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Ein Übersetzungsproblem melden
Gameplay problems that I believe apply top gun-to-head hostage rescue missions:
- The existence of a timer is not apparent.
- Being "seen" by the hostage taker is frustratingly abstract. I've been "seen" when there is no apparent line of sight between my troopers ands those in the illuminated room containing the hostage. Exactly the same thing goes for "hearing"; it's abstracted because who know's what the guard's hearing range is and how it might be influenced by open doors, etc.?
- The mission type does not support a careful, slice-the-pie, stealthy gameplay style because of the timer, yet balls-out assaulting often gets you noticed and the hostage killed. This makes it too trial-end-error.
- The great thing about this game is its lack of abstraction. The timed bomb defusal missions are great because you get to discover the location of the bomb, even from a distance, before the timer starts, and when it does, you see a countdown indication. For some reason, the line-of-sight mechanic seems to work more logically and less abstractly in timed bomb defusal mission than it does in the gun-to-head hostage rescue missions. I believe this mode needs a gameplay tweak to eliminate abstraction and the frustration that arises from it, before its true potential is realised. I just don't fel like playing "Solomon Islands Embassy" again.
Players and devs, please feel free to let me know your opinion of these observations and suggestions.
- There's a tango facing the locked door where my team ingresses. It's the only entry point. We have to blow that door because trying to pick the lock alerts the guard who then barges in and ruins our day.
- So I blow the door on a go code and give my guys good routes and FOVs for the entry, covering as many of the angles as possible.
- The sound of the battle alerts the tango guarding the hostage very close to the entry point. He shoots the hostage and it's game over.
I really, really think you have to do the following to make these missions less aggravating:
- Do not place a guard facing every entry point, making it necessary for the team to make a loud entry. Make it so that on certain available points a picked lock will work.
- Do not put the hostages where a mandatory loud entry will get them killed within seconds. Or leave them there but extend the countdown.
- Make stealth play a feasible way of tackling these missions. In other words, allow for careful entries and room clearances so that the player can advance tactically instead of balls-out.
- For the balls-out approach, extend the countdown. The player has to win both a firefight in which he is outnumbered and a ticking countdown. It's not fair that he should always be dealing with boith simultaneously, especially with only four troopers. Make it so that the challenges are sequential, not simultaneous.
- Allow for less cramped and hectic initial entries. Almost every one of these missions obliges the player to go in, guns blazing, through one door, while enemies converge from a multitude of angles (and the clock is ticking.) Let the player get his team in and consider his options rather than have to fight the mother of all CQB battles on every entry.
This is SUCH as great game. But a lot of the missions, especially the latest additions, are gun-to-head hostage rescues and I feeel strongly that this play mode and the design of these missions needs urgent fine-tuning. Unlike the rest of the game modes, this one is not yet fully thought through or developed, and the abstractions, such as how the enemy notices the presence of the troopers, thereby causing an immediate hostage execution, and overwhelming odds against the player are frustrating.
1. They usually will not kill unless the room is open and they hear gunshots. (there are some exceptions, but usually those can be handled by making sure you are doing firework some distance away from the hostage room.)
2. Scan the hostage room to see what you are dealing with.
3. a neat trick I have is to open the door on the side so when the door is open tango will not spot you. Prime a flash and enter will give you the best chance on tricky ones.
4. Alternatively, what you can do is to have 2 guys do flash/breach enter. What this invloves is have one guy doing breach charge. When it is done, have another guy prime a flash into the room. When you see the flash thrown animation, immediatly click on blow. This will blow the door just in time for flash to fly into the room, allowing you to clear a locked down room with little trouble.
Neat trick with the blow and breach!
On the other hand, it makes sense that once the bad guys are on the way to execute a hostage, they prepare for your response. They guard the entry points. They are ready for you.
Tha being said, I can currently clear both hostage situations in a View to a Kill quite easily, this will probably work much better once we can share replays :) Flashbangs work wonders but the trick is indeed to make it out of the hallway without losing people
It's good to know that the particular difficulty of these missions is a design feature. There are more missions of this type than any other in the most recent update and my heart sank when I saw this. I will work at improving my blast, bang and storm play style but in general I like to slice the pie and move tactically, covering all possible angles, a technique that is not well suited to missions with two types of failure triggers (the 40 sec timer and the slightly over-abstract proximity trigger).
I take your point entirely but still feel that the ultimate refinement if this mission style, if the above challenges are to remain the same, would be to offer a stealth entry option that would require the player to move further, and therefor take longer, to reach the objectives but would not embroil him in a furious firefight on initial entry. The alternative strategy would be to enter closer to the objective but to have to fight your way to it, essentially giving up the initiative from initial entry, which is how a lot of these missions have to be played right now. I just realized that I might be able to do all of the above in the mission editor! I assume stock missions cannot be edited, though, or can they?
Thanks again for responding.
Even now you can go for the silent approach - depends on the map, also accept a little local comotion by manual breaching the door and having a 2nd trooper ready to shoot with a silent weapon.
Also note that the execution mission are the prime contender to being improved by the snipers.
On the other hand, the single missions are to be treated as challenges, so while you can adapt a lot, there is a definite element of specific challengei n each of them.
For "A View to Kill", I took screen shots of how I 3 star the map just now.
http://steamcommunity.com/sharedfiles/filedetails/?id=203000396
http://steamcommunity.com/sharedfiles/filedetails/?id=203000654
http://steamcommunity.com/sharedfiles/filedetails/?id=203000733
If you need more assistence, the rest can be located here: http://steamcommunity.com/id/ezfeeling/screenshots/?appid=248610