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On January 07 2010 23:38 Latham wrote: I don't know if this info will interest anyone, but I've just read this over at the ME official forums and I got excited:
"First Aid no longer exists, instead your health regenerates and you use medi-gel to revive fallen squadmates as a replacement for Unity from the first game.
Well, I knew that the skill "First Aid" didn't exist anymore, but using medi-gel as revival, I really had no idea. But it makes sense since Spectre Training is out (Unity) and I think it's a good idea. Got any link to that forum?
Opening locked containers is no longer tied to decryption and electronics, which have been removed as well. Locked containers are now opened with a new and supposedly fun minigame."
Huh. Interesting.They removed a minigame which required skillpoints and added a new minigame that does not. Hard to say what I think of this since I haven't seen the mingame, but fine with me.
Also(if you've been following the development even just a little you should know this), now you don't upgrade your weapons with ammo mods like you did in ME1. Ammo (generally 2 different types of ammo) became a skill for shepard.
Yeah, well that I knew. -.-
Wait a minute, 2 types of ammo? Looks like a lot more than that to me. If you check the video I linked on last page for example, (http://www.gametrailers.com/video/pax-09-mass-effect/55644) and pause the video at 01:00, you can see that several of the icons looks like ammo, 6 to be precise. That signifies that you will find ammo just like weapons and armor, but instead of applying it directly to the weapons themselves as upgrades, you can now just switch around however- and whenever you like. Alternavely, maybe you just buy the ammo itself like a infinite supply at some special shop like the Normandy Requisitions Officer, and the ammo itself takes no room.
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On January 07 2010 21:21 sixghost wrote: Have they said anything about improved AI or the ability to give your party more complicated commands? I've been playing through ME1 the past few days, and the AI really seems terrible. Maybe I've just been spoiled by Dragon Age, but it seems like you can't get the most out of your party members classes in the first game. I'm glad i'm not the only one who loved the "tactics" in Dragon Age. Whilst it was a massive step forward there is still a lot that could be improved; I hope they build on that sort of system.
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I didn't really use the tactics in dragon age much. I just handed out all my orders besides auto attacking manually (with a lot of pausing). It is just the way I'm used to playing those kind of RPGs since the good old days of BG and IWD. If I was going to do another playthrough I'd probably use tactics to save some time though.
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http://meforums.bioware.com/
And regarding that video: Normally the classes get 2 ammos as skills. Like the vanguard gets cryo+incinerate ammo while the infiltrator if I remember correctly gets disruptor+cryo. It is my belief that, in that video you linked, the Shepard is a Solider class and has access to 3 types of ammo(IMO only soldiers have 3 types of ammo, other classes get 2 types, and further evidence is that that Shepard has that "slow down time Matrix style skill" that has the icon of immunity which is Soldier class exclusive only) but in total there are I think 6 types of ammo.
I've read somewhere on that forum that, you will find ammo clips on enemies but you use them yourself as disruptor or w/e your class can mod ammo into.
But what is really interesting is that he DOES give orders to his squadmates where to position themselves O.o. If that is the case, it's really awesome.
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On January 08 2010 00:55 Latham wrote:http://meforums.bioware.com/And regarding that video: Normally the classes get 2 ammos as skills. Like the vanguard gets cryo+incinerate ammo while the infiltrator if I remember correctly gets disruptor+cryo. It is my belief that, in that video you linked, the Shepard is a Solider class and has access to 3 types of ammo(IMO only soldiers have 3 types of ammo, other classes get 2 types, and further evidence is that that Shepard has that "slow down time Matrix style skill" that has the icon of immunity which is Soldier class exclusive only) but in total there are I think 6 types of ammo. I've read somewhere on that forum that, you will find ammo clips on enemies but you use them yourself as disruptor or w/e your class can mod ammo into. But what is really interesting is that he DOES give orders to his squadmates where to position themselves O.o. If that is the case, it's really awesome
Ok, then it makes more sense.
And yes, he does really command his squadmates individually with pretty advanced commands. Will be fun to try out different team-based tactics
Oh, and about that link; /sarcasm: What!? You seriously mean you went to the official Mass Effect forums on Bioware.com? Wow, I would never have guessed that!
