Shepard Quest Mk V, Base of Operations (ME/MCU)

On a different matter: Are the visuals associated with Biotic powers supposed to be real, or just for the benefit of the gamers? And if they're the former, has anyone worked to turn them off?

It's been a while but I vaguely remember characters reaction to Biotic Flare during cut-scenes.

Given how consistent it is and the way Drive Cores seem to glow my guess is that Eezo just naturally creates those weird lights when active so there wouldn't be a way to switch it off.
 
It's been a while but I vaguely remember characters reaction to Biotic Flare during cut-scenes.

Given how consistent it is and the way Drive Cores seem to glow my guess is that Eezo just naturally creates those weird lights when active so there wouldn't be a way to switch it off.

It also has someone lit up in purple light for the picture in the codex as well, if I remember right.

EDIT: Yeah, here it is: http://masseffect.wikia.com/wiki/Biotics
 
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On a different matter: Are the visuals associated with Biotic powers supposed to be real, or just for the benefit of the gamers? And if they're the former, has anyone worked to turn them off?

If they are real, they are probably the result of dark energy and matter directly interacting with normal energy and matter and as such not all that easy to turn off. If it's even possible.
 
I wonder... is that how they use holograms? Because if a 3d lightshow occurs when eezo is in use, then they might be able to have holograms in that way. Probably wouldn't be much more complex than our current tech.
 
Spent a few good hours catching up on this quest. Damn good stuff, Is it still going on? Im getting curious about TIM pointing shepherd to nano machines some time. To chew up the mess the reaper bots are making of his mind.
 
Spent a few good hours catching up on this quest. Damn good stuff, Is it still going on? Im getting curious about TIM pointing shepherd to nano machines some time. To chew up the mess the reaper bots are making of his mind.
Yes, it is still going.

Quick point while I still have you, however.

Thank god you didn't post something like this on like a much older thread. Then you would have been a Necro. Necroing is bad. Mostly super rude. But also bad. Never post on a thread that hasn't had a reply in two weeks or more. If you have a question for the OP on a thread that old, please, PM them.
 
Thank god you didn't post something like this on like a much older thread. Then you would have been a Necro. Necroing is bad. Mostly super rude. But also bad. Never post on a thread that hasn't had a reply in two weeks or more. If you have a question for the OP on a thread that old, please, PM them.
Thread was only silent for like six hours dude. I don't think anyone needs the necro talk for that.
 
Thread was only silent for like six hours dude. I don't think anyone needs the necro talk for that.
When someone has only posted 32 times, and asks the question "is this still going on" indicating that they may not know where or how to check the dates of the last post I feel it is better to get it out of the way than wait for them to actually do it by mistake.
 
On a different matter: Are the visuals associated with Biotic powers supposed to be real, or just for the benefit of the gamers? And if they're the former, has anyone worked to turn them off?

Its a bit confusing really.

For biotic powers like other noted its most likely due to masses of dark energy doing... well... something. I imagine there is a nice bit of science to explain it in universe. Biotic powers tend to flare blue-purple IIRC.

There are a few instances of mass effect field of a different color, though this may be just due to holograms covering it up. One of the best examples is the green levitation field used by the Prothean beacon on Eden Prime. Other fields are more or less invisible, like the ones around camera drones and a few other flying drones. Tech tends to produce a nice light blue color. Thought that's also usually when lots of dark energy is present.

Another oddity is that the standard shield in ME (at least for ships) is basically a reactive system that triggers to swat objects either stopping them out right (normal shields) or deflecting them (cyclonic shields). That means that shield shouldn't be visually present unless their blocking something, implying that the shield flare just after it recharges is most likely either a hologramatic effect or for the player's benefit. On top of that barrier becomes an odd power, esp if you can cast it on others as it, either is a constant field that can deflect bullets (some sort of stable rotating field?) or it wielder can work in bullet time which is silly.

(Also this makes the power of capital class shields insane, they can drop the power of an atomic bomb on call, get close enough to the enemy and you can shoot them with your shield projectors... boom, dark energy weapons are very nice, just need to solve that range issue)

Tech shields also deserve a call out as they have a holographic component, and also work very differently then normal shields.

Its important to note that biotics and technological use of eezo are implied to be somehow qualitatively different I'd guess that its due to biotic being a function of many separate sources of dark energy all working together. While most technological uses just use one source per application.

So yeah I'd say that any large amount of dark energy causes the light show and if you're clever or build the field right it might even be a different color then blue/purple due to light physics. Low levels of dark energy on the other hand won't show up.

And now to go do some thing a little less nerdy....

Oh and hi new guy.
 
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As a side question, the shields work by deflecting incoming projectiles right? How the heck does that work? Are all those hypervelocity rounds that "hit" bouncing around on random trajectories? Why the hell are they fighting over planets if a stray projectile could impact and screw up a small city's day?
 
