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* In 2, you face [[MightyGlacier YMIR mechs]], which can be turned to your side with the AI Hacking power. In 3, you fight Atlas mechs, which are basically the same as [=YMIRs=], but with a human pilot. The Overload and AI Hacking powers were combined into one called Sabotage...which still turns the Atlas and it's human pilot against its allies. (This could be justified in that you are hacking into the controls, with the human pilot doing what he can to override your hacking.) The Leviathan DLC introduces Triton ADS, an "old military mech" used for diving found in a crashed freighter that's just a reskinned Atlas, even though those are supposed to be a new, top of the line Cerberus development. (The Codex doesn't explicitly say they're entirely new, but if the Triton is so ubiquitous that a random freighter could have one, one wonders where they were in prior works.)

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* In 2, you face [[MightyGlacier YMIR mechs]], which can be turned to your side with the AI Hacking power. In 3, you fight Atlas mechs, which are basically the same as [=YMIRs=], but with a human pilot. The Overload and AI Hacking powers were combined into one called Sabotage...which still turns the Atlas and it's its human pilot against its allies. (This could be justified in that you are hacking into the controls, with the human pilot doing what he can to override your hacking.) The Leviathan DLC introduces Triton ADS, an "old military mech" used for diving found in a crashed freighter that's just a reskinned Atlas, even though those are supposed to be a new, top of the line Cerberus development. (The Codex doesn't explicitly say they're entirely new, but if the Triton is so ubiquitous that a random freighter could have one, one wonders where they were in prior works.)



* Repeatedly promoting multiplayer characters into the single player campaign can result in an N7 Spec Ops war asset that amounts to an intergalactic superpower greater than all other assets combined. That doesn't make much sense in the context of the campaign.

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* The War Asset system has this in spades, edue to not explaining what exactly EMS ''is'' and how it relates to certain categories, or having flavor text that doesn't jive with the value of the asset. This was later rebalanced in the ''VideoGame/ExpandedGalaxyMod'' to have better comparative values and make getting the best endings more difficult:
** Admiral Mikhaiovlich (from the first game) will only appear as a War Asset if you let the Council die in the original game. This is despite the fact that Mikhaiovlick was already a significant character then (acting as a Rear Admiral leading an entire fleet), and there is nothing to indicate that he died between games if the choice was made to save the Council.
** The Salarian Special Tasks Group War Asset is only added ''if'' Major Kirrahe is dead, which makes little sense considering how loyal both Kirrahe and STG are to Shepard's cause. Even worse, the disconnect is likely a developer oversight, as the official guide states that the player should receive the STG asset if Kirrahe is alive.
**
Repeatedly promoting multiplayer characters into the single player campaign can result in an N7 Spec Ops war asset that amounts to an intergalactic superpower greater than all other assets combined. That doesn't make much sense in the context of the campaign.


* Shepard will always end up holding an unmodified Carnifex pistol with unlimited ammo in his/her hand after [[spoiler:Harbinger destroys the team running towards the Conduit]], even if you never bothered to equip him/her with one or if you had a modified Carnifex. Of course, given the state of his/her armor, it might be a bit optimistic to expect his/her weapons to be usable -- it might well have been somebody else's Carnifex.
** During that same segment, Shepard will also wear a banged-up version of the standard N7-armor ... only most players likely switched most if not all of the armor out long before. Yet, after [[spoiler:being hit by Harbingers laser]] Shepard will always wear a burnt version of the standard armor. Although in what could be called Story and Story segregation [[spoiler:it is a wonder Shepard is even still wearing anything at all (not to mention, still alive) after being engulfed by a beam that is regularly shown to cut through entire ''spaceships'' in seconds.]]
* Much like the previous game, Shepard and his/her squadmates will always be seen carrying either an Avenger assault rifle or Predator pistol in cutscenes. This can get taken to absurd lengths - during the Grissom Academy mission, Shepard runs into the room where Jack and the students are hiding, and fires on a mech while using an Avenger and having up to ''five'' weapons stored on his/her back. This is a result of complaints about some cutscenes in ''Mass Effect 2'' did weird things by depicting Shepard's actual loadout, such as taking a mercenary's Shuriken, having it transform into a Locust in Shep's hands, and back into a Shuriken when handed back. At least as the various default weapons are Alliance standard issue, there's an excuse for them being everywhere.
** The ''Leviathan'' DLC averts this by accurately showing unique weapons in cutscenes, most notably during the escape from Namakli. As the squad attacks the Reapers at the Leviathan artifact, everyone can be seen utilizing their weapon, regardless of whether it's a beam (like the Particle Rifle) or a standard-issue weapon.

