yeah, as someone else posted, that is not the mission where that stuff happens. You can choose to do that one whenever you want (you are thinking of the IFF mission which should open up right after the one you are about to do). DO NOT do the IFF mission until you are ready for the end because that is the one where you only get one more mission before that thing you mentioned in the spoiler happens. And that one more mission should be
Legion's loyalty mission - you will get Legion during the IFF mission
.
By the way, you have no choice but to do the mission when the Illusive Man is calling for you. All you can do is run around your ship otherwise. Luckily, as I said above, the "point of no return" mission is not like that - just the annoying ones in the middle, two of which happen to be a pain on Insanity and for which you'd really like to go get more upgrades but can't .
[quote name='kimbaka']So I've been breezing through my Insanity playthrough as an Adept...until I got to the collector ship mission. Most ridiculous thing I've ever seen.
Every time I start up the moving platform section, my squad mates die within 5 seconds and the Harbinger just walks up to me and kills me while I'm behind cover. It's hard to even get shots at him cause he keeps spamming his BS.
I'm not looking forward to playing that again, ugh. Any tips from someone who played through it using Adept?[/QUOTE]
You could read what I posted about it like a page ago - while not an Adept I play as a Vanguard using biotic abilites mostly (but no Charge) and I think the starting point at least would be the same. I got killed repeatedly in exactly the same way you mentioned. Then, just as I was about to give up, I decided to send my squadmates to a different place for cover. At first it made no sense, but for some reason they survived the Scion attacks there. Instead of having them hunker down next to you in that little inner piece of cover (from which they stand up far too frequently and thus get killed), send one to each side at the outer cover - the little metal walls on the very side of the platform you are on. It doesn't seem to make sense since that leaves them open to Harbinger and regular Collector attacks. But there are two key things. First, those guys mostly go after you, so your squadmates can, for the most part, fire away. Second, though, you still need to take out as many Collectors as you can as fast as possible so you face fewer Harbinger attacks. You can deal with the Scions during breaks between new platforms arriving or simply at the end. I had Mordin and Miranda with me for the Incinerate and Heavy Warp abilities they posess. Having someone with shockwave is a plus, too, because you can use it to knock a few of the Collectors clean off the platforms once you get rid of their barriers or whatever they have up (and get them to red health bars). My Shepard has that ability, but you could bring Jack along for that if you don't have it.
Also, that first Harbinger is the toughest because he spawns the closest to you. Once he gets near your cover you are doomed. But if you can get past him, the others tend to spawn further off and often their attacks hit cover near them instead of making it all the way to you. So if you can clear him, even if you die a few times afterwards, I think you can make it through. Also I think having those two squadmates off to each side helped take him down because they could fire at him a lot more while he approached me.
Seriously, though, moving those two to the outer cover made all the difference for me. But also because I played it about 20 times I knew where all the Collectors would show up and was able to take them out pretty quickly with the Collector Particle Beam. It is imperative that you take down the first one that shows up (to the right) immediately. You can take him completely out with the particle beam. First I hit him with a couple of biotic attacks (from me and Miranda) and then take cover until he's done shooting, then finish him off with the particle beam. The other will then turn into the Harbinger, but you won't have the first to harass you any more. Of course, you need to be aware of the Scion attacks too (listen for them and duck).
[quote name='yukine']I'm only level 8 I think, and I have been following your build you posted a few pages back. I believe I'm at Incendiary Ammo [2], Charge [2], Assault Mastery [3] right now.
I missed out on the Incisor.
I only have Mordin, Zaeed, Jacob, Miranda, and soon Garrus. I'm mostly asking for future reference on who has skills that work well for a Vanguard. I was thinking Miranda would be good for Overload/Warp for shields, armor, etc. and maybe an Adept would be good to make up for my lack of biotics.
I only have what you start with, so all stock.[/QUOTE]
You could use Xecutioner's build or you could do what I did. I didn't build up Charge at all and went with Shockwave and Squad Incendiary Ammo (and then maxed out my bonus power which is Reave). I have a tendency to bring Mordin and Miranda with me most of the time. Mordin's Incinerate and Miranda's Heavy Warp help you get rid of most enemy armor/shields. Reave also does wonders on armor and shields. Even on Insanity, I can now completely wipe out the armor of something like a Varren, Husk, or Vorcha trooper with one attack, and it recharges very quickly. On Veteran you should have no trouble using the Vanguard however you want to build him up though. Oh yeah, I agree with Xecutioner that Mordin's Cryo Blast is very useful too. I tend to use it on things like charging Krogan and the like - just to slow them down if nothing else. I kind of wish I had maxed that out as well - I forget what I chose for him instead.
