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Greetings, Ale89515! Thanks for your edit to the Tuchanka: Turian Platoon page and we hope you will make more!

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Best regards,
Temporaryeditor78 (talk) 18:02, April 30, 2019 (UTC)

if you're going to keep doing what you do here[edit source]

Ale89515 (talk) 06:11, April 18, 2020 (UTC)

some other pointers[edit source]

  • no need to put down everything written on an enemy unit's page when every time they're encountered throughout the games. that's the whole point of their pages - to cut down on the bloat.
  • if you have specific strategies to enemies as relating to that specific part of the mission/assignment, say, relating to level architecture, or in relation to other enemies in the area, that's fine to add. if you're just recapping from what's written on their enemy pages, that's not.
  • i have half a mind to move the section after collector base: long walk in mass effect 2 guide (aka the final battle) into Stop the Collectors. technically, the latter is accomplished once you kill the reaper baby, so it's still part of the mission. however, shit might be confusing for navigation.

. . T̶͙̝͍̖̤̞͂̅̿̆́̕̚͝͡e̮̬͚̪͐̅̒̿͟͡m͚̮̣̪̟̦̫̺̝̏̍̄̾̅̽͂ͅp̶̳̥̣̥͓͆̃̋͊́̈̈́̊́̏o̸͉̰̞̖̖̰̟͂̉̈́̍̐͂̚̚͜͠r̛͙͇̦̈́̀̔͐̒͆̽͛͜͜͡a̵̺̣͕̗͗̇̅́̐͒͂̚͟r̺͓͕̰͙͚͙̋̏͐͌͂̍̐̀́̚y̴͉̜͎̜͙͍̞̠͊̄̃̍̋ͅͅḛ̴̙͉͙̠̐̿̄͗͆̈̽͞d̳̙̫͎̝̝̜̘̂̀̍́̀̇͗̄̕͜͟į̴̜̯̗̦̹̻̬̓́̀̓͛̓́̆̇͆ţ̸͍͔̠͍̐̋͋̑͑̉̀̀͞͝ǒ̧̱̣̠̲̣̜̤͙̉̋̾̄̈̕ṟ̛̦͕̖̗͖̱̤̰̪͛́̀̆̑̔͂̃̕7̨̮͎̤̣̞̣̦̞̿̾̓̊̏͑͗̾͌͜8̷̳̻̗̼̙͎́̄̔̀̓͘͝ . 00:17, May 23, 2020 (UTC)

I understand. When I was new to the Trilogy, I did came to this Wiki for guidance on the missions and what to expect, and I personally never looked at any of the enemy pages (or knew they existed), just the mission walkthroughs. If you want people using them there needs to be cross-linking, i.e. "see the ____ page for more detailed info on how to fight this guy" in the mission walkthroughs. If there's nothing pointing people to the enemy pages they won't likely know about them.
  • I also found it a bit odd that the Final Battle walkthrough is part of the overall ME2 Guide page so yeah the navigation was a little weird because I was expecting there to be a separate page for it called "Collector Base: The Final Battle" just like there's separate pages for "Collector Base: Infiltration" and "Collector Base: The Long Walk." That's my two cents I don't feel that strongly about it.

Ale89515 (talk) 05:14, May 25, 2020 (UTC)

tread carefully when talking about stats[edit source]