I meant which part of the ME2 thread on the ME forums...
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On January 08 2010 00:55 Latham wrote:http://meforums.bioware.com/And regarding that video: Normally the classes get 2 ammos as skills. Like the vanguard gets cryo+incinerate ammo while the infiltrator if I remember correctly gets disruptor+cryo. It is my belief that, in that video you linked, the Shepard is a Solider class and has access to 3 types of ammo(IMO only soldiers have 3 types of ammo, other classes get 2 types, and further evidence is that that Shepard has that "slow down time Matrix style skill" that has the icon of immunity which is Soldier class exclusive only) but in total there are I think 6 types of ammo. I've read somewhere on that forum that, you will find ammo clips on enemies but you use them yourself as disruptor or w/e your class can mod ammo into. But what is really interesting is that he DOES give orders to his squadmates where to position themselves O.o. If that is the case, it's really awesome. You can order your squad to move to specific spots in the first game, but you can't do it for each individual member, and it's more of just a suggestion of where to go, it's virtually useless.. Hopefully it doesn't work like crap in ME2.
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^ On Insanity, yes, but it's sooooooooo boring...
Pretty much every class is fun to a certain extent except the Soldier imo. Maybe in ME2 it'll work, but still meh
If you play to have fun and feel like you're doing cool special moves, then you pretty much have to play the Adept/Sentinel/Vanguard. (Maybe Infiltrator, but I never really liked the sniping unless you had it maxed out.)
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On January 04 2010 13:57 7mk wrote:I felt like sharing this article from a german gaming page: + Show Spoiler +
Unser Gefecht macht deutlich, dass Mass Effect 2 erheblich actionlastiger daherkommt als sein Vorgänger. Verstärkt wird dieser Eindruck durch Shepards ersten Rangaufstieg. Wo in Mass Effect pro Charakterklasse mehr als ein Dutzend Fertigkeiten in bis zu zwölf Stufen ausgebaut werden konnten, stehen nun nur noch sechs Talente à vier Levels zur Auswahl. Weniger Talente, weniger Ausbaustufen -- Mass Effect wird mehr und mehr zum Shooter.Weniger Talente, weniger Ausbaustufen -- Mass Effect wird mehr und mehr zum Shooter. Die Spezialisierungen auf bestimmte Waffentypen hat Bioware ebenso entfernt wie den individuellen Ausbau von Lebenspunkten und Rüstungswerten. Das Resultat: Mass Effect 2 bewegt sich weg vom Rollenspiel hin zum Shooter. Eine seltsame Design-Entscheidung, immerhin war vielen Fans bereits das erste Mass Effect zu seicht.
I picked out this part because it makes me somewhat worried about the game, these are the main things it says: "There is a much bigger emphasis on action, this impression is strengthened (or sth) by our first level up: instead of 12 skills like in ME 1 you now only have 6 á 4 levels -> less skills, more levels for each skill, Mass Effect is becoming more and more of a Shooter. Specialisation on certain types of weaponry as well as invidual enhancement of hit points and armor points were removed RPG-> Shooter, a strange decision in design since many fans already thought the first Mass Effect was too simple."
I suck at translating but you get the point. I still think it'll be a very good game but I really dont like the sound of that :/ Dammit! I enjoyed ME1 because it was far so from a shooting games. I HATE SHOOTING GAMES in general. Shooting was the biggest element I dislike about GT4. If I wanted to play an action shooter, I would play Halo or MW2 instead.
With all the changes and dumbing down, I fear ME2 won't be how I expect it to be.
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^ See it from Bioware's perspective: Some people say rpg's>fps's, others say fps's>rpg's. You can never please everyone, so they're trying to make ME2 as balanced as possible between the two.
On second thought, neither ME nor ME2 had/will have any first person shooting...
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On January 09 2010 00:05 HaXXspetten wrote: ^ See it from Bioware's perspective: Some people say rpg's>fps's, others say fps's>rpg's. You can never please everyone, so they're trying to make ME2 as balanced as possible between the two.
On second thought, neither ME nor ME2 had/will have any first person shooting...
