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Collector Base makes no diff?


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#26
sfam

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sheltomlee wrote...

Well considering stopping the Collectors was the entire focus of the second game, yes. I foolishly thought it would have a great impact.


Face it, you've been punked.  We all have.  Such is life.  I'm sure they probably didn't intend to punk us - it just happened.  Time to move on.

#27
Oldbones2

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God, this is infuriating.


This choice SHOULD matter.

Didn't Bioware say giving the Illusive Man the base was a bad, bad idea?

Why? He gets the same tech regardless, and you get ten free points!


This is why there NEEDS to be an epilogue, so that the we see how our choices shaped the galaxy.

#28
ahandsomeshark

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Does the heart/brain make any difference? Since the check comes before you get them?

#29
Samtheman63

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Edolix wrote...

lynch108 wrote...

If you save base, control is your only option with low ems instead of destroy.


Is this true?

no

#30
ImperatorMortis

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I know, its crazy. I'm on my ME2 playthrough, with a renegade shep. And even though I know it won't matter, and I'd get an extra ten(WOW TEN!) points, I still really don't want to give The Illusive Man the base.

For reasons I can only describe as "strong vitriolic hatred", and "the compulsive need to ****** him off".

#31
sheltomlee

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sfam wrote...

sheltomlee wrote...

Well considering stopping the Collectors was the entire focus of the second game, yes. I foolishly thought it would have a great impact.


Face it, you've been punked.  We all have.  Such is life.  I'm sure they probably didn't intend to punk us - it just happened.  Time to move on.


It's not a side mission, or some easter egg that we 're talking about here. It's the entire reason for the second game, for crying out loud. You've been indoctrinated!

#32
KingKhan03

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The Biggest choice from Mass Effect 2 is worth 100 War Asset points...that's just sad BioWare.

#33
Grimskull89

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It was probably one of those things that they felt was so necessary to the game, it didn't matter what the player choose.

Like the rachni queen.

#34
sheltomlee

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ImperatorMortis wrote...

I know, its crazy. I'm on my ME2 playthrough, with a renegade shep. And even though I know it won't matter, and I'd get an extra ten(WOW TEN!) points, I still really don't want to give The Illusive Man the base.

For reasons I can only describe as "strong vitriolic hatred", and "the compulsive need to ****** him off".


I thought maybe if you were enough of a renegade and let him keep the base, you could've maybe worked for cerberus again and told the alliance to ****** off. That would've been a real paragon (work for alliance) or renegade (stay with cerb) descision right there. It would've made the game make sense too, because the entire way through my renegade playthrough, everything was pretty much the same, even if I agreed and wanted to help the reclusive man, I couldn't. So there isn't really a renegade's path in this game imo. There's just paragon, and less paragon. Your renegade actions basically kill off your teamates and give you scars on your face. Awesome!

#35
shodiswe

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 / coppy list
Saved the Collector’s Base in Mass Effect 2
Effective Military Strength under 1750 – Earth is destroyed regardless of the decisions you’ve made
Effective Military Strength of 1750 to 2049 – Save the Reapers and Earth will be saved
Effective Military Strength of 2050 to 2349 – Become a Reaper and Earth will be saved
Effective Military Strength of 2350 to 2649 – Destroy the Reapers and Earth will be somewhat destroyed
Effective Military Strength of 2650 to 2799 – Destroy the Reapers and Earth will be destroyed
Effective Military Strength of 2800 to 3999 – The Galaxy and Earth will be saved once you’re able to create synergy
Effective Military Strength of 4000 to 4999 – Destroy the Reapers and Save Anderson from the Illusive Man to see that Shepard lives (Requires max Paragon/Renegade to save Anderson)
Effective Military Strength of 5000 and higher – Destroy the Reapers but unable to Save Anderson from the Illusive Man, you’ll see the clip where Shepard is alive

