Zum Inhalt wechseln

Foto

Krogan "Second Wind" and regen...


  • Bitte melde dich an um zu Antworten
12 Antworten in diesem Thema

#1
capn233

capn233
  • Members
  • 17.236 Beiträge

I wanted to discuss the Krogan ability to get back up after getting "killed" once, specifically all the ways to prevent it.  If they are ragdolled this shouldn't happen.  Then there are ammo abilities that also prevent it.

 

To the point I had read on the forum that Phasic / Proton rounds would prevent the second wind but didn't ever recall trying it.  The other day I switched out my squad to them in the tunnels on Feros for the 3 Krogan portion just to see.  The short of it is that it seemed to work.

 

I don't know if there is a "rule," but is it any ammo that has a special dying effect that prevents it?  Do they need to be killed specifically by the ammo's DOT or the weapon damage to get it, rather than a separate effect killing them while the DOT is running?  I notice sometimes I have an ammo that should prevent it and it doesn't seem like it really works.  Just looking for some clarity.

 

The toxic ammo is supposed to prevent regen, via the "toxic damage" method, but it seemed like sometimes Krogan would get back up when I was shooting at them with Polonium (unclear if killing blow might have been something else).  I haven't used Snowblind in ages so I don't remember if it is supposed to work.  Sledgehammer rounds are supposed to be impact, but are "coated in Polonium" and do toxic damage and are supposed to stop regen, but I also rarely run them (except maybe for the Thorian part of Feros).

 

 

***

 

*edited again for Noveria tests...

 

Ammo that prevents "second wind"

 

Incendiary and Inferno

Phasic and Proton

Cryo and Snowblind

Radioactive Rounds

Chemical and Polonium

High Explosive

 

Ammo that sounds like it might, but doesn't

 

Sledgehammer



#2
Vazgen

Vazgen
  • Members
  • 4.961 Beiträge

I had krogan reduced to ash/goo 100% of the time with Incendiary/Inferno rounds, Chemical/Polonium and Radioactive rounds. Krogan bouncer in Chora's Den was the "test subject". Squadmates sometimes interfere with your firing and if they kill a krogan with no ammunitiion upgrades it will get back up. Chora's Den section allows to leave them behind and focus on the krogan while controlling his movements (get back out and krogan goes back in). 

Haven't tried the other ammo types, so can't comment on their effectiveness.

 

Edit: High Explosive rounds do that too - Video



#3
RedCaesar97

RedCaesar97
  • Members
  • 3.827 Beiträge

Squadmates sometimes interfere with your firing and if they kill a krogan with no ammunitiion upgrades it will get back up. 

 

^ I agree with VaxgenN7, in that squadmates may interfere with the ammo mods. At least that has been my experience.

 

 

More on topic, I am not entirely sure how the mechanics work, other than the Krogan has to be hit with a bullet modded with an ammo type that can prevent regeneration. I did not think Radioactive rounds worked from my recollection (I rarely use them) but you say they do.

 

I think Snowblind should act like Cryo Ammo and freeze them, and I am pretty sure that Polonium/Chemical rounds should turn them into green goo. Not sure about Sledgehammer; from the description you would think it would prevent health regen, but I do not recall that it ever did.

 

I may or may not have an ME1 save that I could try some stuff out, but that would have to wait another day.



#4
capn233

capn233
  • Members
  • 17.236 Beiträge

I messed around with it a little tonight at Exo Geni.  Specifically retested the ammos I had available, but I was only 30 something so I don't have the top tier...

 

Incendiary

Proton

Cryo

Chemical, Polonium

Radioactive

 

These all seemed to work.  For most of them I had enough to give Wrex, Ash and myself the same ammo and we would just shoot the Krogan at the VI terminal until he died.  The exception was Chemical and Radioactive, I only had one left of each, so I gave the squad Tungsten and just out-dps'd them w Marksman.  I used Neural Shock or Wrex's Throw to knock him down but tried to avoid power spam.  I had Hammerhead also available, but didn't bother checking it since it shouldn't work.

 

So as you guys said it looks like it works off killing blow rather than active DOTs.

 

Just being knocked down doesn't prevent it right?  I thought they had to be lifted (ie Lift or Singularity).



#5
Vazgen

Vazgen
  • Members
  • 4.961 Beiträge

So as you guys said it looks like it works off killing blow rather than active DOTs.