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* Shepard will always end up holding an unmodified Carnifex pistol with unlimited ammo in his/her hand after [[spoiler:Harbinger destroys the team running towards the Conduit]], even if you never bothered to equip him/her with one or if you had a modified Carnifex. Of course, given the state of his/her armor, it might be a bit optimistic to expect his/her weapons to be usable -- it might well have been somebody else's Carnifex.
**
During that same segment, Shepard will also wear a banged-up version of the standard N7-armor ... only most players likely switched most if not all of the armor out long before. Yet, after [[spoiler:being hit by Harbingers laser]] Shepard will always wear a burnt version of the standard armor. Although in what could be called Story and Story segregation [[spoiler:it is a wonder Shepard is even still wearing anything at all (not to mention, still alive) after being engulfed by a beam that is regularly shown to cut through entire ''spaceships'' in seconds.]]
armor.
* Much like the previous game, Shepard and his/her squadmates will always be seen carrying either an Avenger assault rifle or Predator pistol in cutscenes. This can get taken to absurd lengths - during the Grissom Academy mission, Shepard runs into the room where Jack and the students are hiding, and fires on a mech while using an Avenger and having up to ''five'' weapons stored on his/her back. This is a result of complaints about some cutscenes in ''Mass Effect 2'' did weird things by depicting Shepard's actual loadout, such as taking a mercenary's Shuriken, having it transform into a Locust in Shep's hands, and back into a Shuriken when handed back. At least as the various default weapons are Alliance standard issue, there's an excuse for them being everywhere.
**
everywhere. The ''Leviathan'' DLC averts this by accurately showing unique weapons in cutscenes, most notably during the escape from Namakli. As the squad attacks the Reapers at the Leviathan artifact, everyone can be seen utilizing their weapon, regardless of whether it's a beam (like the Particle Rifle) or a standard-issue weapon.


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* After completing the mission on Sur'Kesh, the turian and krogan leaders will both say they have an important mission for Shepard, but that they will not discuss it with the other person still in the room. Once the cutscene ends you can walk up to each of them in the War Room and get the details, even though they are both still standing only a few feet from one another.
* Repeatedly promoting multiplayer characters into the single player campaign can result in an N7 Spec Ops war asset that amounts to an intergalactic superpower greater than all other assets combined. That doesn't make much sense in the context of the campaign.

Added DiffLines:

** During that same segment, Shepard will also wear a banged-up version of the standard N7-armor ... only most players likely switched most if not all of the armor out long before. Yet, after [[spoiler:being hit by Harbingers laser]] Shepard will always wear a burnt version of the standard armor. Although in what could be called Story and Story segregation [[spoiler:it is a wonder Shepard is even still wearing anything at all (not to mention, still alive) after being engulfed by a beam that is regularly shown to cut through entire ''spaceships'' in seconds.]]


* While chasing Dr. Eva on Mars, it is impossible to damage her with conventional weapons, as she will NoSell the hits and continue running with nary a lost step. However, once she critically injures the Virmire Survivor, she is suddenly susceptible to convetional arms fire, requiring the player to shoot her several times to shut her down. (As an aside, while playing the game on NewGamePlus mode, and which has been pointed out by the [[TheWikiRule Mass Effect Wiki]], trying to shoot her with certain weapons like the Executioner Pistol, Acolyte or Scorpion will not cause enough damage before [[NonStandardGameOver she kills Shepard]], despite being more powerful than the starting pistol.)
* The player can listen to the problems of various people onboard the Citadel, and do assorted sidequests for them, which will reward you with resources and increased combat readiness values. The problem is that the effects are immediate, so the dialog can get a bit weird. When you recover a fossil of a Krogan war mount that has been extinct for 2000 years and talk to the guy who wants it that you've got one in your cargo bay, he thanks you for your trouble, and then a few seconds later, you overhear him saying they've cloned the things and the Krogan are currently riding them into battle.
* During the Citadel Coup, if you confront the Virmire Survivor without building up trust between them and Shepard, and are forced to kill them, they die to a pistol shot, even though they are likely wearing armor and survived an attack from a [[spoiler: powerful gynoid]] prior to that.



* The player can listen to the problems of various people onboard the Citadel, and do assorted sidequests for them, which will reward you with resources and increased combat readiness values. The problem is that the effects are immediate, so the dialog can get a bit weird. When you recover a fossil of a Krogan war mount that has been extinct for 2000 years and talk to the guy who wants it that you've got one in your cargo bay, he thanks you for your trouble, and then a few seconds later, you overhear him saying they've cloned the things and the Krogan are currently riding them into battle.



* If you confront the Virmire Survivor without building up trust between them and Shepard, and are forced to kill them, they die to a pistol shot, even though they are likely wearing armor and survived an attack from a [[spoiler: powerful gynoid]] prior to that.


