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What's your opinion about dragging ?


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I use it to KO a guard and then drag him away, especialy when another guard crosses the room. Also, if you have Archieve Prism (which you most likely havent unlocked yet), you can drag guards in front of there collegues and freak them out. Also, You can try to archieve mass control with draging all in one room and have one agent to plant alot of Shocktraps.

When a guard wakes up, he runs back to where he got zapped to investigate the area.  You can use this to keep a guard busy for several turns after he wakes up, running back to some point where your agents don't have to be any time soon.

I love dragging! You can KO a guard and then drag/pin to keep the guard down while also moving (albeit more slowly) towards an objective. You can pin 2 guards at once by dragging one guard on top of another guard (you can't put the body down, but both guards will remain pinned). You can drag a KO'd agent to the elevator to save them.

 

It's a pretty great and important mechanic of the game, IMO.

You can pin 2 guards at once by dragging one guard on top of another guard (you can't put the body down, but both guards will remain pinned).

 

This sounds like an exploit. IMHO, the KO countdown of the guard on the ground should keep ticking in this situation. Or something.

No it's an intentionally-placed tactic, with a decent down side.

 

Exactly - the downside being that you're stuck in "Drag" position. In order to get out of that, you have to move to a blank tile and drop the body, which takes out a chunk of your AP right from the beginning of your turn.

Another downside to double-pinning is you can't go on overwatch with a ranged weapon.

It's generally worth at least dragging a downed guard into cover so that other guards won't notice them. If you are waiting around for other reasons (e.g. Econ Chip cooldown), dragging along a safe route to a distant spot is preferable to just sitting on them, as when they wake up they will go to investigate the spot they were KO'd before investigating anywhere else - the longer you can keep the guards predictable, the better.

Exactly - the downside being that you're stuck in "Drag" position. In order to get out of that, you have to move to a blank tile and drop the body, which takes out a chunk of your AP right from the beginning of your turn.

 

I mean, the downside of keeping a guard KO'd is pretty much to forfeit an agent for the duration of the mission. With this tactic, the downside of keeping a second guard KO'd is pretty negligible.

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