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Contents

  • Essentials
    • Spectre Orientation Department
      • Start New Career
      • Mission Computer
      • Military Specialization
      • Morality
      • Dialogue
      • Fraternization
      • Transportation
      • Galatic Ecomomy
      • Mini-Games
    • Combat
      • Command Structure
      • Talents and Abilities
      • Requesitions
      • Manufacturer Showcase
      • Known Resistance
    • Planetary Database
      • Planets A-J
      • Planets K-Z
    • Appendix I-PC Achievements
      • Appendix I-PC Achievements
    • Appendix II-Merchants
      • Appendix II-Merchants
  • Walkthrough
    • Specture Missions: Introductions
      • Specture Missions
    • Prologue: Normandy and Eden Prime
      • The Normandy
      • Eden Prime
      • Objective 1: Speak with Captain Anderson
      • Objective 2: Head to the Dig Site
      • Objective 3: Find the Beacon
      • Objective 4: Speak with Joker
    • Chapter 1: The Citadel
      • Assignments
      • Objective 1: Attend the Council Hearing
      • Objective 2: Speak with Harkin or Barla Von
      • Objective 3: Take Down Fist; Save the Quarian
      • Objective 4: Reconvene with the Council
    • Chapter 2: Finding Liara
      • Assignments
      • The Normandy Revisited
      • Objective 1: Locate the Planet with Ruins
      • Objective 2: Land and Explore Planet Therum
      • Objective 3: Investigate Archeological Site
      • Objective 4: Escape to the Normandy
    • Chapter 3: Noveria
      • Assignments
      • The Normandy Revisited
      • Noveria
      • Objective 1: Visit Noveria; Speak to Anoleis
      • Objective 2: Access Port Hanshan's Garage
      • Objective 3: Investigate Peak 15
      • Objective 4: Confront Benezia; Escape Noveria
      • Showdown: Matriarch Benezia
    • Chapter 4: Feros
      • Assignments
      • The Normandy Revisited
      • Feros
      • Objective 1: Visit Feros; Secure the Tower
      • Objective 2: Cross the Skyway
      • Objective 3: Investigate ExoGeni
      • Objective 4: Destroy the Thorian
    • Chapter 5: Virmire
      • Assignments
      • The Normandy Revisited
      • Virmire
      • Objective 1: Visit Virmire; Reach the Camp
      • Objective 2: Infiltrate Saren's Base
      • Objective 3: Disable the AA Tower
      • Objective 4: Set the Nuke; Flee Virmire
    • Chapter 6: Lockdown
      • Assignments
      • The Normandy Revisited
      • The Citadel Revisited
      • Objective 1: Return to the Citadel
      • Objective 2: Speak with the Council
      • Objective 3: Meet with Captain Anderson
      • Objective 4: Steal the Normandy
    • Chapter 7: Ilos
      • Assignments
      • The Normandy Revisited
      • Ilos
      • Objective 1: Visit Ilos; Investigate Ruins
      • Objective 2: Disable the Security System
      • Objective 3: Enter Archives; Pursue Saren
      • Objective 4: Access the Conduit
    • Chapter 8: Endgame
      • The Citadel Besieged
      • Objective 1: Get Your Bearings
      • Objective 2: Scale the Tower
      • Objective 3: Break the Cycle
      • Objective 4: Usher a New Era
    • Spectre Assignments: First Citadel Visit
      • Citadel Maps
      • Citadel Assignments
    • Spectre Assignments: Noveria and Feros
      • Noveria Maps
      • Noveria Assignments
      • Feros Maps
      • Feros Assignments
    • Spectre Assisngments: Uncharted Worlds and A Return to the Citadel
      • Uncharted Worlds
      • Return to the Citadel
    • Spectra Assignments: Virmire and Citadel Lockdown
      • Virmire Assignments
      • Citadel: Lockdown Assignments
    • Spectre Assignments: Miscellaneous Assignments
      • Background Assignments
      • Alignment Assignments
      • Squad Member Assignments
      • Collection Assignments

Mass Effect (PC) Guide › Essentials › Combat

Command Structure

All Spectres will become well-versed in command structure during the natural course of their career. While giving orders is an important responsibility, it can’t be taken lightly.

You must first be familiar with all aspects of combat intel before you are fully qualified to understand the causality of conflict situations.

