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(SPOILERS) So, Who've We Got To Fight The Reapers? (Roll Call)


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#1
Ice Cold J

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So, I was looking around and didn't notice this anywhere, so i thought I'd tackle it myself.

We know we're going to war with the Reapers in ME3. We've been told we're gonna have to get allies/reinforcements to take back Earth and/or defeat the Reapers.

That being said, who are our draft options?

I'm going to try and break this down into different categories. As best as I can tell, there are certain allies that we will definitely have the chance to recruit, some who may or may not have substantial enough force to even help us, some who will probably be able to help, but in a very minor way (i.e. if we get someone else, they are assumed), and those who we would only receive aid from based on past decisions in ME.

So, here it goes:

Definite Allies:

Turians: The strongest fleet in the galaxy belongs to the Turians. They are an obvious candidate for a major ally. That being said, there's a chance that if you let the Council die in ME1, they may not be such a powerful ally, but that's beside the point. The Turian homeworld, Palaven, is also a confirmed location for ME3.

Salarians: The Salarians are another of the Council races who are an ideal ally choice. They have a large fleet and a large intelligence network. Again, this could be changed based on your Council choice in ME1. Their homeworld, Sur'Kesh, is also confirmed for ME3.

Krogan: Again, my be influenced on Wrex's presence, or even on Grunt's survival, but there will be SOMETHING done with the Krogan on Tuchanka. My question is whether or not there is a substantial Krogan fleet or not.

Potential Allies:

Systems Alliance: Why are they "potential" allies? Because I'm wondering if they'll get overrun by The Reapers at the start of the game. If not, they may still be severely crippled. That being said, they have a strong fleet and are military-centric. Maybe if you let the Council die in ME1, they are even stronger at this point.

Asari: Again, a "why potential ally." Although the Asari are major players in the Mass Effect series, they are not described as having a strong space navy. If they have one, they will undoubtedly be an ally (ME1 Council choice assumed), since Thessia, their homeworld, is confirmed.

Batarians: This may hinge upon what you did/if you played Arrival. Assuming they are available, they are a strong military presence, though not on par with the Alliance or Turians.

Elcor: They do have a fleet (run by VIs, however) and they can be ground troops. Again, a question being how effective can they be?

Hanar: I feel that ME2 tried to paint the Hanar in a competent light. We hear Thane describe how lethal Hanar can be in the water and Zaeed even mentions that a Hanar almost killed him. The Hanar are intelligent and have been heard in-game to be nearing Councilship status on The Citadel, so I wouldn't be surprised if they have a competent fleet.

The Terminus Systems: A wild card to me. This may have to do with your interactions with Aria and/or Zaeed and/or Kasumi. It is said that there is a loose affiliation among the Terminus Systems, in so much as they would unite against the threat of a Citadel invasion. I asusme the Reaper threat would overshadow that. That being said, they would likely be a major force if they are an option, since The Citadel itself is cautious of hostility with them.

Shadow Broker Troops: Again, I am not sure if the agents of the "Shadow Broker" would constitute a military force or just an information web, but if they are potential warriors and/or fighters, might add a small advantage.

Recently, Cerebus News mentioned two new species: The Raloi and a group of "Virtual Aliens." I know nothing about them, but the CDN has led us to Arrival, so perhaps this is foreshadowing from the developers about ME3.

Minor Allies:

The Normandy: I am calling this a "minor ally," because I feel that the presence of The Normandy and, ergo, Shepard, would be a boost to whoever they are with. Again, pure speculation on my part.

Volus: They are described as being "capable" of fighting, but their alliance with the Turians seem to make them go hand-in-hand, so I'd assume that gaining the aid of the Turians gain you whatever advantage the Volus might add.

Drell: Similar to the Volus. The Drell are mostly dependant on the Hanar now. If you gain the aid of the Hanar, you'd likely gain access to Drell warriors and vice-versa.

Vorcha: I have no clue if the Vorcha could even operate a starship, but they are important enough to be introduced in ME2, so they may have some impact in ME3. Perhaps they are tied to the Krogan like the Volus and Drell are to the Turians and Hanar, respectively?

Choices:
The Council Fleet: I am labeling this as a "choice" ally because it may or may not be around given your ME1 decision. If you let the Council die in ME1, it is mostly, if not entirely, human, tying it to the Systems Alliance. If you saved the Council, chances are The Citadel still has it's own fleet of ships protecting it. Add to that the suggested strength of The Destiny Ascension and you have the makings of a strong ally.

