>>
|
75d1c4.jpg
Star Bud
75d1c4
Well. The ability to single-handedly flip a vehicle does change the tactical situation for the worse. I had previously considered running this guy over with a car, but that suddenly seems like a way to be killed.
Fletch might be okay as he is, but he might not. If the hostile notices the busted window, Fletch is screwed if he stays still. Otherwise, the car probably has the horsepower to push the other car out of the way, giving at least him a way to flee. Also a possibility is that 2 rounds might be before the hostile gets close enough to notice the busted window, but it's hard to say. Still, if the car does get moving, he could get enough distance to fix the steering, and get out of there. Alternately, Grutter could alert him, and they could attempt to all flee as a group. I'm not sure which would be the better way to go especially since from a meta perspective, it looks like if Fletch and Grutter die, the hostile has accomplished their goals.
Either way, it does seem like for whoever is fleeing, they mostly have cover for the time being. The parked cars provide cover all the way to the parking lot below, where the can use the sound barrier for cover, then hop from cover to cover on the right side of the cars in the lot itself. The big issue with this, though, is the stretch from the second parked car to the lot. I don't know if the hostile can easily get past the light on the right side of the car, mostly because it's unclear how much of an obstacle it is, but if he goes that way, there's no cover from the second parked car to the corner of the sound barrier, which would make whoever goes that way easy targets. On the other hand, if the hostile does not go that way, the parked cars provide good cover, so long as the people fleeing don't pop their heads up. It's not ideal, but I don't see a better way to deal with the cruddy cards we now have.
|