see information sourcing guidelines. are you even testing with external tools, backing up the numbers with stated values in coalesced.inis, or just eyeballing it? because if the latter, we are going to have a problem. . . T̶͙̝͍̖̤̞͂̅̿̆́̕̚͝͡e̮̬͚̪͐̅̒̿͟͡m͚̮̣̪̟̦̫̺̝̏̍̄̾̅̽͂ͅp̶̳̥̣̥͓͆̃̋͊́̈̈́̊́̏o̸͉̰̞̖̖̰̟͂̉̈́̍̐͂̚̚͜͠r̛͙͇̦̈́̀̔͐̒͆̽͛͜͜͡a̵̺̣͕̗͗̇̅́̐͒͂̚͟r̺͓͕̰͙͚͙̋̏͐͌͂̍̐̀́̚y̴͉̜͎̜͙͍̞̠͊̄̃̍̋ͅͅḛ̴̙͉͙̠̐̿̄͗͆̈̽͞d̳̙̫͎̝̝̜̘̂̀̍́̀̇͗̄̕͜͟į̴̜̯̗̦̹̻̬̓́̀̓͛̓́̆̇͆ţ̸͍͔̠͍̐̋͋̑͑̉̀̀͞͝ǒ̧̱̣̠̲̣̜̤͙̉̋̾̄̈̕ṟ̛̦͕̖̗͖̱̤̰̪͛́̀̆̑̔͂̃̕7̨̮͎̤̣̞̣̦̞̿̾̓̊̏͑͗̾͌͜8̷̳̻̗̼̙͎́̄̔̀̓͘͝ . 01:25, June 6, 2020 (UTC)

yeah it may be a problem then, so if reverts need to be made so be it. I may decide to go the extra mile for proper sourcing using tools at a later date. It's just that I can't find any other information on these numbers anywhere online despite digging so hopefully what I put up on the talk pages can remain in place. As for testing the probabilities of the proc rates for Pistol Critical / Redundant shields I'm not sure even something like Coalesced would reveal the numbers; the necessary datamining is probably beyond what I'd know. Since there isn't a lot of discussion about this sort of thing these days getting someone else to try and verify things isn't likely, unfortunately. Ale89515 (talk) 02:20, June 6, 2020 (UTC)
just an update on this I was able to get some definite numbers to support some of the stuff about Heavy Pistol Critical and also about the close-range weapon damage bonus about which I learned some interesting things using the profile commands with console. I've updated the Talk pages of Research and also the weapon types with what I've learned and may make a few updates to the pages eventually. Ale89515 (talk) 07:11, June 6, 2020 (UTC)

unique dialogue pointers[edit source]

as much as possible, paraphrase instead of using the exact quotes. they make sense in context, but come off as disjointed in written lists since you have to factor numerous variables that come together naturally while playing the game. that is one of the backburner projects i have in mind, though of course constantly put off over the years because reasons. . . T̶͙̝͍̖̤̞͂̅̿̆́̕̚͝͡e̮̬͚̪͐̅̒̿͟͡m͚̮̣̪̟̦̫̺̝̏̍̄̾̅̽͂ͅp̶̳̥̣̥͓͆̃̋͊́̈̈́̊́̏o̸͉̰̞̖̖̰̟͂̉̈́̍̐͂̚̚͜͠r̛͙͇̦̈́̀̔͐̒͆̽͛͜͜͡a̵̺̣͕̗͗̇̅́̐͒͂̚͟r̺͓͕̰͙͚͙̋̏͐͌͂̍̐̀́̚y̴͉̜͎̜͙͍̞̠͊̄̃̍̋ͅͅḛ̴̙͉͙̠̐̿̄͗͆̈̽͞d̳̙̫͎̝̝̜̘̂̀̍́̀̇͗̄̕͜͟į̴̜̯̗̦̹̻̬̓́̀̓͛̓́̆̇͆ţ̸͍͔̠͍̐̋͋̑͑̉̀̀͞͝ǒ̧̱̣̠̲̣̜̤͙̉̋̾̄̈̕ṟ̛̦͕̖̗͖̱̤̰̪͛́̀̆̑̔͂̃̕7̨̮͎̤̣̞̣̦̞̿̾̓̊̏͑͗̾͌͜8̷̳̻̗̼̙͎́̄̔̀̓͘͝ . 08:59, June 18, 2020 (UTC)