Destroyed the Collector’s Base in Mass Effect 2
Effective Military Strength under 1750 – Earth is destroyed regardless of the decisions you’ve made
Effective Military Strength of 1750 to 1899 – Become a Reaper and the Earth will be destroyed
Effective Military Strength of 1900 to 2349 – Destroy the Reapers and the Earth will be somewhat destroyed
Effective Military Strength of 2350 to 2649 – Become a Reaper and the Earth will be saved
Effective Military Strength of 2650 to 2799 – Destroy the Reapers and Earth will be saved
Effective Military Strength of 2800 to 3999 – The Galaxy and Earth will be saved once you’re able to create synergy
Effective Military Strength of 4000 to 4999 – Destroy the Reapers and Save Anderson from the Illusive Man to see that Shepard lives (Requires max Paragon/Renegade to save Anderson)
Effective Military Strength of 5000 and higher – Destroy the Reapers but unable to Save Anderson from the Illusive Man, you’ll see the clip where Shepard is alive

/coppy list

What doesn't make sense to me is that you cant save Anderson if you war assets get too high.... Is tha Biowares way to balansing future game assets?

Peopel who save a lot of eart resources loose anderson so the people who get close to the optimal ending can save anderson instead and boost their future gameplay?

Really that design doesn't make sense to me, but if it's that way then I can accept it as an artistic design decision for future games..

I have a harder time accepting the unbelivable catalyst conversation...

Also given that ytou can easily get a lot more than effecive 5000 war assets if you play multiplayer. Just by bringing readiness up.. Any effect of promoting 1 k extra N7 forces? or 2k?

Modifié par shodiswe, 20 avril 2012 - 08:31 .


#36
Esoretal

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lynch108 wrote...

If you save base, control is your only option with low ems instead of destroy.


This. I assume OP had high EMS both times, so couldn't have seen this.

I still think it's weird that the base has a bearing on your end "options" when all of the endings are so similar.

#37
shodiswe

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Esoretal wrote...

lynch108 wrote...

If you save base, control is your only option with low ems instead of destroy.


This. I assume OP had high EMS both times, so couldn't have seen this.

I still think it's weird that the base has a bearing on your end "options" when all of the endings are so similar.


It could be that the reaper brain makes it easier to execute the controll option... While the reaper heart provides power for the destroy option...

Makes sense, the one savign the base seeks a way to subvert the reapers in any way possible, the one who destroys the collector base is more likely to seek their destruction.. That seems like an intelligent design.. Even if it's vague and unlikely to get spotted by players...

#38
cgvhjb

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God Gambles comment depresses the hell out of me...

#39
Creston918

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Tuthsok wrote...

10 EMS I think it is (Human Reaper brain vs heart as asset). A little different dialogue too.


"Your choices will matter in ME3! Every decision you've made throughout the series will culminate in wildly different endings!"

- Casey "Liar" Hudson
- Mac "Full-of-it" Walters


#40
Lionel Ou

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shodiswe wrote...

 / coppy list
Saved the Collector’s Base in Mass Effect 2
Effective Military Strength of 5000 and higher – Destroy the Reapers but unable to Save Anderson from the Illusive Man, you’ll see the clip where Shepard is alive

Destroyed the Collector’s Base in Mass Effect 2
Effective Military Strength of 5000 and higher – Destroy the Reapers but unable to Save Anderson from the Illusive Man, you’ll see the clip where Shepard is alive

/coppy list

What doesn't make sense to me is that you cant save Anderson if you war assets get too high.... Is tha Biowares way to balansing future game assets?

Peopel who save a lot of eart resources loose anderson so the people who get close to the optimal ending can save anderson instead and boost their future gameplay?

I had around 6.8k EMS and I saved Anderson from TIM (so he could die a bit later...). Or is it possible to stop him making Shepard shoot Anderson?

Also given that ytou can easily get a lot more than effecive 5000 war assets if you play multiplayer. Just by bringing readiness up.. Any effect of promoting 1 k extra N7 forces? or 2k?

EMS >5k doesn't matter.

#41
Nauks

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SolidisusSnake1 wrote...

It's funny cuz Mike Gamble seems to think that this is an appropriate consequence to our choice

from Twitter:
Posted Image

I don't even know what to say anymore...

#42
Esoretal

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shodiswe wrote...

Esoretal wrote...

lynch108 wrote...

If you save base, control is your only option with low ems instead of destroy.


