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- Some kind of suppressed weapon for the shooter! The spotter had one I believe (not that he used it) but my rifle and pistol were not suppressed at all, so if we had to quietly dispose of any units on the way that we couldn't avoid, it would be a one man job. Suppressed sidearm would mean I could at least put a couple of shots into a guy's legs while my spotter went for vitals from a comfortable range.
That's quite a lot to read through but I figured if I'm going to make suggestions I might as well do it properly. Don't get me wrong - this mission was enjoyable and I will be upvoting it. I'm just a bit of a perfectionist generally speaking so thriving to improve an already strong piece of work would lead to it becoming a great piece of work instead :)
Thanks for the effort that went into this mission though, very enjoyable despite the slight lack of details!
Couple of other things that could have done with a tiny bit of tweaking:
- Patrols would probably be better if they weren't linear. It was easy to evade them knowing they'd go back and forth between certain points rather than around in a circle or a figure of eight pattern. More patrols of less people doing this would certainly make more of a challenge and less of a cross country run.
- I quite liked only having one mag for the M230 or whatever massive dangerous rifle I was carrying, and only one mag for the sidearm sort of forces you to avoid conflicts at all costs. Only thing I would've liked is something that zooms in and allows for night vision while in use. My spotter had a rangefinder with NV capability, but I had nothing of that sort (no binoculars or anything like that, and my scope wouldn't allow NV usage). It's not a massive thing, I just felt a bit limited when it came to spotting patrols.
So to go for full immersion, removing ALL task updates for the mission would probably be very cool (I've not made a mod so I'm not sure how possible it is to remove/hide them). I figure it would be much more realistic to drop in, move to the location off your own backs, locate and identify your target, shoot him with enough confidence that you know for sure you're aiming at the right guy, confirm that he's stopped moving and that half his torso is twenty feet behind the rest of him, and then move to the extraction point with no confirmation that you've actually done anything correctly until the mission is over. I'm sure that people would agree that, for the immersive aspect of the game, removing a popup saying "you've done it, nice job!" and adding some details that can be combined with a little common sense to identify a target with some confidence would probably be a vast improvement. I'm no sniper, but I doubt sniper missions involve any "hit and miss" element!
As an alternative to the more CoD/Battlefield approach, you could push for the highly realistic experience and go the whole way rather than settling on a slightly unsatisfying middle ground. Firstly, a little more detail would be nice - there was no briefing at all and no details on the target's identity/clothing other than "guy in civvy clothing". Realistically there would be some way to assist in identifying which man's skull to cave in rather than a lucky dip. A photo would be cool, or at least a more apt description of the target.
Following on from the realism aspect, the only reason we knew we'd killed the right man is that the popup appeared saying we had to complete our next task. Basing this on the presumption that these orders being received during the mission would be sent from senior command, they would presumably only know where we had to be, who we had to shoot, roughly where our targets would be located, and where we had to extract.
If this mission is designed to be a fun but not necessarily fully realistic operation, it might be plausible to add some more patrols between the landing area and the observation point. We only saw two on the way and they were rather easy to evade (linear back and forth progressions) - it was enjoyable in that sort of tense way, but it didn't really feel challenging to any extent. Personally I'd find it more difficult and tense to have to find a way between three patrols of two men rather than one patrol of six men. Like I said, this isn't necessarily realistic, but then large parts of the mission aren't anyway so it depends on which end of the spectrum you're aiming for.
The immersion is somewhat lost by the lack of detail on the target, so as far as the realism goes (what with the updating tasks telling us we've killed the right bloke), you might as well stick a big marker above him saying "THIS GUY" in neon letters.
Couple of suggestions that one might throw out there based on what I've seen in the comments so far, which will follow in other comments cause character limits etc etc!
The mere suggestion we are making is that the mission could be more intriguing by either decreasing the walking distance (If you would in theory take a silent (V)HALO approach you can land much closer in the night) or keep the same walking distance but add some patrols that you would have to decide on if you want to flank and ignore or engage them. Now it is just a long walk.
Again I like the idea of the information you get and the medium range assasination, I just think you can make it just that bit better by using one of my suggestions.