Yeah but it would be retarded to start a RPG series and then turn it into a shooter game
On January 07 2010 23:38 Latham wrote: I don't know if this info will interest anyone, but I've just read this over at the ME official forums and I got excited:
"First Aid no longer exists, instead your health regenerates and you use medi-gel to revive fallen squadmates as a replacement for Unity from the first game.
Opening locked containers is no longer tied to decryption and electronics, which have been removed as well. Locked containers are now opened with a new and supposedly fun minigame."
Also(if you've been following the development even just a little you should know this), now you don't upgrade your weapons with ammo mods like you did in ME1. Ammo (generally 2 different types of ammo) became a skill for shepard.
O_o I don't think any of these changes are good. The first one means no skill required->more like halo/gears of war the second one is still a minigame like in ME1 except you now dont need any skill -> less of an RPG again the third one if I understand correctly means now there's a choice between just 2 types of ammo instead of loads and loads of ammo types in ME 1.
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^
On January 08 2010 00:55 Latham wrote:http://meforums.bioware.com/And regarding that video: Normally the classes get 2 ammos as skills. Like the vanguard gets cryo+incinerate ammo while the infiltrator if I remember correctly gets disruptor+cryo. It is my belief that, in that video you linked, the Shepard is a Solider class and has access to 3 types of ammo(IMO only soldiers have 3 types of ammo, other classes get 2 types, and further evidence is that that Shepard has that "slow down time Matrix style skill" that has the icon of immunity which is Soldier class exclusive only) but in total there are I think 6 types of ammo. I've read somewhere on that forum that, you will find ammo clips on enemies but you use them yourself as disruptor or w/e your class can mod ammo into. But what is really interesting is that he DOES give orders to his squadmates where to position themselves O.o. If that is the case, it's really awesome.
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On January 09 2010 00:28 7mk wrote:Show nested quote +On January 09 2010 00:05 HaXXspetten wrote: ^ See it from Bioware's perspective: Some people say rpg's>fps's, others say fps's>rpg's. You can never please everyone, so they're trying to make ME2 as balanced as possible between the two.
On second thought, neither ME nor ME2 had/will have any first person shooting... Yeah but it would be retarded to start a RPG series and then turn it into a shooter game Show nested quote +On January 07 2010 23:38 Latham wrote: I don't know if this info will interest anyone, but I've just read this over at the ME official forums and I got excited:
"First Aid no longer exists, instead your health regenerates and you use medi-gel to revive fallen squadmates as a replacement for Unity from the first game.
Opening locked containers is no longer tied to decryption and electronics, which have been removed as well. Locked containers are now opened with a new and supposedly fun minigame."
Also(if you've been following the development even just a little you should know this), now you don't upgrade your weapons with ammo mods like you did in ME1. Ammo (generally 2 different types of ammo) became a skill for shepard. O_o I don't think any of these changes are good. The first one means no skill required->more like halo/gears of war the second one is still a minigame like in ME1 except you now dont need any skill -> less of an RPG again the third one if I understand correctly means now there's a choice between just 2 types of ammo instead of loads and loads of ammo types in ME 1. Agreed. Having many options is one of the best things about ME1. Even though there are many skills that some people don't use, it doesn't mean the skill is useless. Some people may find a use for it. For year in BW, aribiters and dark archons were thought to be the most useless units. Also I'm feeling ME2 may end up with less sidequest for the wrong reasons. The sidequests are not as epic and somewhat plain compared to the main quest, but by being so numerous we learn a lot more about the world of ME and how characters interact with another. With so many planets and characters, the scope of ME is huge and epic compared to other games. I can understand not putting in all the stuff they wanted due to the scale of the game, but for a sequel Bioware should be adding, not taking away.
