v TricKy v wrote...
First for all people claiming that is impossible to defeat the Reapers conventionally I will quote this Codex entry
"Although clearly technologically superior to the Citadel forces, the Reapers have experienced casualties in the battles across the galaxy. This indicates that, theoretically, with the right intelligence, weapons, and strategy, the Reapers could be defeated."
So stop painting them as "invincible and impossible to defeat".
Also I fail to see how refusing is equal with taking the risk using it. If we keep fighting we take a lot of them with us. If the Crucible is actually a giant EMP Shepard just disabled every Ship and weapon we have and the only thing we can do is drop dead. I dont see how that is equal
This is the only type of argument that makes sense in support of the "refuse" option. You have to come up with a scenario where "refuse" is superior enough to the offered options that it's worth taking.
On every world with an advanced civ but Krogan, the Reapers have either won, or (on Palevan) are winning. So whatever you do, it's going to be with the ships that you have, as the industrial base that was used to create the Crucible is now gone.
Hackett has told us that his two fleets should be enough to punch through the enemy lines and protect the Crucible for a short time. That's not the same thing as being even vaguely equal in terms of firepower. On a side note, this part of the story has one of the standard, huge plot holes of Sci-Fi space opera. You can't really "protect" an object in space unless you shield it somehow. Your enemies can just shoot past you and hit the object. But I digress.
Trying to count coup in a cutscene isn't helpful. Trying to count ship battles close to the protected Crucible isn't helpful, as that only shows you the temporary local space dominance expected by Hackett. And unfortunately for the current galactic civilizations, you handily brought all of your ships with you, so that the Reapers will be able to clean you up in one sweep, instead of breaking into tactically useful but small guerilla groups to maximize your damage before you all die.
But you can say, "Well, all of my civilization will die, but at least I might make it easier the next go around". And the ending supports this as a possibility (though just using canon, we don't actually know if the next cycle succeeds, only that they have the same chance that we did).
The endings also support the other options - but that's metagaming.
But ultimately, what finding logical reasons to support "refuse" shows is that Bioware made a really, really stupid mistake by having an untrusted source offer choices.