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* '''Mordin, Samara and Tali ''can'' die, but Loyalty is not relevant to their fates.'' For Samara, you prevent it with a Paragon interrupt. Tali's fate depends on the RobotWar, but you're not locked into a choice; you get to make it on the spot. And Mordin is killed during the first game, before he's introduced: if Wrex survives Virmire, as he did in [[https://www.ign.com/articles/mass-effect-legendary-edition-infographic-player-statistics-paragon 94% of cases]], Mordin locks in his HeroicSacrifice. (You can convince him to become a War Asset if both Wrex and "Eve" are dead -- [[GuideDangIt did you know]]?)

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* '''Mordin, Samara and Tali ''can'' die, but Loyalty is not relevant to their fates.'' ''' For Samara, you prevent it with a Paragon interrupt. Tali's fate depends on the RobotWar, but you're not locked into a choice; you get to make it on the spot. And Mordin is killed during the first game, before he's introduced: if Wrex survives Virmire, as he did in [[https://www.ign.com/articles/mass-effect-legendary-edition-infographic-player-statistics-paragon 94% of cases]], Mordin locks in his HeroicSacrifice. (You can convince him to become a War Asset if both Wrex and "Eve" are dead -- [[GuideDangIt did you know]]?)
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! Loyalty Hold-Overs
One of the big elements of this game is the idea of a squad member's Loyalty. As mentioned above, it is plot-relevant for this game and has effects on whether they live or die during the VeryDefinitelyFinalDungeon. That said, there is a "SpeedRun GoldenEnding" route, [[https://www.reddit.com/r/masseffect/comments/9znjj0/me2_minimum_loyalty_missions/ described on Reddit]], which allows the player to survive the Suicide Mission with all squad members but only makes a bare miniumum of them loyal.

One would expect this element to persist into the third game: if a character were to re-appear in ''Mass Effect 3'', it would be possible for them to once again perish, depending on their Loyalty. In some cases, this is true, but in others it is not, as some characters ''do not'' have {{Plotline Death}}s.
* '''Garrus, Jack and Jacob cannot die over the course of ''Mass Effect 3'', regardless of whether they were loyal.''' (For the latter two, this statement does require some LoopholeAbuse, as -- particularly in Jack's case -- you can simply not do their {{Side Quest}}, abandoning them to their fates.) If you go help them, they survive to London -- period. (Who gave ''Jacob'' PlotArmor?)
* Conversely, '''Legion, Morinth and Thane cannot ''survive'' the third game, regardless of Loyalty.''' They do not live through the trilogy, period.
* '''Mordin, Samara and Tali ''can'' die, but Loyalty is not relevant to their fates.'' For Samara, you prevent it with a Paragon interrupt. Tali's fate depends on the RobotWar, but you're not locked into a choice; you get to make it on the spot. And Mordin is killed during the first game, before he's introduced: if Wrex survives Virmire, as he did in [[https://www.ign.com/articles/mass-effect-legendary-edition-infographic-player-statistics-paragon 94% of cases]], Mordin locks in his HeroicSacrifice. (You can convince him to become a War Asset if both Wrex and "Eve" are dead -- [[GuideDangIt did you know]]?)
* Only '''Grunt, Kasumi, Miranda and Zaeed have "normal" Loyalty checks''' where disloyalty equals death in a one-to-one ratio.
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!The Beauty of ''Mass Effect 2'' Ending

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!The Beauty beauty of ''Mass Effect 2'' Ending2'''s ending



''VideoGame/MassEffect2'' is the most universally adored part of the original ''Franchise/MassEffect'' trilogy, and despite its gameplay refinement and improved variety, ''VideoGame/MassEffect3'' could never supplant its predecessor. Part two had something its sequel didn't: a mind-blowingly epic ending that left every player in awe. But what exactly made the ending of ''Mass Effect 2'' so amazing? Although the magnificent cutscene direction and musical composition contributed a lot to it, the key to the awesomeness of ''Mass Effect 2's'' endgame segment lies in the gameplay design and the story scripting of the entire SuicideMission.

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''VideoGame/MassEffect2'' is the most universally adored part of the original ''Franchise/MassEffect'' trilogy, and despite its gameplay refinement and improved variety, ''VideoGame/MassEffect3'' could never supplant its predecessor. Part two had something its sequel didn't: a mind-blowingly A mindblowingly epic ending that left every player in awe. But what exactly made the ending of ''Mass Effect 2'' so amazing? Although the magnificent cutscene direction and musical composition contributed a lot to it, the key to the awesomeness of ''Mass Effect 2's'' endgame segment lies in the gameplay design and the story scripting of the entire SuicideMission.
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Meanwhile, the three winning choices are all people who have extensive experience in leading combat teams for a long time. Miranda has her engineered smarts, and serves as one of the top three of Cerberus. Garrus, of course, led a team of a dozen killers on Omega for eighteen months, and survived the whole station being out to get him all along. Jacob seems like an odd choice, given that he has never served a command position according to Miranda, but Miranda is simply wrong. Jacob has served in command before: in the Corsairs. The Alliance Corsairs are deniable anti-pirate captains who hire their ships to the Alliance. Jacob used to be a captain himself! And his field? Ship-boarding, which is exactly what the team is doing now.

