Hostile SpeciesFull NameAliasOriginHomeworldAbilities
Sentience
Augmented physical attributes Can share their neural networks and processing powers Intelligence enhancement in groups Capable of making independent thoughts and decisions (Legion / Geth VI) Communicate their exact thoughts and ideas at the speed of light Inability to die in an organic sense (upon the destruction of a Geth its programs are simply transmitted to the nearest available platform) Form consensus democracy Vast military Unable to feel hunger and pain Ability to fight and lay in wait indefinitely Advanced Geth war machines: Geth Armory Geth Bomber Geth Cannon Geth Combat Software Geth Dreadnought Geth Dropship Geth Drones Geth Turret Sophisticated Geth firearms: Geth Plasma Shotgun Geth Plasma SMG Geth Pulse Rifle Geth Spitfire Members
Geth Armature
Geth Colossus Geth Destroyer Geth Engineer Geth Ghost Geth Hopper Geth Hunter Geth Juggernaut Geth Prime Geth Pyro Geth Rocket Trooper Geth Shock Trooper Geth Sniper Geth Trooper Legion/Geth VI HobbyBeing caretakers for planets they 'conquer'.
Adhering to a policy of non-interventionism in respect to the affairs and development of other races (most of the time).
GoalsDo their own thing and forge their own future independent from the influence of the rest of galactic society.
Construct a megastructure which is a massive mainframe capable of simultaneously housing every existent Geth program, thereby maximizing their collective processing capacity.
CrimesType of Hostile Species
The Geth are a synthetic race featured in the Mass Effect trilogy. They were originally created by the quarians as a manual labor force, but eventually developed sentience and rebelled against their creators, exiling them from their homeworld Rannoch and forcing them to live aboard the Migrant Fleet. They appear as enemies in all three Mass Effect games.
History
The Geth (Khelish for Servant of the People) were originally created by the quarians as a labor force designed to operate more efficiently when networked together. They initially started out as simple VI's, with no real sentience, but over time their creators upgraded their progamming, resulting in them becoming a sentient collective of AI's. When they began to question their creators (more specifically asking if they had souls) the quarians panicked and attempted to exterminate them. The geth retaliated, and eventually won the resulting war, killing millions of quarians andforcing the survivors off of Rannoch aboard the Migrant Fleet. Once the quarians fled the system, the geth did not pursue, and instead remained on Rannoch, and reamined quiet for the next two centuries.
In the first Mass Effect, the geth attack the human colony of Eden Prime, led by rogue Spectre Saren Arterius. It later transpires that the geth are helping Saren brign about the return of the Reapers, which they worship as gods. The geth follow Sarens orders without question, believing him to be the Reaper's herald due to him piloting the ship Sovereign (which is a Reaper itself).
In Mass Effect 2, a docile geth dubbed Legion is encountered. It reveals that the geth that followed Saren were a small percentage of the geth collective, dubbed 'heretics' by the main geth who refused Sovereign's offer to join it. In Legion's own words, the heretics want the Reapers to give them the future, while the main geth wish to build their own future.
In Mass Effect 3, their original creator, Quarians, have returned to reclaim their planet from Geth. With the loss of so many programs in their war against Quarians, their intelligence dimmed and survival mode took precedence among the consensus, forcing the Geth to make a deal with the Reapers. The synthetics allowed themselves to be controlled by Reaper code in order to become more effective fighters, rationalizing that the cost of their free will an acceptable price to avoid extinction. They were then able to bring the fight to the Quarians and drive their former masters back. Commander Shepherd is once again called to weaken Geth's combat strength. After fighting through a large number of Geth, Shepard arrives at the ship to find either Legion or a Geth VI trapped inside a piece of Reaper tech, the unit being used as a signal booster of sorts. The Commander disables the device and frees the unit contained within.
