While I never hit any of the scientists, the terrorist biotics use area of effect attacks non-stop. Even worse, your teammates have no problem shooting through civillians to target the terrorist behind them...or using their own AoE attacks.
Is there any way to do this without your team or the terrorists killing the scientists?
Thanks!
UNC Besieged Base (Chohe) - how to save scientists?
Débuté par
Biobetasucks
, mai 07 2011 05:57
#1
Posté 07 mai 2011 - 05:57
#2
Posté 07 mai 2011 - 07:06
From the Options menu, set squad powers to Defense Only and you should be good to go.
#3
Posté 07 mai 2011 - 07:14
Also, when you are in the first room, tell your team to hold position, then charge in, grab the Biotic's attention, and then run back out to where your squad is. The Biotics should all blindly rush you, and in the cramped quarters they should fall pretty smartly.
Sometimes the Leader will charge, other times, he will hang back. Use Damping to stop his attacks from killing the Scientists. Finally, rinse and repeat for the final corridor, but be careful, because from my experience, there is usually one scientist behind the Biotics, so take care not to hit him/her.
Sometimes the Leader will charge, other times, he will hang back. Use Damping to stop his attacks from killing the Scientists. Finally, rinse and repeat for the final corridor, but be careful, because from my experience, there is usually one scientist behind the Biotics, so take care not to hit him/her.
#4
Posté 07 mai 2011 - 07:22
Yeah, it's a good idea to get THEM to run to you, not the other way around.
#5
Posté 07 mai 2011 - 07:40
Save and reload. A lot.
#6
Posté 08 mai 2011 - 01:38
I usually just park my squad in that first corridor before the room with the scientists. I then open the door, fire one shot into the wall to get the terrorist's attention, then just wait for them to come to you. Massacre the terrorists as they run past/into the doorway. That should clear most of them out. There will be a few stragglers inside the room, but you should have no problem mopping them up without civilian casualties.
#7
Posté 15 mai 2011 - 03:42
People seem to be having the right idea, so I won't repeat that.
Something I usually make sure of is to pick a Combat-heavy squad.
Tech powers can cause explosions and Biotics have areas-of-effect, so they're risky.
I've pulled it off with squad powers active and without luring on Insanity when taking this in to account with my team.
Basically...
Don't bring: Kaidan, Liara, Tali
You may want to have some tech on your team, though, if your Shepard isn't tech; I bring Garrus for some Damping.
Something I usually make sure of is to pick a Combat-heavy squad.
Tech powers can cause explosions and Biotics have areas-of-effect, so they're risky.
I've pulled it off with squad powers active and without luring on Insanity when taking this in to account with my team.
Basically...
Don't bring: Kaidan, Liara, Tali
You may want to have some tech on your team, though, if your Shepard isn't tech; I bring Garrus for some Damping.
#8
Posté 16 mai 2011 - 09:21
park your squad in the hall where you first enter the bunker, set their power usage to defensive only, get the enemies' attention and let them all file into your ambush and get massacred, that's how I usually do it, and you can allow any squaddie to come with you to kill those terrorists.
#9
Posté 16 mai 2011 - 09:32
The best thing about this mission is that once you've saved all the scientists, you can go around blasting the fusion cells when they walk near to them and vapourise them without consequence
#10
Posté 18 mai 2011 - 07:15
Fiery Phoenix wrote...
Yeah, it's a good idea to get THEM to run to you, not the other way around.
This. Also, I find this is an ideal mission for snipers. I usually take Garrus and Ashley, have them post at the end of the hall, run into the room, take a shot at the ceiling to grab their attention, run back past Garrus and Ashley, crouch, and start picking them off as they funnel down the hall.
The leader never comes when I do this, but everyone else does, so, when it's over, there's only the leader to take out. Sledgehammer rounds in the sniper rifle are good for this, as you can hang back beyond range of his biotics and knock him to the ground. Same with the ones who come out of the back hall. Pick them off from range as well.
This mission is ideal for a sniper team.





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