* Jack, a.k.a. Subject Zero, is supposed to be the most powerful human biotic alive, which is shown in a cutscene where she one-shots three YMIR Heavy Mechs, which are some of the deadliest foes in the game. In gameplay, she's no more powerful than other biotics on the team. She only has three abilities This is especially noticeable if you bring her on the mission where you actually do fight three of those mechs; she uses normal combat mechanics rather than curbstomping them like she does in cutscenes.

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* Jack, a.k.a. Subject Zero, is supposed to be the most powerful human biotic alive, which is shown in a cutscene where she one-shots three YMIR Heavy Mechs, which are some of the deadliest foes in the game. In gameplay, she's no more powerful than other biotics on the team. She only has three abilities This is especially noticeable if you bring her on the mission where you actually do fight three of those mechs; she uses normal combat mechanics rather than curbstomping them like she does in cutscenes.


* Jack, a.k.a. Subject Zero, is supposed to be the most powerful human biotic alive, which is shown in a cutscene where she one-shots three YMIR Heavy Mechs, which are some of the deadliest foes in the game. In the game itself? She's terrible, and probably the weakest biotic on the team. She only has three abilities (Warp Ammo, Shockwave, and Pull), none of which deal even moderate damage or have any effect on enemies with armor/shields (guess which defenses YMIR Heavy Mechs have?). This is especially noticeable if you bring her on the mission where you actually do fight three of those mechs; none of her attacks do anything to them and she will usually be killed a minute into the mission.

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* Jack, a.k.a. Subject Zero, is supposed to be the most powerful human biotic alive, which is shown in a cutscene where she one-shots three YMIR Heavy Mechs, which are some of the deadliest foes in the game. In the game itself? She's terrible, and probably the weakest biotic gameplay, she's no more powerful than other biotics on the team. She only has three abilities (Warp Ammo, Shockwave, and Pull), none of which deal even moderate damage or have any effect on enemies with armor/shields (guess which defenses YMIR Heavy Mechs have?). This is especially noticeable if you bring her on the mission where you actually do fight three of those mechs; none of her attacks do anything to she uses normal combat mechanics rather than curbstomping them and like she will usually be killed a minute into the mission.does in cutscenes.


* In 2, you face [[MightyGlacier YMIR mechs]], which can be turned to your side with the AI Hacking power. In 3, you fight ATLAS mechs, which are basically the same as [=YMIRs=], but with a human pilot. The Overload and AI Hacking powers were combined into one called Sabotage...which still turns the Atlas and it's human pilot against its allies (this could be justified in that you are hacking into the controls, with the human pilot doing what he can to override your hacking). The Leviathan DLC introduces Triton ADS, an "old military mech" used for diving found in a crashed freighter that's just a reskinned Atlas, even though those are supposed to be a new, top of the line Cerberus development. [[note]]One could argue that the Codex doesn't explicitly say they're entirely new, but if the Triton is so ubiquitous that a random freighter could have one, one wonders where they were in the previous game.[[/note]]

to:

* In 2, you face [[MightyGlacier YMIR mechs]], which can be turned to your side with the AI Hacking power. In 3, you fight ATLAS Atlas mechs, which are basically the same as [=YMIRs=], but with a human pilot. The Overload and AI Hacking powers were combined into one called Sabotage...which still turns the Atlas and it's human pilot against its allies (this allies. (This could be justified in that you are hacking into the controls, with the human pilot doing what he can to override your hacking). hacking.) The Leviathan DLC introduces Triton ADS, an "old military mech" used for diving found in a crashed freighter that's just a reskinned Atlas, even though those are supposed to be a new, top of the line Cerberus development. [[note]]One could argue that the (The Codex doesn't explicitly say they're entirely new, but if the Triton is so ubiquitous that a random freighter could have one, one wonders where they were in the previous game.[[/note]]prior works.)


* In 2, you face [[MightyGlacier YMIR mechs]], which can be turned to your side with the AI Hacking power. In 3, you fight ATLAS mechs, which are basically the same as [=YMIRs=], but with a human pilot. The Overload and AI Hacking powers were combined into one called Sabotage...which still turns the Atlas and it's human pilot against its allies (this could be justified in that you are hacking into the controls, with the human pilot doing what he can to override your hacking). To compound the idiocy, if Shepard kills the pilot by cracking the cockpit and climbs in, enemy Engineers will heal it, as if they haven't noticed their foe is piloting it[[note]]or perhaps they hope that appeasing Shepard will keep them alive a little longer[[/note]]. And to top it off, the Leviathan DLC introduces Titan ADS, an "old military mech" used for diving found in a crashed freighter that's just a reskinned Atlas, even though those are supposed to be a new, top of the line Cerberus development. [[note]]One could argue that the Codex doesn't explicitly say they're entirely new, but if the Titan is so ubiquitous that a random freighter could have one, one wonders where they were in the previous game.[[/note]]

to:

