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Please tell me, Mr Clausewitz, in which strategic or tactic lesson we learn about keeping our AI alive when they turn their back to doors, won't go up stairs and can't go through open doors, all while the ennemy doesn't receive any form of suppression but a 5.56 in the brain and randomly decides to empty its mags through walls with incredible accuracy ?
tell me, how much more tactical can I be when the AI will just opened doors with door wedges? make it make sense.
I am honestly of the opinion the big maps just shouldn't exist in RoN save for maybe the school. Maps like relapse, the night club and hide and seek and a few more are just tedious to me, not even approaching fun. Especially when you have to restart multiple times for AI shenanigans. I have the most fun on smaller, suburban houses type maps like the streamer map, or the crack house or ends of the earth. Those maps feel more to scale with what a 5 man team should be expected to handle.
Taking a 5 man team to a terrorist attack at a night club has already pulled me out of some of the immersion imho.
I played it frequently.
Now I am forced to start on the "bad side" of the map and always have to deal with bombs and their timer. It feels like you have a favorite song and then someone deletes it from the internet and all media available so you can never hear it again.
I love the map and mission but I agree. If they are going to design an over the top mission then the AI should he a bit more forgiving.
Removing all the different missions for a map really sucks. I know that it's normal in game development to hack away a bunch of levels and features before the end but I didn't expect them to do it in an early access game where everybody is seeing the process.
if you are struggling to beat this map using Swat Ai and by the sounds of it even using lethal weapons than you definitely still have a lot to learn about this game.
Yeah, learning all the quirks and bugs of the AI, memorizing all the spots where they break and do bad clears, memorizing all the possible enemy spawn positions, and exploiting the enemy AI alert state and flanking through counter cheese.
A lot to learn to beat the game.
Problem is. It's the opposite of what a good game would ask you to learn.
I agree. Lethal is not an issue. Getting S rank is where the game falls apart imo.