Every action taken in battle could result in the loss of a squad member. Every carelessly-chosen response could cost you and your team tens of thousands of credits and fleeting opportunities to follow valuable leads.

An informed Commanding Officer (CO) will undoubtedly have a long and productive career. Now let’s get into the logistics of commanding your squad in battle.

Squad Selection

Any time Shepard leaves the Normandy (either on foot when docked at a spaceport or via the M35 Mako when dropped groundside), a squad must be selected to come along. Two squad members are chosen from any individuals currently under Shepard’s command.

At the Current Squad selection screen, you give orders to the team and choose two members for the current away mission.

The selection screen displays pictures of each squad member. If any of their pictures are blacked out, that member is either dead or not currently a part of the crew.

Squad selection is up to an agent’s personal preference, however, the choice should be weighed heavily by several factors:

  • Away mission’s overall objectives and dominant threat condition
  • CO’s military specialization
  • Need for a balanced versus specialist squad

Squad members have definitive strengths as indicated by the HUD bars above their portraits in the selection screen. The following table outlines each squad member’s strengths and should be considered thoroughly when selecting your new team.

Ashley Williams Liara T’Soni Tali’Zorah nar Rayya

Kaidan Alenko Urdnot Wrex Garrus Vakarian

Given the strengths of your individual squad members in either combat, biotics, or tech, you can easily see how a squad can become biased toward one skill set.

As you select team members, the Current Squad HUD at the bottom of the selection screen lights in up in real time to indicate the cumulative squad strength across the three skill sets.

The first variable in the overall squad strength equation is Shepard’s military specialization or "class." As previously discussed in this guide, this determines the CO’s strengths across the same three skill sets as outlined for your squad members above.

With no squad members added yet on the selection screen, Shepard’s strengths are visible on the HUD immediately. Any further change in the squad summary HUD is purely due to additional squad member choices.

There are many different potential squad combinations but here are some examples to consider:

Shepard’s Specialisation Squad Member 2 Squad Member 3 Description
Soldier Liara T’Soni Tali’Zorah nar Rayya A well-balanced, purist team that has access to all talents across all three skill sets.
Engineer Ashley Williams Liara T’Soni
Adept Ashley Williams Tali’Zorah nar Rayya

Combat Squad

Shepard’s Specialisation Squad Member 2 Squad Member 3 Description
Any Ashley Williams Urdnot Wrex For heavy combat situations, Ashley’s strict combat bias is a huge benefit and Wrex’s battle hardiness makes him a highly effective tank.

Biotic Squad

Shepard’s Specialisation Squad Member 2 Squad Member 3 Description
Any Liara T’Soni Kaidan Alenko Liara is a must for COs favoring high biotic use; Kaidan isn’t as powerful as Liara with half of his focus taken up by tech talents.

Tech Squad

Shepard’s Specialisation Squad Member 2 Squad Member 3 Description
Any Garrus Vakarian Tali’Zorah nar Rayya Tali and Garrus together should be able to crack any security system, override any electronic device and hack nearly any enemy AI units.

Note

Multiclass squad members (Kaidan, Wrex, Garrus) possess talents from two different skill sets instead of having all the talents from one skill set, as specialists like Ash, Liara, and Tali do. For example, Wrex doesn’t get Sniper Rifle Talent the way Ash does.

Tip

If your current squad isn’t pulling their weight on the Unchartered Worlds, return to the Normandy and select different squad members.

Squad Tactics and Field Orders

The CO is required to assess any combat situation before engaging opposition or risk rushing in to certain doom. During a conflict, be aware of your surroundings and present resistance in order to give the most effective squad orders.

CO’s who lead a charge into every battle will have short and potentially disastrous careers indeed. Battles are won with patience and by using the correct tactics against specific targets.

The targets are covered later in this chapter. Right now, we focus on the role of a CO: giving field combat orders.

Directing squad movement to hold, rally, or take point can lead to immediate shock-and-awe victories over less organized resistance or turn the tide when you’re losing important ground in combat.

Using the arrow keys in combat gives access to three immediate squad orders:

  • Take Point [Up] (Sends squad to the location you’ve specified.)
  • Rally [Down] (Brings squad back to your location and they follow you.)
  • Hold [Right] (Squad holds current position and takes cover.)
  • Focus Fire [Left] (Entire squad focuses fire on one specific enemy.)