As a side question, the shields work by deflecting incoming projectiles right? How the heck does that work? Are all those hypervelocity rounds that "hit" bouncing around on random trajectories? Why the hell are they fighting over planets if a stray projectile could impact and screw up a small city's day?
One of the rules the Citadel nations follow is you don't shoot at an enemy if they have a garden world (a planet that is perfect to colonize) behind them.
 
As a side question, the shields work by deflecting incoming projectiles right? How the heck does that work? Are all those hypervelocity rounds that "hit" bouncing around on random trajectories? Why the hell are they fighting over planets if a stray projectile could impact and screw up a small city's day?
Hopefully, the slugs get a decent speed decrease when that happens.

@Yog
On the Tech armor the sentinels get, the holographic bit is added.
"Tech Armor" is the common term for a complex series of field generators that disrupt incoming force using a stationary warp effect. The theory is that bullets that would normally shatter on impact instead break apart when they strike the field. The field then bleeds away the shrapnel's kinetic energy. The standard design for tech armor traps the warp field between two low-yield kinetic barriers to protect the user from the field itself. When the outer barrier fails, the warp effect is discharged, potentially harming anyone nearby. For this reason, many soldiers modify the armor with a haptic-style light effect to warn allies not to get too close.
 
Also this makes the power of capital class shields insane, they can drop the power of an atomic bomb on call, get close enough to the enemy and you can shoot them with you shield projectors... boom, dark energy weapons are very nice, just need to solve that range issue

They are. You actually need a dreadnaughts main gun to punch straight through another dreadnaughts shields.

Everything else just gets stopped cold, except for disruptor torpedoes and Javelin Missiles, but they work via distorting spacetime which 'eats away' at both the Kinetic Barrier and shield system itself, thus weakening it's defenses.

It's why the codex basically says 'that sane commanders only challenge a dreadnaught if they too have a dreadnaught'.

It's also one of the reasons why Disruptors/Javelins were a gamechanger/useful enough to mass produce no matter the cost in eezo, they allowed fighters/frigates/cruisers to actually deal enough damage to one to either cripple it, mission kill it or even outright destroy one.

And the Reaper capital classes need four dreadnaughts firing their main guns in order to come out on top...

As a side question, the shields work by deflecting incoming projectiles right? How the heck does that work? Are all those hypervelocity rounds that "hit" bouncing around on random trajectories? Why the hell are they fighting over planets if a stray projectile could impact and screw up a small city's day?

Normal Kinetic Barriers are just a flat pane that absorbs the kinetic energy of the projectile full on, so it's not deflected anywhere.

Cyclonic shields are an upgrade because they actually deflect rather take on the round head on, problem is they can only be fitted on fighters, frigates and light cruisers....I think.

All the codex says is that 'capital ships cannot be equipped with this system due [tecnobabble]'.

Also it's actually not illegal to attack an hostile garden world with a dreadnaught's main gun, it is however illegal to use nuclear fission missiles and asteroids.

Basically it is illegal to use 'weaponry that damage the ecosystem' of the planet in question.
 
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The problem with the cyclonic barriers, is their increased need of micromanagement.

My interpretation of this technology, that they need a lot of emitters work in a network, and every single one needs to work in different pattern, without negatively interfering with the others , and without deflecting the attack toward the ship.


Synchronizing that without lag requires immerse computing power, and a very efficient communication protocol.

The network beyond a certain scale can not work much more efficiently than a normal barrier.


So its is not engineering, but rather software problem,

Revy could make it work on a larger scale with Optical Computing, and with some ingenious specialized VI/"Dumb" AI system.


By the time we have T.I.R. we could add a localised cyclonic barrier option inti it.
 
the reason cyclonic barrers aren't used on ships larger then frigates is because: 1. they require specilized emitters one top of the normal ones, 2. said emitters have higher maintaince requirements, 3. the sheer number of emitters needed for crusiers and up fuck with the ship's ablity to manuver, and 4. when a shot damges even one of the specilzied emitters they have to swtich to normal style barrier or risk damage.
 
As a side question, the shields work by deflecting incoming projectiles right? How the heck does that work? Are all those hypervelocity rounds that "hit" bouncing around on random trajectories? Why the hell are they fighting over planets if a stray projectile could impact and screw up a small city's day?

Normal KB shields (both ship and infantry) don't deflect, they stop incoming rounds, deflecting/reflecting on the incoming axis (that is to say having it bounce backwards) actually takes more energy then just stopping (but see below), some shots might be deflected due to the angles, but they have all the same issue bouncing bullets would in RL, and I really doubt that KBs are elastic negating most of the deflection issues. The cyclonic barrier system actively deflects projectiles, which requires lots of fine tuned scanners and targeting systems so that a projectile is deflected onto an angle that will no longer hit the ship. This is often requires less energy then stopping the projectile as your just changing the angle of the incoming shot, not stopping it or "bouncing" it.

