Breach & Clear

Breach & Clear

Flashbangs.. why?
Really enoying playing the game but I've started to wonder if there is any point in equiping flash bangs over grenades?
In real life flash bangs are a non-lethal and non-destructive option to subdue the enemy and not kill hostages or damage buildings.. and B&C has no hostage rescue and no structure damage (I must admit, I've not thrown a grenade at a bomb needing disposal - but even so that's only 1 room on 1/3 of all the missions).

The concept of the flash bang is great, the bright flash and concussive noise used to soften up a room before entry, but if you're only objective is to kill the rooms occupants then a grenade is a lot more effective.

So am I missing a game mechanic somewhere that makes them useful, or can I ask the devs for some hostages to save please :-)
In fact I'd suggest that adding an entire new section using each map again with a random spawn point for a/some hostages and making the AI aware of them (something like the bomb timer until they kill them but unseen to the player and sped up based on the AI being aware of the entering team via the noise mechanic) would add another 33% to the game.

PS I apolgise for not whining about mobile ports and prices, I do realise that's what forums are really for.
Laatst bewerkt door karma99; 23 mrt 2014 om 10:02
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I consider flashbangs useful because your men are immune to them. So have a soldier throw one into a room and let the others rush after it with no delay. Frags require more caution on your side and can block a path temporarily.

Plus I think that flashbangs have a larger area of effect than frags.
Ah, well I guess that makes sense from a game point of view.. I'd assumed that you could concuss you're own men, as in real life - a tinted gas mask lens and balaclava is no match for the magnesium flash and concussive bang - so I've always thrown first and followed it in after detonation.

Damn real life tactics!
Flashbangs luckily do not only hinder enemies in the ring that auras around where you click to throw. Any enemy looking at the flash bang or within range is effected by it. Which helps with those annoying snipers or large number of enemies. I normally have my breacher do a throw and go with flashbang and all my other members stacked up go at half speed if possible to cover. That way the timing is right with flash and my members.
Origineel geplaatst door Nillers:
Flashbangs luckily do not only hinder enemies in the ring that auras around where you click to throw. Any enemy looking at the flash bang or within range is effected by it. Which helps with those annoying snipers or large number of enemies. I normally have my breacher do a throw and go with flashbang and all my other members stacked up go at half speed if possible to cover. That way the timing is right with flash and my members.
Thanks for that tip. I always wondered why my men were still getting shot after I threw a flash-bang, never remembered to go half speed.
I do like flashbangs for throwing and then following up on the next turn as enemies seem to still be dazed a little at the beginning of the next round.
i find flashbangs more effective then frags
Origineel geplaatst door karma99:
Ah, well I guess that makes sense from a game point of view.. I'd assumed that you could concuss you're own men, as in real life - a tinted gas mask lens and balaclava is no match for the magnesium flash and concussive bang - so I've always thrown first and followed it in after detonation.

Damn real life tactics!
I read this somewhere in the game, probably on a loading screen. Or in the tutorial? Otherweise I'd have expected it to be as in Rainbow Six (or real-life), but B&C is much more forgiving.
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Geplaatst op: 23 mrt 2014 om 10:01
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