Note

To give a take point movement order, aim at the desired point location with the center of your current weapons targeting reticle (rally and hold orders don’t require targeting).

Using these basic commands creatively can evolve into more complicated tactics in open areas. Shepard can send the squad anywhere in LOS (line of sight), even hundreds of meters away out in the open, planetary surfaces, which gives the snipers in the squad a dramatic advantage over your enemies.

A few example scenarios and associated tactics follow:

Ambush : Locate a bottleneck in the architecture or topography when outdoors and order the squad to hold their location at some nearby cover that you’ve chosen to maximise their protection from the rear and sides.

As CO in this instance, Shepard can take point and selectively engage enemy forces to drawn them into the chokepoint where the squad can engage at will and decimate the enemy ranks with weapons and talents.

Bait and Hook : Find Shepard some effective cover and send the squad in slowly toward enemy forces with a "take point" command. Have them move only short distances and from cover feature to cover feature to avoid alerting all nearby enemies to the squad’s movement.

Use this very stealthy tactic to whittle down larger enemy battalions when you’re outnumbered and bait individuals away from their groups and back into secluded areas within range of weapons or talents.

Have the squad rally back to Shepard as soon as enemy forces are engaged, drawing in a few at a time. Highly-skilled snipers (especially Infiltrators) should be able to make shot after shot as the enemy units line up like varren in a barrel.

Flank and Crossfire : Creating a crossfire situation is often the easiest way to distract and destroy enemy ranks with minimum effort.

The point team is ordered into a flanking (side) position off to the left or right of enemy forces, close enough to draw their fire and engage the forces, all while Shepard attacks from the front, or, ideally, the opposite side.

Being caught in the middle of a crossfire situation is pretty much the worst-case scenario every soldier hopes to avoid. Employing this tactic often leads to victory. When enemy units have to watch fire from two directions at once, that means they’re not firing as much.

You’re significantly reducing their ability to help their units in a firefight, or else they are likely to be overcommitting themselves in one direction only, exposing their weak side to half of your team.

Tip

Strive to create a crossfire situation between Shepard and squad members during battles to achieve decisive victories.When you catch enemy units in the middle of a crossfire, they often don’t know which direction to turn first and end up exposing their backs to deadly weapons fire.

In other words, enemies hiding behind cover can be taken out easily when the team is firing from two different positions and angles.

Storming

Your Fatigue meter takes a long time to refill, and once you are fatigued, you must wait until the bar is fully replenished before you can Storm again.

Try Storming by pressing [Shift] while running until you are just short of being fully fatigued. That way, you can still Storm a short distance in case of an emergency.

Weapon Overheating

Watch your weapon’s Overheat meter carefully. Overheated weapons take longer to cool down; it may take a few seconds before you are able to fire your overheated weapon again.

This can cause you to waste a lot of your weapon-specific abilities including Overkill or Marksman.

Melee Mayhem

In the thick of battle, Shepard automatically executes a melee attack against enemies within arms reach.

Opponents roughly the same size like geth troopers, husks, and creepers are knocked down by melee attacks. However, anything bigger than Shepard, such as krogan, geth destroyers, etc., will take multiple blows before getting knocked down.

Melee attacks are especially valuable when your weapon is overheated and it’s still cooling down. Knock down your enemies and the squad will keep shooting. It’s easier to knock down wounded enemies

Tip

Use your tougher squad members as cannon fodder. Send them ahead to take point so enemies target them first, then use your superior aim and weaponry to eliminate the opposition while they’re engaging your squad.

Remember, you squad members always come back after being killed. However, Shepard is completely indispensable.

Squad Responses

While giving field orders, you’ll eventually hear squad members respond in kind with answers like:

"On it, Chief!"

"Not without an airlift!"

These brief comments are in direct response to an order just given and serve as either an affirmative or a negative. If you’ve sent the team to flank some patrolling geth in open territory, you’re likely to hear affirmative answers.

If, however, you’re boxed into a warehouse and trying to get the team into position through obstacles, you’ll undoubtedly hear something like "Can’t get there!" or "Not without an airlift!"

Each squad member has personalized responses, so pay attention to what each one has to say in combat to know whether your orders are being followed.

Retreat!

Remember, retreat is always an option. If you’re in over your head, retreat to safety and regroup the squad.

