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Post by RedCaesar97 on May 19, 2024 2:01:20 GMT
I think you should still be good. It sounds like you did not take the option that kills the romance (see Not Looking For Romance in Mass Effect 1?), so I think you are still on track for an Ashley romance. But please note that I am not an expert on romances in Mass Effect.
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Post by RedCaesar97 on May 19, 2024 1:57:19 GMT
Tatiana Ryder: 1. Boarded the Archon's ship. It was tethered to the Salarian ark. Got captured by the Archon, but SAM killed Ryder to escape the stasis field, then revived her so they could continue. Grabbed the relic we came for, then fought (and scanned) a Behemoth. Had to choose between saving Salarians or Krogan; chose the Krogan. Pathfinder Raeka died as a result, making Captain Hayjer the new Salarian Pathfinder. Escaped the Archon with the Salarian ark.
One "fun" thing of note is the bit of dissonance that occurs during one of the fights on the ship. Ryder and your crew are apparently fighting for their lives until the Salarians show up and help you. They are all shouting and talking about how it is/was a dire situation until the Salarians show up, all the while I am just mowing down Kett one at a time in rapid succession, wondering what everyone (in game) is talking about; I'm doing just fine thank you, please send more Kett.
2. Went to Aya. Grabbed some tech Jaal wanted to movie night. Talked to Angaran survivors of first contact with the Kett.
3. Went to Eos. Met Gil's friend Jill. Started a garden with Cora.
4. Went to Kadara and climbed a mountain with Vetra.
5. Went to Havarl and met Jaal's family.
6. Went to Eladaan to investigate a crashed Kett ship. Found some Kett fighting other Kett. Found a datapad. It was an audio transmission that was ranting about the Archon. Traced the signal to Eos.
7. Went to Eos and tracked the signal to a Kett outpost. Talked with the Primus. The Primus offered a deal, but Ryder turned down the deal. Reached level 71.
8. Crafted updated weapons and armor.
9. Returned to the Nexus. Met with Keri in jail and told her to keep telling the truth. Met with the Initiative leadership, who denied the mission to Meridian. The other pathfinders disagreed.
10. Scott Ryder then woke up and the twins had a chat. Replayed the final memory and found out Mom Ryder is actually still alive, in a stasis pod on the Hyperion. Met with the other pathfinders and scientists who researched technology and came up with a plan to get Ryder to Meridian.
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Post by RedCaesar97 on May 18, 2024 15:19:34 GMT
Tatiana Ryder: 1. Placed a receiver on Eladaan. Defeated the Eladaan Architect (no Cobra missiles this time; I have been investing in the weapon skills which is starting to increase weapon damage significantly). Returned to Annea at the Paradise and collected the reward.
2. Traced Dr. Kennedy thorugh the ZK trackers. Traced her to Voeld, saved her from an attack by Roekaar and Kett while she gave birth, then had her settled on Eos.
3. Went back to Aya and helped out a Nexus pilot get more supplies for the outposts.
4. Returned to the Nexus and met with the news guy to complete the quest for placing all the receivers.
5. Went with Liam to Podromos where set up a soccer game for the locals, because that idiot wants to also infect Heleus with that abortion of a sport. (Relax, I don't hate Soccer... much.)
All the planet stuff should now be done, just the main quest and few related side hustles left to complete.
I also have 6 cryo pods I can deploy. Not sure which rewards I want yet; I got all the ones I really need.
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Post by RedCaesar97 on May 18, 2024 3:04:23 GMT
Tatiana Ryder: 1. Returned to the Nexus to talk to some people and complete their collection quests.
2. Returned to Aya and gave the remaining artifacts to the museum curator.
3. Returned to Eladaan
4. Helped a scientist stuck in sinkhole by returning thrusters for her ship.
5. Cleared out the Flophouse. (Died twice unfortunately.
6. Recovered the Remnant drive core.
7. Finally got all the data pads about Little Mouse, then tracked down the (dead) scavenger and took his stuff. Never met Little Mouse myself.
8. Defended some survivors whose ship had crashed.
9. Found Annea's water source. Made a deal with her so she retains control of the water supply (for now at least).
10. Confronted Morda and Strux at the Krogan colony. Gave Morda the drive core in exchange for a colony.
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Post by RedCaesar97 on May 17, 2024 1:49:54 GMT
Tatiana Ryder: 1. Researched and developed the next rank of some weapons and armor.
