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https://steamcommunity.com/sharedfiles/filedetails/?id=3114430286
https://steamcommunity.com/sharedfiles/filedetails/?id=3114430678
https://steamcommunity.com/sharedfiles/filedetails/?id=3114431082
https://steamcommunity.com/sharedfiles/filedetails/?id=3114430855
https://steamcommunity.com/sharedfiles/filedetails/?id=3114431239
https://steamcommunity.com/sharedfiles/filedetails/?id=3114431631
This time, I observed the suspects go from relaxed and casual to instantly snapping to shouldering their guns as soon as they hear my team. Despite that, they gave a fair fight at least when shots are fired.
Should I turn it on somewhere or am I just bugged? :P
Probably bugged. Every single mission got recorded and I didn't have to do anything.
EDIT: Try hitting refresh in the replay menu. If that doesn't work then it for sure it may be bugged.
Thanks for the answer!
Yeah, I tried refreshing as well however that didn't seem to help.
I've reinstalled my game (I straight up just updated instead of going for a fresh install when 1.0 released) in hopes that this solves the problem. Keep you updated :P
EDIT: Unfortunately that didn't not fix the issue. Looks like I'm just bugged (seems to be the case for some people) and we can only hope Void fixes it in the future :(
https://steamcommunity.com/sharedfiles/filedetails/?id=3115215500
https://steamcommunity.com/sharedfiles/filedetails/?id=3115217221
https://steamcommunity.com/sharedfiles/filedetails/?id=3115217399
https://steamcommunity.com/sharedfiles/filedetails/?id=3115217737
https://steamcommunity.com/sharedfiles/filedetails/?id=3115218467
https://steamcommunity.com/sharedfiles/filedetails/?id=3115218217
This time, no super suspects. A truly clean mission apart from the main baddie getting slapped by a 4.6x30mm round, and the trailer units getting locked out because they forgot to bring their own breaching gear.
https://steamcommunity.com/sharedfiles/filedetails/?id=3115801089
https://steamcommunity.com/sharedfiles/filedetails/?id=3115801146
https://steamcommunity.com/sharedfiles/filedetails/?id=3115801291
https://steamcommunity.com/sharedfiles/filedetails/?id=3115801382
https://steamcommunity.com/sharedfiles/filedetails/?id=3115801495
https://steamcommunity.com/sharedfiles/filedetails/?id=3115802244
It lived up to it's notorious difficulty. The last screenshot shows a Left Behind operative randomly blind-firing the entrance to the room after witnessing multiple people (his team) go down in the hall. Seems like a glitch at first since we were still a few rooms away but it makes sense this time. If you thought the enemy was about to storm down the hallway, you might do the same...might. Did witness through the playback a bit of teleporting around by a few of the bad guys as if they were experiencing high ping.
I also noticed when they roam, they tip-toe around. Perhaps we should do the same...(spoiler: makes no difference.)
https://steamcommunity.com/sharedfiles/filedetails/?id=3115959925
https://steamcommunity.com/sharedfiles/filedetails/?id=3115959840
https://steamcommunity.com/sharedfiles/filedetails/?id=3115960200
https://steamcommunity.com/sharedfiles/filedetails/?id=3115960306
https://steamcommunity.com/sharedfiles/filedetails/?id=3115960494
https://steamcommunity.com/sharedfiles/filedetails/?id=3115960825
Apparently, yelling "POLICE" from the spawn alerts everyone in the building for a few seconds before the furthest ones away from you go back to being all casual. One thing I am a bit disappointed with all "trained" factions in RoN is that they don't really co-ordinate with each other or move as a squad. Their voicelines may say otherwise but its not the case in practice. Furthermore, they don't use the cover system as often like the blind-fire guy or do so when there isn't a player or SWAT nearby. Probably for the best considering how inconsistent the current suspect AI can be at times.
Loads happend in this mission despite a huge dip in difficulty. I will only post the highlights.
https://steamcommunity.com/sharedfiles/filedetails/?id=3116048271
https://steamcommunity.com/sharedfiles/filedetails/?id=3116048542
https://steamcommunity.com/sharedfiles/filedetails/?id=3116056122
https://steamcommunity.com/sharedfiles/filedetails/?id=3116049566
https://steamcommunity.com/sharedfiles/filedetails/?id=3116049855
https://steamcommunity.com/sharedfiles/filedetails/?id=3116050724
I noticed in this mission as with Ides of March, you had the option to select a spawn point. However, I still ended up starting at the beach instead of the street. I hope they fix that. The Suspects also behaved themselves and acted naturally. Well, as natural you can get when a bunch of helmets kick in your doors.
https://steamcommunity.com/sharedfiles/filedetails/?id=3117515329
https://steamcommunity.com/sharedfiles/filedetails/?id=3117515397
https://steamcommunity.com/sharedfiles/filedetails/?id=3117515463
https://steamcommunity.com/sharedfiles/filedetails/?id=3117515522
https://steamcommunity.com/sharedfiles/filedetails/?id=3117515588
https://steamcommunity.com/sharedfiles/filedetails/?id=3117515654
The Suspects basically fought through the brush on this map but otherwise, nothing out of the ordinary for RoN. I love the atmosphere in this level as it stands out from everything so far. It almost feels like you are in a different world (I suppose that's the point). Backstory-wise, reminds me of the Children of Taronne scenario from SWAT 4. Visually, the Baker Family home from Resident Evil 7, but The cult itself reminds me of The Order from early Silent Hill games although their origins, beliefs, and eligible members differ (but they do share kidnapping, torture, and brainwashing techniques however). Definitely one of my favorite missions from an artistic standpoint. But the cult basically has my team saying "the trees talk, and bite back."