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On January 09 2010 00:42 HaXXspetten wrote:^ Show nested quote +On January 08 2010 00:55 Latham wrote:http://meforums.bioware.com/And regarding that video: Normally the classes get 2 ammos as skills. Like the vanguard gets cryo+incinerate ammo while the infiltrator if I remember correctly gets disruptor+cryo. It is my belief that, in that video you linked, the Shepard is a Solider class and has access to 3 types of ammo(IMO only soldiers have 3 types of ammo, other classes get 2 types, and further evidence is that that Shepard has that "slow down time Matrix style skill" that has the icon of immunity which is Soldier class exclusive only) but in total there are I think 6 types of ammo. I've read somewhere on that forum that, you will find ammo clips on enemies but you use them yourself as disruptor or w/e your class can mod ammo into. But what is really interesting is that he DOES give orders to his squadmates where to position themselves O.o. If that is the case, it's really awesome.
yeah so for my character it's still suddenly just the choice between 2 ammo types instead of lots. Btw, I usually dont care much about this as long as the gameplay works but how does it logically make sense that each class has 2 ammo types? In an rpg, different ammo types are something that anybody should be able to just pick up and as long as he can use the weapon, should be able to use. But no, you're a vanguard you can't use cryo ammo because... vanguards already have cold skin... uh....
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It's not like you have unlimited ammo anyways. Changing ammo types into skills is the worst decision ever. Oh yeah, closely followed by thermal clips.. Oh my lord.
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On January 09 2010 01:16 7mk wrote:Show nested quote +On January 09 2010 00:42 HaXXspetten wrote:^ On January 08 2010 00:55 Latham wrote:http://meforums.bioware.com/And regarding that video: Normally the classes get 2 ammos as skills. Like the vanguard gets cryo+incinerate ammo while the infiltrator if I remember correctly gets disruptor+cryo. It is my belief that, in that video you linked, the Shepard is a Solider class and has access to 3 types of ammo(IMO only soldiers have 3 types of ammo, other classes get 2 types, and further evidence is that that Shepard has that "slow down time Matrix style skill" that has the icon of immunity which is Soldier class exclusive only) but in total there are I think 6 types of ammo. I've read somewhere on that forum that, you will find ammo clips on enemies but you use them yourself as disruptor or w/e your class can mod ammo into. But what is really interesting is that he DOES give orders to his squadmates where to position themselves O.o. If that is the case, it's really awesome. yeah so for my character it's still suddenly just the choice between 2 ammo types instead of lots. Btw, I usually dont care much about this as long as the gameplay works but how does it logically make sense that each class has 2 ammo types? In an rpg, different ammo types are something that anybody should be able to just pick up and as long as he can use the weapon, should be able to use. But no, you're a vanguard you can't use cryo ammo because... vanguards already have cold skin... uh....
You wanna blame logic in a sci-fi game? o.0
Jokes aside, you can always post a complaint on the ME forums...
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On January 09 2010 00:45 [X]Ken_D wrote:Show nested quote +On January 09 2010 00:28 7mk wrote:On January 09 2010 00:05 HaXXspetten wrote: ^ See it from Bioware's perspective: Some people say rpg's>fps's, others say fps's>rpg's. You can never please everyone, so they're trying to make ME2 as balanced as possible between the two.
On second thought, neither ME nor ME2 had/will have any first person shooting... Yeah but it would be retarded to start a RPG series and then turn it into a shooter game On January 07 2010 23:38 Latham wrote: I don't know if this info will interest anyone, but I've just read this over at the ME official forums and I got excited:
"First Aid no longer exists, instead your health regenerates and you use medi-gel to revive fallen squadmates as a replacement for Unity from the first game.
Opening locked containers is no longer tied to decryption and electronics, which have been removed as well. Locked containers are now opened with a new and supposedly fun minigame."
Also(if you've been following the development even just a little you should know this), now you don't upgrade your weapons with ammo mods like you did in ME1. Ammo (generally 2 different types of ammo) became a skill for shepard. O_o I don't think any of these changes are good. The first one means no skill required->more like halo/gears of war the second one is still a minigame like in ME1 except you now dont need any skill -> less of an RPG again the third one if I understand correctly means now there's a choice between just 2 types of ammo instead of loads and loads of ammo types in ME 1. Agreed. Having many options is one of the best things about ME1. Even though there are many skills that some people don't use, it doesn't mean the skill is useless. Some people may find a use for it. For year in BW, aribiters and dark archons were thought to be the most useless units. Also I'm feeling ME2 may end up with less sidequest for the wrong reasons. The sidequests are not as epic and somewhat plain compared to the main quest, but by being so numerous we learn a lot more about the world of ME and how characters interact with another. With so many planets and characters, the scope of ME is huge and epic compared to other games. I can understand not putting in all the stuff they wanted due to the scale of the game, but for a sequel Bioware should be adding, not taking away.