2. Went back to Eladaan.
3. Visited some Remnat sites, took out the looting Outlaws, and made some Remnant cores inert.
4. Recovered research by Dr. Okeer and returned it to the Krogan researcher.
5. Placed a lure and shot a Fiend into submission, then led it back to the Krogan colony. Told Rorik about Ljeta. Participated in a Rite of Union so two Krogan would get along.
6. Went to the derelict Remnant Ship to look for the drive core, but someone else had already taken the drive core.
7. Recovered another Angaran relic.
8. The Nomad broke down in the ass-end of nowhere. Luckily a nice scavenger was nearby who offered to help and oh he was responsible because of his EMP device. Decided to play nice and pay hin for the help.
9. Finished scanning minerals.
10. Traced an infectious disease to the source and eradicated it.
11. Scanned some Remnant devices, which led to a Remnant facility. Fought off Remnant and Scavengers (and watched a Hydra fight a Destroyer) and recovered the Remnant data.
12. Traced some explosive canisters to an Outlaw buliding. Blew up the remaining canisters.
Still looking for Little Mouse datapads.
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Post by RedCaesar97 on May 16, 2024 1:56:20 GMT
Tatiana Ryder: 1. Traveled back and forth on the Nexus to restock a shop until I had bought enough Kinetic Coil augments for some future weapon crafting.
2. Went with Peebee to recover a special piece of Remtech. Fought Kalinda for it. Peebee chose to save Kalinda instead of the Remtech. Kalinda seems grateful, for now at least.
3. Went back to Eladaan.
4. Finished picking plants for a Nexus scientist.
5. Finished collecting all the memory triggers.
6. Reactivated the Eladaan vault. Grabbed both crates on the way out.
7. Went back to Kadara. Met Drack at a bar. Tried to avoid a fight and got knocked out. Drack won the fight Ryder's honor (hopefully; she did not ask and he did not tell).
8. Met with Sloane to referee a duel between her and the Charlatan. The Charlatan turned out to be Reyes. Reyes tried to cheat and Ryder interfered. Reyes fled. Sloane agreed to let the Initiative create an outpost on Kadara. Placed the outpost.
9. Placed a receiver on Kadara. Took out the Architect. I used more than few Cobra missiles on the Architect just to kill it faster; I do not have a lot of weapon damage bonuses.
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Post by RedCaesar97 on May 15, 2024 1:26:49 GMT
Tatiana Ryder: 1. Landed back on Eladaan
2. Helped Drack recover a Krogan transport. Also apprehended Aroane and convinced him to rat out Spender.
3. Found Isabel Halsey, she was leading a band of scavengers. Convinced her to go back with her brother.
4. Activated the monoliths.
5. Picked up some more RNG quests.
6. Recovered the medical caches (well, 3 of the 4 since getting 3 completes the quest).
7. Returned to the Nexus. Gave Kesh a flower from Vorn. Used unscrambled evidence and Aroane's testimony to implicate Spender. Threw Spender in jail.
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Mass Effect Trilogy, Jade Empire
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Post by RedCaesar97 on May 13, 2024 2:11:50 GMT
I was busy today, so not much time for playing. Tatiana Ryder did land on Eladaan, started a two RNG quests, recovered one of the medical caches for the Nexus, retook the stronghold for Barrett, and recovered Poc for Peebee.