Also the atmosphere is a awesome shield, the codex listed dreadnaught round wouldn't even hit the surface of the earth thanks to our lovely atmosphere. Or at least so the impact calculator I found tells me. Mostly because its so fast it burns up. Though they might have special bombardment rounds or fire ortillery shots slower to avoid this.


That more or less what the codex says about cyclonic barriers. In fact all barriers are a function of a network of projectors (unless there really small), the network/sensors for the cyclonic barrier is just more finicky.
 
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Normal KB shields (both ship and infantry) don't deflect, they stop incoming rounds, deflecting/reflecting on the incoming axis (that is to say having it bounce backwards) actually takes more energy then just stopping (but see below), some shots might be deflected due to the angles, but they have all the same issue bouncing bullets would in RL, and I really doubt that KBs are elastic negating most of the deflection issues. The cyclonic barrier system actively deflects projectiles, which requires lots of fine tuned scanners and targeting systems so that a projectile is deflected onto an angle that will no longer hit the ship. This is often requires less energy then stopping the projectile as your just changing the angle of the incoming shot, not stopping it or "bouncing" it.

Also the atmosphere is a awesome shield, the codex listed dreadnaught round wouldn't even hit the surface of the earth thanks to our lovely atmosphere. Or at least so the impact calculator I found tells me. Mostly because its so fast it burns up. Though they might have special bombardment rounds or fire ortillery shots slower to avoid this.



That more or less what the codex says about cyclonic barriers. In fact all barriers are a function of a network of projectors (unless there really small), the network/sensors for the cyclonic barrier is just more finicky.


Well, I did not intend contradict the canon, when I expanded the technobabble into a more tangible one. (Better, than making a revolutionary, but flawed technology, which conveniently works perfectly for the protagonist ship)

It may not even a new tech, but rarely used, because nobody wanted to build overly expensive frigates for the price of a cruiser, and SR-1 was not intended to fight against ships stronger than her.


If Revy could solve the software issues with the Cyclonic barriers, even for cruisers, it would be effective against the collector charged particle weapons, and reaper ferroliquid accelerators, an it would make the cruisers, which are the backbone of the fleets last longer against them.

We might can include it on the Gladius B2 along with the Super-Plum II.

While we will not sell fighters for a while, it might be useful for PMC and colonial security purposes.



PS:
Despite the everything else, Normandy SR-2 uses (a large) frigate hull, thus it is frigate.
 
Well according to Esbilon, it's a light cruiser. So, there's that. Also, seriously, it's just under two hundred meters long. That's not a frigate.



A CL is around 400m.

CA is arond 600m.

Frigates are 100-200m.

While SR-2 with its upgrades is stronger and more expensive than a regular CL, she remains a frigate.

On the other hand I am fine, if she ruled a light cruiser mechanic wise since it uses cruiser grade perts, but lore wise SR-2 it is still a frigate.
 
A CL is around 400m.

CA is arond 600m.

Frigates are 100-200m.

While SR-2 with its upgrades is stronger and more expensive than a regular CL, she remains a frigate.

On the other hand I am fine, if she ruled a light cruiser mechanic wise since it uses cruiser grade perts, but lore wise SR-2 it is still a frigate.
Curious, where did you get the numbers? Because I remember looking for them earlier and came up empty.



Mass Effect ship ratings are done based on the length of the spinal mass accelerator cannon anyways, so there is that.
 
Curious, where did you get the numbers? Because I remember looking for them earlier and came up empty.



Mass Effect ship ratings are done based on the length of the spinal mass accelerator cannon anyways, so there is that.

Where are you getting that from?


From this the size comparison chart.

http://dirkloechel.deviantart.com/art/Mass-Effect-Top-View-Size-Comparison-Chart-427768304

It is not official, but it is best in I had found.

The Light Cruiser class is completely made up by GM, in canon there are only cruisers, frigates, carriers and dreadnoughts are mentioned as warships.

Since both turians and quarians have 200m+ frigates, I extrapolated the light cruisers between 200m and 600-700m
 
Curious, where did you get the numbers? Because I remember looking for them earlier and came up empty.



Mass Effect ship ratings are done based on the length of the spinal mass accelerator cannon anyways, so there is that.
So technically, the Alliance carriers are in the same class as frigates? Ha, made me happy.
*Admiral Such and Such's office*
So, per cerberus I'm to kill this guy and his ship... Better send him somewhere underguarded.
"Fine, captain so and so. You can have a single frigate to escort you on this near suicide mission"
"Excellent sir, I assure you that is all we will need."

-The next Day-
*MPs storm the office while Alliance high command pops up on screen*

"Admiral Such and Such, you are to be detained immediately for Court Martial pending investigation, for trying to provoke a war with the terminus systems."
*struggling* "I did no such thing!"
"You authorized a Carrier to travel there! Take him away."
 
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