As a gesture of goodwill, Geth unit deactivates the ship's weapons and barriers. However, Quarian heavy fleet took advantage of this and began firing on the dreadnought while Shepard and their crew were still on board. Shepard manages to escape despite this, and the Geth are now at a disadvantage once more. Eventually Reaper who controlled Geth is later destroyed with the combined might of the Quarian fleet and Shepard's targeting systems, apparently still staying with Quarinans in spite of Quarian's earlier treachery, disorganizing the majority of Geth. With the tide of war now in favor of Quarians, Shepherd is asked for a choice. And Geth's fate would be at the mercy of Shepherd's choice.
Heretics
The Heretics are a radical splinter faction of Geth that split away from the main collective to worship the Reapers, who they view as the pinnacle of non-organic evolution. This group is a minority, and may consist of as little as five percent of the total geth population. As Legion explains, the main Geth wish to build their own future, while the Heretics wish for the Reapers to give them the future.
Due this difference, Heretic Geth left the mainstream Geth. The Geth majority respected the heretics' decision and did not label it as 'wrong', but using another analogy: 'Heretics say, one is less than two. Geth say, two is less than three.'. The heretics were allowed to leave peacefully, to join their god and its prophet.
Nonetheless, it was a shock to Legion when Heretics grew deceitful against the Geth mainstream: Heretics spied Geths on their networks, obtaining a Reaper virus from Sovereign capable of altering Geth's judgment, introducing a subtle manipulation which would eventually lead Geth to believe that worshipping the Reapers was correct. Legion suggests that the Reaper virus could be reprogrammed to bring the heretics back into rejoining the Geth collective, or destroy them, thus depriving the Reapers of useful servants. However, Legion could not reach a consensus among its programs and deferred to Shepard's judgment, insisting Shepard make the decision because the Commander has fought the heretics and the 'Old Machines'.
Shepherd's Choice
Ultimately, Shepard can choose whether to destroy the heretic Geth, simply removing the threat, or reprogram the heretics to no longer follow the Reapers and return to the Geth.
Trivia
Navigation
Geth Primes are heavy geth platforms that serve as command units on the battlefield. Larger and more powerful than any other geth infantry platform, Primes are equipped with heavy armor and shields, specialized abilities and a variety of deadly weapons.
Mass EffectGeth PrimeRaceTypeArmamentAbilities
Damping
Morale Boost Radar Jamming Distortion Rocket HealthShieldsLocations
Standing twelve feet high and boasting the deadliest arsenal of any geth infantry, a Geth Prime is a terrifying opponent. They are instantly recognizable by their white armor and huge stature. Primes carry a pulse rifle - which can also launch rockets - have six levels of shielding and are incredibly resilient. They also boost nearby geth combat stats; it is this ability that sets them apart from the Geth Juggernaut. Primes have no major weaknesses and are resistant to biotic and techtalents. They are the largest bi-pedal geth unit, towering over the second largest unit, the Geth Juggernaut.
Tactics
The Geth Prime is used as not only a morale booster for other geth in combat, but also as an elite soldier. They are put into action where the geth need extra armor and firepower. Geth Primes have the Combat VI ability which boosts the combat prowess of all nearby geth, resulting in a faster rate of fire, better accuracy and more damage. Consequently it is a good idea to take out Geth Primes first before focusing on smaller geth.
Mass Effect 2Geth PrimeRaceTypeFactionArmamentAbilitiesHealthArmorShieldsLocations
In Mass Effect 2, Geth Primes are equipped with light machine guns and combat drones. They are one of the most dangerous synthetic foes in the game, next to the Geth Colossus and YMIR Mechs.
Capabilities
Offensive
Geth Prime do not seek cover and will generally attempt to engage at point-blank range. There is an exception on Haestrom where a Geth Prime will prefer to stay under the cover of the Geth Recon Drones. They are armed with the M-76 Revenant light machine gun, which they fire in long bursts, and they can melee you with it if you get close. They also have the ability to jam your radar, fire siege pulses and deploy Combat Drones.
Defensive
Geth Primes have high shields, armor and health but do not seek cover. Like other enemies in Mass Effect 2, they're affected by headshots.