While I do see where you're coming from I disagree. One of the (in my option addicting) points of RPGs is to create perfect builds. Maximize effectiveness and minimize downtime between each kill or battle. While having many skills to tinker with and mix and match is very fun but also it has it's flaws. When you have many skills it's generally hard to balance their usefulness and effectiveness. With a certain playstyle, some skills become redundant, just straight out useless, or there are better alternatives.
While I cannot comment on the number of sidequests because there has been virtually 0 information about it released I do believe that fewer more immersive and captivating the player's interest quests is a better solution than putting in 50 or so shallow sidequests with a copy/paste dungeon layout and copy/paste worlds just changing the textures.
I also cannot recall any of your so called "interactions between characters" on sidequests. The only NPC interactions I've seen were on the citadel while going places in an elevator and after completing missions/objectives in the main storyline. If by interactions you mean Wrex saying "This was my kind of mission. Kill lots of geth and end things with a big boom. I'm going to miss slaughtering them like this". It applies to I think every character you choose as a squadmate. I think more of it as the squadmate "giving their option on the mission" rather than an interaction since no one ever comments on what they say. While it is fun to hear their option, and usually that line of text reflects the NPCs general attitude, it is just a gimmick leading to nowhere in character development. You can't comment on what they say, and other squadies don't comment also.
Now concerning the medi-gel and other things: I find it good they actually found a use for it this time around. Battles will be more dynamic and strategic with having more threat from the enemies and cover will play a bigger role because you can't insta-heal for a lot of HP. This system I think is good because it's a high risk high reward one. As for the mini games: If I want to play with a very combat based class/squad, and want say Wrex+Ashely with me while being a soldier/vanguard why am I supposed to be penalized for it in the form of restricting me from 3/4 of the items in the game (Admit it, 3/4 of the items you get come from locked crates or other things). Why am I supposed to be pigeon-holed into choosing a squadie/class that has the ability to open crates just to get decent gear? As for the ammo, the only ammo I ever used were Tungsten rounds (30% more dmg vs synthetics) and Shredder rounds (up to 40% on "living" targets) so I could care less about that.
Basically ME2 is being compressed into a very dynamic game if you take into consideration ME1. Only the "triangle" skills are left, the level cap is lower, there is an ammo system, and many other things. I personally find that very suiting for me, but again, I do somewhat feel bad for numbing down the skill tree.
I apologise for the length of the post, It just came out this way .
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On January 09 2010 01:44 Latham wrote:Show nested quote +On January 09 2010 00:45 [X]Ken_D wrote:On January 09 2010 00:28 7mk wrote:On January 09 2010 00:05 HaXXspetten wrote: ^ See it from Bioware's perspective: Some people say rpg's>fps's, others say fps's>rpg's. You can never please everyone, so they're trying to make ME2 as balanced as possible between the two.
On second thought, neither ME nor ME2 had/will have any first person shooting... Yeah but it would be retarded to start a RPG series and then turn it into a shooter game On January 07 2010 23:38 Latham wrote: I don't know if this info will interest anyone, but I've just read this over at the ME official forums and I got excited:
"First Aid no longer exists, instead your health regenerates and you use medi-gel to revive fallen squadmates as a replacement for Unity from the first game.
Opening locked containers is no longer tied to decryption and electronics, which have been removed as well. Locked containers are now opened with a new and supposedly fun minigame."