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Post by RedCaesar97 on May 12, 2024 17:10:50 GMT
And lastly, balance seems off in so many places. I mean, i still think that MEA in vanilla is the most balanced of all the Mass Effect games! ME2 without any dlc and only on normal difficulty might be really really close, but MEA has so many more options available over ME2 that its just not a fair comparison. Still, Some stuff seems off and i kinda don't even know how to do it better at most times. Take weapons for example: Some of them receive way more damage or other bonuses with each rank than others, that seems like an easy fix. But should a lowly Katana really compete with over-the-top hightech Piranhas or Dhans? What does the rarity even mean or imply? I tried my own attempt at balancing those, and its still not completely right. An Avenger is kinda crap, imo is supposed to be kinda crap. But it does everything, while high tier weapons should only do certain aspects really well - but this is again circumvented by augments and other 'outside' factors that complicate things. Another thing I'd change is Research and Development. I think the idea is great and it really adds to the game. Still, it has issues. Obviously, the balance is all out of whack. Any single-fire or burst-fire weapon with a good rate of fire can be made incredible with an autofire augment. This essentially makes three or four weapons the optimal choice. I think they would've patched this by nerfing those weapons, and I'm not sure that would've been the right answer. As KrrKs and others have said, weapons needed more work. I have been thinking about this for a few days (which I am sure is a bad idea), and I have some thoughts, not all of them coherent but I will try. I should preface this post by saying that I have not played this game as much as you have. I have only about a half-dozen playthroughs and have not seen a lot of gameplay information about this game (like I did the Mass Effect Trilogy), and have not experimented with as many of the mechanics or weapons as I probably should have. The weapon tiers (bronze, silver, gold, platinum/N7) in single player match the weapon tiers in multiplayer. As KrrKs points out, the rarity affects damage bonuses with each rank, but it also mostly affects how many augment slots each weapon gets and how many research points it takes to rank them up. I am unfamiliar with the weapon damage bonuses, but the augment slots annoys me more than the rest, and research points certainly matters a lot as well if you want to rank up a lot of weapons and armor. Should single player have weapon tiers/rarity? How do you balance weapon tiers/rarity in single player? I wonder how much the rarity/tiers should matter in single player? I think multiplayer got some weapon balance changes. How much should weapon balance matter in single player? At lower difficulties such as Normal, each weapon should perform just fine, although performance gets judged more harshly on higher difficulties such as Insanity. I personally have a lot of the same issues with MEA's weapon roster as I do ME3's weapon roster: I think there is a lot of overlapping or redundant weapons. For example, I think the Zalkin is a great performing (Silver) burst-fire assault rifle, but why use it when you have access to the (platinum/N7) Valkyrie that does essentially the same thing? And the Sweeper is cooldown-based burst-fire assault rifle. Another example would be the Cyclone and Soned, two assault rifles that have a ramping fire rate. I guess my point is you have some very similar-feeling weapons that do not do a lot to differentiate themselves. So how would you balance the similar weapons? Augments also affect weapons when crafting. Augments also affect armor. You have a handful of augments that are really good, while others feel pointless (I guess) or perhaps incredibly niche? And as Element Zero points out, some augments really benefit some weapons more than others. And this seems to feed into the weapons as well, where -- apart from some single-shot sniper rifles -- each weapon has a minimum 3-shot clip which seems intended to make them work with some specific augments that reduce clip size by 60% for example. Although I am curious if anyone would want an Ushior pistol that shoots a (very short duration) beam? This also brings me back into the number of augment slots. Weapons and armor can have 2-4 augment slots, 3-5 with the AVP reward that adds an extra augment slot. The basic (non-researchable) augments provide bonuses of +2% to +5% bonuses, depending on where it is slotted in crafting. Obviously these small amounts can add up, but I wonder if it would be better if -- when crafting -- each weapon and armor piece had only 1 augment slot? You could then increase the bonus amount of these basic augments to compensate, although that does not take into account the AVP reward for +1 augment slot. Should then that AVP reward be changed or removed? Likewise, do the special (researchable) augments require re-balancing? Or should some of them be scrapped entirely? For example, should you try rebalancing the augments that change how a weapon fires (single-shot, burst, fully-automatic, heat/cooldown) or do you make sure those types of weapons already exist so you would never have to craft such an item? Like if you already have a reload-based burst, single-shot, and fully-automatic set of assault rifles, should you also have cooldown, plasma bolt, and beam emitter versions of those assault rifles so you do not need those augments? Sorry for rambling. I have more questions than answers here. We have a bunch of systems feeding into each other which makes it harder to balance (or-rebalance).
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Post by RedCaesar97 on May 12, 2024 2:10:07 GMT
Tatiana Ryder: 1. Back to Kadara. Picked another plant. Found a building where some people were acting strange. Apparently some signal was interfering with their brain patterns. SAM traced the signal to another building within spitting distance (thanks SAM). Turns out it was a Cerberus operation. Shut the operation down and had SAM ease the signal off gradually to help the victims.
2. Fought some outlaw group for another piece of Remtech, but one the mercs (the leader?) already took it and said I can buy it back from him.