This. I assume OP had high EMS both times, so couldn't have seen this.

I still think it's weird that the base has a bearing on your end "options" when all of the endings are so similar.


It could be that the reaper brain makes it easier to execute the controll option... While the reaper heart provides power for the destroy option...

Makes sense, the one savign the base seeks a way to subvert the reapers in any way possible, the one who destroys the collector base is more likely to seek their destruction.. That seems like an intelligent design.. Even if it's vague and unlikely to get spotted by players...


Don't make me say the S-word.

#43
kalasaurus

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Xenite wrote...

Not only does it not make sense, it breaks the story. I destroyed the collector base, boom... KABLOOEY. Yet the Cerberus base has a mint condition human reaper from it hanging on the wall.


Yeah, I didn't know WTF that was about.  I was pretty sure after blowing the thing to hell, it wouldn't be salvageable haha.

#44
ImperatorMortis

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sheltomlee wrote...

ImperatorMortis wrote...

I know, its crazy. I'm on my ME2 playthrough, with a renegade shep. And even though I know it won't matter, and I'd get an extra ten(WOW TEN!) points, I still really don't want to give The Illusive Man the base.

For reasons I can only describe as "strong vitriolic hatred", and "the compulsive need to ****** him off".


I thought maybe if you were enough of a renegade and let him keep the base, you could've maybe worked for cerberus again and told the alliance to ****** off. That would've been a real paragon (work for alliance) or renegade (stay with cerb) descision right there.


I would have liked this if they added a third option. 

1. "Stay with Cerberus."
2. "Go with the Alliance."
3. "**** both those guys, and stay with the Council. You're a Spectre God damnit!"

I'd take the third option all the time, no matter what character I was playing. 

#45
Tuthsok

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ahandsomeshark wrote...

Does the heart/brain make any difference? Since the check comes before you get them?


omg that is sooo facepalm...

I never even thought about that.

#46
Esoretal

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Xenite wrote...

Not only does it not make sense, it breaks the story. I destroyed the collector base, boom... KABLOOEY. Yet the Cerberus base has a mint condition human reaper from it hanging on the wall.


Really? I thought it was in, like, charred pieces. I might not have been looking too closely, though.

#47
sheltomlee

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ImperatorMortis wrote...

sheltomlee wrote...

ImperatorMortis wrote...

I know, its crazy. I'm on my ME2 playthrough, with a renegade shep. And even though I know it won't matter, and I'd get an extra ten(WOW TEN!) points, I still really don't want to give The Illusive Man the base.

For reasons I can only describe as "strong vitriolic hatred", and "the compulsive need to ****** him off".


I thought maybe if you were enough of a renegade and let him keep the base, you could've maybe worked for cerberus again and told the alliance to ****** off. That would've been a real paragon (work for alliance) or renegade (stay with cerb) descision right there.


I would have liked this if they added a third option. 

1. "Stay with Cerberus."
2. "Go with the Alliance."
3. "**** both those guys, and stay with the Council. You're a Spectre God damnit!"

I'd take the third option all the time, no matter what character I was playing. 


Yeah that's true too. Would have been nice to have real, meaningful descisions and wildy different elements... oh wait. Personally though, my Shep did not want to work for the alliance or the citidel again after being left for dead out in space, being hushed up, ignored, and harassed by the council. "Ah yes, Reapers, we have dismissed that claim." I was so mad after that, I wanted to work for cerberus from then on because they got results and weren't scared of the reapers, or at least didn't deny their existence.

#48
sfam

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KingKhan03 wrote...

The Biggest choice from Mass Effect 2 is worth 100 War Asset points...that's just sad BioWare.


No no.  I think its only like 10 War Asset points.

#49
His Name was HYR!!

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Seival wrote...

Keeping Collectors' base reduce minimal EMS requirement for best control ending.
Destroying Collector's base reduce minimal EMS requirement for "best" destroy ending.


This. There was an article on it too, I'd look for it but I'm too lazy.

#50
ShepnTali

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Part of the fun in previous ME games was thinking some of your choices may come back to bite you hard in ME3. Not much played out that way, sadly.