Rachni: An obvious "choice" ally, if you saved the Rachni Queen in ME1, it is hinted in ME2 that she is ready, willing, and able to help you in ME3. Not just powerful ground troops, but the Rachni are a space-faring race as well. A definite bonus to a Paragon choice.

Collectors/Collector Tech: Bioware's Renegade answer to The Rachni, it is implied (or assumed) that The Collector Base is an advantage in the coming war against the Reapers. Perhaps it will grant you a power over them. Perhaps there are schematics for Collector ships. Perhaps you are given the genetic coding to "clone" Collector foot soldiers to command. Who knows? We'll have to wait and see.

Quarians: I've labeled both them and the Geth as "choices" because you can suggest that they go to war with each other. Plus, depending on the outcome of Tali's trial or even her survival, they may be less likely to trust you. If, however, they are available as an option they have the largest, not most powerful, but largest fleet in the galaxy, which would definitely mean something in a space battle. Add into that their technical expertise and they might be able to damage a Reaper directly.

Geth: Again, depends on your suggestion to the Quarians about avoiding war, plus your choice to rewrite or destroy the Geth "heretics." They obviously have a strong fleet as seen in ME1, thus making them a very useful ally against the Reapers. Like the Quarians, they are technical experts, giving them an edge over the Reapers. In the end, Rannoch, the former Quarian homeworld and presently Geth-occupied planet, is confirmed for ME3, so we will find one, if not both, of these last two options here.

So, there it is. What I believe to be ALL our options for allies in ME3. Actually sounds rather formidable when you sit down and write it all out. Image IPB

Thoughts and opinions welcome, but please read all the details before random criticisms. Thank you! Image IPB

#2
Phaedon

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Vorcha: I have no clue if the Vorcha could even operate a starship, but they are important enough to be introduced in ME2, so they may have some impact in ME3. Perhaps they are tied to the Krogan like the Volus and Drell are to the Turians and Hanar, respectively?

They are not independent, and they are not developed "ethnically". If they are not with the Blood Pack, then they are civilians of Terminus planets governed by other races. Gavrug for example, is a planet governed by krogan that has both a krogan and a vorcha population. The vorcha fought both as part of the imperial army and the resistance against corporate forces.

#3
Leonia

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A lot of this seems to emphasise space combat, remember there will be ground battles as well.

#4
Phaedon

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 RE: Ground Battles

Humans - Dunno, I suppose that they are okay.

Turians - Excellent firearm and hand-to-hand warriorsAsari - Biontic commandos. They suck on their own but work well with a team. Assign them, the turians and the humans on the big husks.

Salarians - Scouts. That's all they can do.

Krogan - They seem to have some good damage-resistant vehicles, excellent on hand-to-hand combat, should be able to deal with the small husks, but may cause trouble with very big ones, since they don't work well with a team, and blood rage causes them to charge a bit too much.

Geth - Their dropships should be very useful, also good for infiltrators and snipers.

Quarians - Engineers, fire support.

Rachni - Useful for when you want to overwhelm your enemy.

Vorcha - Numbers and regenerative health count. Unleash them wisely.

Elcor - They can attack mini-guns over themselves, but that won't help much.

Volus, Hanar - Not very useful.

Modifié par Phaedon, 02 juin 2011 - 08:00 .


#5
GraciousCat

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I think the Collector base would be more of an obstacle, given Cerberus' new status as an enemy in Mass Effect 3.

#6
corporal doody

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i wonder how many companies breed vorcha for specific purposes. i know there is the one mention on Omega. Are there a few that breed them specially....for large scale merc ops?

#7
Phaedon

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corporal doody wrote...

i wonder how many companies breed vorcha for specific purposes. i know there is the one mention on Omega. Are there a few that breed them specially....for large scale merc ops?

I know that their breeding periods are a considerable factor in large scale wars.

#8
Parah_Salin

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Phaedon wrote...

 RE: Ground Battles

Humans - Dunno, I suppose that they are okay.

Turians - Excellent firearm and hand-to-hand warriorsAsari - Biontic commandos. They suck on their own but work well with a team. Assign them, the turians and the humans on the big husks.

Salarians - Scouts. That's all they can do.