[quote name='Tha Xecutioner']Make sure to pull up the power wheel, locate Mordin's Cryo Blast and hit X to map it to either the Left or Right D-Pad button. From then on, you should be able to point to a guy who's down to only health and snap freeze him then Charge. Rinse and repeat.
Let me know if anything's worked out for you so far.[/QUOTE]
Heh, in addition to never using Charge, the quick map buttons are something I also never use. I just like the ability to pause and dial up my attacks. I guess that is the RPG-lover in me. I'm not into the real-time type combat so I really appreciate this ability in the ME games, as opposed to, say, Uncharted. I loved Uncharted 2 (and Demon's Souls), but the real-time stuff (ie, being attacked even while you are in a menu or something) annoys me. The ability to pause, look around, and set up different attacks at once in different directions makes solving some of the tougher battles on Insanity more like puzzles than just pure action. I like that. I suppose I could still set up the shortcut buttons but more often than not I'd end up pressing the wrong one in the heat of battle.
[quote name='io']You could use Xecutioner's build or you could do what I did. I didn't build up Charge at all and went with Shockwave and Squad Incendiary Ammo (and then maxed out my bonus power which is Reave). I have a tendency to bring Mordin and Miranda with me most of the time. Mordin's Incinerate and Miranda's Heavy Warp help you get rid of most enemy armor/shields. Reave also does wonders on armor and shields. Even on Insanity, I can now completely wipe out the armor of something like a Varren, Husk, or Vorcha trooper with one attack, and it recharges very quickly. On Veteran you should have no trouble using the Vanguard however you want to build him up though. Oh yeah, I agree with Xecutioner that Mordin's Cryo Blast is very useful too. I tend to use it on things like charging Krogan and the like - just to slow them down if nothing else. I kind of wish I had maxed that out as well - I forget what I chose for him instead.[/QUOTE]Hey! Don't go filling his mind with other builds :lol:
I would suggest (to anyone) that when you get the chance to re-allocate points, that you should make a separate game save and try out other stuff - such as the difference between a Charge Vanguard and a more Biotic approach. You never know until you try, right? Like I've said before, there are so many possible ways of having the abilities that you like and performing well in the game. It really is the best feature of the game that doesn't really get enough attention/praise. God knows I've done my fair share of experimenting with different classes, which is how I came to my specific builds. I will admit that my builds are heavily focused on the unique ability for each class (Charge, Singularity, Combat Drone, Tech Armor, Adrenaline Rush, and Cloak).
Heh, in addition to never using Charge, the quick map buttons are something I also never use. I just like the ability to pause and dial up my attacks. I guess that is the RPG-lover in me. I'm not into the real-time type combat so I really appreciate this ability in the ME games, as opposed to, say, Uncharted. I loved Uncharted 2 (and Demon's Souls), but the real-time stuff (ie, being attacked even while you are in a menu or something) annoys me. The ability to pause, look around, and set up different attacks at once in different directions makes solving some of the tougher battles on Insanity more like puzzles than just pure action. I like that. I suppose I could still set up the shortcut buttons but more often than not I'd end up pressing the wrong one in the heat of battle.
I'm back and forth between pausing and not pausing. Sometimes I like to go for the smooth, streamlined fighting because it makes it feel more intense. Other times I tend to pause a lot more and pick specific enemies to target an Incineration Blast or Unstable Warp at. It pretty much comes down to what class I am playing as: Soldiers tend to be my non-pausing class, while Adepts are more pause-heavy.
