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Electronics and Decryption
Posted: Tue Jun 17, 2008 6:36 am
by Shrap
So if you play a soldier how do you get your people to get these done for you? Or do you have to replay with those skills? I constantly bring npcs out with me who are high in both these skills but I can never get them to do anything (even from the space-bar menu) Any ideas?
Posted: Tue Jun 17, 2008 11:08 am
by Lady Dragonfly
All skills in your squadron are combined. So, if you have, say, Tali in your party and her decryption skill is high, you should not have any problems with the locks. If NPC has a high electronics skill, you can salvage everything plus repair Mako quickly. I played as a male soldier and as a female infiltrator - no difference whatsoever.
Posted: Thu Jun 19, 2008 11:25 am
by Shrap
thanks, thats very interesting...crap and I restarted my game to make a sentinel. So you're saying, with the right team combo, I can be a warrior and still be have the ability to open high encrypt/science containers?
Thats a great system.
Posted: Mon Jan 12, 2009 6:50 pm
by SiriusHardware
Shrap wrote:So if you play a soldier how do you get your people to get these done for you? Or do you have to replay with those skills? I constantly bring npcs out with me who are high in both these skills but I can never get them to do anything (even from the space-bar menu) Any ideas?
If they are in your party they make the difference between whether you can even attempt to crack the target or not, and if they are good the button mashing minigame to open the box/door etc is easier than it would be otherwise.
However:- Was I the only person who found this the most tedious part of the game? In ME2, I hope the game authors will have mercy on us by introducing a device which will automatically break security if it is of a sufficiently high level itself, and wielded by a character with sufficient skill.
In other words, the game would start with all characters having little security skill - only easy targets can be broken and only manually via the irritating 'Simon' game - all failures and others have to be broken with precious omni-gel. Just like ME1 so far.
But then you get so far into the game and a level 1 security breaker becomes available - this automatically opens any 'easy' security target as long as there is a character in the landing party who would have enough skill to crack the target manually.
Later on in the game, acquiring a level 2 security breaker allows automatic cracking of 'average' security targets as long as there is a character in the landing party who has the skill to crack 'average' targets manually.
Later still, a level 3 security breaker which, in the hands of a character who could do it manually, automatically cracks 'hard' security targets.
Thus, as the game goes on, the irritating 'Simon' game appears less and less often. This (suggested) system still gives you a real incentive to keep a tech character in the party whenever you can, since the security breakers won't work without a skilled wielder.
Posted: Sun Nov 15, 2009 5:35 am
by Darth Malignus
Lady Dragonfly wrote:All skills in your squadron are combined. So, if you have, say, Tali in your party and her decryption skill is high, you should not have any problems with the locks. If NPC has a high electronics skill, you can salvage everything plus repair Mako quickly. I played as a male soldier and as a female infiltrator - no difference whatsoever.
I don't get it. Even with skilled team members in my party and omni-gel aplenty I only get that God damn ass-annoying manual override option. What the Hell? Aren't you supposed to crack open any doorlock etc. with omni-gel?