On January 07 2010 23:38 Latham wrote: Also(if you've been following the development even just a little you should know this), now you don't upgrade your weapons with ammo mods like you did in ME1. Ammo (generally 2 different types of ammo) became a skill for shepard. O_o I don't think any of these changes are good. The first one means no skill required->more like halo/gears of war the second one is still a minigame like in ME1 except you now dont need any skill -> less of an RPG again the third one if I understand correctly means now there's a choice between just 2 types of ammo instead of loads and loads of ammo types in ME 1. Agreed. Having many options is one of the best things about ME1. Even though there are many skills that some people don't use, it doesn't mean the skill is useless. Some people may find a use for it. For year in BW, aribiters and dark archons were thought to be the most useless units. Also I'm feeling ME2 may end up with less sidequest for the wrong reasons. The sidequests are not as epic and somewhat plain compared to the main quest, but by being so numerous we learn a lot more about the world of ME and how characters interact with another. With so many planets and characters, the scope of ME is huge and epic compared to other games. I can understand not putting in all the stuff they wanted due to the scale of the game, but for a sequel Bioware should be adding, not taking away. While I do see where you're coming from I disagree. One of the (in my option addicting) points of RPGs is to create perfect builds. Maximize effectiveness and minimize downtime between each kill or battle. While having many skills to tinker with and mix and match is very fun but also it has it's flaws. When you have many skills it's generally hard to balance their usefulness and effectiveness. With a certain playstyle, some skills become redundant, just straight out useless, or there are better alternatives. While I cannot comment on the number of sidequests because there has been virtually 0 information about it released I do believe that fewer more immersive and captivating the player's interest quests is a better solution than putting in 50 or so shallow sidequests with a copy/paste dungeon layout and copy/paste worlds just changing the textures. I also cannot recall any of your so called "interactions between characters" on sidequests. The only NPC interactions I've seen were on the citadel while going places in an elevator and after completing missions/objectives in the main storyline. If by interactions you mean Wrex saying "This was my kind of mission. Kill lots of geth and end things with a big boom. I'm going to miss slaughtering them like this". It applies to I think every character you choose as a squadmate. I think more of it as the squadmate "giving their option on the mission" rather than an interaction since no one ever comments on what they say. While it is fun to hear their option, and usually that line of text reflects the NPCs general attitude, it is just a gimmick leading to nowhere in character development. You can't comment on what they say, and other squadies don't comment also. Now concerning the medi-gel and other things: I find it good they actually found a use for it this time around. Battles will be more dynamic and strategic with having more threat from the enemies and cover will play a bigger role because you can't insta-heal for a lot of HP. This system I think is good because it's a high risk high reward one. As for the mini games: If I want to play with a very combat based class/squad, and want say Wrex+Ashely with me while being a soldier/vanguard why am I supposed to be penalized for it in the form of restricting me from 3/4 of the items in the game (Admit it, 3/4 of the items you get come from locked crates or other things). Why am I supposed to be pigeon-holed into choosing a squadie/class that has the ability to open crates just to get decent gear? As for the ammo, the only ammo I ever used were Tungsten rounds (30% more dmg vs synthetics) and Shredder rounds (up to 40% on "living" targets) so I could care less about that. Basically ME2 is being compressed into a very dynamic game if you take into consideration ME1. Only the "triangle" skills are left, the level cap is lower, there is an ammo system, and many other things. I personally find that very suiting for me, but again, I do somewhat feel bad for numbing down the skill tree. I apologise for the length of the post, It just came out this way  .
No need to apologize, it just means that you put your mind at work. O_O I know how it is; When I made the OP, I just wanted to say: "You can discuss your thoughts on Mass Effect 2 in here" and look how that turned out o.0
Anyway, as far as the rpg/shooter discussion, I'm gonna take your side in this. (You should be honored, lmao) The whole character interaction on side quests isn't really that much, except for Family Armor and Find Dr. Saleon. (Man, how come I remember so god damn much. Srsly, I can name every single cluster and quest/assignment without hesitation... think I geeked the original to much) Bioware has, however, said that said many of the sidequests, although seemingly irrelevant, will have some effect in ME2; for example, whether or not you were an ass to that little annoying bastard Conrad, (You know, the so-called fan) will determine the outcome of when you meet him next, which Bioware has already admitted will happen in ME2.
What's next... let's see... ah, whether or not skills should be required when you decrypt locked containers. My personal experience in ME1 was that as long as you're a/an Engineer/Infiltrator/Sentinel, that never really was a problem, which for me was the nail in the coffin to why I prefer Sentinel over Vanguard. It's a pain in the ass to always either bring Tali along just so she can decrypt everything or be forced to leave stuff behind. Although I still think that Infiltrator and Sentinel looks like the coolest classes in ME2, (Okay, now that the Vanguard's second video has come out, I gotta say it looks pretty damn awesome as well.) so it wouldn't have been a problem for them anyway, I still think Bioware made the right choice in removing the skill-required decrypt system.