[quote name='io']You could read what I posted about it like a page ago - while not an Adept I play as a Vanguard using biotic abilites mostly (but no Charge) and I think the starting point at least would be the same. I got killed repeatedly in exactly the same way you mentioned. Then, just as I was about to give up, I decided to send my squadmates to a different place for cover. At first it made no sense, but for some reason they survived the Scion attacks there. Instead of having them hunker down next to you in that little inner piece of cover (from which they stand up far too frequently and thus get killed), send one to each side at the outer cover - the little metal walls on the very side of the platform you are on. It doesn't seem to make sense since that leaves them open to Harbinger and regular Collector attacks. But there are two key things. First, those guys mostly go after you, so your squadmates can, for the most part, fire away. Second, though, you still need to take out as many Collectors as you can as fast as possible so you face fewer Harbinger attacks. You can deal with the Scions during breaks between new platforms arriving or simply at the end. I had Mordin and Miranda with me for the Incinerate and Heavy Warp abilities they posess. Having someone with shockwave is a plus, too, because you can use it to knock a few of the Collectors clean off the platforms once you get rid of their barriers or whatever they have up (and get them to red health bars). My Shepard has that ability, but you could bring Jack along for that if you don't have it.
Also, that first Harbinger is the toughest because he spawns the closest to you. Once he gets near your cover you are doomed. But if you can get past him, the others tend to spawn further off and often their attacks hit cover near them instead of making it all the way to you. So if you can clear him, even if you die a few times afterwards, I think you can make it through. Also I think having those two squadmates off to each side helped take him down because they could fire at him a lot more while he approached me.
Seriously, though, moving those two to the outer cover made all the difference for me. But also because I played it about 20 times I knew where all the Collectors would show up and was able to take them out pretty quickly with the Collector Particle Beam. It is imperative that you take down the first one that shows up (to the right) immediately. You can take him completely out with the particle beam. First I hit him with a couple of biotic attacks (from me and Miranda) and then take cover until he's done shooting, then finish him off with the particle beam. The other will then turn into the Harbinger, but you won't have the first to harass you any more. Of course, you need to be aware of the Scion attacks too (listen for them and duck).[/QUOTE]
Thanks a lot for the long and informative post! My bad about missing your previous post. I was so infuriated with what happened at the time that I ragequitted and came to this thread to vent without reading previous posts, haha. Anyway, I just managed to beat it at last (took about three tries just now) thanks to a combo of what you said and what Ink said. Your information about positioning squadmates helped a lot, I think I only had to use Unity once. Spamming Singularity really worked wonders on them too as the Harbingers were stuck in place forever, and Thane/Mordin did their thing with Warp/Incinerate.
Now it's time to go around collecting upgrades so I don't go into a tough mission later as unprepared as I was there.
[quote name='The Crotch']Also, an unshielded Colossus on insanity can survive a direct hit from a Cain. However, it only takes, like, one bullet after that to bring it down.[/QUOTE]
I nuked it when its shields were still nearly full. Managed to take them completely down, but only a small bit of armor with it.
I tried nuking the Human Reaper, too, and it did next to nothing. You can probably do more damage if you hit the weak point at its gut, but you really don't have time to line up a shot there.
[quote name='DarkNessBear']So... is there a consensus on what the best shield is? I'm using Barrier at the moment. What are the differences?[/QUOTE]
It took a bit of searching, but I found where I posted the comparison earlier in this thread (post #1774):
Geth Shield Boost - provides Shepard with a powerfulShield protection. Here are the stats for the upgraded versions:
Heavy Geth Shield Boost
Recharge Time: 12.00 seconds
Duration: 60.00 seconds
Shield Strength: +100.00% of maximum shields
Improved Geth Shield Boost Recharge Time: 12.00 seconds
Duration: 60.00 seconds
Shield Strength: +75.00% of maximum shields
Weapon Damage: +10.00%
Fortification - provides Shepard with a powerfulArmorprotection. Here are the specs for Rank 4:
Improved Fortification Increases Fortification duration.
Recharge Time: 12.00 seconds
Duration: 180.00 seconds
Armor Bonus: +75.00% of maximum shields
Heavy Fortification Increases Fortification strength to absorb more damage.
Recharge Time: 12.00 seconds Duration: 60.00 seconds
Armor Bonus: +100.00% of maximum shields
Barrier - provides Shepard with a powerfulBarrierprotection. The maxed out Barrier looks like this:
Heavy Barrier Increases strength of Barrier to absorb more damage. Recharge Time: 12.00 seconds
Duration: 60.00 seconds
Barrier Strength: +100.00% of maximum shields
Improved Barrier Increases the duration of Barrier.
