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I also disagree on a few points for the Sumerian Six characters though. Isabella feels just right to me. Swap Places allows you to swap with allies - Say for example, with Sid who hitchhiked into an enemy area that her Invisibility did not allow her to get into. It's more useful if you just think outside of the box with it. Wojtek is also great - Not just for solo-ing panzerwolves (also you can just triple tap them easily with Sid's handgun) but his area kill also often is able to clear a whole patrol by itself.
Your issue with Alistair is understandable, but indeed a gameplay issue. He's got the same problem Takuma has in Shadow Tactics: Their special ability is limited, but not required. This causes a lot of people to go 'omg what if I need it later' but really you should just use it when you see a good opportunity. Or make one, of course. Launch Pad tends to be great for patrolling enemies to walk right into it - PReferably right after you whistle anyone that was looking at their direction. Reverse the process and you'll get a lot more use out of it.
Some are more powerful than stated : Swap places for instance shines to get allies to places they can't get to otherwise, bypassing chunks of the levels. Even in the Nazi Castle, you can get Sid up on the castle wall just after you get swap places, then get Isabelle there so you can move both though the same places.
Similarly when you get Sigurd, toward the end of the level there are stairs protected by guarded forcefields, it's time-consuming... or you can use isabella to get everybody topside.
Sid hitchhike is very strong, but mostly because leaving cause stun, so you can chain with stun bomb and kill to wipe out guards even with patrols around. Insanely strong.
Rosa is very useful, though I often felt her range really hurt me (lack of mobility and lot are fairly close range), which does make her well balanced.
For Alistair, what he really need is an invisibility cloak like Isabella. Whistle and Pad are just much better when you can use the ability, then vanish from detection. Particularly for pads where that'd let you hang close to retrieve the pad.
He's just both too similar to Hector and Yuki from Shadow Tactics and Desperado 3 while being weaker than both. His lightning is indeed very strong but as stated limited, and never truly needed.
I completely see your point. Yes, Sapper absolutely can do most of the things the others can. In fact if I remember correctly, you technically can even clean up the whole map with just Sapper - basically all you need is being able to knock people out, tie them up and hide the body. My issue with him is that there was no real incentive to use him - everybody else had unique abilities that were useful before the end of the mission. Actually, now I do remember one specific case - in some missions there were minefields which only the Sapper could get you through. Still it's the same problem - you need him for the minefield and there is no alternative solution (unless you want to snuff the mines with the dog and zig-zag through them).
Every other character had some interesting abilities that lent themselves to solving situations in different ways throughout the whole mission. The Driver, for example, was mandatory to use tanks, but his trap, sleeping gas and smokescreen were very immensely useful for the whole mission. Even better was the Marine - he did specialise in water stuff, but he could also do a lot on land. His grappling hook in particular often provided new options on tackling the obstacles.
I guess it's about preference on how you want to play the game - I still believe that not having Sapper and just planting the final explosives with anybody else would make the game more streamlined. On the other hand I completely agree with your point that Sapper indeed fits well to the team and makes sense lore-wise.