Sniper Elite 5

Sniper Elite 5

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Sky Sweeper May 27, 2022 @ 12:53am
Enemies never losing combat status?
so I am on mission 2 and I guess snipers are a lot louder than they seem because I was in a church town and sniped someone 100+ meters out and it alerted the enemy into combat status, and I have sat in tall grass for like 5 minutes waiting for it to go away and it hasn't... is this bugged? is it supposed to be like this? What am I supposed to do to lose this status?
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Showing 1-15 of 16 comments
tunnelcat May 27, 2022 @ 1:00am 
I ran into something similar in the first mission too, so there must be a bug. I set off alerts and investigations several times, but they kept alternating between going back to passive and becoming alert as I sat there patiently waiting not doing anything and hidden, especially at the large gun emplacement. I had to kill all those involved to get the All Clear.
Last edited by tunnelcat; May 27, 2022 @ 1:01am
OrangeBoxCat May 27, 2022 @ 1:32am 
I see enemy in area go to alert mode and they stay that for the entry mission
some enemy go up truck and go down , walk aound and go back up to truck loop like that
HazE_DayZ May 27, 2022 @ 1:46am 
Only issue I've seen is when you clear a guard post/check point. Where a vehicle patrol passes. If you don't move the bodies, they will be alerted every time. Other than that, no issues for me
ID10T [Overseer] May 27, 2022 @ 2:18am 
in the first mission they kept looking for me, all the 3 1/2 hours I played that mission. Never saw those looking for me though. Second mission they stopped looking for me twice (i went to the left shooting from that church building).
Chape May 27, 2022 @ 2:29am 
See, I get this is a game and there should be some form of leniency in terms of alert state, but, imagine a german patrol happening across the dead body of a german soldier, in the road or hearing a shot in an otherwise surreal chateau/heavily fortified bastion.

They should be going nuts trying to find the cause. Instead, we get a couple minutes of alert state, then back to normal, never mind poor friedrick and the hole he has in his head, more importantly, who put it there, lets just go back to what we were doing :)

The suspect area should be crawling until the end of the mission, forcing the player to sneak out of it or take targets down to get out.

Current play through is on medium difficulty, so I don't know if that has any bearing.
ImperiumRome May 27, 2022 @ 8:23am 
I have the same problem! Enemy never get out of "investigating" state, they just loop back and forth between "all clear" and "investigating". This is so frustrating. The only known workaround for me was to save and load again. Then it clears their statuses.
Kashra Fall May 27, 2022 @ 8:26am 
Originally posted by Sky Sweeper:
so I am on mission 2 and I guess snipers are a lot louder than they seem because I was in a church town and sniped someone 100+ meters out and it alerted the enemy into combat status, and I have sat in tall grass for like 5 minutes waiting for it to go away and it hasn't... is this bugged? is it supposed to be like this? What am I supposed to do to lose this status?

If your sniper is not suppressed or using subsonic rounds, then the audible range is going to be anywhere from 135-210. That means anyone within that audible vicinity is going to be looking for where the shot came from. I also confirmed yesterday they can hear/see when you move in the grass, even when in prone. You have to remain still, or distract them (When they aren't looking.) with a bottle moving away from the grass.
Laurent de Graff May 27, 2022 @ 8:37am 
Originally posted by ImperiumRome:
I have the same problem! Enemy never get out of "investigating" state, they just loop back and forth between "all clear" and "investigating". This is so frustrating. The only known workaround for me was to save and load again. Then it clears their statuses.
I had the same too, i fixed by launching a bottle if i remember correctly
Charon Jun 6, 2022 @ 3:18am 
In my experience this is usually caused by one particular soldier getting locked into investigating status, often when a nearby officer is waiting for said soldier to check an area and declare it clear. Killing the stuck soldier allows the officer to declare all clear. Look for a solider that isn't moving around like the rest. He'll usually be stood in one place, observing a specific spot and idling in an alert state.