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Meanwhile, the three winning choices are all people who have extensive experience in leading combat teams for a long time. Miranda has her engineered smarts, and serves as one of the top three of Cerberus. Garrus, of course, led a team of a dozen killers on Omega for eighteen months, and survived the whole station being out to get him all along. Jacob seems like an odd choice, given that he has never served a command position according to Miranda, but Miranda is simply wrong. Jacob has served in command before: in the Corsairs. The Alliance Corsairs are deniable anti-pirate captains who hire their ships to the Alliance. Jacob used to be a captain himself! And his field? Ship-boarding, which is exactly what the team is doing now.
now. Jacob was also an Alliance Marine NCO, which means small-unit tactical leadership.
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Since there is no InUniverseGameClock in the game, the time is measured by the number of completed missions[[note]]"Missions" means exactly that, objectives in the Journal. Doing other things, no matter how time-consuming, such as going shopping for better gear or prospecting for needed upgrade resources do not advance "time" by one second. But if you'd forgotten to give Dr. Chakwas her bottle of ice brandy and hand it over now? Completed mission, and the clock ticks. You should undertake one and only one listed objective after recovering control of the ''Normandy'': Legion's loyalty mission.[[/note]] between two events, specifically, the kidnapping of the ''Normandy'' crew by the Collectors and the start of the Suicide Mission. In practical terms, this delay can have only three values: short (at most one story mission or assignment), middle (one to three assignments and no story missions), and long (anything above that).

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Since there is no InUniverseGameClock in the game, the time is measured by the number of completed missions[[note]]"Missions" means exactly that, objectives in the Journal. Doing other things, no matter how time-consuming, such as going shopping for better gear or prospecting for needed upgrade resources do not advance "time" by one second. But if you'd forgotten to give Dr. Chakwas her bottle of ice brandy and hand it over now? Completed mission, and the clock ticks. You should undertake one and only one listed objective after recovering control of the ''Normandy'': "Reaper IFF" mission: Legion's loyalty mission.[[/note]] between two events, specifically, the kidnapping of the ''Normandy'' crew by the Collectors and the start of the Suicide Mission. In practical terms, this delay can have only three values: short (at most one story mission or assignment), middle (one to three assignments and no story missions), and long (anything above that).
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This set is a mix of story-relevant upgrades, gameplay-relevant upgrades, and even purely cosmetic upgrades (Med-Bay Upgrade). Only the three story-relevant upgrades (Heavy Ship Armor, Multicore Shielding, Thanix Cannon) have impact on the course of the Suicide Mission. The availability of all upgrades is directly derived from R*, since they can only be unlocked for purchase by talking with a specific squadmate.

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This set is a mix of story-relevant upgrades, gameplay-relevant upgrades, and even purely cosmetic upgrades (Med-Bay Upgrade). Only the three story-relevant upgrades (Heavy Ship Armor, Multicore Shielding, Thanix Cannon) have impact on the course of the Suicide Mission. The availability of all upgrades is directly derived from R*, since they can only be unlocked for purchase by talking with a specific squadmate.
squadmate. [[note]]Besides the three endgame-relevant ship upgrades, provided by Jacob, Garrus and Tali, there are three "quality of life" ship upgrades (Miranda, Samara and Thane) and four individual squadmate upgrades (Mordin, Jack, Grunt and Legion). Zaeed and Kasumi as DLC characters provide no upgrades.[[/note]]
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## IF S* = R* THEN "No One Left Behind"
## IF (S* <> R*) and (Shepard lives) THEN "Against All Odds"

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## IF S* = R* THEN "No One Left Behind"
Behind" AND "Against All Odds" AND "Mission Accomplished"
## IF (S* <> R*) and (Shepard lives) THEN "Against All Odds"Odds" AND "Mission Accomplished"
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Miranda recommends against picking Jacob as tech specialist, not fire team leader, and rightly so. She actually approves of Jacob as fire team leader - when she says, "Good luck, Taylor. Let's see if you're ready for command.", her tone is cheerful and not snarky.


Players may note that on both choices in which Miranda gives explicit advice, she is wrong: she recommends against Jacob as fireteam leader, and volunteers herself as the biotic. Jacob can successfully lead the fireteam, and picking Miranda as the biotic will get somebody killed. Why is the XO, Shepard's second-in-command, who's been guiding the player all game, suddenly wrong? Because this is the first test to see if you were paying attention. Miranda herself will warn players that being enhanced does not make her infallible, and that she can err and her errors can cause disaster. Moreover, Miranda is not in command -- you are, and there is a reason for that. You are being asked to make correct decisions, not blindly follow what the game tells you to do.

