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ME1: Departing Citadel - Crew on Track?


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#1
Elhanan

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My first run on ME1, and am getting somewhat better at the controls here. Currently have just made Spectre, and am wrapping up business on Citadel before hitting the Traverse again. But is the crew on track?

Shepard is 10th - Infiltrator, crew is utilizing mostly recovered gear, and has 5000+ Cr.
 
Commander is running as a Paragon model (approximate ranks to follow):

* Rank 8 - Pistol & Charm
* Rank 4 - Tac Armor & Sniper Rifle
* min ranks - Decryption, Electronics, Infiltrater, and Intimidate (?)

Plan is to run team as specialists in needed fields, but was not aware that only two companions were on missions at a time. Now current overlap is fairly min, but do have Garrus and Kaidan as First Aid.

Only purchases of note this far are a few licenses for Normandy stores. But not being able to reallocate all Talent pts has me concerned about proper crew builds for upcoming missions. I have some good tips from the Sticky thread on designing Shepard, but am wondering on which team member should aquire which skills, as well as advised Talent lvls.
Any recommendations?

Modifié par Elhanan, 09 septembre 2011 - 07:40 .


#2
capn233

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I liked taking Garrus and Liara.

I don't quite remember who all has what, but say if you are taking Garrus, give him decryption and you electronics so you have those two bases covered. By the late game you will be able to do both if need be.

I think I ended up trying to just rank tac armor and rifle first, then Spectre skill. The pistol marksman ability is one of the best damage wise though.

As a soldier it is a bit worse since you don't get any skills and can't unlock anything by yourself.

#3
The Grey Ranger

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I wouldn't worry about the first aid on Garrus and Kaidan. They both need it to unlock other skills. Garrus needs 7 points to unlock electronics, this is a pretty important skill for him, since it will give him a shield bonus and overload. I never take decryption or electronics past 9 points, since at that leve you have master overload and sabotage.

Here is a thread I put together, it has some solid builds for npc's, about 2/3's of the way down the first page, note that those are high level builds, but they can give you some idea of where you might want to go with a build. http://social.biowar...4/index/2375531

If it's your first pass then you can't go past level 50. Personally for an infiltrator, I'd max out your class skill, and plan on 6 more points after you can pick your advanced class(level 20, Luna mission). Also take tactical armor to 7 for medium armor and to unlock immunity. Immunity is hands down the best defensive skill in ME1.

Also, I don't know if you know about this, http://masseffect.ma...Calculator.aspx. That is a talent calculator that will let you play around with some class builds before you spend all your talent points.

Assuming a very first, no bonus talent, single playthrough infiltrator build, I'd aim for something like this:

Pistols 12 (master markman)
Sniper 12 (master assassinate)
Armor 8 (advanced shield boost and medium armor)
Fitness 12 (master immunity)
Decryption 9 (master sabotage and the toughest locks)
Electronics 9 (master overload)
Damping 6 (advanced damping, it also increases your tech mine radius by 20%)
Infiltrator/Commando 12
Spectre 4
Charm 8 (the rest can be covered by the 4 free points from high paragon and spectre training)

That would be a very solid level 50 infiltrator build.

Modifié par The Grey Ranger, 10 septembre 2011 - 06:35 .


#4
Elhanan

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@ TGR - Thanks for this; have already used your previous recommendations from the Sticky to make this build as my base model.

Shepard is now 40th; finished Bring Down the Sky last night. It took a lot of time, but I managed to use my Sniper Rifle to kill all those Turret guns for the double XP. 

And I finally started using some of those Activated talents, too. Until recently, I was under the notion that it was all Passive, until I hit one of the Icons by accident. Oh dopey me....

Q: Of what use is Damping? Is 6 ranks enough for the investment?

Which armor upgrades are helpful against Biotic attacks? Currently am using Medical upgrades for most of the team, but have kept a store of ammo and armor upgrades for special occasions.

Recommended amt of Omni-gel? Currently have 300+.

Thanks again!

Modifié par Elhanan, 16 septembre 2011 - 03:21 .