3. Rendevoused with Reyes to recover some cargo, only to find out it was trap set up by his ex-girlfriend Zia and some other smugglers. Helped Reyes take them all out.
4. Went with Peebee to buy back the Remtech, but because the entire Tempest crew was off sight-seeing or some crap, the mercs snuck on board and stole Peebee's bot (they left the Remtech piece as payment or something).
5. Sloane threw a party. Went to the party with Reyes and shared a drink with him.
6. Went to Havarl to help Jaal get his some of his family out of Akksul's hands. Stopped Akksul from destorying the Forge. Akksul tried to get Ryder to kill him. He shot at Jaal, which caused some of the Roekaar to leave Akksul.
7. Went back to Kadara. Helped Peebee convince a guy to give up the location where she can recover Poc.
8. Found some buildings with a lot of dead Angaran. They were murdered by having their filtration system tampered with by a nearby exile camp. When to the camp and confronted them. They attacked us, we killed them.
9. Recovered an ancient Angaran artifact.
10. Followed an S.O.S. signal. Gave the guys some UV lights. (I think you are supposed to take the plant back to sure the sick guy at the refuge on the opposite end of the map, but you cannot get the plant either manually or automatically, or the quest does not actually trigger so you cannot help him.)
11. Found Ruth Bekker (the contagious person). She had been captured by Roekaar who wanted to turn her into a weapon to attack the Initiative. Made a deal with her captor: he let her go and I let him go free. SAM said the virus sample was degdraded, possibly beyond use.
12. Met with the hackers. Scanned for data, which alerted their AI detector. Killed the hackers and used the terminal. Raced to the Nexus and disabled their EMP devices. Welcomed the Asari to the Nexus (mandatory cutscene triggered at a weird time). Confronted Knight. Sniper shot her.
NOTE: First time doing the scanning method. Guarantees Knight gets sniped, but no EMP devices get detonated. Alain is pissed.
13. Recovered Spender's scrambler. Returned some ingredients to the bar. Tried the "Lucky Leprechaun", passed put hard, and woke up on the stage. Confronted Addison about the Three Sabers. Replayed another memory.
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Post by RedCaesar97 on May 11, 2024 16:20:34 GMT
Tatiana Ryder: 1. Went back to Aya.
2. Told the astonomer about his missing satellites. I told him it was exiles and now he hates me.
3. Talked to the Nexus' ambassador on Aya. Helped her with some problems: - Convinced some Angaran people to go live on the Nexus. - Resolved a potential issue between a Salarian and a Resistance member that had the potential to escalate between the Nexus and Aya. Suggested to the ambassador that the Nexus make room for more Angaran people.
4. Found Ljeta, the Angaran that a Krogan on Eladaan was looking for. Gave her the cryo bracelet and somehow convinced her the Initiative was not all bad.
5. Met with an Initiative pilot and acquired some supplies for the outposts.
6. Met with Akksul and the Moshae. Akksul threatened me and stormed off. Went back to the Tempest and recieved a call from Podromos about a potential attack.
7. Went to Eos. Found a satellite that then blew up. Called Addison who said it was from an exile named Dr. Kennedy. She wants Kennedy found.
8. Went to Podromos and talked to Bradley who gave me more information and a navpoint.
9. Talked to Yale about the Three Sabers. He pointed that it was Addison's idea (as if I did not have enough reason to continue to hate Addison).
10. Attacked the Akksul's Roekkar scouting party, then set up a decoy at Site 2 and ambushed their strike team. They moved to Site 1, so we then attacked them at Site 1.
11. Picked up some Remnant technology for Peebee on Eos, then went to Havarl and recovered more Remtech for her.
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Post by RedCaesar97 on May 10, 2024 2:46:12 GMT
Tatiana Ryder: 1. Landed back on Kadara.
2. Located the satellites the Aya astronomer was asking about. They were stolen by Exiles. Took out the Exiles, then recovered what was left of the satellites.
3. Found a small shack with some exiles. One guy was sick. Fixed their antenna. The Salarian gave me some UV lights.
4. Found the stolen turbine parts for an exile, but the thiefs were dead and the parts broken. Took out an Eiroch that kill the scavengers and broke the equipment.