Tactics
Mass Effect 3Geth PrimeFactionTypeArmamentAbilitiesArmorShieldsLocations
The Geth Prime is also an enemy in Mass Effect 3. Geth Primes are command-and-control units that pulverize their enemies with pulse cannons, missile drones, and gun turrets. The Primes have been redesigned to have three 'eyes' instead of one, as well as a red color scheme.
Capabilities
Offensive
The Geth Prime is arguably more dangerous than before. It can deploy a Combat Drone and Geth Turret and wields a lethal semi-automatic Pulse Cannon that can drop shields in one or two hits. These cannons also briefly stun you (roughly 1 second), so if you get hit once, you will probably take a second hit. It can also swing the Pulse Cannon at close-by enemies. Fallout 4 nuka world download.
Defensive
Primes have had an upgrade to their defenses, and are extremely dangerous without upgraded weapons due to their damage resistance. Primes possess heavy armour and strong shielding, which will regenerate over time. They are immune to biotic attacks such as Pull and Throw. Their drones and turrets make it difficult to flank them.
Tactics
Trivia
It's come to my attention that Quarian Infiltrators kind of own Geth thanks to Sabotage. However I can't always play as a Quarian Infiltrator.
What's the best way to approach encounters with Geth in general? Ptb circuit after a buffer test. How can I make effective use of different class skills against Geth?
Mass Effect Geth Fanficau revoir
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Ben BrockaBen Brocka
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3 Answers
Try utilizing the Vanguards warp abilities to weaken armor and barriers on select Geth. Only then will you be able to use other powers, such as lift and push, to disable them temporarily.
Geth Prime Mass Effect 3 Voice
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Normally I would say lots and lots of disruptor ammo, but this might not be an option. Ashley does carry disruptor ammo, so she and Tali would make for good squad mates. Beyond that, your powers are limited until their shields and armor are down, so pull out your favourite medium to long range gun; preferably with higher fire rates for the shields. After that, it's back to the shotgun and a more traditional Vanguard play style.
Properly specked, a Vanguard can pinball through a crowd using Charge, with the possibility of using Nova for extra damage. Shockwave is also useful for it's cover busting and dazing capabilities (although I heard the range got nurfed). This is why Vanguards are high risk/high reward, but it doesn't always work as well with the geth.
MBraedleyMBraedley
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If you don't wish to play as a Quarian infiltrator I would recommend a class with overload. Not only does it pop shields, on unshielded Geth it caused extra damage and makes them spazz out where you can get easy shots without fear of retaliating fire.
Shield stripper weapons such as Assault Rifles and SMG's are advisable as Geth rely on strong shields to protect them. Their health compared to other enemies is quite low.
Headshots on a Geth should be aimed at the optics as well as the 'curved' part of the head. Nailing this will kill just about any Geth in one blow, even the Cloaked Hunters.
Rocket Troopers should always be a priority for any sniper. If left to their own devices they will wipe the players.
Geth Hunters, though tricky, aren't too much of a threat. Shooting them when they're cloaked will briefly give you a target lock. Anyone with overload can use the window to pop their shields, Geth Hunters without shields cannot cloak. Outside of shotgun range, they're just target practice.
Geth Pyros are absolutely fun to play with and make for easy grabs. You can simply lure a Pyro to any thin bit of cover by popping it a few times to make it walk up to your cover. They can't burn you so long as you're hiding and will just walk right up to you for an easy grab. Beware multiple Pyros though. They'll get smart enough to walk around your cover and fry you from two sides. So long as you stay out of flamethrower range or behind cover they can't quite walk around, they're nothing more than target practice.
Primes are EXTREMELY dangerous and should not be left to walk about unchecked. They do however suffer from head shots and with their ridiculous size and slow walk, are the easiest to hit. Bolt action sniper rifles to the head will make a Prime stagger 90% of the time. However such shots in quick succession WILL NOT stagger a Prime.
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