Krogan - They seem to have some good damage-resistant vehicles, excellent on hand-to-hand combat, should be able to deal with the small husks, but may cause trouble with very big ones, since they don't work well with a team, and blood rage causes them to charge a bit too much.

Geth - Their dropships should be very useful, also good for infiltrators and snipers.

Quarians - Engineers, fire support.

Rachni - Useful for when you want to overwhelm your enemy.

Vorcha - Numbers and regenerative health count. Unleash them wisely.

Elcor - They can attack mini-guns over themselves, but that won't help much.

Volus, Hanar - Not very useful.


Ummm...Dosn't really work like that. Theres not just like one big ground army made from a bunch of different races. They all have thier own hiarchies and millitary structure, etc...

The Turians and Asari Are both quite capable on thier own.

Salarians also capable fighters (you fight alot of them in ME2) on par with humans or turians. Remember that most fighting is done with guns, so being small and fast isn't really a disadvantage. Niether is only needing one hour of sleep a night.

Similarely Quarians have comprable ground troops to humans, according to wrex slightly tougher (but not as tough as turians).

Rachni aren't just a blind horde either. They are spacefaring and capable of using guns.

The Hanar will put forward Drell as land forces, who are quite capable soldiers.

#9
armass

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I think that list pretty much covers all, but how much we see in the actual game is anybody's guess.

#10
Phaedon

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But this ain't no regular operation, see?

I am sorry, but I can't see asari infantry working well on their own, even their commandos are pretty terrible. The salarians are not up to par with anyone else, they can be okay with a tech armour, but realistically, how much do you think that they'll last without one? I never claimed that the Rachni are a blind horde. Well, the Quarians' special forces were underwhelming. We don't know how many geth they fought off, but obviously not enough. Also, a battalion of drell? Not a chance.

I think that it's most logical that we are to see a big multi-race army, made up of specialized units. I doubt that numbers will matter, the Reapers have them. What you need is skill.

#11
Geth_Prime

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I think you're all forgetting the galaxy's secret weapon - Space Hamster.

#12
theelementslayer

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Phaedon wrote...

But this ain't no regular operation, see?

I am sorry, but I can't see asari infantry working well on their own, even their commandos are pretty terrible. The salarians are not up to par with anyone else, they can be okay with a tech armour, but realistically, how much do you think that they'll last without one? I never claimed that the Rachni are a blind horde. Well, the Quarians' special forces were underwhelming. We don't know how many geth they fought off, but obviously not enough. Also, a battalion of drell? Not a chance.

I think that it's most logical that we are to see a big multi-race army, made up of specialized units. I doubt that numbers will matter, the Reapers have them. What you need is skill.


I agree with this. You need an army with small specially based balanced squads. Like in the Marines, or some delta units, or the SAS, they have 4 man fire teams, each one having  a specialized role in which they excel in most. They have a sniper, or a long range marksman, a heavy gunner, a couple of grenadiers. I can see that being in ME just Mass Effectified.

#13
Leonia

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Asari are fairly disorganised as a species when it comes to military operations, though they'd probably work well with other mixed-race units that need some biotics on their side. The salarians, while capable, are designed for surprise attacks. The krogan would make up the bulk of the infantry, I reckon, provided we don't have to choose either them or the salarians (in which case, I want the salarians for recon).

We don't really know enough about hanar, drell, vorcha, etc. in terms of large-scale military operations to predict where they would fit in (well, vorcha can probably do infantry, we know a little bit more about them).

Wherever there's a gap in operations, the turians can fill it. Their whole culture is based around war and military discipline, and from the CDN entries on the Taetrus war, we can assume they have all bases covered (even biotics, though to a lesser extent than say the asari). Humanity, though with fewer numbers and ships, can also fill similar roles as the turians.

The geth and quarians are a bit harder to gauge, we don't know how quickly the flotilla can be upgraded to be capable of inflicting much damage (though we could argue the geth have a fleet and they'd make great snipers on the ground). I have a feeling we have to choose one or the other though so make the choice count.

Modifié par leonia42, 02 juin 2011 - 08:28 .


#14
Parah_Salin

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Phaedon wrote...

But this ain't no regular operation, see?

