Now I'm MAD -- Kelly and Mordin
#26
Posté 10 février 2010 - 05:33
#27
Posté 10 février 2010 - 05:38
#28
Posté 10 février 2010 - 05:42
Thanks for the help everyone
#29
Posté 10 février 2010 - 05:48
#30
Posté 10 février 2010 - 06:09
basically once the crew is off the ship you have to go through the relay right away to get them. loyalty or not
Edit: i didnt pick "lets go get them option." i chose other option but just didnt do any other assignments. i went to tech lab upgraded pistols and then went to galaxy map and straight through omega 4. i don't think the dialogue option makes a difference its more of a shortcut. if you choose it you dont have to use thegalaxy map
Modifié par NYG1991, 10 février 2010 - 06:13 .
#31
Posté 10 février 2010 - 06:18
JamieCOTC wrote...
I did a playthrough where Grunt and Jack were my squadmates for the final battle w/ the Reaper. Everyone lived. The next one I did, I chose Garrus and Miranda. Modrin died. Out of curiosity, I reloaded and chose Grunt and Jack as my final squadmates. Everyone lived. Pure speculation here, but it may be that you need to leave the natural leaders behind for the barrage to have everyone live.
Odd, on my first playthrough, I had Garrus (he was with me against Saren, so he was going this time too) and Miranda. Mordin died on that one.
I reloaded, and this time took Garrus and Mordin. Everyone lived that time.
One other difference I noticed (thought it may not mean anything): the first playthrough, Garrus was the one at the end sliding down the platform until I grabbed him at the last second. On the second playthrough, even though Garrus was present, Mordin was the slider.
#32
Posté 10 février 2010 - 06:21
Darnalak wrote...
Mordin is the random death guy. So far no one's come up with a reason why he randomly kicks it, so it's generally accepted that you send him back with the crew, or you bring him with you.
It seems that way. I'm not sure random deaths were a good idea though.... I realise Bioware wanted to point out how it was a suicide mission etc but just throwing in a random death for kicks seems a bit silly.
#33
Posté 10 février 2010 - 06:26
#34
Posté 10 février 2010 - 06:29
Darth_Ultima wrote...
I have always believed that Mordin is only to be used for roles that best fit his STG training. He is a spy, not a soldier. So if you leave him in a situation where there is nothing but straight up combat he will die.
Kirrahe managed it just fine back in ME1. The STG are closer to special forces than spies.
#35
Posté 10 février 2010 - 06:49
#36
Posté 10 février 2010 - 06:52
BobbyTheI wrote...
Damn, here I thought this thread was going to be about the hidden Mordin/Kelly sex scene.
"Implications disturbing."
#37
Posté 10 février 2010 - 06:56
I use mordin for keeping the swarms at bay. I'll let you guys know I messed up with the legion. I gave him to cerberous before I talked to him... oops.
The only one I lost was the salarian doc dude. He's was the tec specilist I selected for the beginning. He had a head shot that finished him off. Opps. I've started over so this time I'll use legion for that job when i get there.
I had every other dude loyal in the group. Despite my renegade views. I believe in my crew. They serve a purpose. They must survive.. I need them to feed my fish muhahhaaaahahaa.
#38
Posté 10 février 2010 - 06:59
Problem solved.
#39
Posté 10 février 2010 - 07:04
What sucks is that you have EXACTLY enough money but the upgrades from the stores. Even on a NG+ where you have +200,000 credits. I spent my time trying to get money to fully upgrade my squad. I wanted my Hardcore run to be my perfect run, where my squad and the crew all live. But no, now I have to do it on Insanity (each playthrough I go up a diffuclty level, starting on Normal).
#40
Posté 10 février 2010 - 07:10
Just_mike wrote...
You need to talk to Mordin about his Nephew after his loyalty mission or else he dies.
Problem solved.
Definitely not it. He lived on my first playthrough and I only got the art convo and nephew convo after saving the galaxy. He's a squishy little Salarian. He simply shouldn't be out there fighting stuff bigger than him.
#41
Posté 10 février 2010 - 07:29
Modifié par buptown11, 10 février 2010 - 07:29 .
