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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 83063 times)

Tiruin

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Huh? It does? 45-I has life support restored, a former dead section. Perfectly safe from our current scan. 44-H is also safe, 44-J is red, our best path is outlined by Zako.

44-H > 45-I > 44-J then 43-K then 43-L, if we're lucky enough.
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Talvara

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perhaps we're interperating the data infront of us in different ways.

I had another look at the latest update, and I think you're right. I think I was mistaken and using old data.

Your route sounds good then, lets go for it.
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Ghazkull

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Who came with the Idea of emptying the rooms of air? Some species of Tyranid don't need air...:/
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Zecro_The_Scourge

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Genestealers can easily spacewalk from what I understand.
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"Also I always figured you were like Tesla, only requiring two hours of sleep before going onto whatever you do"

Zako

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Well how the hell was I supposed to know about that? I don't do WH40K! It seemed reasonable to me that a vacuum in the area would kill the living organic creatures...
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Sorcerer Kail

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Well it still should kill some of them.
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Heavy Weapons Pony

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I wonder if we can pump some kind of Anti Tyranid toxin of something into the sections if not, go with the rout of what all the others are saying.
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Ahhh, yes... Killing the ecosystem of a other planet and burn the product as fuel... Simply brilliant 

Tiruin

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At least our actions perfectly coincide with a novice Commissar, how are we supposed to know that much about Tyranids?  :D
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Shade-o

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Unfortunately, this ship does not come equipped to flood crew quarters with toxic gasses. (I checked)
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Ghazkull

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besides there we come to the next strength of the Tyranids: They can adapt that fast that you can't actually come up with a toxic gas or Virus long enough to take any considerable effect. I figure that all conventional toxic gasses are no problem for those suckers...
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Shade-o

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So, general consensus on going around via lower decks?

Also, Tyranids aren't quite that versatile. While they are indeed very hardy in general and able to tolerate more extreme environments, it requires the hive mind to get involved for them to specifically mutate to a new environment or enemy. That usually takes weeks or months of experimenting with new generations that get sent out and killed, finally resulting in a strain that can overcome the new obstacle.


One amusing example was in Tau space. The Tyranid fleet was showing exceptional speed in its adaptation to Tau weaponry, and the Tau responded by developing a series of new weapons specifically to counter that. When the climactic battle occurred, not only were the Tyranids unprepared and over-specialised, but an Imperial Navy fleet appeared after being lost in the Warp for hundreds of years and joined the battle. The Tyranids were really unprepared for that.
« Last Edit: March 21, 2012, 09:44:31 pm by Shade-o »
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Zako

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Ok, so that means after staying inside a ship for hundreds of years in hibernation, the vacuum of space will still prove fatal to most if not all the 'nids in the sealed off sections. Whew...
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Shade-o

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Unless they were already evolved to be vacuum-resistant and just go into hibernation.
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Zako

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Well, theres no way we could tell that. Not without mechanical assistance at any rate. I am guilt free!
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Shade-o

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Blessed is the mind too small for doubt.
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"
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