5. Retrieved the formula for Dr. Nakamoto.
6. Activated the monoliths. Restarted the vault. Reach level 51.
7. Headed back to the Tempest. Crafted new armor and weapons. Gave the Kett transponder to Gil. Used it to locate the Archon's ship.
8. Back to Kadara. Found a building with one dead guy because he drank the bad water.
9. Found the person who was wrongly sent to the badlands.
10. Found the weapons cache, blew up the shuttle, and killed the remaining outlaws. (Ended up running out of ammo and had to kill everything with slowly-recharging powers. Luckily the two mechs were already whittled down to almost nothing.)
11. Took out the Three Sabers. Found out they had a Nexus contact who is on Eos.
12. Back to the Temptest. Talked to Peebee about her project and crafted new weapons.
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Post by RedCaesar97 on May 9, 2024 23:24:04 GMT
I just wish people would learn how to play the game properly instead of cheating their way through it all the time. Is it cheating if you are using the game mechanics to your advantage? That seems like you did learn to play the game. I should also point out that you are using the Legendary Edition as your base point. The gameplay changes made for the Legendary Edition changed how some weapons, powers, and mods operate.
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Post by RedCaesar97 on May 9, 2024 23:12:31 GMT
Consumables: I don't like them, because i always forget that i even have them or think that ' i might need them more later'. Never mind that the Backup Live Support is pretty much useless in its vanilla state. I very rarely use Overdrive Packs and Cobra RPGs, So maybe trying make some of them more involved with the environment or something would be worthwhile? Like allowing Cobras to blow up certain walls or debries and open up otherwise unreachable or hard to reach areas. Let Overdrive Packs boosts the Nomad's speed or also reset squad-powers, or allow interacting with broken initiative tech in the world for some time. Like starting broken turrets or shield generators or something to that effect, similar to how the mako could be used to power those turrets on Nepmos in ME1. Ammo Consumables and powers could also be used more often to interact with the environment in some special way. Yeah i'm just fantasizing here i guess. For Backup Live Support i think i found a pretty good solution, with simply increasing its duration and allowing to stack several of them for increased protection. Of course the only planet where this actually matters is Voeld, which is kinda why i don't want to reduce its hazard level But then I also kinda like the environmental hazard mechanic, though the stated temperature numbers for the hazards are chosen weirdly. Also: Why i can't i see how many of those consumables i even have left when making the choice which one to equip in vanilla? This is venturing out of 'small changes' territory and into more design philosophy, but what if ammo consumables were weapon mods instead? I have the same issue with weapon mods in MEA as I do in ME3: namely most seem kind of useless, or certain mods are clearly better than others. Are you ever not taking a weapon damage mod? What I am thinking could make some sense: - only one mod slot per weapon - make ammo consumables a weapon mod - either remove weapon damage mods and increase effectiveness of other mods, OR remove all non-damage weapon mods and increase damage of weapon damage mods I use Cobra RPGs late game (once I get enough) on some characters to take out Architects faster. Mass Effect 1 had cold and heat hazards on planets. The hazard meter would fill up when you were outside the Mako. Getting back in the Mako would reduce the meter. Compare this to Mass Effect Andromeda, where the hazard appears to apply to the Nomad (on a vastly reduced scale) as well as Ryder, but getting back in the Nomad does not replenish the hazard meter. If you are nearly dead from heat or cold when you get back in the Nomad, exiting the Nomad later means you can die almost immediately if you did not fix the effects by entering a safe zone. A small change I would like to see is have the Nomad fix the effects of a hazard when you get back in. It would make some of the exploration and enemy encounter features a little more palatable.
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Post by RedCaesar97 on May 9, 2024 22:55:11 GMT
Something that always annoys on Havarl, and particularly on Kadara, are the calls we must make from Tempest and/or the Outpost. dazk just mentioned this in the MEA daily thread. In a theoretical next game, it would be cool if they could integrate the omnitool a bit more, maybe presenting the menus as omnitool functions, and allowing things like story-scheduled calls to be made/triggered from such a menu. I know the hassle of heading into orbit to make a vidcall is probably a product of dwindling development time near the end. Still, having to leave Havarl to call Evfra, and return for quests, is tedious. Far worse is Kadara. Reyes calls. Finish his task, and there's absolutely nothing to do. Go to the badlands or off-planet, since there's nothing to do. Now Sloane calls. Ugh. It's a mess. Never thought I would miss Mass Effect 1's ability to enter and leave the Normandy without leaving the planet. There are always times where you need to go back to the Tempest (or Normandy in ME 2/3) to do something and you are forced to leave the planet to your thing, then have to land back on the planet again to continue what you wanted.
