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Surviving the suicide mission


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#21 Qwinn

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Posted 22 February 2010 - 09:46 AM

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#22 Qwinn

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Posted 22 February 2010 - 09:48 AM

Once you know what specialists to send where, you'll know beforehands which team members are going to die and which are going to live, which is annoying.


I believe you're incorrect, it's a fair deal more complicated than that. In fact, I believe a Bioware dev mentioned on the forums that it's possible to get everyone through the suicide mission alive with only 4 loyal party members (and that is the minimum).

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#23 Dark-Mage

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Posted 22 February 2010 - 09:49 AM

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#24 WeeRLegion

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Posted 22 February 2010 - 09:59 AM

Once you know what specialists to send where, you'll know beforehands which team members are going to die and which are going to live, which is annoying.


I believe you're incorrect, it's a fair deal more complicated than that. In fact, I believe a Bioware dev mentioned on the forums that it's possible to get everyone through the suicide mission alive with only 4 loyal party members (and that is the minimum).

Qwinn



Hm? Seriously? Interesting.

I haven't read anything about it officially, but my observations thus far do support an 'Loyals live, others die' mechanism, with no exceptions.
Not that 3 play-throughs really would be a proper statistical sample size, but whatever. .p

#25 vilkacis

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Posted 22 February 2010 - 11:21 AM

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#26 WeeRLegion

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Posted 22 February 2010 - 11:38 AM

@vilkacis
If I understood that correctly, you'd take two non loyal people to the boss fight?

Naa. Doesn't work. I had two non loyals, took them both to the boss fight in the hopes of avoiding random elimination... And they were both killed by falling debris after the boss dropped.

#27 vilkacis

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Posted 22 February 2010 - 02:40 PM

@vilkacis
If I understood that correctly, you'd take two non loyal people to the boss fight?

No, the opposite: you take two loyals because they die if not loyal. Out of the four loyal characters you brought, you would still have three (because one goes away to escort the crew back to the ship). Thus, you'd have two out of Legion/Tali (the tech expert), Samara/Jack (biotic) and IIRC Garrus/Miranda/Jacob (squad leader).

#28 Eleima

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Posted 22 February 2010 - 09:43 PM

I believe Vilkacis has the right of it, regarding loyalties, and requirements for different tasks. However, I don't see why anyone wouldn't do all of the loyalty missions, if only for the credits and experience, not to mention from a role-playing perspective.
There is one thing that eludes me in your answer, though, Vilkacis, and it's the "Mordin" variable. In my gameplay, there were all loyal, and if I didn't send Mordin to escort everyone back to the Normandy, his high squishiness factor always made him a casualty. Where does that leave him in the "only four loyals" equation? Wouldn't he die?

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#29 -v-

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Posted 23 February 2010 - 02:57 AM

I don't see why anyone wouldn't do all of the loyalty missions, if only for the credits and experience, not to mention from a role-playing perspective.

And for the new sk1llz. Slam is fun, yo.

...but from a RPing perspective, you could definitely argue that beating the Collectors before they carry off another *several thousand* colonists is more important than finding out if Jacob's dad is still alive (we can do that later, it's been ten years already!) or killing a single ardat-yakshi.

There is one thing that eludes me in your answer, though, Vilkacis, and it's the "Mordin" variable. In my gameplay, there were all loyal, and if I didn't send Mordin to escort everyone back to the Normandy, his high squishiness factor always made him a casualty. Where does that leave him in the "only four loyals" equation? Wouldn't he die?

Again, I can only speculate here - but if the theory holds true, you could reduce the overall squish rating of the group by using Tali and Jack as your tech and biotic, then bringing them to the final battle, since they're supposedly some of the squishiest people around. Combined with leaving people like Grunt, Zaeed and Garrus to hold the line, that should improve everybody's chances of survival... in theory. (Making sure you get him his omnitool may also help.)

But like I said, there is most likely a random element here (as he seems to die for some people but not for others, even when loyal), and we only have some random dev's word that it's "possible" - we don't know anything about how *likely* it is.

Either way, he *is* still guaranteed to live if you use him to escort the crew (which most people recommend doing anyway), and there's really no downside to using him for that.

#30 Archmage Silver

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Posted 13 May 2010 - 07:19 PM

Well, as some of you know, I'm the guy who can't finish a game without doing everything there is to do in one run, so it actually took me 64 hours to finish the game on Veteran with an imported Infiltrator (I actually finished DA: Awakening in the middle). Everyone survived the suicide mission - squad members were all loyal, I had ALL the upgrades (I really mean all of them, I told you I use a lot of time on games). On the plus side, I had all 12 squad members with me when I hit the Omega Relay.

Tech Specialist:
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Fire-Team Leader:
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Survivors:
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Biotic Specialist:
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Final Battle Team:
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Final Battle:
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#31 vilkacis

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Posted 14 May 2010 - 05:32 AM

It seems we have official info on the squishiness scale now!

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This info was printed in Game Informer as part of a complete endgame guide. Full (large) scans below:

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Credit to raptorix for the images.

#32 Qwinn

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Posted 14 May 2010 - 06:32 AM

That's a GREAT graphic, thanks vilkacis and raptorix!!

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Edited by Qwinn, 14 May 2010 - 06:33 AM.


#33 Qwinn

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Posted 15 May 2010 - 10:25 AM

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#34 -Xarn-

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Posted 16 May 2010 - 05:36 PM

Heh, went through without any losses on the first attempt w/o reading guides... Most of the designation were pretty self-explanatory after all.
Tech specialist: Let me see, I have fully sentient robot here, will it be enough?
Biotic specialist: Yeah, its not like the game kept telling me that Jack is one of the most powerful biotics around. Oh wait, it did.
Squad leader: Come on, Miranda even has skill called that.

Where I got lucky was the escort mission, I sent Mordin because I think he is useless. (even more then the rest of teammembers)

Also the need for loyalty missions completed was also rather obvious (bla bla, you need all your teammembers to be completely focused on the mission, bla bla)


Also about the final boss: too easy. (There is just no way it can hurt you, that several seconds long telltale was pretty dumb.)

#35 Cal Jones

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Posted 16 May 2010 - 08:39 PM

Heh, I've managed three runthroughs with no deaths so far. Mordin always gets escort duty - that keeps him out of trouble (as would taking him to the final fight). So long as you leave at least a couple of heavy hitters (eg Grunt and Zaid) to hold the line, the others should all survive.