Thanks; I had actually thought the opposite was true and verbatim quotes were favored. Also - with regards to Mass Effect 3 dialogue where it varies a lot based on who is in the squad (and sometimes which squad member is used more than others if I'm not mistaken) how should that be dealt with? For example, can it be enough to say something like: "If X is the squadmate who makes a comment, then X says ____" ? Or do we need to get super specific and accurate about what conditions need to be met for a certain squadmate to make a certain comment? (Guessing it's the latter but that's a boatload of testing) Ale89515 (talk) 00:30, June 19, 2020 (UTC)
when i was filling up the UD pages years ago if some line is truly interchangeable and didn't really add anything meaningful i didn't bother putting them in. i have a dialogue tree cheat sheet for ME3, so i knew who said what and where. complex cases are few and documented already, i think. . . T̶͙̝͍̖̤̞͂̅̿̆́̕̚͝͡e̮̬͚̪͐̅̒̿͟͡m͚̮̣̪̟̦̫̺̝̏̍̄̾̅̽͂ͅp̶̳̥̣̥͓͆̃̋͊́̈̈́̊́̏o̸͉̰̞̖̖̰̟͂̉̈́̍̐͂̚̚͜͠r̛͙͇̦̈́̀̔͐̒͆̽͛͜͜͡a̵̺̣͕̗͗̇̅́̐͒͂̚͟r̺͓͕̰͙͚͙̋̏͐͌͂̍̐̀́̚y̴͉̜͎̜͙͍̞̠͊̄̃̍̋ͅͅḛ̴̙͉͙̠̐̿̄͗͆̈̽͞d̳̙̫͎̝̝̜̘̂̀̍́̀̇͗̄̕͜͟į̴̜̯̗̦̹̻̬̓́̀̓͛̓́̆̇͆ţ̸͍͔̠͍̐̋͋̑͑̉̀̀͞͝ǒ̧̱̣̠̲̣̜̤͙̉̋̾̄̈̕ṟ̛̦͕̖̗͖̱̤̰̪͛́̀̆̑̔͂̃̕7̨̮͎̤̣̞̣̦̞̿̾̓̊̏͑͗̾͌͜8̷̳̻̗̼̙͎́̄̔̀̓͘͝ . 10:56, June 20, 2020 (UTC)

ME2 protection stripping powers[edit source]

Hey! I've noticed your contribution to Overload and have read corresponding talk page. Your conclusions seems to contradict all the knowledge to date and thus I'd love to know more about the methodology of your tests. Have you, by any chance, conducted said experiment in Insanity and forgot to account for the innate damage reduction of enemies (this weird multiplier that scale with Shepard level)? The double damage to protections was coherent with a lot of research done in the days and thus I want to make sure your edit is correct. -- Wiki Kaczor (talk) 19:17, October 6, 2020 (UTC)

See my response to your post on the Overload Talk page. Tests were done on Insanity using console commands for actual numbers (Profile Combat Target, primarily). Please show me sources and also please tell me EXACTLY what you think was incorrect in any of my edits on Talk before summarily reverting any, thanks. I fully admit I'm not a programmer by background and I have respect for the work people have done digging into game mechanics but I still put time and effort into trying to be correct in my assertions. Ale89515 (talk) 20:16, October 6, 2020 (UTC)
I greatly respect your work regardless of your background and I'm very sorry if any of my words have made you think otherwise. I've posted all the details on Talk:Overload. Just leaving you this notice for completeness sake. -- Wiki Kaczor (talk) 17:06, October 7, 2020 (UTC)

pagename bolding[edit source]

read my last few edits/summaries.

