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Messages - Sanger

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91
I guess it would be useful to know, how much more is there to Upper Underrail than what we see in game, and does it span both North and South? Because if it did then that would make sense, except of course it would then make no sense for anyone to assume that the Faceless blockade would in any way inhibit the Protectorate from doing anything.

92
General / Re: Psi Reinvigorator?
« on: March 16, 2016, 01:58:34 am »
One example of this inhibition is Evelyn who uses poison, like Shadowrun mentioned above.
Poison lasts INDEFINITELY, but it can be cured through antivenom.
The poison Evelyn gives you is unique and lasts indefinitely - standard black dragon poison lasts only one turn.

93
The answer isn't obvious at all. If they must pass through Lower Underrail to access South Underrail regardless, then why did they choose to set up a base in Upper Underrail in the first place?

It seems like an oversight to me. The game seems uncertain as to whether Protectorate access to South Underrail is through Upper or Lower Underrail. Early on the inference is that the Faceless blockade in Lower Underrail is stopping the Protectorate from accessing the South. Fair enough, that's easy to understand. But then later on game infers that Core City is critical to the Protectorate because it provides the only link in the South between Upper and Lower Underrail. However this would make little sense unless the Protectorate supply line had to come through Upper Underrail - because the only alternative to this is the Protectorate having come to South Underrail via Lower Underrail, and then decided to place most of their people in this isolated little cul-de-sac (Upper Underrail), access to which is further restricted by the whim of Core City. They would be doubling their dependence on Core City. Also the Epione Lab elevator would not allow the Protectorate to expand into the South independent of Core City, as the game infers, but would simply allow them to move people in and out of Fort Apogee without using Core City's elevators, since they'd still apparently need to go through the Core City controlled metro in Lower Underrail to access the South in the first place.

94
Hmm, okay, that much makes sense. But then what is the strategic advantage of the Epione elevator if Protectorate troops going to/from Fort Apogee need to use Core City-controlled tunnels to access South Underrail to begin with? Or is it purely so that garrisoned troops can get back to Lowr Underrail without having to go through Core City a second time? The game paints it as kind of a big deal, which is what made me think the primary point of arrival for troops from the North was via Upper Underrail, but if the Protectorate are still answerable to Core City with or without the elevator then that makes it seem more like a minor convenience at best.

95
So that would mean the Protectorate aren't actually cut off from the North by Core City at all, but simply chose a base of operations in the South that puts their supply line at the mercy of the oligarchy?

96
Everything I've read in the game suggests that Protectorate access to South Underrail is via Upper Underrail, hence their need to use Core City to access Lower Underrail. And that this is why they're trying to build their own supply elevator in Epione Lab, to bypass Core City. However Lower Underrail appears to have its own link to North Underrail, which is where the Faceless place their blockade, and it's inferred that the point of this blockade is to keep the cube from leaving South Underrail, or to keep the Protectorate from sending aid, or something. But if there's a direct line to the North in Lower Underrail, then Core City can't act as any sort of gateway, since the line passes right by it, and the elevator in Epione Lab would be pointless. Any explanations for this?  ???

97
General / Re: tanner - endgame (spoliers)
« on: March 08, 2016, 08:47:50 pm »
Not completely. Burning damages him just fine. At least from pyro pistol.
Did he drop any good loot?
Neither Tanner nor Six drop anything at all.

98
General / Re: tanner - endgame (spoliers)
« on: March 08, 2016, 01:05:08 am »
Quick, do it before the next patch!

99
General / Re: tanner - endgame (spoliers)
« on: March 07, 2016, 10:13:27 pm »
The invulnerability armour these guys use protects them from the initial fire damage, but not the damage inflicted turn by turn if they're burning.

100
General / Re: tanner - endgame (spoliers)
« on: March 07, 2016, 03:17:08 am »
You can kill Six in the same way, for the record. I never tried playing through DC to see if the game acknowledges that one or the other is dead.

101
Bugs / Re: Trading pneumatic components
« on: March 06, 2016, 11:19:12 am »
No one seems to want to buy headgear components either.

102
General / Re: tanner - endgame (spoliers)
« on: March 06, 2016, 02:33:56 am »
Go to any metro and take it to North Underrail, or accept a position on the SGS council from Vera.

103
General / Re: Dreadnought (slight spoilers)
« on: March 05, 2016, 12:19:17 pm »
I assumed that was just because they were jerks.

104
General / Dreadnought (slight spoilers)
« on: March 05, 2016, 05:07:32 am »
How come the dreadnought in Hephaestus can punch through solid rock easily but not a metal roller door? ???

105
General / Re: Freeing Sharp and the boys unseen (spoilers)?
« on: March 04, 2016, 04:14:39 am »
I couldn't get this to work. Couldn't even get the Ekrixphore patrolling the cell block to move away using grenades. It seems from the dialog with Sharp that you should be able to get the rejects out of there in a stealthy fashion, but an hour's worth of messing around didn't get me anywhere. The inability to off any of the Rassophores without aggroing the entire faction is problematic.

Edit: Finally got it to work using a TNT charge just west of the explosive barrels at the southern end of the central corridor - near the ventilation shaft. Had to lay it just after the patrolling Recombinant walked past or else he identified it as a trap laid by me and everything went to hell, but it drew the attention of every Rassophore in the area. Process for me was to lay the charge in stealth, sneak back into the nearby ventilation shaft, take a shot of adrenaline, bolt straight up to the ventilation exit near the cell block, and then run around the corner and talk to Sharp to get all of the rejects to evacuate. The first time I tried it some of the rejects ended up having pathing issues squeezing past each other to get into the northeast part of the area where the escape route is, ended up trying to path all the way down south to get around and getting shot, but subsequent attempts worked.

This area should possibly be made partially protected to increase the margin for error slightly.

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