#5
CoffeeHolic93

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Damping is a solid investment because it increases the AOE of all your tech-mines.
Biotic attacks shouldn't be a problem - just drop a damping on the enemy.
Omni-gel isn't really needed for anything but being lazy with hacking mini-games.

#6
The Grey Ranger

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It's also one more tech mine to run through a cycle, it can be useful in some fights, since it will shut down tech and biotic powers, that can be useful especially if you have the BDtS DLC.

There is also nowhere else in a build with no bonus that really needs it, and 6 is enough to take it to advanced. There is also a minor, (as in not that useful) stun factor.

Omnigel is also useful for fixing the Mako, but if you don't mind the hacking minigame, you've probably got enough. 

I'd also suggest keeping some of the level VII ammo upgrades (especially tungsten/shredder) since there is no replacement in the VIII to X equipment levels.

Modifié par The Grey Ranger, 16 septembre 2011 - 08:24 .


#7
Elhanan

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Thanks again for the tips!

However upon review, it seems rather unlikely in my play thus far that I will be successful laying mines for many of the more powerful encounters; prefer a Sniper Rifle and a good vantage point, or a Mako cannon at distance rather than getting them to pursue.

I was able to gather the needed 1 million a couple of times thus far to aquire SPECTRE gear for future use, and already have Paragon pts aplenty.

Based on what I have read, the only other benefits to replaying the same character in ME1 is added XP and Credits for ME2. While it may make starting the next game easier, are there any other long term benefits?

#8
Elhanan

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Finished the first run this morning at 50th! Thanks to all for the help!

Questions:

ME2 - Recommended DLC? I have the Cerebus pckg and LotSB, and enjoyed BDtS from ME1.

Besides starting ME2 at 5th instead of 3rd with more Credits, is there a decent reason for replaying the same Shepard?

Thanks!

#9
Yezdigerd

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Elhanan wrote...

ME2 - Recommended DLC? I have the Cerebus pckg and LotSB, and enjoyed BDtS from ME1.

Besides starting ME2 at 5th instead of 3rd with more Credits, is there a decent reason for replaying the same Shepard?



The warm glow of powergaming I guess.. Otherwise I have no idea why someone would slog through the game again with nothing worth upgrading and no challenges.

Lotsb is the only must have dlc. but after that I would go for Kasumi. Firepower pack gets some variant weapons but are a little OP. Overlord is nice too but  has a more limited scope.

#10
Elhanan

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I did think of one reason: to have an alternative path from which to select.

I accidently got into a Romance with Williams and Liara from being nice to both, and was pushed to choose Ashley. And as a Paragon, I want to remain a one woman kinda Commander, even if the relationship has not become sexual (tis against regs, y'know).

But my original goal was to wait for Miranda in ME2. A replay would allow for this.

However, if I am to go for a replay, it would be for another perspective; be it class and/or gender. But I will so miss Sniper Rifles....

#11
Pro_Consul

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Elhanan wrote...

Besides starting ME2 at 5th instead of 3rd with more Credits, is there a decent reason for replaying the same Shepard?


To play at a higher difficulty like Insanity. To play for higher equipment levels that are not available on a first play through, like level X spectre gear. To unlock achievements that are easier or even only possible on a replay, e.g. the level 60 achievement. But my personal fave was the first: to play on Insanity difficulty, which is just not realistic for a newly created character.

#12
Elhanan

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Thanks ffor the feedback, but none of this seems to really apply for me.

I may try Hardcore, as my skills with the game are somewhat improved, but Insanity may be beyond what I am able to play. Already have Lvl X gear at 50th; one reason in killing every turret gun but two with small arms fire in my first playthrough. And I am not much into Achievements, though my O-C nature to complete sets does sometimes flair.

But I am considering it, as ME2 made some changes in play, and I just got used to these rules and controls. I started one in case, and also made a female Shepard; still an Infiltrator, though.

Q: Are there any long range attacks of worth besides Sniper Rifle?

#13
Yezdigerd

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ME 1 is a very simple game, several evolved abilities are "I win buttons". The difficulty doesn't matter.
Insanity is only hard as long as you don't have evolved your abilities. which means about lv 1to 20.
At lv 50 you can just keep your enemies disabled in singularites and lifts indefinately. My last insanity run I killed just about everything with a untrained assault rifle for kicks, It requires no skill and is quite boring after awhile.

