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Large amount of losses is for bad people or new people. For mediocre players or long time fans, only hardcore proves to be a challenge. I didn't even play hitman 1 or 3 and I now have 500k money and only lost my hardcore run. Never bothered doing hardcore again cause it's too hard for how little reward it gives. My "collection" is pretty much full with everything on the shelf and the "trunk" filled. Only missing golden guns cause it's tied to levels.
Costume would be too broken, but if it's just cosmetics sure. But if it's actually a "disguise" you can bring to mission then no. Game is easy enough as it is.
The start is the hardest part of the game, but if you ask or research how to make the game easier, you find that exploiting the system is actually beyond busted that the only counter to the player is bugs/glitches/terrible detection etc. But even that can be remedied with alt + f4 before you die. So technically even if RNG/bugs mess you up, you have a split second counter.
Ofc none of this matter in hardcore cause an assassin can one tap you there from narnia. And the objectives themselves can be impossible to be do if you don't plan properly.
Losing stuff itself is not problem (only utterly stupid for tools) but the mode really ain't that fun in the first place. This is because the economy is all whack and what is the point of a campaign when no mission feeds into the following ones? Wherever one looks, there's too little to keep the mode interesting.
All you do is kill and then try to kill the correct one before the correct one flees. You always start in your suit somewhere where only suit onlys start and all optional objectives do is to earn you money so that you can earn more money. Once a risk is involved in achieving an objective, it already becomes a risk not worth taking since the gain sure won't reduce future risks.
The design is flawless, and is not intended for all players. Any issues you have with it can be solved by playing story mode, escalation challenges or contract missions instead.
Also losing gear is an absolute non issue to begin with when alt+f4 is so exploitable that it works even when HALF WAY THROUGH DYING.
The design is alot far from flawless.
Developers not integrated the various random systems with the side quests/prestige quests system.
This create incompatibility causing the impossibility to complete some side/prestige quests because target AI or position isn't taken in consideration.
For example there are some target AI go to puke in place without a way to hide the corpse when you have the mission "hide the corpse of the target".
This situations are against how Developers itself describe the gamemode, considered they say if player have the right tools and choice the right location can do any objective.
The design itself of the gamemode isn't working how Developers wanted.
And Design is the last of the problems of the gamemode with lack of npc target, poor AI, lack of a real challenge and in general a more cod/casual oriented gameplay enforced by side/prestige quests.
Not a surprise a so inadapt gamemode to Hitman series have failed.
You not played the gamemode?
You have permanent upgrades like lockpicking and silenced pistol.
After you unlocked them you can always start with them.
You lose them only if you take them with you when you die.
And this is exactly the point of a rogue lite mode, permanent progression.
The creativity is really low in freelancer, after all the numbers of targets is really limited and the AI behaviour and pathing limits even more the possibilities.
Freelancer does not have 18 levels. You have a fundamental misunderstanding of what you are playing. It is an unlimited game mode, you have an 18 mission cycle that repeats forever. Completing 18 missions is not the end, there's challenges for doing that 100 times over.
The only "levels" are mastery which go to 100 and you never lose them, they are progress with unlocks that remain for you, forever.
You also don't start over with nothing. The only thing you lose for failing a campaign is the tools table, this is a disposable set of tools, many of which were one time use anyway.
You keep your wall collections and you keep your house unlocks (and the various items you can use from the rooms in the house)
Skill issue. You actually don't lose what you are carrying for "failing" a mission. You can use an exit and leave at any time and you will fail a mission without losing anything that you are carrying. You've misunderstood the difference between failing and being wounded.
Being wounded is not the only way to fail a mission. You lose what you are carrying only if you are wounded. You do not lose what you are carrying simply for failing a mission. You have a fundamental misunderstanding of how the mode works and what options you have for failure.
Things going bad? Exit the mission, keep your things, fail the mission.
You won't even lose your tools table unless you also fail the campaign which is only going to happen if it was an alerted territory.
Go play the main game, or escalations, or contracts mode or the arcade. You have dozens of things in the game you could be playing and litterally 1000's of contracts if you want to play that way.
You're crying over one mode that is distinct from the rest and that you barely understand how it works.
If you were any good at the game you would make and lose millions. You're not understanding the long term design of the mode. In an 18 mission cycle you will make somewhere near 250,000 and you'll be doing dozens of these as you level up to 100
Fail and lose some of it? So what, you shouldn't have been carrying that much on you, buy the weapons and put them on the wall, only bring with you what you need specifically and leave before you get wounded whenever possible.
By the time your wall is full you'll be throwing away weapons just to have something to buy and spend money on.
If I think about all of your statements it tells me you don't actually understand the mode or how it works.
This mode is trial by fire. I hate to break it to you, but that implies a little bit about your stream.
I have the full wall(except dlc), but only 800k.
I'm tempted to restart "hardcore" only to rebuy the tools.
I'm trying to do the challenges, but now i have only challenges about syndicate leaders.
So i have to deal with boring "filler" missions with no difficulty in wait of the showdown.
Today come out returnal, 21 come out atomic earth, i doubt i will play this gamemode alot more.
Hardcore mode already puts you on the hardest difficulty (more guards, better AI, more cameras, very hard combat), removes all the freelancer tools you have and also takes all your money if you lose.
Also they described it as "high risk, high reward" but most of the time i barely make more money than normal, especially since doing the side objectives is much harder than normal.
Mendoza has a safe in the basement that always has money in it. In story mode it just has documents. Beyond that the couriers and random safe spawns add those things to the other locations as part of the mode.
And there's items and weapons you can bring back on a variety of locations, too many to even list them all; but just as example I find the silenced SMG from Ambrose island far more useful than the knives from NY.