Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Especially with how tedious it feels to sneak around with more or less aware patrols.
Lets not forget Hunter Killers which appear to have specific predetermined triggers (noticed having 20mm Ammo is one of them),
This would make stealth more worthwhile as it would keep a map from being too hectic and gives the player breathing room to salvage, but killing everything in sight makes it where enemies will not give you that and would have to run as the bigger and meaner enemies become more frequent.
Though, this idea is coming from observing as I don't have the game.
GTA1 did that nicely, whilst having the same challenge of being open-world.
I wonder how long it takes to program.
Hunter Killers being an example of both a heat system and irregular aggro, because they always know where you are and are permanently aggro but sometimes are counted as part of another units group which then gets aggro as well (confirmed this in Mech Trenches building where patrols in another room beyond a passage and up the stairs got aggro because I killed a HK that came from the totally opposite direction, 1-2 minutes after HK was dead).
Yes. Make it so engaging with the enemy increasing chances of certain death. Maybe too much direct combat triggers an insta-death event like an airstrike or endless cyborg mob, in addition to the Hunter Killers.
and a bonus if you complete quests on same extraction/ have quests give weapon xp as reward.
It's honestly just stupid that to get weapon XP which ties a lot of must have parts to guns only obtainable from levels to aggressive actions which penalize the player in turn.
But then again that's not the only stupid system in the game.
I find it hilarious that you can take a job from a faction to go F up the other faction
Then said faction that you are helping tries to kill you and hinder the progress of the Job they are paying you to do.
And on top of all that the same faction will get mad at you if kill the people trying to shoot you, who in most cases will shoot first.
You get xp on hitting enemies, I was chased by Euruskan Orgamech for like 5 minutes and I used all my shotgun shells on him not knowing he has like 1 billion health and I was trying to kill an immortal being basically.
But after extracting I got about 180 something xp for shooting 30 or so shells at it.