Recharge Time: 12.00 seconds
Duration: 180.00 seconds
Barrier Strength: +75.00% of maximum shields
Obviously, the trick to choosing the right one for you depends on what kind of protection you want your Shepard to have. To recap:
Shields are vulnerable to SMGs, Assault Rifles, Shotguns, and Overload. Armor is vulnerable to Sniper Rifles, Heavy Pistols, Incinerate, and Warp. Barriersare vulnerable to SMGs, Assault Rifles, and Warp.
Using that information and knowing what kind of enemies you'll normally be fighting will help you choose which defense best suits you. It's also worth noting that Geth Shield Boost is the only one of the three that can grant you extra weapon damage.
I'm normally not in favor of these types of things, but for those who are all about exploitation:
Here is a thread on the BioWare forums that teaches you how to apparently gain extra skills points via a glitch that results in you being able to max out all 7 of Shepard's skills.
If, for whatever reason, someone's not able to read that thread let me know and I'll post the details here.
Say I wanted to give Shepard Heavy Reave, does he need to start with Reave and use his own talent points to upgrade it, or can Samara upgrade it to Heavy and then give it straight to Shepard?
[quote name='Ryuukishi']Say I wanted to give Shepard Heavy Reave, does he need to start with Reave and use his own talent points to upgrade it, or can Samara upgrade it to Heavy and then give it straight to Shepard?[/QUOTE]
Shepard must use his own talent points.
[quote name='Tha Xecutioner']I'm normally not in favor of these types of things, but for those who are all about exploitation:
Here is a thread on the BioWare forums that teaches you how to apparently gain extra skills points via a glitch that results in you being able to max out all 7 of Shepard's skills.
If, for whatever reason, someone's not able to read that thread let me know and I'll post the details here.[/QUOTE]
Interesting find. I guess I would have stumbled onto it eventually as I planned to build my Engineer around Dominate and Drone spam. I'm also going to cater a Vanguard build to Dominate in the future with Area Charge. Should be fun times to say the least.
Thanks for the heads up but I think it is safe to say I loathe scanning planets and prefer to play on Insanity as originally intended. Once again I wish I hadn't used those damn armor codes. The only use they serve on my ship is collecting dust. ;\
[quote name='Tha Xecutioner']Shepard must use his own talent points.[/QUOTE]
Thanks. I haven't given Shepard an extra skill yet because I'm not sure what would be the most useful for a Vanguard. Armor Piercing Ammo looks good, but he already has Cryo and Indendiary Ammo, a third ammo type seems like overkill. And people talk about Reave a lot but I'm not sure what makes it different from Shockwave. Does anyone have suggestions as to what extra power would be distinct from what a Vanguard can already do?
Nah, but seriously, that thing's pretty easy. Took two whole clips from the widow with inferno ammo on even after the Cain, but still. Lots of cover in that place.
EDIT: Also, don't worry too much about the extra skill. You can change it repeatedly if you want, and Element Zero ain't that hard to find. Also, Reave isn't really anything like shockwave - it's more of an upgraded warp. I ain't played a Vanguard, but I don't think Reave makes much sense, seeing as how the cooldown time from that would make it impractical to use for any charge-heavy character (assuming you're big on charging). AP ammo would make a lot of sense; not only is it slightly stronger than incendiary, but the damage that it does is instant, which can be important for an up-close fighter.
A shield/armour/barrier booster would probably be an alright choice, too. Butwhatever, there are people here plenty more experienced with the Vanguard than me.
[quote name='Ink.So.Well.']Once again I wish I hadn't used those damn armor codes. The only use they serve on my ship is collecting dust. ;\[/QUOTE]
Unless you have a deep rooted hatred for the armors (and not being able to see your Shepard's face), I generally tell people that using the Blood Dragon Armor at the beginning of the game for classes like the Adept, Engineer, and Sentinel is a very smart choice to make up for the lack of Biotic/Tech Damage upgrades. It can then be switched out once you start getting those upgrades, if you choose to do so. For missions like Horizon, though, having a little extra oomph behind your offensive powers helps a lot. I understand that a lot of people would rather have the 3-5% Power Damage boost from the N7 armor and the ability to see Shepard's face, though.