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Players may note that on both choices in which when Miranda gives explicit advice, she is wrong: isn't always right: While she correctly recommends herself as fire team leader and warns against picking Jacob as fireteam leader, tech specialist, she also approves of Samara and Zaeed as fire team leaders and volunteers herself as the biotic. Jacob can successfully lead the fireteam, and picking Miranda as the biotic specialist, any of which will get somebody killed. Why is the XO, Shepard's second-in-command, who's been guiding the player all game, suddenly getting things wrong? Because this is the first test to see if you were paying attention. Miranda herself will warn players that being enhanced does not make her infallible, and that she can err and her errors can cause disaster. Moreover, Miranda is not in command -- you are, and there is a reason for that. You are being asked to make correct decisions, not blindly follow what the game tells you to do.
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A Quick Word on Miranda:

Players may note that on both choices in which Miranda gives explicit advice, she is wrong: she recommends against Jacob as fireteam leader, and volunteers herself as the biotic. Jacob can successfully lead the fireteam, and picking Miranda as the biotic will get somebody killed. Why is the XO, Shepard's second-in-command, who's been guiding the player all game, suddenly wrong? Because this is the first test to see if you were paying attention. Miranda herself will warn players that being enhanced does not make her infallible, and that she can err and her errors can cause disaster. Moreover, Miranda is not in command -- you are, and there is a reason for that. You are being asked to make correct decisions, not blindly follow what the game tells you to do.
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As Doctor Chakwas points out, the crew and colonists the party rescues are in no shape to fight. The party now has to decide whether to return the crewers under protection, back along the mostly-cleared path that Shepard's fireteam took, or to send them back unescorted. Who are the correct choices to send? The answer is all of them, since you just cleared the path behind you. Who, then, to send? The Weak Links, who have little to contribute to the close-quarters battle that follows.

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As Doctor Chakwas points out, the crew and colonists the party rescues are in no shape to fight. The party now has to decide whether to return the crewers under protection, back along the mostly-cleared path that Shepard's fireteam took, or to send them back unescorted. Who are the correct choices to send? The answer is all of them, since you just cleared the path behind you. Who, then, to send? The Weak Links, who have little to contribute to the close-quarters battle that follows.
follows. Mordin is a popular option for this, not only is he the first weak link who will die, but he's a doctor. Of course he's an optimal choice for someone to send back to the ship with a bunch of wounded and traumatized prisoners.
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** Miranda is the anti Kaidan. Both are Sentinels, both are on your team in the very beginning and both are extremely loyal to their chosen organizations. But while Kaidan adopts more of a restrained, let's try diplomatic means first approaches and generally has a "they're no different from us" attitude towards humans, Miranda is the cold calculating ruthless pragmatic type who believes strongly in a human survivalist ideology.

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** Miranda is the anti Kaidan. Both are Sentinels, both are on your team in the very beginning and both are extremely loyal to their chosen organizations. But while Kaidan adopts more of a restrained, let's try diplomatic means first approaches and generally has a "they're no different from us" attitude towards humans, aliens, Miranda is the cold calculating ruthless pragmatic type who believes strongly in a human survivalist ideology.
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!!The HoldTheLine death calculus

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!!The HoldTheLine [[AlgorithmicStoryBranching death calculus
calculus]]
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|| '''5+'''|| [[note]]because only four squadmates can have an HTL score of 0, an average score 0.0 is impossible with 5 or more defenders[[/note]] || 3 || 2 |||| 1 || 0 ||

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|| '''5+'''|| [[note]]because only four squadmates can have an HTL score of 0, an average score of 0.0 is impossible with 5 or more defenders[[/note]] || 3 || 2 |||| 1 || 0 ||

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The way the mechanism works, in brief, is to take the ''average'' of the scores of the Hold The Line team, and compare it to a table which indicates how many of them will be killed. '''The Magic Number is 2'''. If the average is equal to or greater than 2, everybody makes it. Otherwise, the designated number of casualties are removed according to a prioritized list.

* With 5 or more members:
** 2.0 or better -- No deaths
** 1.5 to 1.9 -- 1 death
** 0.5 to 1.4 -- 2 deaths
** Under 0.5 -- 3 deaths

* With 4 members:
** 2.0 or better -- No deaths
** 1.0 to 1.75 -- 1 death
** 0.5 to 0.75 -- 2 deaths
** 0.25 -- 3 deaths
** 0.0 -- All dead

* With 3 members:
** 2.0 or better -- No deaths
** 1.0 to 1.67 -- 1 death
** 0.33 to 0.67 -- 2 deaths
** 0.0 -- All dead

* With 2 members:
** 2.0 or better -- No deaths
** 0.5 to 1.5 -- 1 death
** 0.0 -- All dead

* With 1 member:
** 2.0 or better -- Survives
** Under 2.0 -- Dies

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The way the mechanism works, in brief, is to take the ''average'' of the scores of the Hold The Line team, and compare it to a table which indicates how many the number of them will be killed.casualties among them, based on the average score (in following: "HTL") and the number of defenders staying behind (in following: "Strength"). '''The Magic Number is 2'''. If the average is equal to or greater than 2, everybody makes it. Otherwise, the designated team suffers a specific number of casualties are removed according to a prioritized list.