Finally as far as ammo goes, to me, there were really only 3 really good ammo-types in ME1, the first two you've already mentioned. Shredder and Tungsten rounds were just kick-ass versus organic/mechanic enemies. But I'm still a bit curious... at least when you play on Insanity, why would you not want to use High Explosive Rounds? (Except for Assualt Rifles of course, that's a horrible combination) They have over 4 meters of AoE! I mean, equipping Wrex with a shotgun with HE-rounds were just brutal, enemies literally disintegrated upon impact. For snipers, well, they overheat in like two shots anyway, so you might as well make it a rifle with only perks to increase damage and don't care about overheating. It may end up with 0,3 shots before overheat, but that still counts as one, the only difference being that you PWN everything you hit. As far as pistols go, HE-rounds is not that great, except if you play Sentinel. Then it's awesome once you figure out the tactic. Basically, you fire 4-5 shots before the weapon overheats, (Depending on the upgrades) and then spam every biotic- and tech-power you have until it cools down again, and then keep shooting more. The most awesome class I've ever had was based on a patended class build found on the "Gold Standard Class Builds"-thread on Mass Effect Wiki, which, for some reason was closed, so I can't link it.  But basically, the most important parts are: 1. Take Singularity as your extra skill. (You need the achievement, so you must play a little Adept first.) 2. Take Bastion as your class-specialization. 3. Max out Singularity, Stasis, Bastion, Barrier, and do as much as possible in the other skills as well, at least fill in all the breakpoints you can.
Basically, when Bastion is lvl 12, your abilities recharge in under 20 seconds. That means that if you cast one spell, than cast the next one and so on, by the time your final one is cast, the first one has recharged again. You can cast abilities endlessly, no exagguration. Oh, and do as I said earlier about HE-rounds with your pistol as well. Another fun thing is that with Bastion comes two new special abilities: Barrier- & Stasis-Specialization. The first one makes you nigh-invincible. In addition to adding 25% more shields to your already lvl 12 Barrier, (Now 1250 pts!!!) it now regenerates fucking 40pts per second. Even cooler, Stasis Specialization is the most awesome things ever. I mean it. It enables you and your squad to attack stasised enemies. Do you have any idea how awesome that is on Insanity, where everybody just runs for cover to regenerate. Would be even more awesome in SC though...
On January 09 2010 01:44 Latham wrote:I apologise for the length of the post, It just came out this way  .
Oops, I did it again. o.0 Without thinking I wrote a guide to the most awesome build I know of... oh well, got a bit carried away there... but that's what happens man.
Edit: I think I have a problem... seems like I have an addiction to finish what I'm writing without ever taking a break... like here I had to go to the bathroom badly for the last 5 minutes of writing, but I just couldn't separate from my keyboard...
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Hmm, I never used HE rounds, even on my sentinel. I like the idea, but I just stuck with shredder/tungsten. (I also always stuck with assault rifles on Wrex et al. because that let them shoot indefinitely so I didn't have to think.)
I do agree that bastion sentinels with singularity are cool, though I never really needed barrier, because singularity lift stasis throw neural shock keep you pretty safe. (Also, with all the recharge reduction, lift can indefinitely shut down Saren or a colossus or whatever, which completely trivializes things like the last fight.)
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Yeah, I know, but imagine a ME-PvP, what could possibly defeat that build? Just cast Stasis, (With Specialization) and pump HE-rounds into enemies essentially makes them helpless.
And another thing: I know you might think that if you play Sentinel, you should bring along Ashley & Wrex, or maybe Garrus as protection. That is a mistake. Do the complete opposite. When I did this build, I realized that the easiest was going with Kaidan/Liara. Why? Well, first of all, it was funny as ****. Most importantly though, your enemies never got the chance to attack. (Except for drones, who are immune to biotics, hate those things) Think about it, you can toss around your enemies like toys. The pure biotic force is ridiculous:
3 Throw 3 Lift 3 Warp 2 Singularity 3 Stasis
You get the idea... Only problem was that when both Li' and I used Singularity at the same time, sometimes enemies would be thrown so far away that they'd bug themselves inside walls and crates etc...
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