* In 2, you face [[MightyGlacier YMIR mechs]], which can be turned to your side with the AI Hacking power. In 3, you fight ATLAS mechs, which are basically the same as [=YMIRs=], but with a human pilot. The Overload and AI Hacking powers were combined into one called Sabotage...which still turns the Atlas and it's human pilot against its allies (this could be justified in that you are hacking into the controls, with the human pilot doing what he can to override your hacking). To compound the idiocy, if Shepard kills the pilot by cracking the cockpit and climbs in, enemy Engineers will heal it, as if they haven't noticed their foe is piloting it[[note]]or perhaps they hope that appeasing Shepard will keep them alive a little longer[[/note]]. And to top it off, the The Leviathan DLC introduces Titan Triton ADS, an "old military mech" used for diving found in a crashed freighter that's just a reskinned Atlas, even though those are supposed to be a new, top of the line Cerberus development. [[note]]One could argue that the Codex doesn't explicitly say they're entirely new, but if the Titan Triton is so ubiquitous that a random freighter could have one, one wonders where they were in the previous game.[[/note]]


* When Kai Leng gets away, even if your Shepard is a Vanguard who has the ability to nearly instantly teleport to any enemy, he is never shown doing so. Nor do your companions (or yourself) cast Stasis, which would freeze him in his tracks.


** Heat sinks really make little sense at all. Supposedly they are an innovation to allow weapons to fire much faster, with the additional heat generated dumped into the sink and then ejected. But the sinks are somehow used up even if the player only fires a single shot, which should have plenty of time to cool down again without counting down how many shots are left in a magazine. There's also no explanation for why heat sinks can't be reused once they've cooled down.
** This example extends to the third game. The M-7 Lancer (the beginning weapon in the first game) is found in a vault during the ''Citadel'' DLC, and is described as being a rare and valuable weapon, despite its "endless heat sink" tech going out of circulation not more than two-and-a-half years prior to the events of said DLC. Or maybe the "rare" part is how it's been refurbished by some unknown "master weaponsmith" to keep up with modern weapons.

to:

** Heat sinks really make little sense at all. Supposedly they are an innovation to allow weapons to fire much faster, with the additional heat generated dumped into the sink and then ejected. But the sinks are somehow used up even if the player only fires a single shot, which should have plenty of time to cool down again without counting down how many shots are left in a magazine. There's also no explanation for why heat sinks can't be reused once they've cooled down.
** This example extends to the third game. The M-7 Lancer (the beginning weapon in the first game) is found in a vault during the ''Citadel'' DLC, and is described as being a rare and valuable weapon, despite its "endless heat sink" tech going out of circulation not more than two-and-a-half around three years prior to the events of said DLC. Or maybe the "rare" part is how it's been refurbished by some unknown "master weaponsmith" to keep up with modern weapons.

Added DiffLines:

** Heat sinks really make little sense at all. Supposedly they are an innovation to allow weapons to fire much faster, with the additional heat generated dumped into the sink and then ejected. But the sinks are somehow used up even if the player only fires a single shot, which should have plenty of time to cool down again without counting down how many shots are left in a magazine. There's also no explanation for why heat sinks can't be reused once they've cooled down.


** This example extends to the third game. The M-7 Lancer (the beginning weapon in the first game) is found in a vault during the ''Citadel'' DLC, and is described as being a rare and valuable weapon, despite its "endless heat sink" tech going out of circulation not more than two-and-a-half years prior to the events of said DLC.

to:

** This example extends to the third game. The M-7 Lancer (the beginning weapon in the first game) is found in a vault during the ''Citadel'' DLC, and is described as being a rare and valuable weapon, despite its "endless heat sink" tech going out of circulation not more than two-and-a-half years prior to the events of said DLC. Or maybe the "rare" part is how it's been refurbished by some unknown "master weaponsmith" to keep up with modern weapons.



* If you confront the Virmire Survivor without building up trust between them and Shepard, and are forced to kill them, they succumbing to a pistol shot, nevermind that they are likely wearing armor and survived an attack from a [[spoiler: powerful gynoid]] prior to that.

to:

* If you confront the Virmire Survivor without building up trust between them and Shepard, and are forced to kill them, they succumbing die to a pistol shot, nevermind that even though they are likely wearing armor and survived an attack from a [[spoiler: powerful gynoid]] prior to that.


[[folder: ''Mass Effect 2]]'']]

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[[folder: ''Mass Effect 2]]'']]2'']]

Added DiffLines:

** This example extends to the third game. The M-7 Lancer (the beginning weapon in the first game) is found in a vault during the ''Citadel'' DLC, and is described as being a rare and valuable weapon, despite its "endless heat sink" tech going out of circulation not more than two-and-a-half years prior to the events of said DLC.

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