E.R.I.C Posted July 24, 2013 Share Posted July 24, 2013 Rescuing/escorting/picking up dudes are the most frustrating event. the dudes have a gun that he/she never fire, it takes 30 seconds more to figure out how to jump the gap, stuck on a downside of stairs, left the dudes in a diferent room while the shutdown occurs and getting gangbanged after, etc. i want to hear more stories with the rescue dudes from you guys. . . and i hope DE do something about it. suggestion : -make the guy can defend themself -or like this Link to comment Share on other sites More sharing options...
SniffYoBunnies Posted July 24, 2013 Share Posted July 24, 2013 *giggle*It looks like he is touching his butt *giggle* XD Link to comment Share on other sites More sharing options...
Eirshy Posted July 24, 2013 Share Posted July 24, 2013 (edited) Common problems with escourt missions. Reason nobody likes them basically ever unless the escourtee is either a massive boon (ala Bioshock Infinite) or has a button. Would anybody really complain if we rescued people the same way we captured them- via digistruct scan? *giggle*It looks like he is touching his butt *giggle* XD That'd be lower... and it'd look like something else. Edited July 24, 2013 by TheBlueJelly Link to comment Share on other sites More sharing options...
Taco1999 Posted July 24, 2013 Share Posted July 24, 2013 Yea I only play them if I have to Link to comment Share on other sites More sharing options...
Saenol Posted July 24, 2013 Share Posted July 24, 2013 Rescue missions should be difficult, and the the captive should typically be slow, weak, and nearly useless. The biggest problem I see with rescue missions (other than buggy pathing) is that the captive essentially always follows the point-man, this is dumb. If my squad of ultimate badasses is going to babysit, the captive should at least be able to follow a designated babysitter who is in the middle...not at the vanguard, and not lagging behind. It makes sense for one of the more durable members of the group to go ahead and clear a path, one to hang back and act as a rear guard, and the rest to watch the captive, but the captive insists on following whoever is closest to the exit, which forces the whole group to bunch up unless they want to captive bolting ahead. Captives should also not all be the same. Yes, many should be useless, but the mission descriptions often imply that the captive is not utterly incompetent/defenseless, and not every single one will be nearly catatonic from mistreatment. These captives should be a little tougher, a little faster, and be able to acquire and use weapons. Link to comment Share on other sites More sharing options...
LxLawliet Posted July 24, 2013 Share Posted July 24, 2013 If the hostage's going nuts when I'm doing a rescue mission, I just continue to rush to the extraction point - he doesn't have to be next to you to successfully complete the mission. Link to comment Share on other sites More sharing options...
Bulgarian Posted July 24, 2013 Share Posted July 24, 2013 If the hostage's going nuts when I'm doing a rescue mission, I just continue to rush to the extraction point - he doesn't have to be next to you to successfully complete the mission. yeah but first make sure that the room where the captive is going nuts is empty or the mission will fail before you reach the extraction point Link to comment Share on other sites More sharing options...
Endrance Posted July 24, 2013 Share Posted July 24, 2013 The biggest problem I see with rescue missions (other than buggy pathing) is that the captive essentially always follows the point-man, this is dumbot every single one will be nearly catatonic from mistreatment. These captives should be a little tougher, a little faster, and be able to acquire and use weapons. It should follow who opens the cell door. That would be at least "logical" Link to comment Share on other sites More sharing options...
PaperAlien Posted July 24, 2013 Share Posted July 24, 2013 Is the Tenno in the picture just dragging the hostage by the waist? That would solve a lot of problems. I try to leave the hostage behind on elevators (as in, closing the door in their face before they get in, as it takes off). The awkward moment when you realise there was still a Moa in the room you left him in... Also, you really don't want him to use his gun, trust me. It'll just draw aggro and get him killed even faster. Link to comment Share on other sites More sharing options...
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