final warning. . . T̶͙̝͍̖̤̞͂̅̿̆́̕̚͝͡e̮̬͚̪͐̅̒̿͟͡m͚̮̣̪̟̦̫̺̝̏̍̄̾̅̽͂ͅp̶̳̥̣̥͓͆̃̋͊́̈̈́̊́̏o̸͉̰̞̖̖̰̟͂̉̈́̍̐͂̚̚͜͠r̛͙͇̦̈́̀̔͐̒͆̽͛͜͜͡a̵̺̣͕̗͗̇̅́̐͒͂̚͟r̺͓͕̰͙͚͙̋̏͐͌͂̍̐̀́̚y̴͉̜͎̜͙͍̞̠͊̄̃̍̋ͅͅḛ̴̙͉͙̠̐̿̄͗͆̈̽͞d̳̙̫͎̝̝̜̘̂̀̍́̀̇͗̄̕͜͟į̴̜̯̗̦̹̻̬̓́̀̓͛̓́̆̇͆ţ̸͍͔̠͍̐̋͋̑͑̉̀̀͞͝ǒ̧̱̣̠̲̣̜̤͙̉̋̾̄̈̕ṟ̛̦͕̖̗͖̱̤̰̪͛́̀̆̑̔͂̃̕7̨̮͎̤̣̞̣̦̞̿̾̓̊̏͑͗̾͌͜8̷̳̻̗̼̙͎́̄̔̀̓͘͝ . 05:33, 18 November 2020 (UTC)

do not doublespace as that mucks up prevailing page formatting in source[edit source]




use an external notepad if you have to compensate for readability issues, but keep the final edit singlespaced as with the rest of the article. . . T̶͙̝͍̖̤̞͂̅̿̆́̕̚͝͡e̮̬͚̪͐̅̒̿͟͡m͚̮̣̪̟̦̫̺̝̏̍̄̾̅̽͂ͅp̶̳̥̣̥͓͆̃̋͊́̈̈́̊́̏o̸͉̰̞̖̖̰̟͂̉̈́̍̐͂̚̚͜͠r̛͙͇̦̈́̀̔͐̒͆̽͛͜͜͡a̵̺̣͕̗͗̇̅́̐͒͂̚͟r̺͓͕̰͙͚͙̋̏͐͌͂̍̐̀́̚y̴͉̜͎̜͙͍̞̠͊̄̃̍̋ͅͅḛ̴̙͉͙̠̐̿̄͗͆̈̽͞d̳̙̫͎̝̝̜̘̂̀̍́̀̇͗̄̕͜͟į̴̜̯̗̦̹̻̬̓́̀̓͛̓́̆̇͆ţ̸͍͔̠͍̐̋͋̑͑̉̀̀͞͝ǒ̧̱̣̠̲̣̜̤͙̉̋̾̄̈̕ṟ̛̦͕̖̗͖̱̤̰̪͛́̀̆̑̔͂̃̕7̨̮͎̤̣̞̣̦̞̿̾̓̊̏͑͗̾͌͜8̷̳̻̗̼̙͎́̄̔̀̓͘͝ . 06:33, 16 December 2020 (UTC)

Attempted to self-correct this but obvious missed some. Force of habit. Ale89515 (talk) 16:03, 16 December 2020 (UTC)

ME1 Hardening and resisting Tech talent[edit source]

Hey! Some time ago you've posted the following statement on Talk:Damping page:

"I've noticed, for example, that certain mercs are immune to even Level 3 Neural Shock on Insanity, notably inside Tonn Actus' base on Tuntau."

It seemed suspicious to me, but I had no means of veryfying that at the time. I've tested it recently and after ~50 trials I've been unable to replicate your results (PC, Origin, Insanity, level 60 Kaidan, Master Neural Shock). All the pirates, pirates snipers and Tonn Actus himself have been reliably knocked down. I don't use this talent in my regular playthroughs, but I can't recall other Tech ever failing despite using them extensively. Are you certain that Tech/Biotic Resistance works that way? I had the impression, it only "softens the blow" by reducing damage/duration of adverse effects, but never totally prevents them. I know the kinetic powers can occasionally fail, but I've always though it's due to a "Physics Threshold" (as found on armor upgrades and class talents and even then the only enemies I've seen resisting master-grade talents they're not inherently immune to are Rachni Brood Warriors. This question doesn't relate to anything you've posted on content pages, it's just curiosity. -- Wiki Kaczor (talk) 13:33, 6 January 2021 (UTC)