I've worn the Cerberus Assault Armor for the entire game so far. I think it's funny how he never takes his helmet off to talk to people, makes him seem like more of a badass somehow. And I get to see his face on the Normandy at least.
[quote name='Tha Xecutioner']Unless you have a deep rooted hatred for the armors (and not being able to see your Shepard's face), I generally tell people that using the Blood Dragon Armor at the beginning of the game for classes like the Adept, Engineer, and Sentinel is a very smart choice to make up for the lack of Biotic/Tech Damage upgrades. It can then be switched out once you start getting those upgrades, if you choose to do so. For missions like Horizon, though, having a little extra oomph behind your offensive powers helps a lot. I understand that a lot of people would rather have the 3-5% Power Damage boost from the N7 armor and the ability to see Shepard's face, though.[/QUOTE]
For my Insanity soldier, I usually go with... what was it? +20% health, +5% shield, +10% headshot damage?
Except for a few unique situations, it doesn't make sense for me to go with anything other than the visor for the headshot damage. I spam adrenaline rush like crazy, so why the hell not?
[quote name='Ryuukishi']Thanks. I haven't given Shepard an extra skill yet because I'm not sure what would be the most useful for a Vanguard. Armor Piercing Ammo looks good, but he already has Cryo and Indendiary Ammo, a third ammo type seems like overkill. And people talk about Reave a lot but I'm not sure what makes it different from Shockwave. Does anyone have suggestions as to what extra power would be distinct from what a Vanguard can already do?[/QUOTE]
Yeah, I've been using Reave with my Vanguard. First of all, I don't use Charge unless I have someone in melee range because they outflanked me. So I tend to alternate between Shockwave and Reave. The cooldown on Reave (at least with the upgrades I currently have) is just a few seconds so you can use it constantly. Shockwave takes a bit longer. The big difference is that you can use Reave on armor and barriers while shockwave can only be used on "red" health bar enemies (ie, those with no other protection). So Reave is nice for taking out armor. I have it as Area Reave and it is nice when 3 mechs are coming at you and you hit them with that and all 3 lose their armor (this is on Insanity too). Then you can follow it with a shockwave to knock them all over the place. There have been battles recently where I barely fire a shot (trying to conserve ammo for a boss or whatever) and just use Reave constantly while my squadmates fire. Of course the other added benefit to Reave is that it restores some of your health too (though it would good even without that). But that is perfect for making up for popping out of cover to fire it off - you generally get back whatever damage happened while out of cover.
[quote name='Ryuukishi']Thanks. I haven't given Shepard an extra skill yet because I'm not sure what would be the most useful for a Vanguard. Armor Piercing Ammo looks good, but he already has Cryo and Indendiary Ammo, a third ammo type seems like overkill. And people talk about Reave a lot but I'm not sure what makes it different from Shockwave. Does anyone have suggestions as to what extra power would be distinct from what a Vanguard can already do?[/QUOTE]
Armor Piercing (in theory) would serve you well if you prefer to one man army Scions with Charge spam and the Eviscerator or Scimitar. Overwhelming one (or two) after you've closed the gap with a Charge by circling around while laying on the heat as you cool down for another one is one of the simplest, entertaining and most effective ways to kill them fast. Otherwise the extra ammo isn't particularly necessary as Incendiary does a fine job of demolishing armor on its own with the added damage and stun bonus awarded on unprotected organic enemies.
Io already touched base on some of Reave's capabilities and often any ranged debuff squad power will help compensate for the Vanguard's lack of power wheel options outside of special ammo gunfire to deal with protected enemies at a distance. Its evolved Area form does a fine job of creating opportunities to Charge should you so choose. Just remember regardless of play style that you'll only receive health from unprotected organic enemies when you use it.