Re-evaluate your tactics and decide on a different course of action to deal with your opposition. If the squad is dying too quickly in battle, consider keeping them behind you under cover where they’re safer.

Shepard can still target enemies and use most of the squad’s abilities even if they are outside the combat area, as long as the individuals are still alive.

Tip

At any time during battle, press [F] to heal injured squad members with medi-gel. Note that just like using talents and abilities, there is a timed recharge period for healing using medi-gel.

Therefore, it’s an excellent idea to always have one current squad member investing significant points in the First Aid and/or Medicine talents.

Designating Weapons

Press [Space] anytime during combat to pause the action and give orders to the squad to change weapons.

The weapon selection wheel is split into three segments: one each for Shepard and the two squad members. By mousing over any of their weapons, the HUD display changes to indicate whether the individual is trained with that weapon.

Select the desired weapon and click the left mouse button to give the order to switch. It’s a really bad idea to order someone to use a sniper rifle when they’ve received no training as a sniper.

In doing so, you effectively take them out of the battle while they try to figure out what end shoots and what end is the stock.

Tip

If you need a breather in an intense battle, press [Space] to pause the action and give orders. You can still aim at targets while the game is paused, which is a sneaky way to take a break, or target fast-moving enemies at your leisure.

When you’ve got the target lined up in your sights, release the button and fire away!

Caution

Check your weapons after every major encounter. Your squad members occasionally switch their weapons without your permission.

Tip

You can use the mouse wheel or [F1], [F2], [F3], and [F4] to alternate between weapons without having to go back to the wheel. This can be handy for switching from the sniper rifle to the shotgun when enemies get close.

Caution

When sniping, send your squad to stand a bit farther away so enemies can be kept busy fighting them and do not come in close to you while you are sniping.

Focus Fire

By targeting a specific enemy and pressing [Left], the squad will open fire on the new priority target. This is an excellent way to strategically eliminate opposition—a sound tactic especially in the case of counter-sniping enemy marksmen such as geth snipers or rocket troopers.

Fastest Career Formula

For a quick and exhilarating combat-oriented career, use the following formula:

1. Choose any non-Soldier specialization for Shepard (an Engineer with Decryption and Electronics is a solid choice).

2. Maintain a primary mission squad with Ashley and Wrex.

3. Maximize both Ash’s and Wrex’s Talents in Shotguns, Armor, and Fitness, and equip them with the best weapons and weapon upgrades.

This maximizes their attack damage, damage resistance, health, endurance, and healing capabilities, and makes them into formidable tanks in battle.

4. Always send them into battle first to engage enemies at short range. Use Carnage ability often to obliterate enemy forces, while you hang back and mop up from a safe distance.

5. Win, Win, Win.

Executing Talents

Giving orders to the squad to use any of their available talents and abilities during combat uses the same selection wheel interaction as described above for choosing weapons.

The pause is also in effect, which is useful for organizing your thoughts so you may give clear orders during battle.

When the Talent Wheel is activated, all available powers for each squad member are displayed. Status states immediately indicate whether the power is used, selected, currently recharging. The power is grayed out if it’s unusable at the time.

Many talents require that Shepard have LOS (line of sight) to the target regardless of whether the power is being executed by the CO or by a supporting squad member.

Many other talents affect only the person using them, such as Immunity, Barrier, or Marksman. Learn the difference between all the talents and use your quickslots for easy access.

It’s very important to become familiar with each type of power and its specific area of effect so you know when and where the talents are best applied in combat. We will teach you all you need to know in the upcoming section on talents and abilities.

Ability Mapping

You can use the Tactics HUD to map Shepard’s abilities to the number keys. Hold down [Space] to bring up the Tactics HUD, then click and drag the ability icons from the bottom of the screen to the Quick Slots at the top left corner.

During combat, press the number key that corresponds to an ability’s Quick Slot to use that ability without having to bring up the Tactics HUD.

Note

Decryption and Electronics Talents are very important as they are the only ways to access certain minitasks. Decryption allows the squad to break into objects held fast by security systems, and brings up the special Decryptions task interface.

A high Electronics Talent gives the squad the ability to override electronic systems by using omni-gel.

We can’t stress enough how important it is to have both these talents maximized. Always bring along the squad members with these talents on away missions so nothing of importance is left behind uncollected.

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