I can't claim to have rigorously tested this so sorry if I sent you on a goose chase, though IIRC I was using my own (Shepard's) Neural Shock; I believe I was Sentinel class (level 60, PC, Steam Deluxe edition). I will perhaps take another look at it. It could be that I was simply MISSING a lot as it's easy to miss with Shepard's Neural Shock as it has no Tech Proxy Mine and no forgiving AoE like a biotic skill, and I remember being especially frustrated that day with how surprisingly good at evading you the enemies in ME1 can be. So if a rapidly moving/evasive enemy is constantly shifting directions and is not directly in Shepard's crosshairs when casting your own NS, maybe that's why it didn't seem to be working; maybe the squadmate targetting for NS is more forgiving since when you cast it manually you usually have the Tactical Pause going and can aim precisely, and I may have had NS on my hot bar and wasn't using the Pause. Ale89515 (talk) 06:24, 8 January 2021 (UTC)

forgot a couple of reminders[edit source]

userspace items aren't supposed to be listed in categories. you also have to remove the categories in your sandbox page. T̴̴͕̲̞̳̖̼̱͒͛̎͒ͫ̃ͧeͩ̈̽̈҉͓̝̰̼̦̫̤̀͠m̫̪̪̯̻͎̫̅̇̓̇͌̚p̸̙̝̓̓͌ͨ͆ͣͥ̂̕o͒̽͐̽͏̞̬̻͕͔͕͚̰͍͠͞ṙ̢̞͚͈̹̰ͨ̓ͭ̈́̌ạ̢̧̪̹̺̺̣̹̲͂͆̏ͪͨ͒ͭř̹͈͜͠y̷͍̻̜̹̼̾̽̈́e̵̹̼̟̦͚͐̈́͌͘d͉̲̣̻͉̱͗̅ḭ̷̻̆͋̆̓̔͝t̨͍̦̫̗͂̅̍̋̆ͩ͝ộ̫̟̬̳̝̲̾ͫ̒̿ͮ̑̚rͯ̎ͨͭ̄̿̽͛҉̠̫̱̠̘̘̲́ͅ7̩̻ͤͩͨ͝͡8̜̣̙͇̻ͨ͛͛̆͒̆̽̒͐͜͡ ͥ̍̉̃̇ͥ̓ͨ͏̕҉̥̹͓̗̤̠̖̤ (talk) 17:15, 13 March 2021 (UTC)

aight. also for some reason "biotics" and "tech" are showing up automatically in categories, know why? Ale89515 (talk) 17:16, 13 March 2021 (UTC)
template automation. setup so categories only appear in mainspace and not, say, personal sandboxes. also it's a throwback to simpler times that may have to be addressed in the future, what with my views on combat/biotics/tech are. T̴̴͕̲̞̳̖̼̱͒͛̎͒ͫ̃ͧeͩ̈̽̈҉͓̝̰̼̦̫̤̀͠m̫̪̪̯̻͎̫̅̇̓̇͌̚p̸̙̝̓̓͌ͨ͆ͣͥ̂̕o͒̽͐̽͏̞̬̻͕͔͕͚̰͍͠͞ṙ̢̞͚͈̹̰ͨ̓ͭ̈́̌ạ̢̧̪̹̺̺̣̹̲͂͆̏ͪͨ͒ͭř̹͈͜͠y̷͍̻̜̹̼̾̽̈́e̵̹̼̟̦͚͐̈́͌͘d͉̲̣̻͉̱͗̅ḭ̷̻̆͋̆̓̔͝t̨͍̦̫̗͂̅̍̋̆ͩ͝ộ̫̟̬̳̝̲̾ͫ̒̿ͮ̑̚rͯ̎ͨͭ̄̿̽͛҉̠̫̱̠̘̘̲́ͅ7̩̻ͤͩͨ͝͡8̜̣̙͇̻ͨ͛͛̆͒̆̽̒͐͜͡ ͥ̍̉̃̇ͥ̓ͨ͏̕҉̥̹͓̗̤̠̖̤ (talk) 17:24, 13 March 2021 (UTC)
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