'Cap' Shadow Cysts
Ooo I got an answer from Sam's post.
An option to disable Kheld extras in the difficulty menu!
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Oh, hey! Sweet! I would SO go for that
Ooo I got an answer from Sam's post.
An option to disable Kheld extras in the difficulty menu! |

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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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This was my thinking, too. We had a good few ranged characters on the team we were on, myself included. When we poked the thing, it just went 'FOOM'; purple ball of death.
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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You know, I'm pretty sure I've seen them in outdoor spawns. Just like outdoor spawns can have voids if a Kheld is running around.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
One of the reasons I like Kheldians on the team.
They keep life interesting.
They keep life interesting.
I was thinking about this thread the other night when I was out teaming with my son. We pulled together a great group that plowed through about 7 radio missions and safeguard in Talos Island. He and I were on Skype when I added a Kheld to the team. I commented that this *might* make things interesting and sure enough, we got a Void in the very next mission and then a Cyst in the one right after. FUN! We dealt with each in turn with no real hassles.
Got a question for all and sundry. I keep hearing folks talk about keeping people at range to limit the Unbound spawn. Does that mean the couple of times I've used a Snipe attack and got the full 'bloom' is something that I should bug next time it happens?
The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.