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How is that any different from Season 3's air strikes?
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# ? Mar 14, 2017 02:27 |
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# ? May 24, 2024 17:17 |
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Jay Rust posted:How is that any different from Season 3's air strikes? Airstrikes are only accident kills if your target is in a school house.
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# ? Mar 14, 2017 03:40 |
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Hobo Clown posted:Hitman Season 4 unlockable will be the DNA-specific virus from Sapienza, which will be able to kill any target simply by locating them on a map You could actually make that virus into a reasonably balanced and fun thing if you were required to get a DNA sample first or something and make it so you have to infect someone as a carrier who will eventually come into close proximity of the target.
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# ? Mar 14, 2017 03:40 |
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Zaffy posted:Airstrikes are only accident kills if your target is in a school house. hokly poo poo
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# ? Mar 14, 2017 07:46 |
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Zaffy posted:Airstrikes are only accident kills if your target is in a school house. *musical sting that plays when you kill your target*
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# ? Mar 14, 2017 07:51 |
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What's this talk about fire extinguishers? I only use them to bop people in the head with, am I missing something? EDIT: Also I love how this game steers you in a direction without giant pop ups or whatever. I just overheard two guards talking about how they found a dead rat in the basement so that must mean the rat poison is working. Great, now I know where to find poison if I need it! By the way, I found it hilarious how in the World of Tomorrow mission, if you use the expired tomato sauce to cook spaghetti, Silvio Caruso loves it and compliments the cook for finally finding the family recipe. The game is full of little touches like this shut up blegum fucked around with this message at 08:17 on Mar 14, 2017 |
# ? Mar 14, 2017 08:09 |
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shut up blegum posted:What's this talk about fire extinguishers? I only use them to bop people in the head with, am I missing something? Mostly once you get the breach explosive you'll see how it works but you can basically use a fire extinguisher as a mobile explosion accident anywhere you want
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# ? Mar 14, 2017 08:41 |
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What's the recommendation here? Go through the stages as they are available or stick around for a bit, mastering stuff to unlock fun toys?
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# ? Mar 14, 2017 08:47 |
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Fat Samurai posted:What's the recommendation here? Go through the stages as they are available or stick around for a bit, mastering stuff to unlock fun toys? yes
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# ? Mar 14, 2017 09:26 |
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Fat Samurai posted:What's the recommendation here? Go through the stages as they are available or stick around for a bit, mastering stuff to unlock fun toys? do whatever is the most fun, i.e. gorge on Paris and Sapienza, get desillusioned by Marrakech and Bankog, don't "get" Colorado until you get it after playing all the other things, fall in love with Hokkaido
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# ? Mar 14, 2017 10:45 |
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This month's patch is out:quote:Simplified Chinese Language Support
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# ? Mar 14, 2017 12:09 |
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quote:Subdue Prompt Is that a fix to the "punch people when all I wanted was to choke them" problem people have been reporting?
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# ? Mar 14, 2017 12:19 |
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Jay Rust posted:Is that a fix to the "punch people when all I wanted was to choke them" problem people have been reporting? Seems like it. It's especially egregious when NPCs pick up items you drop near doorways when you want to subdue them. Here's hoping.
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# ? Mar 14, 2017 12:38 |
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It's not good design (especially for ETs and Pro mode which make extra attempts difficult/impossible) but I still laugh when games have "Subdue" and "Gruesomely Murder" actions mapped to the same key. Like in Deus Ex HR where trying to punch someone's lights out usually lead to knives flipping out of your arm. It's like "Glass Him" but an emergent part of gameplay. Still nice that it might be fixed now.
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# ? Mar 14, 2017 13:02 |
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I've been having a problem trying to do an escalation where I need to subdue someone as they come through a door. It only works about a third of the time - usually 47 just loudly punches them in the face. I can't work out why it works sometimes and why it doesn't other times. I hope the patch has fixed it. At least it's not Fallout where you can accidentally drink radioactive water out of a toilet if your mouse cursor is a bit off.