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Post by RedCaesar97 on May 9, 2024 1:18:20 GMT
Tatiana Ryder: 1. Traveled back to Kadara.
2. Bought some liquor for Kesh.
3. Finished scanning bodies in the sulphur springs and reported them back to the Asari for future justice.
4. Got sent to a weapons cache by a Turian. She also sent some exiles to the same location. Beat the exiles and recovered the weapons.
5. Investigated Spender's Kadara connection with Drack. Found information that he was working with someone named Aroane, and that he has a scrambler in his apartment.
6. Recovered the Kett transponder that will lead to the Archon's ship.
7. Investigated a murder victim. Teamed up with Reyes and killed the murderers.
8. Picked some plants.
9. Found Kett on Kadara. Teamed up with Sloane and Kaetus to take them out.
10. Found a cave. Found the surveyor (dead). Found a Collective hideout. Helped them uncover a traitor pretending to be the Charlatan.
11. Found datapads baiting the Collective and Outcasts. Found everyone dead at the site. Collected the equipment.
12. Accepted the next quest from Reyes. Returned to the Tempest and read emails for more quests on Aya, including meeting with the Moshae and Aksuul.
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Post by RedCaesar97 on May 6, 2024 2:52:01 GMT
Tatiana Ryder: 1. Went to the Nexus for a bunch of stuff. - Another Keri interview. - Tracked down some stolen supplies. - Tried to track down a contagious person, Ruth Becker, but she got off the station.
2. Tracked Ruth Becker across the cluster. She landed on Kadara.
3. Tracked down attacks by the Three Sabers for Sid. Their base is on Kadara.
4. Acquired a space hamster
5. Went to Eladaan. - Talked to the Jorgul Strux, Drack's contact from the Krogan colony. - Scanned scavangers for Lexi. - Said hello to Danny. - Accepted some quests.
6. Scanned lifepods from Ark Natanus, but no Turian pathfinder.
7. Visited the Krogan colony. More quests. Went back to Paradise, where I gave Lexi's medicine to a scavenger.
8. Went with Avitus Rix to the Turian Ark. Convinced him to become the new Turian Pathfinder.
9. Went with Cora and found the Asari Ark. Saved them from the Kett. Told the Asari about Sarissa's actions, but kept her on as Pathfinder. Specced Cora into Cryo Ammo.
10. Went back to Kadara to do some small things and get a little XP to level up. - Helped an Angaran find her sister. Her sister had unfortunately died. - Found the body of a guy who had been forced to go with the exiles and then killed. - Broke the news to some prisoner that his Asari "girlfriend" had no interest in him. - Picked up snacks for Vetra.
11. Went to H-047c. - Took out some scavengers who were apparently planning to attack the Nexus. Their leader (Elora) is still at large. - Restarted the Remnant tiller. I wish I was recording the Progenitor fight, because Cora somehow managed to tank it. It was actually kind of neat to see. - Found the location given by Sid. It turned into a trap. With Sid's help, took down the gang and rescued the civilians.
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Post by RedCaesar97 on May 5, 2024 1:19:39 GMT
Tatiana Ryder: 1. Went to Aya to help Liam with something, but an Angaran merchant got suspicious and Liam called it off. Back on the Tempest, Liam mentioned he screwed up by giving Nexus data to an Angaran contact, who was then captured by pirates.
2. Following Liam's plan, we managed to sneak aboard the pirate's vessel and rescue the captives.
3. Went to Kadara. Spoke with Reyes, then with Sloane. Broke the traitor out of prison. Accepted a bunch of assignments.
4. Went back to the Tempest so I could retrieve some AVP rewards before stopping for the night, but it also triggered a cutscene. Eladaan and the other location (forget the name) are now unlocked for travel. Spoke to several squadmates.
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Post by RedCaesar97 on May 4, 2024 16:35:44 GMT
Tatiana Ryder: 1. Took out the Kett stronghold on Eos, and shut up Invictor for good. (This is always one of my favorite missions.)