* With
casualties, as specified in the following table:

|| '''Strength''' || '''HTL = 0''' || '''0 < HTL < 0.5''' || '''0.5 ≤ HTL < 1''' || '''1 ≤ HTL < 1.5''' || '''1.5 ≤ HTL < 2''' || '''HTL ≥ 2''' ||
|| '''1'''|| 1 (all) |||||||||| 0 ||
|| '''2'''|| 2 (all) |||| 1 |||||| 0 ||
|| '''3'''|| 3 (all) || 2 |||| 1 |||| 0 ||
|| '''4'''|| 4 (all) || 3 || 2 || 1 |||| 0 ||
|| '''5+'''|| [[note]]because only four squadmates can have an HTL score of 0, an average score 0.0 is impossible with
5 or more members:
** 2.
defenders[[/note]] || 3 || 2 |||| 1 || 0 or better -- No deaths
** 1.5 to 1.9 -- 1 death
** 0.5 to 1.4 -- 2 deaths
** Under 0.5 -- 3 deaths

* With 4 members:
** 2.0 or better -- No deaths
** 1.0 to 1.75 -- 1 death
** 0.5 to 0.75 -- 2 deaths
** 0.25 -- 3 deaths
** 0.0 -- All dead

* With 3 members:
** 2.0 or better -- No deaths
** 1.0 to 1.67 -- 1 death
** 0.33 to 0.67 -- 2 deaths
** 0.0 -- All dead

* With 2 members:
** 2.0 or better -- No deaths
** 0.5 to 1.5 -- 1 death
** 0.0 -- All dead

* With 1 member:
** 2.0 or better -- Survives
** Under 2.0 -- Dies
||



* Mordin, Tali, Kasumi, Jack, Miranda, Jacob, Garrus, Samara/Morinth, Legion, Thane, Zaeed, Grunt

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* -> Mordin, Tali, Kasumi, Jack, Miranda, Jacob, Garrus, Samara/Morinth, Legion, Thane, Zaeed, Grunt
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* Ashley has Concussive Shot, Disruptor Ammo and Inferno Grenade, making her similar to Zaeed in combat performance. However what separates her from Zaeed is that she can command loyalty with her squadmates and has a genuine bond with her squad, which means she can lead the Fire Team as well as having a HoldTheLine score of 3 by default due to combat experience and 4 if she romanced Shepard and a desire to stay alive to make sure Shepard can escape, however if they was unfaithful her score will drop to 2. Clearly divided by Shepard decision to moving on.

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* Ashley has Concussive Shot, Disruptor Ammo and Inferno Grenade, making her similar to Zaeed in combat performance. However what separates her from Zaeed is that she can command loyalty with her squadmates and has a genuine bond with her squad, which means she can lead the Fire Team as well as having and would have a HoldTheLine score of 3 by default due to combat experience and 4 if she romanced Shepard and a desire to stay alive to make sure Shepard can escape, however if they was were unfaithful her score will drop to 2. Clearly divided by Shepard decision to moving on.



** The Citadel itself underwent a large change. In the first game, it was a relatively calm place with side quests there comprising primarily of talking to people to Charm or Intimidate them to see reason, helping people out with certain mundane problems that do not neccesarily involve killing, or make you do the killing somewhere off world. Even C-sec is presented as this ObstructiveBureaucrat run but mostly benign force, not tolerating CowboyCop types or corrupt drunks. Attitudes towards humans are also generally welcoming except for two blowhards. Come this game, there is much more of an air of hostility towards humans, C- sec is a more intrusive, restrictive and aggressive police force, not above making people "squeal a little". Now you have to deal with a dangerous demagogue politician, a protection shakedown racket, an assassination attempt, even an entire mercenary base of operations. The former drunk cop who just skimmed a little here and there has now gone full blown criminal with some extremely powerful muscle, and even the helpful Avina terminal now tattles on you to C-sec under certain conditions.
* Your squadmates are also polar opposites of what you had in VideGame/MassEffect1. Let's see how

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** The Citadel itself underwent a large change. In the first game, it was a relatively calm place with side quests there comprising primarily of talking to people to Charm or Intimidate them to see reason, helping people out with certain mundane problems that do not neccesarily necessarily involve killing, or make you do the killing somewhere off world. Even C-sec is presented as this ObstructiveBureaucrat run but mostly benign force, not tolerating CowboyCop types or corrupt drunks. Attitudes towards humans are also generally welcoming except for two blowhards. Come this game, there is much more of an air of hostility towards humans, C- sec is a more intrusive, restrictive and aggressive police force, not above making people "squeal a little". Now you have to deal with a dangerous demagogue politician, a protection shakedown racket, an assassination attempt, even an entire mercenary base of operations. The former drunk cop who just skimmed a little here and there has now gone full blown criminal with some extremely powerful muscle, and even the helpful Avina terminal now tattles on you to C-sec under certain conditions.
* Your squadmates are also polar opposites of what you had in VideGame/MassEffect1. ''VideoGame/MassEffect1''. Let's see howhow:



** Grunt is the anti-Wrex. Wrex is old, wizened, adopts a MySpeciesDothProtestTooMuch attitude and is generally jaded about the future, while grunt is a very young aggressive BloodKnight. Wrex genuinely cares about his people while all Grunt wants out of his people for now, is enemies to kill.

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** Grunt is the anti-Wrex. Wrex is old, wizened, adopts a MySpeciesDothProtestTooMuch attitude and is generally jaded about the future, while grunt Grunt is a very young aggressive BloodKnight. Wrex genuinely cares about his people while all Grunt wants out of his people for now, is enemies to kill.
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Tali ought to have survivability if not the ability to protect herself, since she does have a combat drone and is shotgun qualified, as well as having prior strike op experience from her time on the SR1. But her score is only 1 because in actuality she is devastating against synthetics but weak against organics. AI hacking is useless against organics, and getting close in to use her shotgun means she drains her shields, but unlike Legion who can just boost his shields, Tali has to drain something else's energy to boost her shields back up. Collectors are organics with biotic barriers, neither of which is a source of energy for Tali's shields. And once she is down to just her armor, she goes down very easily since all it takes is one suit rupture for the allergy to kill her. This experience may be why her Energy Drain works on barriers too in ''VideoGame/MassEffect3''; experience fighting Collectors has taught her to prep for dealing with enemies other than Geth.