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# ? Mar 14, 2017 15:35 |
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The issue there is that the Subdue/Silent Knockout or Elimination/Garrote prompt is location and frame-sensitive and can disappear just as you're pushing the button. The game then defaults to melee as the other input, if it's valid. The reason you get the punching with door lures is that for some instances you're not close enough for the Subdue prompt but are close enough to melee (which is not supposed to happen, and when it works properly no amount of premature mashing will punch them). According to Hitmanforum the fix is a little weird and the Subdue prompt is sometimes disappearing entirely, but as compensation they have fixed Never Spotted happening for instances where the spot bar doesn't fill up which means there are a few workarounds:
Nakar fucked around with this message at 17:16 on Mar 14, 2017 |
# ? Mar 14, 2017 17:13 |
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Is it entirely possible that some of you are just fat fingering your controls or just have no rhythm? The staircase is the only time I've ever experienced issues with subduing a dude. Other times I can tell that it was my fault at missing the window.
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# ? Mar 14, 2017 17:21 |
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Zigmidge posted:Is it entirely possible that some of you are just fat fingering your controls or just have no rhythm? The staircase is the only time I've ever experienced issues with subduing a dude. Other times I can tell that it was my fault at missing the window. The door thing especially is never supposed to happen and when it works right you can prove this by mashing the melee/subdue action and nothing will happen until the person walks into subdue range and gets corner-grabbed. It's not about timing there, it literally isn't supposed to ever punch the person unless they spot you or are too far away (other side of a double door e.g.).
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# ? Mar 14, 2017 17:27 |
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I hope this patch fixes the really weird audio problems I've been experiencing. In some areas it's as if the game suddenly plays every muffled conversation and ambient background sound at once. And Bangkok's audio (like most of the rest of its systems) was really messed up. On the bright side, I've almost finished Provoxional notes for all of the missions! Discendo Vox fucked around with this message at 21:18 on Mar 14, 2017 |
# ? Mar 14, 2017 21:15 |
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Decided to buy the episodic one and wow it's really good. I skipped on Absolution because it looked like poo poo but this one is hitting all the right notes. It's a shame Jesper Kyd didn't do the soundtrack but this one is at least serviceable. I'm so proud I got Silent Assassin on my first try in Paris even though it took me like two hours of stalking my targets and exploring the whole place.
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# ? Mar 15, 2017 13:24 |
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If you decide to buy more of the game past the first episode, you should strongly consider getting the upgrade pack to get the rest of the game in one go. It includes the set of three bonus missions for free, which you would have to buy separately if you buy the other levels one at a time. The game is on sale right now though, so you should be able to get the upgrade pack for cheap (I think).
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# ? Mar 15, 2017 16:31 |
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Crossposting a big 'ol Hitman plot effortpost from a Hitman 2016 LP. Because Hitman has a rich, beautiful plot to explore! Hitman History Effortpost Click the title of each entry for a representative sample of the game's storytelling/cinematography, which was generally excellent for its time from Silent Assassin onwards. Hitman: Codename 47 47 wakes up, knowing nothing, in a padded cell, in a murky, unreal facility. A strange voice comes on over an intercom and instructs him to sneak out of the strange asylum he is in, kill a guard, take their clothes, and escape. Sometime after his escape, 47 becomes an agent for the mysterious International Contract Agency, working under novice handler Diana on assignments to gradually weaken and assassinate a set of world-renowned crime lords:
All of the crime lords have seemingly superhuman abilities, and seem unnaturally fit for their ages. They also drop letters referring to the "Five Fathers" and the french Foreign Legion. After the four are dead, 47's client sends them after a doctor at an asylum in Romania. The place is disturbingly familiar- and once 47 arrives and corners the target, someone contacts Romanian special forces to raid the facility. 