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Boards Mass Effect 2 How many team members are there in this? User Info: Bedders User Info: squidney2k1. User Info: cmwonka. User Info: akanakin. Wrex was salvageable, as the TC said. User Info: utawoutau. User Info: Furio. The others appear in the game but are not squad members, although they probably will be in ME3.
User Info: ronnet. Every squadmate has a defense value they will contribute to the defense team left behind at the gate. The score depends on their Loyalty, and players will need to add up the scores for everyone on the team not including the group going with Shepard or the Normandy Crew and divide by the number of squadmates on the distraction team to get the average.
The points breakdown appears below:. If the average is 2. Otherwise, if the average is between 2. Ideally, Shepard should take Loyal squadmates who are bad at defense Jack, Kasumi, Tali, Mordin to the final boss fight or send them with the Normandy Crew. If Shepard has nonloyal squadmates with them during the final fight, these squadmates will die when the base begins to collapse. At least two squadmates total must survive for Shepard to also survive the mission.
If players manage to keep all their squadmates alive during the infiltration of the Collector base, all 12 will appear in some capacity in Mass Effect 3.
Garrus and Tali will return as squadmates Shepard can continue to take on missions in Mass Effect 3. The rest will appear as cameos, often in smaller side missions. Any squadmate Shepard romanced in Mass Effect 2 will still be a romance option in Mass Effect 3 , as long as they survived the Suicide Mission.
Even though nonloyal squadmates may survive the Suicide Mission, some may be killed in action during their cameo mission in Mass Effect 3. Grunt and Miranda have the potential to die in their cameo mission if their Loyalty was not secured but can still survive if Shepard takes certain actions in Mass Effect 3.
Tali's and Legion's survival will play a critical part in Mass Effect 3 's Priority: Rannoch , especially if Shepard wants to broker peace between the geth and quarians. If Shepard also manages to save the full Normandy crew, many of them also appear in Mass Effect 3. Shepard can find Kelly Chambers at the Citadel docks and, if she was asked to feed Shepard's fish, will return them to Shepard.
Shepard can also reinstate engineers Ken and Gabby from the Specter Terminal at the Embassies and allow them to return and serve on the Normandy under the Alliance. Chakwas can also be recruited back to the Normandy, though Shepard does have the option of recruiting Dr.
Michel from Mass Effect 1 instead. This is swiftly shown in the mission's introduction sequence, which sees the Normandy jump through the Omega-4 Relay and into battle with the Collector Ship - the same one which took down the original Normandy in Mass Effect 2's opening moments.
Here, sandwiched in-between sequences where Shepard fights off Collector invaders in the cargo bay, the deaths begin. Three squadmates can die if you failed to heed your crew's earlier warnings about going into battle under-prepared - specifically, if you did not unlock and complete upgrades to the Normandy itself. The game will make a straightforward check to see if you've upgraded the ship's armour to determine whether Normandy comes through unscathed - or not, which immediately kills off Jack via an explosion in her below-deck hidey hole.
Later checks depend on Normandy having upgraded shielding and cannon, and can see a further two deaths from an explosion in the engine room and from a falling bulkhead. One of these will be picked from a character in your squad at the time, the other from the rest of your team. This is all before you touch down at the Collector Base itself. If you're under-prepared, it can feel a brutal introduction - one which sets the stage for the potential massacre that can follow.
Even losing a single squadmate acts a sombre warning. After a crash landing at the base, Shepard rounds up the remaining squadmates and you are given your first set of role options. You must choose wisely who on your team will be given certain jobs - the first time this mechanic has come into play - suited to their particular skills. It's something which becomes progressively harder as the mechanic recurs throughout the mission if you have already lost people: the more you lose, the narrower your chances are of success.
Here, the options are relatively straightforward. You must pick a specialist to sneak through a series of vents, as well as a team captain to lead a separate set of squadmates as backup. As a tech expert, Tali is the obvious choice for the ducts - though if you've failed to get to know her, you may not know this. Other options here include Legion and Kasumi - although both can be missed as squadmates entirely, and the latter was only available as post-launch DLC.
Anyone else will die, but the mission will take a while to actually play this out. While largely off-screen, their presence is felt - and it adds to the overall sense everyone is at risk. Your vent specialist, in particular, feels constantly in peril - you'll need to unblock their progress numerous times as they get stuck - but it is something of an illusion. When you finally rendezvous with your vent specialist again, a door sticks and your secondary team must lay down fire to ensure everyone gets through.