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Tali ought to have survivability if not the ability to protect herself, since she does have a combat drone and is shotgun qualified, as well as having prior strike op experience from her time on the SR1.[=SR1=]. But her score is only 1 because in actuality she is devastating against synthetics but weak against organics. AI hacking is useless against organics, and getting close in to use her shotgun means she drains her shields, but unlike Legion who can just boost his shields, Tali has to drain something else's energy to boost her shields back up. Collectors are organics with biotic barriers, neither of which is a source of energy for Tali's shields. And once she is down to just her armor, she goes down very easily since all it takes is one suit rupture for the allergy to kill her. This experience may be why her Energy Drain works on barriers too in ''VideoGame/MassEffect3''; experience fighting Collectors has taught her to prep for dealing with enemies other than Geth.
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Likewise, for Wrex and the Virmire survivor who couldn't be recruited due to personal reasons their roles will likely be accounted for as well. What would they have brought to the field?
* Wrex has Throw, Warp, Barrier and Stasis in 1 with Throw and Barrier being main staples, all skills geared towards fighting heavy duty foes one on one, ideal for destroying Collector Husks taken over by Harbinger. As Shepard had to persuade Wrex to back down on Virmire, he is loyal to Shepard from the getgo and would make for an effective Fire team leader as he managed to rally together the Krogan tribes against the radicals (and motivated to stay alive), poor choice for a biotic bubble and a HoldTheLine score of 4 due to leadership and his resilience.
* Kaiden has Reave, Cryo Blast, Overload and Barrier like Miranda. Given his experience, he would have made for an ideal candidate for both leading the Fire Team and maintaining the Biotic Field thanks to his L2 Implants. Compared to the other squadmates, their HoldTheLine score would had been a wildcard, being a 3 if Romanced and remained faithful but a 1 due to distractions and being more geared towards covert action.
* Ashley has Concussive Shot, Disruptor Ammo and Inferno Grenade, making her similar to Zaeed in combat performance. However what separates her from Zaeed is that she can command loyalty with her squadmates and has a genuine bond with her squad, which means she can lead the Fire Team as well as having a HoldTheLine score of 3 by default due to combat experience and 4 if she romanced Shepard and a desire to stay alive to make sure Shepard can escape, however if they was unfaithful her score will drop to 2. Clearly divided by Shepard decision to moving on.
** For either Virmire survivors however, they would likely be the last to die as they play a vital role in the divided loyalties of Shepard and the decision to join Cerberus.
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* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources, but, ingeniously, makes this seem like a PlotlineDeath by denying the player any immediate agency in it, as well as giving only vague hints at how it could have been prevented. To further throw the player off-balance, loyalty, while essential everywhere else, provides no [[PlotArmor protection]] to crucial Primary Resources in this phase.

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* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go [[PromptlessBranchingPoint beyond the explicit instruction instruction]] in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources, but, ingeniously, makes this seem like a PlotlineDeath by denying the player any immediate agency in it, as well as giving only vague hints at how it could have been prevented. To further throw the player off-balance, loyalty, while essential everywhere else, provides no [[PlotArmor protection]] to crucial Primary Resources in this phase.
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Since there is no InUniverseGameClock in the game, the time is measured by the number of completed missions between two events, specifically, the kidnapping of the ''Normandy'' crew by the Collectors and the start of the Suicide Mission. In practical terms, this delay can have only three values: short (at most one story mission or assignment), middle (one to three assignments and no story missions), and long (anything above that).

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Since there is no InUniverseGameClock in the game, the time is measured by the number of completed missions missions[[note]]"Missions" means exactly that, objectives in the Journal. Doing other things, no matter how time-consuming, such as going shopping for better gear or prospecting for needed upgrade resources do not advance "time" by one second. But if you'd forgotten to give Dr. Chakwas her bottle of ice brandy and hand it over now? Completed mission, and the clock ticks. You should undertake one and only one listed objective after recovering control of the ''Normandy'': Legion's loyalty mission.[[/note]] between two events, specifically, the kidnapping of the ''Normandy'' crew by the Collectors and the start of the Suicide Mission. In practical terms, this delay can have only three values: short (at most one story mission or assignment), middle (one to three assignments and no story missions), and long (anything above that).
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The first choice is to send all of the party members except for Shepard and three others off to divert the attention of the Collector swarms. Shepard must pick one person to serve as the squad leader for the other party members (which could be as few half a dozen alive or fewer, if you had no ship upgrades, never decanted Grunt, sold Legion, and didn't get the DLCs). The choices consist of the whole roster. So why are there only three right choices? Thane, Zaeed, Samara, and Legion all have extensive experience in fighting, as do Tali and Mordin. So why does picking anybody but the two Cerberus operatives and Garrus result in catastrophe?