47 discovers a massive facility beneath the asylum filled with medical equipment. The intercom crackles to life and the client reveals himself- Dr. Otto Ort-Meyer, his creator and a cloning super-prodigy. Ort-Meyer reveals that he met the four crime lords in the French Foreign Legion years ago, and they pooled their resources (and gave DNA samples) to fund Ort-Meyer's research into cloned organs (used to extend the crime lords' lives) and perfect clone supersoldiers. Ort-Meyer decided he didn't want to share, so he released 47, his "greatest son," and hired him through the ICA to kill the other four of his partners. Ort-Meyer releases a series of brainwashed, supposedly superior "# 48" clones, but 47 mows them down with a minigun and ultimately kills his creator. In various missions in the game, 47 also meets two recurring characters: Agent Smith, a bumbling CIA agent who is always getting caught and freed by 47 in exchange for intel, and Lei Ling, an unwilling prostitute who flirts with 47 and also gives him intel for freeing her. Codename 47 was considered a fairly inventive and fun game during its time, but as others have mentioned, the game looks terrible by today's standards, and is missing a huge range of quality-of-life features that we've all gotten used to, like detection meters, knocking out guards, and generally being able to tell what is going on. It's a very frustrating game to play. Hitman: Silent Assassin Russian crime lord Sergei Zavorotko is searching for information about the man who killed his brother, Arkadij Jegorov. With the help of a well-informed, unnamed assistant, Sergei heads to the Romanian lab and finds out about 47. Together they hatch a plan to take revenge, steal a nuke, and make 47 do all the work for them. 47 has retired. Living as a gardener at a small rural church he has restored with the last of his money, 47 is shaken out of his peace when mafiosos kidnap the priest running the church. he is forced out of retirement to take contracts from the ICA again, who in return help him track down the priest's kidnappers. This turns into a sort of "World Tour", with 47 heading to
The agency realizes Sergei has been using them to get a nuke and accepts a contract from the UN to take him down. Returning to Russia, 47 is ambushed by another clone from the asylum: "Agent 17", an older version of himself that Zavorotko and his mystery friend took from the asylum. Killing him and tracing his steps, 47 returns to Italy, confronts Zavorotko in the church, saves the priest and gives up any hope of living a peaceful life, returning to the ICA full time. The mystery man who told Zavorotko about 47, led him to bring 47 out of retirement, and sold him out to the UN, disappears. Gameplay-wise, SA was considered the best in the series for a long time. It introduced pretty rudimentary elements of the game, like being able to knock people out, and a (borderline useless) detection meter. The varied locations, relatively strong visual design, and fun gameplay of the first few missions are what a lot of people remember. At the same time, SA was still an incredibly janky game by today's standards. The game feels a lot like entirely different teams built the different sections of the game that took place in the different parts of the world, with wholly different design approaches. After Russia, the game has some really unpleasant moments- the highlight being the infamously garbage Hidden Valley map, renowned for its snipers, useless disguises, tremendous length, lack of objectives, and tendency to randomly kill off an NPC at the other end of the map due to a poorly scripted truck, ruining your mission ranking. With that said, it's still where a lot of the standbys of the series were established. Hitman: Contracts 47 has been shot by a police officer who somehow knew him and was waiting for him. Stumbling into a Paris hotel room, he fades in and out of consciousness, reliving distorted, darkened memories of the lives he has taken. Contracts is a sort of best of/remake, with remade, vastly improved versions of almost all of the missions from the first game, interspersed with new missions. Among them is a remake of the Fuchs hotel mission, starring a new kill opportunity that gets used for the Legacy trailer. In reality, a back-alley doctor sent by Diana sews up 47 and he recovers just in time to evade a massive (Professional-inspired) police raid of the hotel and take out the police chief. Reconnecting with Diana, 47 finds out that simultaneous attacks have started on all of the ICA's active agents. About to cut his ties, 47 finds out that the entire attack appears to have happened...to get to him. Contracts is my favorite game (aside from the one in this LP). It oozes polish and style (watch that intro cutscene), and is the only one in the series that doesn't have a design-breaking bloodbath or forced non-SA mission somewhere in it. Jasper Kyd's soundtrack really shines, and the effects of 47's coma are integrated into the missions with rain, distortion, and shared imagery from the hotel room. In particular, if you hear a distinctive flickering fluorescent tube sound in the current Hitman, that's an intentional callback to its use as a motif in Contracts. Contracts also had the best progression system of the series in its time, letting the player both unlock weapons in missions by taking them out of the mission, and other weapons by getting an SA ranking on each mission. It's not as well-liked because it's mostly remakes, and wasn't available on steam for a long time due to IP issues with a song in a particular level. Hitman: Blood Money This...gets complex. I'll give the short version. Blood Money was rushed through production and a ton of stuff was cut or rearranged, so bear with me-this is going to be disjointed. Before the events of Contracts, 47 carries out a mission in Central America to take out the leader of the Delgado drug cartel, a renowned cellist. This scene is used for the Legacy trailer. You then