And it is now your choices actually come into play. Then OK. All four of these checks must be passed for the vent specialist to live - otherwise they get shot at the last second, having completed their mission. With this section complete, the action subsides and the genre changes. In a moment straight out of a sci-fi horror film, you find your previously-kidnapped ship crew encased in pods, ready to be liquefied.
To be clear, these are your non-squadmate personnel - people like Doctor Chakwas, and Kelly Chambers your glorified space secretary - who were snatched when Collectors previously climbed aboard the Normandy. Whether these people live has already been decided. It depends on how soon you headed here after they were taken - how many missions you completed in the interim.
Did you storm into the Omega-4 Relay as soon as you could, or did you mess around the galaxy, ignoring their fate?
This is something of a sneaky choice, as while their kidnapping counts as a soft point of no return for their survival, the game only warns you there is no going back when you ready up for the Omega-4 Relay mission itself. It's easy to get distracted from this, and instead spend time making sure you have everything else you need, everyone else's loyalty missions complete. It is the only point in the game where your urgency getting somewhere actually matters, instead of letting you indulge in side-quests without consequence.
However, each mission or assignment will be different, so plan accordingly. All squadmates suffer a weapon damage penalty, meaning that squadmates don't do as much baseline damage with weapons as Shepard can. However, squadmates do possess a high degree of accuracy with weapons, even when untrained in a particular weapon, and they can land shots and track targets with machine-like precision and without being thrown off by recoil.
In most cases, squadmates can use the same equipment that Shepard can, including weapons, armor, and any modifications to these. Exceptions to this include grenades and other restrictions that may apply because of a particular squadmate's species e. Tali can't wear non-quarian armor and class e. Ashley can't equip omni-tools or biotic amps. Even if you don't plan to use a particular squadmate, it's still a good idea to update the quality of that squadmate's gear periodically, in all categories of equipment: Biotic amps , Omni-tools , armor , weapons, and the various upgrades.
When it comes to squadmate equipment, keep in mind that while squadmates don't do as much weapon damage as Shepard, squadmates are still powerful and can save Shepard's life on the battlefield; they are also able to continue fighting in situations where Shepard has been knocked down or otherwise hampered.
There should be no stigma attached, for example, to giving Ashley a better assault rifle than Shepard, especially if Shepard is untrained in Assault Rifles. At almost any time during the game when out of combat, Shepard can change any squadmate's equipment at their respective locker in the Cargo Bay of the SSV Normandy SR During missions and even in the midst of combat, it's possible to change a squadmate's equipment from the main menu, but only for squadmates currently in the party.
One of the biggest changes from Mass Effect to Mass Effect 2 is the size of the squad to select from: it effectively doubles from 6 to 12 if all DLCs installed, otherwise it is This allows more options, but unlike in Mass Effect, some squadmates will be required on certain missions. The D-pad is still used but the controls are more simplified. PC: The defaults are Q and E for left squadmate and right squadmate, respectively. If not targeting an enemy, the chosen squadmate will go to the direction specified by the targeting reticle.
If an enemy is highlighted, the chosen squadmate will attack the target. In Mass Effect 2 downed squadmates can be manually revived by deploying medi-gel via the Unity power available by default. The talent system from Mass Effect underwent a massive overhaul for Mass Effect 2, most obviously with the game no longer referring to abilities as "talents" instead using the term "powers.
The level cap has also been reduced to 30, meaning that there are fewer points to spend on upgrading powers. Squadmate powers generally recharge slower and do less damage than Shepard's versions of the same powers. If Shepard specifically orders a squadmate to use a power, for targeting purposes the game treats the power as if it is "proxied" through Shepard, i.
Shepard was the source of the power. Thus, if Shepard doesn't have clear line of sight to the target at the time of casting a squadmate power, the power will either miss and hit intervening cover, or it will fail to execute entirely. However, if squadmates use powers automatically, they aren't proxied through Shepard, so there can be definite advantages to turning on automatic Squad Power Usage.
Also, the vast majority of squadmate powers don't launch actual projectiles with a travel time like many of Shepard's versions of the same powers, but instead land instantly.
Like the power system, the weapon and armor system underwent a massive overhaul from Mass Effect to Mass Effect 2.
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