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The first choice is to send all of the party members except for Shepard and three others off to divert the attention of the Collector swarms. Shepard must pick one person to serve as the squad leader for the other party members (which could be as few half a dozen alive or fewer, if you had no ship upgrades, never decanted Grunt, sold Legion, and didn't get the DLCs).[=DLCs=]). The choices consist of the whole roster. So why are there only three right choices? Thane, Zaeed, Samara, and Legion all have extensive experience in fighting, as do Tali and Mordin. So why does picking anybody but the two Cerberus operatives and Garrus result in catastrophe?

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edit completed








As Doctor Chakwas points out, the crew and colonists the party rescues are in no shape to fight. The party now has to decide whether to return the crewers under protection, back along the mostly-cleared path that Shepard's fireteam took, or to send them back unescorted.



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As Doctor Chakwas points out, the crew and colonists the party rescues are in no shape to fight. The party now has to decide whether to return the crewers under protection, back along the mostly-cleared path that Shepard's fireteam took, or to send them back unescorted. \n\n\n Who are the correct choices to send? The answer is all of them, since you just cleared the path behind you. Who, then, to send? The Weak Links, who have little to contribute to the close-quarters battle that follows.

The Biotic Barrier:

Keeping the party split at this point may not seem like the best idea, but if you want to keep the Collectors from focusing all of their firepower against the party at once, it becomes more sensible. So how do you know whom to put in charge of keeping the barrier going?
Miranda volunteers herself, but think back to her previous mission appearances. When do we actually see her sustain such biotic power for long? The only time she displays any real potency of biotics is during her confrontation with Niket and Enyala. She holds Enyala up and throws her, but Enyala lands unharmed and immediately ready for more. Not a sterling endorsement of her skills.
Thane doesn't use his biotics much in cutscenes, in his backstory, or indeed in his gameplay outside of simple powers. He's skilled and focused, but he never displays the power needed to hold back thousands of Seekers.
Jacob does have barrier powers, true, but they only extend over his own body. He never shows much biotic potential in actual combat or in cutscenes, and indeed doesn't volunteer his services at this point in the Long Walk.
Samara and Morinth, however, have extraordinary biotic power. Samara gets hers from her centuries of experience and training, natural talent, and meditative skills. Morinth gets stronger from killing, and she has killed many, many people. Either can keep the barrier up as long as they need to.
Jack is the first or second strongest human biotic, and in her opening cutscene, kills three YMIR mechs with one attack. 'Nuff said.

The Fireteam:

Everything from The Distraction applies here. Garrus, Jacob, and Miranda are the ideal choices for this.




Let's look at why the secret Hold The Line scores for all members, when loyal and unloyal, are what they are:

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Let's look at why the secret Hold The Line scores for all members, when loyal and unloyal, non-loyal, are what they are:
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edit: Part one

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!The entire squad's SuicideMission scores explained

The branching nature of the final mission allows for the player to split their party up into groups - as many as three. Each of the branches, in turn, presents a chance for Shepard to choose a single individual to play a vital role. So why do some of those choices lead to disaster, and some to success?

The Distraction:
The first choice is to send all of the party members except for Shepard and three others off to divert the attention of the Collector swarms. Shepard must pick one person to serve as the squad leader for the other party members (which could be as few half a dozen alive or fewer, if you had no ship upgrades, never decanted Grunt, sold Legion, and didn't get the DLCs). The choices consist of the whole roster. So why are there only three right choices? Thane, Zaeed, Samara, and Legion all have extensive experience in fighting, as do Tali and Mordin. So why does picking anybody but the two Cerberus operatives and Garrus result in catastrophe?
The answer is in their history. Thane is a gifted killer, to be sure, but he ''always'' works alone. Why would he know how to best lead a huge, diverse team of badass powerhouses? Samara is a galactic-class biotic and ruthless fighter, who likewise always works alone. Zaeed has led men into battle many times... but almost always gets out as the sole survivor. Not great for leading a squad. Mordin has been a part of STG covert actions, but never as the person in charge. Tali has led two small, elite combat units before, on Freedom's Progress and Haestrom, but both times the teams were slaughtered trying to achieve objectives. Legion has experience in finding consensus, of course, but has been fighting on its own for two years.
Meanwhile, the three winning choices are all people who have extensive experience in leading combat teams for a long time. Miranda has her engineered smarts, and serves as one of the top three of Cerberus. Garrus, of course, led a team of a dozen killers on Omega for eighteen months, and survived the whole station being out to get him all along. Jacob seems like an odd choice, given that he has never served a command position according to Miranda, but Miranda is simply wrong. Jacob has served in command before: in the Corsairs. The Alliance Corsairs are deniable anti-pirate captains who hire their ships to the Alliance. Jacob used to be a captain himself! And his field? Ship-boarding, which is exactly what the team is doing now.

The Tech:
While Shepard leads their trio through the station, they are protecting the Tech. The Tech is walking through a tunnel to a convenient egress point, where they can get doors open for the rest of the team. Why are there right and wrong choices here?
The only people who can do this without getting somebody killed are Kasumi, Tali, and Legion. Kasumi is a master safe-cracker, which is the exact skill being called upon here. Tali grew up in the engine rooms of the Migrant Fleet and got the best education her father could get her. Legion is 1,183 sentient computer programs working in parallel, more than a match for one tiny Collector machine.

The Escort:
As Doctor Chakwas points out, the crew and colonists the party rescues are in no shape to fight. The party now has to decide whether to return the crewers under protection, back along the mostly-cleared path that Shepard's fireteam took, or to send them back unescorted.