I am sorry, but I can't see asari infantry working well on their own, even their commandos are pretty terrible. The salarians are not up to par with anyone else, they can be okay with a tech armour, but realistically, how much do you think that they'll last without one? I never claimed that the Rachni are a blind horde. Well, the Quarians' special forces were underwhelming. We don't know how many geth they fought off, but obviously not enough. Also, a battalion of drell? Not a chance.


What are you basing thier commandos being terrible on? Because I just don't see this. This being said they aren't a big force. But I don't know what your smoking where you think thier commandos suck.

And the stuff about Salarians, again, what are you basing it off of? The fact that they are small and sound nerdy? Because you know the little big-head-alien eclipse mercs? They're Salarians. They aren't really any different from any other eclipse mercs, meaning not differerent in capability than human or asari footsoldiers. Also, the Salarians Special Tasks Group at Virmir held off saren's forces for a good while and there were only around 7 of 'em. Mordin is dangerous, both lore wise and in game.

And Ummm, there were alot of geth there. Not everyone can magically fight through all odds with just 2 of thier friends.

I think that it's most logical that we are to see a big multi-race army, made up of specialized units. I doubt that numbers will matter, the Reapers have them. What you need is skill.


It might be the most effective way to do it, but it won't happen.

There is the fact that ground forces are already scattered around the galaxy in armies made of thier respective races mostly. If shep brings a bunch to earth, there will be alot of different things that need retaking. Most likely armies from specific races would be sent to different areas to fight, as aposed to making sure everyone has some Quarians for tech and fire support, afew Krogan close combat fighters, some Salarian Scouts, etc...

Also, The ground forces the reapers use mostly husks and indoctrinated troops, so I'd say numbers DO matter. Husks are the exact kind of enemy where you want as manny soldiers and guns pointing at the enemy as possible.

#15
Leonia

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I'd recommend reading the codex entry for each species if you'd like to know more about how their government/militaries work and what each species excels at.

The Reapers will always have bigger numbers than Shepard and the Galactic Team. You have to get clever if you want to take them out. Each time the Reapers capture a world, they gain more indoctrinated servants/husks. The numbers on our side are hardly going to be enough to put a dent in that.

Modifié par leonia42, 02 juin 2011 - 09:28 .


#16
Asari_Party

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Phaedon wrote...

 RE: Ground Battles

Humans - Dunno, I suppose that they are okay.

Turians - Excellent firearm and hand-to-hand warriorsAsari - Biontic commandos. They suck on their own but work well with a team. Assign them, the turians and the humans on the big husks.

Salarians - Scouts. That's all they can do.

Krogan - They seem to have some good damage-resistant vehicles, excellent on hand-to-hand combat, should be able to deal with the small husks, but may cause trouble with very big ones, since they don't work well with a team, and blood rage causes them to charge a bit too much.

Geth - Their dropships should be very useful, also good for infiltrators and snipers.

Quarians - Engineers, fire support.

Rachni - Useful for when you want to overwhelm your enemy.

Vorcha - Numbers and regenerative health count. Unleash them wisely.

Elcor - They can attack mini-guns over themselves, but that won't help much.

Volus, Hanar - Not very useful.


There is a difference between lore and gameplay. If you follow gameplay, then yea, asari commandos are not very impressive. Lorewise, they are the finest warriors in the galaxy.

#17
Malanek

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Ice Cold J wrote...
Turians: The strongest fleet in the galaxy belongs to the Turians. They are an obvious candidate for a major ally. That being said, there's a chance that if you let the Council die in ME1, they may not be such a powerful ally, but that's beside the point.

If you left the council to die in ME1 then the Turians are much, much more powerful. Rather than being complacent they go into an arms race with humans significantly increasing their number of dreadnoughts.

#18
MasterLogo51

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Geth_Prime wrote...

I think you're all forgetting the galaxy's secret weapon - Space Hamster.


Hell yeah, the space hamster is deadly. I saw one in ME3 shoot down Husks from a mile away. Those guys are.... wait what????????????? lol really, the space hamster? Where do you come up with this stuff?Image IPB

#19
Wulfram

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The Asari have the second most Dreadnaughts, so I'd expect their space navy to be pretty sizable.

Though from what we know currently it seems like all existing warships are pretty much useless against the Reapers.

#20
Parah_Salin

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leonia42 wrote...

I'd recommend reading the codex entry for each species if you'd like to know more about how their government/militaries work and what each species excels at.