2. Placed the seismic hammers. Made a deal with Advent and tapped the gas instead of water for the second hammer. Beat the Architect (having some better weapons helped) and sent it into orbit.
Unlocked level VI gear. Eos, Havarl, and Voeld are all done for now. Off to Kadara. I should also start working towards squadmate loyalty missions since I have all their powers at rank 5, and some of them really need some rank 6 evolutions to get better, Cora especially with Cryo Ammo.
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Post by RedCaesar97 on May 4, 2024 3:49:50 GMT
Tatiana Ryder: 1. Picked some flowers on Havarl, then went back to Eos to complete some tasks.
2. Rescued some workers who were messing around with Remnant.
3. Recovered the (attempted) murder evidence.
4. Scanned minerals. Placed beacons. Placed a pendant. Placed a news receiver. Recovered drones.
5. Investigated site 2. Fought the Kett and a Fiend. Recovered the secret research project.
6. Found reasearcher sites. They led to a Remnant vault. Recovered the researcher's data.
7. Scanned Remnant data cores held by Kett. They led to a Remnant vault. Killed the Kett and recovered the data.
8. Destroyed Kett surveillance devices. They led to a Kett outpost. Killed the Kett, scrambled the data, then destroyed the console.
9. Met Bain Massani, got a location to the Kett Barracks. Killed the Kett at the Barracks.
10. Investigated supply drop sites, found a group of smugglers. Sent them to Podromos.
11. Saved Danny from wildlife. Saved Danny from the Kett. Saved Danny from the Remnant.
12. Finished scanning all the dead bodies, then tracked down and rescued the colonists that escaped in a shuttle.
13. Returned to the Nexus for a few things. Exiled the (attempted) murderer. Discovered that Jien Garson was murdered.
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Post by RedCaesar97 on May 4, 2024 3:49:35 GMT
The Voeld Architect seems pretty unpopular, but it's my favorite of the bunch. I assume it's the cold hazard during a fight that makes it so? I'm curious from which positions you guys fight it? It is mostly the cold, or rather how the cold (and heat) functions in the area. When it first lands, you can use the wide-open platform to fight it, and the platform is heated so you can move around pretty freely so you can avoid attacks and have a good shot at the Architect weak points. The cover is not great, but it is good enough. For the second phase, you have two roughly-equal spots you can fight it from, both of which kind of suck. Both buildings are heated, but only under cover, and the ammo boxes are in kind of bad places. You are forced to go in and out of the building during the fight. You have limited time outside so you have to keep going back in to heat back up. The Architect also has an attack that can go through walls and leaves an area-of-effect attack that lingers which forces you to move. You can take shots at the Architect from inside the buildings, but that attack will force you out of the line of sight. Also indoors the ammo boxes are placed so you keep hitting them when trying to move out of the way of attacks, which picks up ammo when you do not really need it, draining that ammo much sooner before you need it. The third phase kind of forces you to fight in the middle building. Heated inside, so you are forced to go outside to fight. You can open the doors, but they will close if you move too far away, because you have to dodge out of the way of some attacks. The ammo problem does not really occur here, but you still have the go-outside-go-inside-repeat problem as the second stage of fight. I just find the Voeld Architect more tedious than the other Architect fights. Probably does not help that you tend to fight it early with a lower-level character with lower-end equipment. And as a previous poster said, activating the vault may cause the cold to get worse (if you do it after activating the vault), but that may just be our imagination. I like the IDEA of fighting it while also dealing with the cold, but because it is a bullet sponge, a lot of biotic and/or tech-focused builds will struggle more with it, and the cold is too unforgiving on Voeld. The cold hazard just drains your life support way too fast and the Backup Life Support consumable (or whatever it is called) just does not reduce it in a meaningful way at all. In my current playthrough, it took me several tries on one night where I failed twice with just a sliver of its health left. I managed to do it first try the next time. In each of those attempts (and some of the other attempts), I had at times been forced to go back inside to recover life support, wasting several seconds of not damaging it, just to go outside just in time for it to cover up its weak points and send out support Remnant. This happened way too often for my liking, which just dragged out the fight even more. It just felt tedious and annoying and a little frustrating. I do not have that issue with the other Architects even if I die, because I can move around a lot more freely and take cover with better terrain.