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* Her score drops to 1 because she is distracted by Morinth still running around inflicting DeathBySex.

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* Her score drops to 1 because she is distracted by Morinth still running around inflicting DeathBySex.
OutWithABang.
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The main appeal, driving force, and resources of ''Mass Effect 2'' are the [[PlayerParty thirteen recruitable companions (squadmates)]] of Commander Shepard[[note]]which includes both the two {{DLC}}-only companions and the secret squad member Morinth[[/note]]. The entire game revolves around them, and the Suicide Mission is quite consciously a FinalExamFinale level, taking the form of a weird {{Puzzle|Game}}[=/=]DeckbuildingGame hybrid. The deck-building aspect comes from the fact that the outcome of the endgame depends largely on what "deck" (i.e. which squadmates) you bring with you to the Omega 4 relay. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission--rules that are pretty obvious if you pay attention to your squadmates beforehand.

to:

The main appeal, driving force, and resources resource of ''Mass Effect 2'' are the [[PlayerParty thirteen recruitable companions (squadmates)]] of Commander Shepard[[note]]which includes both the two {{DLC}}-only companions and the secret squad member Morinth[[/note]]. The entire game revolves around them, and the Suicide Mission is quite consciously a FinalExamFinale level, taking the form of a weird {{Puzzle|Game}}[=/=]DeckbuildingGame hybrid. The deck-building aspect comes from the fact that the outcome of the endgame depends largely on what "deck" (i.e. which squadmates) you bring with you to the Omega 4 relay. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission--rules that are pretty obvious if you pay attention to your squadmates beforehand.
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None


The main appeal, driving force, and resources of ''Mass Effect 2'' are the [[PlayerParty thirteen recruitable companions (squadmates)]] of Commander Shepard[[note]]which includes both the two {{DLC}}-only companions and the secret squad member Morinth[[/note]]. The entire game revolves around them, and the Suicide Mission is quite consciously a FinalExamFinale level, taking the form of a weird {{Puzzle|Game}}-DeckbuildingGame hybrid. The deckbuilding aspect comes from the fact that the outcome of the endgame depends largely on what "deck" (i.e. which squadmates) you bring with you to the Omega 4 relay. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission--rules that are pretty obvious if you pay attention to your squadmates beforehand.

to:

The main appeal, driving force, and resources of ''Mass Effect 2'' are the [[PlayerParty thirteen recruitable companions (squadmates)]] of Commander Shepard[[note]]which includes both the two {{DLC}}-only companions and the secret squad member Morinth[[/note]]. The entire game revolves around them, and the Suicide Mission is quite consciously a FinalExamFinale level, taking the form of a weird {{Puzzle|Game}}-DeckbuildingGame {{Puzzle|Game}}[=/=]DeckbuildingGame hybrid. The deckbuilding deck-building aspect comes from the fact that the outcome of the endgame depends largely on what "deck" (i.e. which squadmates) you bring with you to the Omega 4 relay. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission--rules that are pretty obvious if you pay attention to your squadmates beforehand.
Is there an issue? Send a MessageReason:
None


The main appeal, driving force, and resources of ''Mass Effect 2'' are the [[PlayerParty thirteen recruitable companions (squadmates)]] of Commander Shepard[[note]]which includes both the two {{DLC}}-only companions and the secret squad member Morinth[[/note]]. The entire game revolves around them, and the Suicide Mission is quite consciously a FinalExamFinale level, taking the form of a weird {{Puzzle|Game}} and DeckbuildingGame hybrid. The collectible card aspect comes from the fact that the outcome of the endgame depends largely on what "deck" (i.e. which squadmates) you bring with you to the Omega 4 relay. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission--rules that are pretty obvious if you pay attention to your squadmates beforehand.

to:

The main appeal, driving force, and resources of ''Mass Effect 2'' are the [[PlayerParty thirteen recruitable companions (squadmates)]] of Commander Shepard[[note]]which includes both the two {{DLC}}-only companions and the secret squad member Morinth[[/note]]. The entire game revolves around them, and the Suicide Mission is quite consciously a FinalExamFinale level, taking the form of a weird {{Puzzle|Game}} and DeckbuildingGame {{Puzzle|Game}}-DeckbuildingGame hybrid. The collectible card deckbuilding aspect comes from the fact that the outcome of the endgame depends largely on what "deck" (i.e. which squadmates) you bring with you to the Omega 4 relay. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission--rules that are pretty obvious if you pay attention to your squadmates beforehand.
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Thane is another interesting anomaly. You would think that as a highly skilled sniper with damage dealing biotic attacks, he would be capable of protecting not only himself but others too? No, his score is only 2 because he was trained to be a slippery infiltrator and assassin, not as an infantryman. He may not recognize squadmates in tactical peril, and thus sit by while they soak up damage. Also, he has a degenerative lung disease, which affects cardiovascular performance. He therefore is incapable of tanking.

