Saphra Deden wrote...
CulturalGeekGirl wrote...
You didn't address any of my rebuttals...
You never really presented any. All you did was say the writing is good because these trops are used elsewhere. That's the only point you've actually made, and it was a bad one.CulturalGeekGirl wrote...
I haven't played that mission in a while... is there a way out once you've started shooting mercs? You keep mentioning the ability to decide to stop, and I'm curious as to what point in the mission you are referring to?
Use your damn head and figure out what I'm talking about. I'm not going to tell you because it should be self evident considering the nature of the debate here.
I don't think it is.
It's possible to get into the warehouse without shooting at anyone, and once you're there it's impossible to leave, as far as I'm aware.
Saying "you should retreat" is as irrelevant and meaningless as saying "you should just use traq ammo on everybody." If there was tranq ammo in the game, maybe I'd use it. If there was a way to retreat, maybe the decision not to retreat would be relevant. If I had a magic pixie wand that I could tap on the Reapers to turn them into bunnies not using it would be foolish.
But none of those things exist, as far as I'm aware. Though if tranq ammo existed I'd probably use it like 90% of the time, and just drop BOATLOADS Of wanted murderes off a C-Sec every day.
So far the only rebuttal you've been able to offer for my "decide to go help your friend, learn new information, update your decision" argument is that killing all the mercs on the way is bad. Well, there's literally no way out. They locked the door behind me when I got to that warehouse (or whatever the actual thing that prevents you from leaving is. Point is you're trapped in a room with dudes shooting at you.)
Modifié par CulturalGeekGirl, 09 mai 2011 - 07:05 .





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