#14
caradoc2000

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I'd say Insanity in ME1 is more tedious than difficult. It takes a long time to kill anything as every enemy has Immunity.

#15
Elhanan

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My largest subjective hurdle currently is I am stuck on Infiltraters as a class; others either seem dull, or appear to be limited to melee distance attacks.

And from a very brief intro to ME2, I already miss the ME1 simplicity of Talent purchases and gameplay. My 3rd lvl Shepard had 4 starting Squad pts, but may have been limited to only a couple of possible expenditures. And the tutorial harping at you to hurry while you must actually step on ammo clips is less fun than some may have imagined.

#16
Yezdigerd

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caradoc2000 wrote...

I'd say Insanity in ME1 is more tedious than difficult. It takes a long time to kill anything as every enemy has Immunity.


Only if you don't use biotics. Swirling enemies cannot activate immunity, fight or do anything.

#17
tonnactus

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caradoc2000 wrote...

I'd say Insanity in ME1 is more tedious than difficult. It takes a long time to kill anything as every enemy has Immunity.

There is skill named warp..
That neutralize immunity and allow fast kills of immunity users.

#18
Elhanan

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Which foes and bosses are Immune or resistant to Biotics?

#19
Yezdigerd

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Very few, just about only the drones on the luna mission. Mecha-Saren isn't affected by singularity, and it seems Krogans aren't affected for long.

tonnactus wrote...
There is skill named warp..
That neutralize immunity and allow fast kills of immunity users.


Which again is irrelevant. The only reason a mook activates immunity, is because you didn't Lift or Singularity him before shooting him up.

Modifié par Yezdigerd, 21 septembre 2011 - 03:48 .


#20
The Grey Ranger

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Elhanan wrote...

Which foes and bosses are Immune or resistant to Biotics?


I can't think of any that are completely immune, but turrets and drones are really only effected by stasis and warp.  At the higher difficulties most enemies have some resistance to biotics, the effects won't last as long and higher levels of effect are needed.

#21
Elhanan

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Which Biotic and Tech abilities have long range, if any?

And thanks for the answers, folks!

Modifié par Elhanan, 21 septembre 2011 - 04:13 .


#22
RedCaesar97

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Elhanan wrote...
Which foes and bosses are Immune or resistant to Biotics?

I have not played ME1 in a while, but here is what I remember:
- Warp and Stasis work on all enemies.
- I think Lift will work on all enemies, provided it is wide enough. For example, I think Lift will not work on a Geth Armature or Colossus if the Lift radius is not wide enough to lift it.
- Some Krogans (Krogan Warlords and Krogan Battlemasters) seem to be immune to Throw and Singularity.
- Hoverboard Saren (Virmire, Citadel) is immune to Lift, Throw, and Singularity
- Final Boss Saren is immune to Singularity and Throw

Elhanan wrote...
Which Biotic and Tech abilities have long range, if any?

I think if you can see a target the biotic/tech ability will work, unless the ability is not designed to work against that particular target (like trying to hack a Thorian Creeper)

#23
Elhanan

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I will have to retract my observations on Achievements, as these gaming icons are not all alike.

I was extremly pleased to discover while making a new Sentinel Shepard that having unlocked the Sniper Rifle on my previous run also allows me the option to use it this time. Great news!

#24
DJRackham

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Mi-Chan wrote...

Damping is a solid investment because it increases the AOE of all your tech-mines.
Biotic attacks shouldn't be a problem - just drop a damping on the enemy.
Omni-gel isn't really needed for anything but being lazy with hacking mini-games.


After awhile, one just gets tired of playing Space Frogger™. :mellow:

Modifié par DJRackham, 21 septembre 2011 - 09:18 .


#25
Pro_Consul

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DJRackham wrote...

After awhile, one just gets tired of playing Space Frogger™. :mellow:


Blasphemy! The hacking mini-game should be given its own sequel. Forget Shepard and the fate of the Galaxy. What we all need is to play Space Frogger constantly!