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Thane is another interesting anomaly. You would think that as a highly skilled sniper with damage dealing biotic attacks, he would be capable of protecting not only himself but others too? No, his score is only 2 because he was trained to be a slippery infiltrator and assassin, not as an infantryman. He may not recognize squadmates in tactical peril, and thus sit by while they soak up damage.fail to protect them. Also, he has a degenerative lung disease, which affects cardiovascular performance. He therefore is incapable of tanking. Additionally, most of Thane's tactical advantages are reduced in effectiveness in HTL conditions - they aren't shown with a great deal of room to manoeuvre or outflank, meaning Thane's stealth isn't useful until things have already gone absolutely pear-shaped (explaining why it takes him so long to die in the mission despite his personal fragility), and while precision elimination of powerful enemies like Collector Guardians and Assassins will increase the squad's longevity, he can't disrupt their chain of command because the Collectors you face don't have one, they're all being controlled remotely from a target Thane can't reach.



* On a side note, after Mordin, Thane is the single most useless squad member on the Suicide Mission: he isn't an ideal choice for any Specialist missions and his HTL score is low. That may be why he seems to be the default squaddie to report to Shepard in the checking-up-on-HTL cutscene--in an ideal playthrough, that's basically his only spotlight moment. Alternatively, this may be a way to encourage the player to run him in Shepard's main team: he may not be a good Specialist or at holding the line, but he's extremely good at slaughtering Collectors.

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* On a side note, after Mordin, Thane is the single most useless squad member on the Suicide Mission: he isn't an ideal choice for any Specialist missions and his HTL score is low. That may be why he seems to be the default squaddie to report to Shepard in the checking-up-on-HTL cutscene--in an ideal playthrough, that's basically his only spotlight moment. Alternatively, this may be a way to encourage the player to run him in Shepard's main team: he may not be a good Specialist or at holding the line, but he's extremely good at slaughtering Collectors.
Collectors thanks to his barrier-trumping powers, armour-breaking sniper rifle, and shredder ammunition.



Jack is another interesting case. Her ammo power, shotgun ability, biotic powers including the shockwave that can wreaak a path of destruction over an area, should make her an excellent squadmate for holding a position and saving others. But her loyal score is only 1 because she is the epitome of a GlassCannon - can deal lots of damage but goes down like wet tissue paper. This is why she is an excellent candidate not for holding the line, but for accompanying Shepard on the end run to the central control panel.

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Jack is another interesting case. Her ammo power, shotgun ability, biotic powers including the shockwave that can wreaak wreak a path of destruction over an area, should make her an excellent squadmate for holding a position and saving others. But her loyal score is only 1 because she is the epitome of a GlassCannon - can deal lots of damage but goes down like wet tissue paper. This is why she is an excellent candidate not for holding the line, but for accompanying Shepard on the end run to the central control panel. Additionally, Shepard may have tempered her hostility, but all that does is broaden her list of "people I care about" to herself and Shepard, meaning even at her best, she just plain doesn't give a damn about how anyone else is doing and so prioritises enemies threatening her over enemies threatening anyone else.



Tali ought to have survivability if not the ability to protect herself, since she does have a combat drone and is shotgun qualified, as well as having prior strike op experience from her time on the SR1. But her score is only 1 because in actuality she is devastating against synthetics but weak against organics. AI hacking is useless against organics, and getting close in to use her shotgun means she drains her shields, but unlike Legion who can just boost his shields, Tali has to drain something else's energy to boost her shields back up. Collectors are organics with biotic barriers, neither of which is a source of energy for Tali's shields. And once she is down to just her armor, she goes down very easily since all it takes is one suit rupture for the allergy to kill her.

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Tali ought to have survivability if not the ability to protect herself, since she does have a combat drone and is shotgun qualified, as well as having prior strike op experience from her time on the SR1. But her score is only 1 because in actuality she is devastating against synthetics but weak against organics. AI hacking is useless against organics, and getting close in to use her shotgun means she drains her shields, but unlike Legion who can just boost his shields, Tali has to drain something else's energy to boost her shields back up. Collectors are organics with biotic barriers, neither of which is a source of energy for Tali's shields. And once she is down to just her armor, she goes down very easily since all it takes is one suit rupture for the allergy to kill her. This experience may be why her Energy Drain works on barriers too in ''VideoGame/MassEffect3''; experience fighting Collectors has taught her to prep for dealing with enemies other than Geth.



Kasumi is actually the worst squadmate for a combat mission like the SM, because being a ClassyCatBurglar means she has no combat prowess at all. She has no armor, no health boost, shield boost or fortification to soak up damage, can only wield light weapons and her InvisibilityCloak is only for StealthHiBye not for maneuvering into position for a kill like Infiltrator Shepard. Overload is useless against Collectors, while her shadow strike and flash bang grenades can only stun and incapacitate, not kill. Her abilities are therefore completely useless and ends up only being TheLoad for the rest of the squad. So, she deserves the measly 1.

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Kasumi is actually the worst squadmate for a combat mission like the SM, because being a ClassyCatBurglar means she has no combat prowess at all. She has no armor, no health boost, shield boost or fortification to soak up damage, can only wield light weapons and her InvisibilityCloak is only for StealthHiBye not for maneuvering into position for a kill like Infiltrator Shepard.Shepard - not much of a useful talent when basically pinned down behind a wall. Overload is useless against Collectors, while her shadow strike and flash bang grenades can only stun and incapacitate, not kill. Her abilities are therefore completely useless and ends up only being TheLoad for the rest of the squad. So, she deserves the measly 1.
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!The HoldTheLine death calculus

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!The !!The HoldTheLine death calculus

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