Other things can cause this status too. Vehicles are terrible for it. An example is on Guernsey where if you soundmask the generator at the very bottom of the sub pen, the vehicles up top on the road constantly hear it as they go past and go on alert. They do the same when passing visible bodies or wreckage.
And finally, sometimes its caused by environmental effects that have been poorly coded. For example, on the war factory, causing the train accident leaves the entire eastern section of the map in a constant state of switching between alert and all clear (complete with around 20 question marks every few seconds). It lasts for the entire duration of the map, or until you kill some of them. Can't say for certain but I have my suspicions it was the armoured car patrolling that was doing the triggering, presumably seeing the debris, alerting the others before leaving visible range and thus cancelling back to all clear.

Definitely needs some clean up on the code involved.
Tommy_Rebellion  [developer] Jun 6, 2022 @ 10:07am 
Originally posted by Sky Sweeper:
so I am on mission 2 and I guess snipers are a lot louder than they seem because I was in a church town and sniped someone 100+ meters out and it alerted the enemy into combat status, and I have sat in tall grass for like 5 minutes waiting for it to go away and it hasn't... is this bugged? is it supposed to be like this? What am I supposed to do to lose this status?

Hey there, Sorry to hear you're having difficulties. Please send us a message to www.rebellion.co.uk/support so we can investigate this issue. We would appreciate as much information regarding your issue as possible.
zalteredbeastz Jun 6, 2022 @ 10:46am 
Originally posted by Chape:
See, I get this is a game and there should be some form of leniency in terms of alert state, but, imagine a german patrol happening across the dead body of a german soldier, in the road or hearing a shot in an otherwise surreal chateau/heavily fortified bastion.

They should be going nuts trying to find the cause. Instead, we get a couple minutes of alert state, then back to normal, never mind poor friedrick and the hole he has in his head, more importantly, who put it there, lets just go back to what we were doing :)

The suspect area should be crawling until the end of the mission, forcing the player to sneak out of it or take targets down to get out.

Current play through is on medium difficulty, so I don't know if that has any bearing.

In maximum difficulty they will be cautious during the entire mission. After finding a corpse they will first search the culprit for some minutes, and after they will return to their position in cautious state. They are allowed to leave their post only in combat and search status mode.
strangebirds Jun 6, 2022 @ 2:16pm 
Originally posted by Laurent de Graff:
Originally posted by ImperiumRome:
I have the same problem! Enemy never get out of "investigating" state, they just loop back and forth between "all clear" and "investigating". This is so frustrating. The only known workaround for me was to save and load again. Then it clears their statuses.
I had the same too, i fixed by launching a bottle if i remember correctly

This works at times - throw a bottle and it seems to reset the investigating NPC. But if you interrupt a conversation, a lot of the scripting seems to fail (NPCs don't start routes or buttons don't work correctly. Other times, a save and reload, or reloading to an earlier state seems to be the only thing that works atm
Metal Izanagi Jun 6, 2022 @ 4:57pm 
I've noticed that sometimes far-away enemies will get stuck in a loop of Investigating then relaxing to the All-Clear state, then go back to Investigating. They stop moving entirely when this happens and if you watch from a distance you can see the question mark icon appear above their head, disappear, then reappear a few seconds later. It's like if their routine gets interrupted partway through, their AI doesn't know what to do.
Nick Dipples May 19, 2024 @ 7:07am 
This is still happening. Currently playing and, especially when using non-lethal methods, combat statuses *never* disappear. It's really frustrating :(
Jurassic Fart 1 May 25, 2024 @ 8:10am 
Depending upon the vagaries of the maps, like how many alarms may be within the alert area and just how much you've antagonized and provoked the Nazis, it may be very unreasonable to expect an alert to die down after only four minutes. I've lost count of the times that alerts have lasted as long as fifteen to more than twenty minutes. If that's of concern to you, then I suggest that you make disabling and booby-trapping alarms a priority. I sometimes leave a couple of strategically-placed Teller mines on approach vectors to alarms I've booby-trapped, so that one or two buy the farm before another dies attempting activate the siren. Too, this is a stealth game...try not to be noticed, if you can help it. This kind of game really isn't for aficionados of the run-and-gun playstyle, but I notice that a lot of them complain when their fighting methods land them in trouble in games where patience and stealth is paramount, acting like it's the game's fault, or the developers' fault that they don't understand what stealth games are. Read the room!
Last edited by Jurassic Fart 1; May 25, 2024 @ 8:11am
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Date Posted: May 27, 2022 @ 12:53am
Posts: 16