#42
Posté 10 février 2010 - 07:36
Basically you want your best DEFENDERS to hold the line. Don't think about offensive solo strikers. Think about the guys that can dig down and hold a position with moxie. You want them to hold the line.
Under the hood, each character has a "hole the line" score, which gets a bonus if the character is loyal. Characters like Mordin, Jack and Tali are squishy and not exoeruenced with bunkering down and holding out for an extended period of time. Characters like Grunt and Zaeed are tanks who thrive on this type of work. The score is tallied for all the team members that are holding the line, and the number of survivors are calculated. If people are to die, the non-loyals squishies go first through the list to the loyal tanks. Alas, I think Mordin is at the head of the death list. Some characters can't survive without help even if they are loyal. Others can survive even if not loyal.
Here are some examples for the group holding the line:
Loyal Mordin by himself: He can't hold the line by himself. He dies.
Non-loyal Grunt by himself: Grunt lives. He hunkers down and gets the job done, and doesn't have to worry about helping any one else.
Loyal Mordin and non-Loyal Grunt: Grunt dies, but Mordin lives. Grunt is able to hold the line but goofs up helping Mordin... he was just too aggressive without his right of passage.
Loyal Mordin and Loyal Grunt: They both live.
Note it is possible to get non-loyal henchmen to survive through the end game with the proper group holding the line.
So what is a good strategy? Send back a loyal squishy with the crew, like Mordin or Tali. Leave your defensive bad asses to hold the line (hmmm, Garrus defended a base all by himself to an extended period of time....) and take your loyal offensive favorites with you to the end.
As for saving Kelly and the crew, you just need to make sure you go through the Omega-4 relay right after the crew is taken, and make sure you send a loyal squad mate back as an escort.
#43
Guest_Raga_*
Posté 10 février 2010 - 07:39
Guest_Raga_*
#44
Posté 10 février 2010 - 07:40
Dusty Everman wrote...
Mordin's death is not a glitch or bug. I believe that when people are surprised with Mordin's death, it's during the "Hold the Line" time where you leave crew behind as you and two squad mates move onward. Tech had their moment in the sun with the tunnel infiltration. A biotic is key for the protective bubble. The Hold the Line sequence is time for your soldier types to do their best.
Basically you want your best DEFENDERS to hold the line. Don't think about offensive solo strikers. Think about the guys that can dig down and hold a position with moxie. You want them to hold the line.
Under the hood, each character has a "hole the line" score, which gets a bonus if the character is loyal. Characters like Mordin, Jack and Tali are squishy and not exoeruenced with bunkering down and holding out for an extended period of time. Characters like Grunt and Zaeed are tanks who thrive on this type of work. The score is tallied for all the team members that are holding the line, and the number of survivors are calculated. If people are to die, the non-loyals squishies go first through the list to the loyal tanks. Alas, I think Mordin is at the head of the death list. Some characters can't survive without help even if they are loyal. Others can survive even if not loyal.
Here are some examples for the group holding the line:
Loyal Mordin by himself: He can't hold the line by himself. He dies.
Non-loyal Grunt by himself: Grunt lives. He hunkers down and gets the job done, and doesn't have to worry about helping any one else.
Loyal Mordin and non-Loyal Grunt: Grunt dies, but Mordin lives. Grunt is able to hold the line but goofs up helping Mordin... he was just too aggressive without his right of passage.
Loyal Mordin and Loyal Grunt: They both live.
Note it is possible to get non-loyal henchmen to survive through the end game with the proper group holding the line.
So what is a good strategy? Send back a loyal squishy with the crew, like Mordin or Tali. Leave your defensive bad asses to hold the line (hmmm, Garrus defended a base all by himself to an extended period of time....) and take your loyal offensive favorites with you to the end.
As for saving Kelly and the crew, you just need to make sure you go through the Omega-4 relay right after the crew is taken, and make sure you send a loyal squad mate back as an escort.
I knew there were other factors at work! This should be stickied!
#45
Posté 10 février 2010 - 07:41
Dusty Everman wrote...
Mordin's death is not a glitch or bug. I believe that when people are surprised with Mordin's death, it's during the "Hold the Line" time where you leave crew behind as you and two squad mates move onward. Tech had their moment in the sun with the tunnel infiltration. A biotic is key for the protective bubble. The Hold the Line sequence is time for your soldier types to do their best.
