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OPTIONAL:
- phones
- universalised control / "authenticity" setting (invaders can maintain their custom configurations)
- sniper scope "glare"
- invasion pop-up alerts
FORCED:
- invasion cool-down timer (0~30 minutes)
- matching or host specified skils wheel upgrades: invaders cannot have more wheel segments active than the host / the host prescribes in their settings -- e. g., if the host does not have / allow auto-regen healing, the invader's (if applicable) is disabled
MISC:
- invaders can forgo load-out sniper for RPG, MG-42, flares (can use weapons used in field)
- invaders who engage host/s, alert any nearby Axis enemies (same mechanics in PvE)
- co-op invaders
- Survival mode invasions
If they leave Invasions (among many of elements of the game) untouched, they risk 'Resistance' being dismissed as a re-hash and cash-grab.
This is only one is using baby mode settings. I don't use baby mode settings.
If so, it's the most ill-conceived interpretation of "human sensory perception" I've ever seen in a game... Unless that game is Batman game.
[quote[If the enemy presses this button, he will see the direction you are coming from on the circle.[/quote]
Again, baby mode stuff that's nonsensical, even in the era of GPS.
So, they're cheating... It's all a lot of verbosity to what is tantamount to cheating.
The most guys use this if you are invaded the game. Thats why you see these message after a few seconds.
That's game-breaking enough, and should only be a thing if players are causing havoc; not if they are stealthily proceeding.
Yeah, another garbage, immersion-breaking crutch. When Rebellion make "Sniper Elite 2025", I'll avail those functions -- not before.
You mean, the host has their own way of abusing the silly crutches; instead of playing like a sniper in a sniper game.
...And what's wrong with that? SE =/= Call of Duty or a battle royale game -- if people invade, they should be expecting a time investment in finding the opponents, and/or lying in wait for them. All the information they should have is what objectives have been completed, so that they can make an educated guess as where the host or hosts are most likely headed.
Yes; the dumbest thing about Invasions besides it not having co-op functionality.
That directly contradicts the implication made by "you never meet each other" -- it's either players run, head-on into one another and spaz out until lag decides the "winner", or they play like snipers and invest the necessary time and strategy. The game cannot be played both ways at once... Unless they allow co-op invasions, which then would allow the host to take on one invader, and the client to take on the other -- in whatever way they respectively deem appropriate. Other than that, there is no "choice" in how one can play the mode if players' locations are revealed. They may as well just put a blip on the radar -- even one on the screen, a al the xenomorph tracker from Aliens -- and let 'em have at it... Because that's what happens in approximate effect.
Having said that, all that the game needed were THE OPTIONS for hosts to decide how they wanted Invasions to work: If they want players just jumping in for an immediate gunfight, they could set it so that invaders spawn right near them and they can even see one another through level geometry and props, like that scrub vision in Survival mode; or if they wanted authenticity, they turn all that stuff off and an invader becomes a veritable enemy bot who has to do the hard yards to engage. It's when they prescribe how a game "should" be played by players, that these mechanics and modes break down.
The focus mode points to the general direction of the invader at all times, but using focus mode does not trigger a "Your location has been revealed" on the side of the Invader, or any other warning. Only invasion phones trigger that specific warning. Tagging triggers another - either by scope or by binoculars.
The host gets two free calls with an invasion phone that reveal the Invaders general location and trigger that message on the Invader's side, without revealing his own location. After that, using an invasion phone reveals his own general location as well.
The invader gets no free calls, so when he uses an invasion phone his own general location is immediately revealed to the host as well.
I don't like that the Invader shows up in focus mode at all, nor do I like the directional indicator. I have a love/hate relationship with the camping detection, because it gets in the way of a tactical play at times, but it also makes it less viable for the host (in particular) to just camp in a building near an invasion phone.
Thank you. The fact it's a FREE CALL is the single most important information in this thread and explains everything.