Rebels vs. Striders

Maronan

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Whenever a group of RPG-armed rebels are fighting a strider (say, just outside the overwatch nexus), it seems that they're more or less useless— there's several of them, and they can pummel a strider repeatedly with missiles, but it seems that the striders never die until I shoot them myself. Sure, it might take only two or three rockets to take down a strider that's already been hit repeatedly by the rebels, but they can never seem to take one down on their own.

On a related note, if you neglect to blow up a strider in Episode 2, will the gatekeeper at the base with the RPG ever be able to take one down on his own?
 
It's a device made to make the player feel like the hero, doing what noone else can. It wouldn't be that climactic if you arrived at the scene, hid behind a crate, waited ten minutes, and came out to find five destroyed Striders and cheerin rebels.
 
Yep, your ability to lure striders into a devasting crossfire is nullified. And you can't trick them into a fatal pratfall. I like creating chaos on the battlefield, but I'm also comfortable doing all the killing myself.
 
Ah, no wonder they act all excited when you show up. Stupid useless allies do I have to do everything myself around here?

And: I'm not going crazy after all, then. So they actually do stop inflicting damage until I show up. Heh.

Certainly ruins the end of episode 2, though. There's got to be a way that you can make the rocket-wielding gatekeeper weak enough to not infringe on gameplay too much without making him outright useless.
 
Actually in the final battle in Episode 2 the rocket wielding rebels do help you providing you are in range. They won't attack if your not there, but if you are they will attack and do damage.
 
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