It's quite hard to test for sure, since we don't know the numerical value of the target's health. As I recall, it doesn't matter what ammo is used to kill the krogan when the health bar is green. Could be mistaken though, been a long time since I played the first game. Plan to do it soon, will report results then :)

Just being knocked down doesn't prevent it right? I thought they had to be lifted (ie Lift or Singularity).

In the video I linked the krogan is not lifted when killed. Being knocked down should not affect it either

#6
capn233

capn233
  • Members
  • 17.236 Beiträge

The last part was in regards to preventing second wind without an ammo power.  If a Krogan is floating from Lift or Singularity it shouldn't go into second wind regardless of how it is killed.  Just wanted to make sure that laying on the ground post throw didn't prevent it, I couldn't remember.

 

Neural Shock during the toxic effect is supposed to prevent second wind as well, at least from a post I read yesterday.



#7
Vazgen

Vazgen
  • Members
  • 4.961 Beiträge

I meant it won't affect ammo power. If you kill a lifted target with toxic rounds it will become green goo in the air :)

Fusion and Incendiary Explosive upgrades for grenades should stop the regen too. You can try hitting a krogan with an explosive and then kill him with no ammunition while the health bar is still green. Theoretically, "second wind" effect should not kick in.



#8
Farangbaa

Farangbaa
  • Members
  • 6.757 Beiträge

There are other bullets than toxic bullets?

 

Oh.

 

:P



#9
capn233

capn233
  • Members
  • 17.236 Beiträge

I am mostly just verifying because the Krogan might have been knocked down a time or two in my tests, although I think that only happened with ammos I already knew worked, but I guess I could try it again once I unlock Snowblind and Sledgehammer.

 

It seems like I remember reading old threads where things like this were spelled out already, but I had a hard time finding them when I searched to refresh my memory.



#10
capn233

capn233
  • Members
  • 17.236 Beiträge

Ok so I am going through Noveria tonight, and got to the part right after the Mako section.  When you go in Peak 15 you have a Juggernaut, Geth Repair Drone, and then 2 Krogan on the low ground, one that appears to be a sniper on the high ground.  I hit a quick save before I went in so I could test the ammos.

 

I verified that Radioactive and Chemical do indeed prevent second wind.  I hid Liara and Ash in the side room for that so they wouldn't interfere.  Since this area is long range, I also didn't need any powers for the Krogan.

 

Also retested Proton with the full squad, and it worked.  Would have retested Phasic too, but I don't know what I did with them.

 

I recently unlocked Snowblind, and tested it here.  As with Cryo Ammo, it prevented second wind.

 

Likewise, I tested High Explosive and it worked.

 

Now for the odd one.  I also had Sledgehammer (game has been dropping left and right so I have about 14 Sledgehammer rounds).  Description says "Sledgehammer Rounds are also coated with polonium to induce radiation sickness in targets, as well as preventing enemy regeneration."  However, it did not prevent second wind in either of the Krogan on the ground level.  I tested it 4 different times.  Even if their health bars were green from "toxic damage," they still seemed to go into second wind.  Interestingly enough, the Krogan on the balcony that has a sniper rifle does not second wind no matter what ammo you use against him.  At first I thought something was confounding my Sledgehammer tests, but on one of them I switched to Shredder after killing the two on the ground and shot the one on the balcony and he didn't second wind.

 

Also note that Sledgehammer doesn't give a death animation.  It looks to me that this is probably the ammo factor that matters, which is why Proton prevents it even though it is supposedly an "anti-shield" ammunition.


  • Farangbaa gefällt das

#11
ComradeShepard7

ComradeShepard7
  • Members
  • 1.259 Beiträge

If I remember right, doesn't damping also prevent the resurrection? I'll dig through my old recordings and maybe break out my old saves to check this when I have the chance.



#12
Farangbaa

Farangbaa
  • Members
  • 6.757 Beiträge

Also note that Sledgehammer doesn't give a death animation.  It looks to me that this is probably the ammo factor that matters, which is why Proton prevents it even though it is supposedly an "anti-shield" ammunition.

 

By the time the game starts dropping sledgehammer rounds on pretty much every kill, it really doesn't matter anymore if the Krogan does a second wind. It could do a 50th wind and you'd still beat it :P

 

But I like your analysis.

 

Sledgehammers are my preferred high level ammo btw. It doesn't really poison the enemies, so it was to be expected it wouldn't stop the second wind (HP bar of the enemy doesn't go green like it does with polonium rounds)



#13
capn233

capn233
  • Members
  • 17.236 Beiträge

Sledgehammer does turn the bar green, since it does toxic damage.  But by the time it drops the Krogan can regen through it pretty fast.