The other thing to remember with Search and Rescue (if you didn't see it in the Wiki) is that you can locate fuel caches just by running over them; you get the same tone you would for coming across a planet. It's damned tedious to search a system like that (marine surveyors call the technique "mowing the lawn"), but you can then double-click (at least on the PC version) on the spot to salvage it - no scanning pulse required. But yes, I can imagine I would be frustrated as hell trying to find everything (and burning fuel going to empty systems) while being chased by giant robot space-krakens. Hmm, haven't had any major issues with crashes. The only two I've come across have been an occasional ladder glitch (Shep does sliding animation but remains stuck atop ladder; fix is to try again while looking straight up) and some lag issues. The latter seems to occur if I play for an extended period of time; gameplay gets laggy and the targeting gets glitchy (targeting box on an enemy will flicker on and off). That one is solved the old-fashioned way, just quit and restart the game. Certain weapon mods from Leviathan fit in the same mod "slot" as others - the barrel mods, the SMG Mass Pulse Recoil System and SMG Ultralight Materials, and the Pistol Magazine and Pistol Ultralight Materials. Those mods can't be equipped with each other, gotta pick one or the other. As far as armor builds, it really depends on how you want to spec your soldier. Do you want to balance him between increased survivability, weapon damage, and ammo capacity or just go whole hog in one area? Personally, for aesthetics I like to assemble a set of matching components (not always from the same manufacturer; for instance the Serrice gauntlets match the Kassa chestplate and shoulderpads better than the Kassa gauntlets) and I also like to either beef up whatever stat is my class's strong suit or cover a weakness. This is what I have for all classes: Soldier - Full Hahne-Kedar armor with Kuwashii visor; 45% weapon damage and 10% headshot damage. The Recon Hood or Delumcore Overlay might be better for raw weapon damage, but a) I like to be able to see Shep's face without selecting "helmet off" for cutscenes, and b) no way in hell am I wearing anything that reminds me of Kai Leng's ugly mug. The downside is this build makes your soldier kind of squishy, with no shielding or health bonuses. That said, a 45% boost to every bullet from your N7 Typhoon means there's not much that lives long enough to kill you, and even if you skip out on every intel terminal option to boost shields you should still have 850 health and 825 shields. You also have options in evolving Adrenaline Rush to reduce incoming damage. Alternatives are to juice up ammo capacity, shielding, or power damage; power damage will apply to your ammo powers, frag grenades, and the damage boost from Adrenaline Rush. Infiltrator - Full Armax Arsenal armor with Kuwashii visor; 30% headshot damage, 15% weapon damage, 20% ammo capacity. Same weaknesses as the soldier set, but you have cloak to slip away from trouble. Massive boost to headshots and some extra ammo for heavy sniper rifles or shotguns. An unorthodox alternative is to take some melee damage boosts, then cloak and go around ninja-killing things. Vanguard - Sentry interface, Serrice chestplate and shoulders, Kassa gauntlets and greaves; 30% shield boost, 20% power damage. If you're willing to spend 45-50k credits, you can get Blood Dragon armor that does all that and throws in a 10% cooldown bonus. I picked this because my cooldowns are generally manageable; the shield boost helps survivability and Nova damage and power damage gives an extra oomph to the suite of biotic abilities including my bonus Reave power. Generally, the vanguard has the most potentially useful combinations; just about any armor stat boost comes in handy. Vanguards are the other class aside from infiltrators that's really effective with melee damage boosts; Charge + Heavy Melee + Nova is a nasty combo. Sentinel - Full Rosenkov armor with Capacitor helmet; 40% power cooldown, 10% shield recharge. The Capacitor helmet was more an aesthetic choice to match gal pal Tali out in the field, but it also makes it quicker to recharge shields and get back out into the firing line. The cooldown reduction almost cancels out the Tech Armor penalty, which means I have to do less calculating when it comes to loadouts. That works for a sentinel who's happy sacrificing some defensive buffs in favor of using the full suite of offensive powers regularly. On the other hand, you can boost shields to turn the guy into a nigh-unkillable tank, carry a crapload of heavy guns, and say the hell with cooldowns. Engineer - Archon visor, Kassa chestplate and shoulders, Serrice arms and legs; 10% cooldown, 10% shield recharge, 10% shield boost, 20% power damage. Sort of a more all-around set that allows survival and power spamming; coupled with maxed-out fitness and some intel terminal boosts to shields and health the engineer can be played very aggressively. Adept - Haven't gotten here yet. In theory the same setup as the Engineer could work; for mine I'm planning on just going with Blood Dragon armor both for the "Sithy" look and the defense and damage boosts that will let me play as something of a light vanguard without Charge/Nova.