Someone With Mass wrote...
Apparently enough
Too trusting...
oh you paragons!
Someone With Mass wrote...
Apparently enough
Sgt Stryker wrote...
Even if the grenades turn out to not work on the colonists, can't you just shoot them/knock them down immediately afterwards? Does anyone actually believe that the colonists are tougher than the hundred or so geth you just blasted through a few minutes ago?
Modifié par Sgt Stryker, 04 décembre 2011 - 06:56 .
Sgt Stryker wrote...
Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course.
xxSgt_Reed_24xx wrote...
Sgt Stryker wrote...
Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course.
Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat.
I don't believe anyone did.Killjoy Cutter wrote...
I've never understood the way some Renegade players focus on Feros, of all things, as a "dumb" Paragon decision.
Guest_Cthulhu42_*
That particular mission was not timed. And to think the time spent to tie up some colonists is significant when the time frame the entire game takes place in is several weeks or months is a little silly. Especially when Shepard is doing countless side missions along the way.xxSgt_Reed_24xx wrote...
Sgt Stryker wrote...
Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course.
Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on.
Spiratic wrote...
Renegades just tend to be more pragmatic. Even when paragons have a strong defensible position, such as saving the council(which I do even as a renegade) they try to defend it from the moral high ground. Saving the council isn't the smart thing because a severely fleet and dreadnought could help you in the fight(they can't), it can be the smart thing however if you do it to prevent the geth from taking you in the rear while concentrating on Sovereign. Tactically that makes much more sense then exposing your rear flanks to geth. Unfortunately as holders of the moral high ground paragons don't tend to feel the need for intelligent justifications.
xxSgt_Reed_24xx wrote...
Sgt Stryker wrote...
Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course.
Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat.
Modifié par Sgt Stryker, 04 décembre 2011 - 07:10 .
Killjoy Cutter wrote...
xxSgt_Reed_24xx wrote...
Sgt Stryker wrote...
Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course.
Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat.
LoL.
With all the side missions to scattered planets, helping random people, breaks for conversation, and time spent in travel, you're woried about taking a minute or two to tie up some unconscious people?
Whatever.
xxSgt_Reed_24xx wrote...
Sgt Stryker wrote...
Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course.
Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat.
Sgt Stryker wrote...
xxSgt_Reed_24xx wrote...
Sgt Stryker wrote...
Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course.
Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat.
No in-game timer, but it would make sense to limit exposure to the thorian's spores. I'm willing to bet Shepard & Co. were exposed the second they entered Zhu's Hope. Still, taking the convenient path in this case doesn't seem worth it, if you end up destroying a human foothold in the Attican Traverse and allow a rival species to potentially acquire a colony world full of old prothean tech. That, and you're kinda murdering civilians. Can't forget that part.
Someone With Mass wrote...
xxSgt_Reed_24xx wrote...
Sgt Stryker wrote...
Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course.
Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat.
Even if Shepard raced through those colonists, it takes several in-game hours to reach Ilos. And even then, you don't know what the Conduit is or where on Ilos it's located. It could be a WMD for all you know, which would make it a little dumb to rush in there and attack Saren, who's in control over it. For that matter, you didn't even know that you had to go to Ilos when facing the colonists.
xxSgt_Reed_24xx wrote...
Killjoy Cutter wrote...
xxSgt_Reed_24xx wrote...
Sgt Stryker wrote...
Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course.
Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat.
LoL.
With all the side missions to scattered planets, helping random people, breaks for conversation, and time spent in travel, you're woried about taking a minute or two to tie up some unconscious people?
Whatever.
He was talking about something that didn't/can't happen in the game... I was giving him a justification (also not in game) as to why you wouldn't. *facepalm*
Killjoy Cutter wrote...
Spiratic wrote...
Renegades just tend to be more pragmatic. Even when paragons have a strong defensible position, such as saving the council(which I do even as a renegade) they try to defend it from the moral high ground. Saving the council isn't the smart thing because a severely fleet and dreadnought could help you in the fight(they can't), it can be the smart thing however if you do it to prevent the geth from taking you in the rear while concentrating on Sovereign. Tactically that makes much more sense then exposing your rear flanks to geth. Unfortunately as holders of the moral high ground paragons don't tend to feel the need for intelligent justifications.
Oh yes, it's much more pragmatic to go off on a minutes-long human-supremecist rant at a couple of snotty Asari on the Citidel for the lulz...
Neither "side" has a monopoly on pragmatism OR stupidity.
xxSgt_Reed_24xx wrote...
But none of that will matter if the reapers show up... and time would be a factor in stopping the reapers. If Shepard doesn't show up with Vigil's disc in time... it's game over.
Modifié par Someone With Mass, 04 décembre 2011 - 07:20 .
Someone With Mass wrote...
xxSgt_Reed_24xx wrote...
But none of that will matter if the reapers show up... and time would be a factor in stopping the reapers. If Shepard doesn't show up with Vigil's disc in time... it's game over.
You had no idea if Vigil's file would work or not either. Was there ever a plan B in case of that fun little scenario?
Yeah, you placed a little too much trust in that data file.
It works both ways.
xxSgt_Reed_24xx wrote...
No there wasn't another plan... but they didn't even have a plan A before that (I suppose Plan A was stop Saren in time... but Shepard failed at that). It's a necessary risk you have to take as there is no alternative. Whereas on Feros... you don't have to take the risk of the grenade not working and having enemies surround you... b/c you can just eliminate them and move on.