[quote name='Tha Xecutioner']Unless you have a deep rooted hatred for the armors (and not being able to see your Shepard's face), I generally tell people that using the Blood Dragon Armor at the beginning of the game for classes like the Adept, Engineer, and Sentinel is a very smart choice to make up for the lack of Biotic/Tech Damage upgrades. It can then be switched out once you start getting those upgrades, if you choose to do so. For missions like Horizon, though, having a little extra oomph behind your offensive powers helps a lot. I understand that a lot of people would rather have the 3-5% Power Damage boost from the N7 armor and the ability to see Shepard's face, though.[/QUOTE]
Blood Dragon is the only armor that's currently out of my reach so I couldn't use it even if I wanted to. None the less I appreciate your insight. I was curious as to why everyone seemed to prefer it over the rest when they all appeared to provide equally meager stat increases at first glance. When paired with the right class and party members I could see some people breezing through Insanity with it.
Just finished the game. Invited Jack up to the captain's quarters for what was apparently some fully-clothed dry humping, blew up the Collector space station, and the whole gang ended up making it through the final mission alive. Bring on the DLC!
[quote name='rywateska']Without going through 48 pages of possible spoilers, can someone point me to a post or link that describes the impact of a ME1 save game in ME2?
I can only find discussions prior to release, but nothing post.
I want to go back and try to go through the game full renegade and possibly start Sheppard as a female. Should I start a new game or import the me2 character?
Can't change the sex of Shepard when importing. (Assuming that's you wanted to go female because you already experienced a male Shepard playthrough.) Also stuck with whatever class your ME2 import is when starting new game + through a ME2 import.
Which pretty much points to starting a new game. I've yet to use a ME2 import, started new games to experience it as different classes and sex, so not much use of the ME2 import for me, seeing that that will just give me the same exact experience at a higher level or different difficulty.
Believe it's 200,000 credits and 50,000 of each resource.
Been contemplating going back and playing ME1 as well. Both my ME1 imports made the same decisions aside from love interest, only differences were paragon/renegade affiliation. Wondering what little things I'm missing out on based on my ME1 actions.
Here's a question for you all about the ME1 import. I finished ME1 yesterday, then went to import to ME2. I noticed in ME1 that the most recent save file didn't seem to be at the very end of the game, after I had chosen which human I wanted as a council member. Then, near the beginning of ME2, Miranda asked me which human I chose to be in the council. Is this normal? Did ME2 import my "finished game" save? Or did something weird happen at the end of ME1 and it didn't save the game for me? Thanks.
Is anyone else irritated by the lack of post-endgame conversation with everyone on the Normandy? As far as I can tell there's no dialog that references any of the events that happen after you pass through the relay.
[quote name='BingoBrown']Here's a question for you all about the ME1 import. I finished ME1 yesterday, then went to import to ME2. I noticed in ME1 that the most recent save file didn't seem to be at the very end of the game, after I had chosen which human I wanted as a council member. Then, near the beginning of ME2, Miranda asked me which human I chose to be in the council. Is this normal? Did ME2 import my "finished game" save? Or did something weird happen at the end of ME1 and it didn't save the game for me? Thanks.[/QUOTE]
It's normal. Let's you go back and change that decision you made for some reason. Picked Anderson on my ME1 file, then answered that I picked Udina when Miranda asked. Just to see if she'd say something along the lines of Shephard's memory being borked.
Ended up promoting the character I loathed most in ME1 to councilor status. Whoops.
I read somewhere that ME1 actually makes a hidden clear data save that is hidden/separate from your normal saves, and that is the only kind that ME2 can import.
Anyone know or care to guess how it is going to work in ME2 -> ME3? Does continuing to play on the same character update your clear data save? What about starting a new game? If I start a New Game + I don't want to do anything to jeopardize my "canon" Shepard.
[quote name='guyver2077']
I want to go back and try to go through the game full renegade and possibly start Sheppard as a female. Should I start a new game or import the me2 character?[/QUOTE]
If you want to start a new game (after you've already beaten it once) with a Shepard of the opposite gender and you don't have a ME1 save to import then Renegade is the best way to go.
The "canon" story that ME2 starts with is that you followed a mostly Renegade path in ME1, so not having a ME1 Renegade save shouldn't be a big deal if you don't want to go back to ME1.
You'll still get your bonuses (money, resources, bonus XP per mission) from beating ME2 once already. You just won't get your exact choices from ME1 and you will start at level 1 in ME2 instead of getting a bonus starting level depending on how high your ME1 character was.
