Mass Effect 2 - Ending
Final Battle . You will be facing numerous Collector footsoldiers, armored or barrier-protected are the lot of them (when Harbinger possesses one of them, they get both).
Squad
The team you select here will be with you for the remainder of the game.
Ideal: Squad members who are loyal to you and are less suited for defensive tasks such as Mordin, Jack, Kasumi, and Tali.
Non-Ideal: Squad members who are not loyal to you. They will die after the battle as the Collector station begins to fall apart.
The teammates you do not choose are automatically assigned to hold the line against the Collectors. A 'defensive skill' value is calculated for the 'hold the line' group as a whole, based on a defensive value inherent to each character. Loyal characters gain a bonus to this value. If the 'defensive skill' check is not high enough to ensure all characters' survival, squad members will be designated to die based on their vulnerability, with Mordin taking priority if he is present.
Leaving behind strong defenders, such as Grunt, Garrus, and Zaeed will increase the group's odds of survival. In contrast, certain characters such as Jack, Tali, and especially Mordin have less skill in holding their position and should be removed through escort duty or taken along. The entire group will survive as long as the combined defensive skill is high enough, otherwise the game selects one or more squad members to die based on the scenario of who was left behind and how loyal the group members are.
Squad members who are not loyal are most likely to survive here than anywhere else, provided the group's collective defense skill is high enough, although they will be the first to die if the skill is not. Leaving behind two strong defenders such as Garrus, Grunt, or Zaeed should suffice, provided you haven't lost too many people.
Note: The order in which squad members die is as follows: any non-loyal squad members, Mordin, Tali, Kasumi, Jack, Miranda, Jacob, Garrus, Samara/Morinth, Legion, Thane, Zaeed, Grunt.
When considering squadmates for the powers they bring, strongly orient your squad towards armor destruction first and then barrier second. Powers for quickly dealing massive amounts of damage on barriers and armor will be worth its weight in eezo here: Incinerate, Warp, Reave, Armor-Piercing Ammo, Incendiary Ammo, etc. Preempting Harbinger appearances by ejecting Collectors off platforms is another consideration, so Throw may be worth having on your squad.
Loadout
You will have heavy ammo refills throughout the endgame in addition to the autosave refill perk. This is the time for no-nonsense weapons so novelties like the Blackstorm, Firestorm, or Avalanche should be considered least. You will focus on killing as fast as you can: the Arc Projector, Collector Particle Beam, or M-920 Cain will help you with that.
When choosing non-heavy weapons, consider equipping Shepard with at least one fast-firing weapon, such as the M-15 Vindicator, M-12 Locust, or M-76 Revenant. If Shepard uses sniper rifles, the M-92 Mantis and M-98 Widow have substantial anti-armor bonuses which will prove important in the final battle.
Reach the Central Chamber Edit
Collector base all-out
You must now reach the central chamber. A series of five platforms will fly in, each carrying several Collector enemies -- Drones, Guardians, and eventually Assassins. Harbinger will make repeat appearances as usual, so try to eliminate drones as quickly as possible to force him to "eat" his more powerful Guardians and Assassins when he wants to assume control.
Powers must be used efficiently as ammo is very scarce and must be scavenged whenever possible: watch for between-waves opportunities to advance and fill up. As in the similar battle on board the Collector Cruiser, using abilities that get enemies off their feet when the platforms are flying in can be invaluable as it prevents them from reaching you, and allows you to pick them off from a distance.
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