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Post by RedCaesar97 on May 3, 2024 2:00:26 GMT
Tatiana Ryder: 1. I struggled against the Voeld Architect last night. Beat it first try tonight in the rematch. That got me over 90% viability on Voeld.
2. Went back to the Tempest to unlock the AVP pod I wanted... only to see that it was not there. I guess I was just too tired last night and misread it? (I have the pod that adds +10% XP for enemy encounters. I thought there was another one that required 90% viability on Voeld that added additional XP.) I decided to unlock the pod that grants 20% chance to give weapons or armor from successful APEX mission, since that is useful for resources later. I then reseached some weapons and couple of augments.
3. Started the Voeld vault, then I got invited to some multiplayer.
INTERMISSION: Played multiplayer
4. Back to single player, where the game glitched (in a good way!) and the vault did not have its cold mechanic. I got to take my time with the consoles. Yay!
I should note, I had the cold mechanic glitch out on Voeld earlier this playthrough. I have been rather lucky. I have no mods installed for this game. IT got cold again after I exited the vault though. But all of Voeld is now complete.
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Post by RedCaesar97 on May 2, 2024 3:09:55 GMT
* Temperature threats are dumb. The Pathfinder team wear space suits, and the "extreme temperatures" aren't all that extreme. Angara and Exiles alike stand around unfazed while Ryder races against death. By all means, make extreme temperatures a narrative issue to be handled by the Vaults, but ditch the gameplay mechanic. Also, Voeld's temperature hazard presumably should've been removed by the Vault. I think they tried to fix it once, and the patch created problems. Then, EA bailed on the game before any fix could be implemented. If we gotta have temp threats, at least let Voeld's be removed by the Vault. I do not have an issue with the temperature threats, although I would like to see them nerfed a bit, particularly on Voeld and in Voeld's vault. The consumable that is supposed to reduce its effect does not seem to do a lot. I agree that the Voeld vault should remove the hazard, since they did it later on Eladaan. And maybe getting in the Nomad should restore your life support bar? I just really hate the cold hazard in vault, particularly that one multi-console puzzle near the end where you have almost no room for error, especially if you are trying to get everything in there.
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Post by RedCaesar97 on May 2, 2024 0:40:01 GMT
Tatiana Ryder: 1. Went to Voeld to clean some stuff up. Scanned a few rocks and picked a flower. Activated the monoliths. I was trying to get 90% viability on Voeld so I can get an AVP upgrade, but none of the activities I did increased viability, so that means I had to activate the vault or take out the Architect, both of which I hate. 2. Fought the Architect. Died every attempt, twice when he had a sliver of health left on the final leg. I'll either try the Architect again tomorrow or tackle the vault tomorrow. (Also, I started this thread yesterday in the Modding, Mechanics and Builds forum if anyone cares to add their two cents: Small changes you would make to Mass Effect Andromeda)
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Post by RedCaesar97 on May 1, 2024 2:30:34 GMT
What are some of the small changes or tweaks you would make to Mass Effect Andromeda?
Here are some small changes I would make for Mass Effect Andromeda: 1. Reduce the player level cap and tweak the talent point distribution.
Currently you can max out two talent pools before reaching max level. This means you could have any two of max Engineer, Adept, or Soldier profiles. Why should all the non-Soldier profiles have the same weapon damage as the Soldier before Soldier profile bonuses kick in?
Since the profile system is tied to the talent points spent, I think the player level cap should be reduced and the talent point distribution be tweaked so you can only max out one talent pool (combat, tech, or biotic) for max Soldier, Engineer, or Adept profiles, with no points left over.
You can still distribute points across several talent pools if you want for the Infiltrator, Vanguard, Sentinel, and Explorer profiles.
2. AVP deliveries (such as minerals, research, consumables) should accumulate over time, instead of stopping after the delivery timer hits 00:00.
Currently, you get deliveries every 45 to 30 minutes, but you must manually click on the delivery to reset the timer. Since you can go hours between accessing the AVP terminal, this means you lose out on potential deliveries. I think the timers should automatically reset and the deliveries accumulate over time so you do not lose out on potential deliveries.
3. The Tech passive talent that increases the weight capacity should really be a Combat passive talent.
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