I have and I do. Just because salarians are particularelly good at scouting and intelegence dosen't mean they can't fight as conventional rank and file troops. The idea that an entire species would all be scouts is just plain silly. There can be human scouts, salarian scouts, krogan scouts...etc...and human soldiers, krogan soldiers, and yes, salarian soldiers. Most of those have apeared in game. There was even a Krogan Scientist.

The Krogan might prefer to shoot people point blank with shotties, but they also have guys that do targeting math for artillery so they can hit thier target. Salarians might always use intelegence to gain the upper hand, but they have normal soldiers to take that upper hand and smack the enemy with it.

I'm just failing to grasp why people are thinking along these lines that all members of an alien species are just good at one thing.

The Reapers will always have bigger numbers than Shepard and the Galactic Team. You have to get clever if you want to take them out. Each time the Reapers capture a world, they gain more indoctrinated servants/husks. The numbers on our side are hardly going to be enough to put a dent in that.


The role infantry and all but the heaviest armor and artillery isn't to shoot reapers. I'm sure there will be some commando missions done by infantry with more specific targets that can hur the reapers, but mostly the ground forces are there to tie up the reapers and thier husk minions, and also to protect civilians, while shepard does the rest. Numbers won't hurt. Yes the reapers are overwhelming, but battle to battle, especially against horde type enemies like husks, numbers are a big advantage. More guns. More positions you can cover. More eyes watching out. More people they have to kill before they get to you.

#21
The Man on the Moon

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theelementslayer wrote...

Phaedon wrote...

But this ain't no regular operation, see?

I am sorry, but I can't see asari infantry working well on their own, even their commandos are pretty terrible. The salarians are not up to par with anyone else, they can be okay with a tech armour, but realistically, how much do you think that they'll last without one? I never claimed that the Rachni are a blind horde. Well, the Quarians' special forces were underwhelming. We don't know how many geth they fought off, but obviously not enough. Also, a battalion of drell? Not a chance.

I think that it's most logical that we are to see a big multi-race army, made up of specialized units. I doubt that numbers will matter, the Reapers have them. What you need is skill.


I agree with this. You need an army with small specially based balanced squads. Like in the Marines, or some delta units, or the SAS, they have 4 man fire teams, each one having  a specialized role in which they excel in most. They have a sniper, or a long range marksman, a heavy gunner, a couple of grenadiers. I can see that being in ME just Mass Effectified.


First the Marines are a basic frontline infintry unit and use platoons of 25 men not four and putting them on the same sentence as SAS or Delta is totally incorrect as those two units train a lot more then the Marines. Also, the SAS and Delta team numbers are classified but it is safe to assume they operate a lot like the Special Forces who use 12 man teams, with an A team and a B team, it would be militarily suicide to use 4 man teams.

#22
Ice Cold J

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leonia42 wrote...

A lot of this seems to emphasise space combat, remember there will be ground battles as well.


Ground battles we will own since the Reapers are not gonna be fightin us on foot and we've already beaten Collectors, husks, and mercs, so what do we have to worry about?

Malanek999 wrote...

Ice Cold J wrote...
Turians: The strongest fleet in the galaxy belongs to the Turians. They are an obvious candidate for a major ally. That being said, there's a chance that if you let the Council die in ME1, they may not be such a powerful ally, but that's beside the point.

If you left the council to die in ME1 then the Turians are much, much more powerful. Rather than being complacent they go into an arms race with humans significantly increasing their number of dreadnoughts.


I thought it was just the opposite. I thought the Turians were being limited by the new Human-led Council, so they were thinking about going against the Council, but hadn't yet.

Wulfram wrote...

The Asari have the second most Dreadnaughts, so I'd expect their space navy to be pretty sizable.

Though from what we know currently it seems like all existing warships are pretty much useless against the Reapers.


True. I didn't notice that when I looked over the info I had.

Warships are not USELESS against Reapers. They're just not the equal of a Reaper. A human fleet DID defeat a Reaper (whether or not the defeat of Saren had something to do with it is debatable). The Normandy itself, delivered the final shot that killed a Reaper. It's not impossible; it's just difficult.

#23
SkittlesKat96

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 I'm not sure if any of you remember this but at the end of one of the Tuchanka missions it says "Krogan ground shocktroops would be valuable against the Reapers"

This is a clear indication that maybe we'll get heavy armored Krogan fighting with us on Earth if we ally with them