Basically you want your best DEFENDERS to hold the line. Don't think about offensive solo strikers. Think about the guys that can dig down and hold a position with moxie. You want them to hold the line.
Under the hood, each character has a "hole the line" score, which gets a bonus if the character is loyal. Characters like Mordin, Jack and Tali are squishy and not exoeruenced with bunkering down and holding out for an extended period of time. Characters like Grunt and Zaeed are tanks who thrive on this type of work. The score is tallied for all the team members that are holding the line, and the number of survivors are calculated. If people are to die, the non-loyals squishies go first through the list to the loyal tanks. Alas, I think Mordin is at the head of the death list. Some characters can't survive without help even if they are loyal. Others can survive even if not loyal.
Here are some examples for the group holding the line:
Loyal Mordin by himself: He can't hold the line by himself. He dies.
Non-loyal Grunt by himself: Grunt lives. He hunkers down and gets the job done, and doesn't have to worry about helping any one else.
Loyal Mordin and non-Loyal Grunt: Grunt dies, but Mordin lives. Grunt is able to hold the line but goofs up helping Mordin... he was just too aggressive without his right of passage.
Loyal Mordin and Loyal Grunt: They both live.
Note it is possible to get non-loyal henchmen to survive through the end game with the proper group holding the line.
So what is a good strategy? Send back a loyal squishy with the crew, like Mordin or Tali. Leave your defensive bad asses to hold the line (hmmm, Garrus defended a base all by himself to an extended period of time....) and take your loyal offensive favorites with you to the end.
As for saving Kelly and the crew, you just need to make sure you go through the Omega-4 relay right after the crew is taken, and make sure you send a loyal squad mate back as an escort.
Thank you for explaining that!
I still haven't had Mordin die but I was wondering whether there was anything I had to do in order to prevent that or if it was pure chance.
#46
Posté 10 février 2010 - 07:42
Dusty Everman wrote...
As for saving Kelly and the crew, you just need to make sure you go through the Omega-4 relay right after the crew is taken, and make sure you send a loyal squad mate back as an escort.
Whats the deal with being able to do Legion's loyalty mission before this.. I forget is there an option not to upload the IFF data immediately?
I feel like I had no choice and as soon as I went the galaxy map it had my Shepard leave the ship. But it went by fast...so don't remember.
#47
Posté 10 février 2010 - 07:43
The fact is, people ain't doing the loyalty missions, are not doing the 3 essential ship upgrades, and are assigning the wrong people to fulfil roles, for instance people sending thane as the techie, next yourll be using Legion as the biotic specialist../facepalm
#48
Posté 10 février 2010 - 07:44
In my playthrough, once I heard that the others would hold the line, it was an easy choice to leave Grunt there rather than taking him with me. Garrus escorted the crew back, Thane and Zaeed had died earlier, and I took Legion and Tali with me. I wasn't too keen on leaving the others without a big tough bodyguard.
#49
Posté 10 février 2010 - 07:45
Saurel wrote...
Dusty Everman wrote...
As for saving Kelly and the crew, you just need to make sure you go through the Omega-4 relay right after the crew is taken, and make sure you send a loyal squad mate back as an escort.
Whats the deal with being able to do Legion's loyalty mission before this.. I forget is there an option not to upload the IFF data immediately?
I feel like I had no choice and as soon as I went the galaxy map it had my Shepard leave the ship. But it went by fast...so don't remember.
You do have a choice, dont engage the galaxy map, instead go back down and talk to Legion again and he should offer you his mission, then you do that normally and after that single mission, next time at the map, it will do its iff thing, you then must start the sucide mission straight away or people die!
So, be prepared.
Modifié par Vanguard Alpha, 10 février 2010 - 07:45 .
#50
Posté 10 février 2010 - 07:45
Dusty Everman wrote...
Loyal Mordin and Loyal Grunt: They both live.
The problem with that statement is that all my characters WERE loyal and still Moridin died in that sequence.
The only way to avert this glitch is to send him to the ship with the survivors or to bring Moridin along for the final fight.




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