[quote name='nekromantix']It's normal. Let's you go back and change that decision you made for some reason. Picked Anderson on my ME1 file, then answered that I picked Udina when Miranda asked. Just to see if she'd say something along the lines of Shephard's memory being borked.
Ended up promoting the character I loathed most in ME1 to councilor status. Whoops.[/QUOTE]
Great, thanks for the info. I also thought about answering Udina when she asked, just to see if Miranda would call me out on my lie. Glad I didn't do that now. Udina was a dick. Promoting Anderson to the Council was the easiest choice of ME1.
[quote name='Ryuukishi']I read somewhere that ME1 actually makes a hidden clear data save that is hidden/separate from your normal saves, and that is the only kind that ME2 can import.
Anyone know or care to guess how it is going to work in ME2 -> ME3? Does continuing to play on the same character update your clear data save? What about starting a new game? If I start a New Game + I don't want to do anything to jeopardize my "canon" Shepard.[/QUOTE]
You should be able to import either your original save or your New Game +. Or, most likely, any save made post-game, as I understand it.
[quote name='John']Is anyone else irritated by the lack of post-endgame conversation with everyone on the Normandy? As far as I can tell there's no dialog that references any of the events that happen after you pass through the relay.[/QUOTE]
Although it doesn't hurt my view of the overall game, it did slightly bother me that you didn't get one full conversation line (at least) with each surviving crew member post-game. Each one of them comments on your end-game decision, and your love interest even comments on your performance in the sack, but other than that you get nothing. The only part that bothers me is having to wait to ME3 to see the implications of all I did, instead of hearing about some of it first hand from the people around me.
[quote name='Ryuukishi']Just finished the game. Invited Jack up to the captain's quarters for what was apparently some fully-clothed dry humping, blew up the Collector space station, and the whole gang ended up making it through the final mission alive. Bring on the DLC![/QUOTE]
[quote name='timesplitt']you mean fully tattooed dry humping[/QUOTE]
Personally, I made Jack put a shirt on after her loyalty quest-- I didn't want her showing the goods to the whole world anymore. Shepard's kinda possessive that way.
I think I'm having more fun than I should with the Combat Drone in this game because the damn thing is an absolute menace. Truthfully if I wasn't so hell bent on testing out Dominate not sure most battles would last past a minute or two tops. It's that damn good when combined with full party support but I can't help missing the rush you get from Heavy Charge shotgunning an entire wave of enemies. ;(
Worse yet after some digging the enormous damage boosting properties of Armor Piercing caught my eye so now I'm all too eager to find out whether it truly is vastly superior to Incendiary or if it is just a matter of personal preference. I'll pair it with the Claymore or Eviscerator supplemented by weapon damage boosting armor and see what happens.
[quote name='The Crotch']You should be able to import either your original save or your New Game +. Or, most likely, any save made post-game, as I understand it.[/QUOTE]
Yep, that's how I understand it as well.
A big improvement from ME1 is being back in the normandy and able to do quests after beating the game. So we should be able to play DLC with that post game save and import a save that has the DLC playthrough decisions etc. accounted for and maybe leading to some references in ME3 etc.
And any new game +, or separate play through saves etc. should show up to be imported if you beat the game with those saves--while you're main save is still there.
probably the best single player game i've ever played. played it through on veteran first after seeing how easy it was on normal...though insanity is certainly a noticable difference. I suppose I'll have to get used to not using an assault rifle (as my 1st playthrough was with a solider), should be interesting, frustrating, and fun on insanity.
nice perks when you go for your 2nd run through, sadly I wish there was a way to skip the intro after finding out playing a sentinal and choosing barrier was redundant.
looking forward to more DLC, be that more outfits, planets to visit, missions, and definitely new gear.
They won't gain access to the Retrain Powers research project though until after Horizon so if he/she is new to Insanity then it would probably be in their best interest to just start over. >_>
Limited Time Lithographs (signed and numbered by the artists) just hit the Bioware Store learned by Facebook. http://biowarestore.com/mass-effect-art
I don't have any money but the Garrus and Jack one is cool.
The only one I'm remotely interested in is Jack's and I'd only bite if they threw in an autograph from her VA as well, but thanks for the heads up. I still have to remind myself to place an order for a hoodie before the week is out. I keep getting side tracked by the usual bullshit that fills up my day. ;\