play through the Paris mission immediately before being shot. Skipping the events of Contracts, 47 arrives in the US, encounters some really offensive African-american stereotypes in a tutorial level, and sets up shop in their former base to hit some mans and track down who is targeting him and the ICA, and why. During all of the missions, a reporter interviews Alexander Leyland (urgh) Cayne, a former FBI head who was partially paralyzed and put in a wheelchair in some assassination attempt, maybe. Cayne is not trustworthy, and most of this is a combination of lies and a plot recap of the games. Among the lies, Cayne talks about how Ort-Meyer's cloning ability has been completely un-replicable, with the nearest match being albino clones that die in a handful of years. The truth is Cayne runs a rival assassin group, the Franchise, that makes albino assassins, and is responsible for the attacks on the ICA. During the missions, which are mostly unrelated, 47 encounters Agent Smith, who is investigating some sort of high-level corruption in the US government. A fake death pill and antidote McGuffin are introduced. Very little happens regarding the whole "attack on ICA" thing aside from Diana being perturbed by it in some cutscenes. Newspapers and side conversations mention the death of the current President, and several references to a strange albino man. 47 stops the assassination of a politician, killing a team of snipers that includes an albino who is running the hit. Eventually, Diana reveals that the ICA is going into hiding because everyone with any public position has been hunted down and killed; she wishes 47 the best and disappears. Agent Smith hires 47 for one last mission- to stop the Franchise's greatest assassin, another albino, from killing the President, and taking out one of their pawns, the VP. After infiltrating the white house (a mission that got IOI a secret service visit) and saving the day once again, Diana suddenly appears in 47's hideout. She injects him with poison, revealing that she has betrayed the ICA to the Franchise. (47 calls her a bitch, which is just swell). The Franchise is a segment of the secret shadow gubmint, Alpha Zerox, who attacked the ICA just to get 47's body to create a better breed of clone, and whose other actions throughout the game have had the same purpose. Cayne and the reporter arrive at a "funeral" for 47, whose body will be dissected for research. Diana puts on special lipstick and kisses 47, who comes back to life- it was a double cross, and she injected him with the Macguffin earlier. 47 comes to life, kills everyone in the building, and disappears. The ICA seizes the Franchise's assets. Alpha Zerox disappears to wherever horrible edgy secret society ideas go, never to return. Or will it? Gameplay-wise, Blood Money is well-remembered for its spectacular kills, and for introducing several systems that were demanded by fans, but didn't work very well: customizing weapons and newspapers that adapted to your performance in missions. Every part of the game is rushed, and it really shows. It's very popular, but I found it dull, because there are usually only a couple ways to kill targets, and they're signposted with giant flashing neon lights. You also have infinite coins in the game, which can break the hell out of it. The game did begin IOI's interest in crowdgen tech, though it was only used in one mission in this game. Hitman: Absolution Here's the attack of the saints trailer, while I'm at it. Enjoy! Ugh. OK. Again, the plot of this was sliced and diced, so bear with me. I'm...going to skip a lot of this because almost all of it doesn't matter or is a crime against nature. Parts of the plot were adapted from/tied to the execrable Hitman novels, in which the ICA is apparently SPECTRE. Bear that in mind. 47 is hired back by the ICA, this time one of the "Division Chiefs", a guy named Benjamin Travis who mostly heads their R&D. His target: Diana Burnwood, his old handler, who has betrayed the ICA somehow and kidnapped a girl they want back. 47 infiltrates her heavily guarded home and surprises her in the shower (because of course). He totally shoots her(he doesn't) and takes the girl, Victoria, who was an unapproved attempt by Travis to replicate 47. This makes no sense. Don't worry about it. 47 forms a special father kinship thing with Victoria, which is totally in character, and hides her in a convent/orphanage thing. At this point, unrelated arms dealer Blake Dexter, written as someone who Trump would appoint to run the Peace Corps, interrupts and kidnaps Victoria. What follows are a series of missions involving following people somewhere, evading the massive army of secret forces and heavily armored troops the ICA has now for some reason, repeatedly getting knocked out in cutscenes, missions the size of broom closets, and very little man-hitting. One of the missions takes place in a strip club; a target kill there is used in the Legacy trailer. 47 eventually kills Dexter and several other characters that were ripped off from 90s movies, saves Victoria, and kills Travis, who never had the approval of the ICA to use all their stuff in the first place. 47 returns Victoria to Diana (who is alive!), with whom she will lead a normal life and hopefully not appear as an insult to the writing of female characters ever again. Diana is established to have become one of members of the ICA board of directors through the Franchise mess, outing/getting rid of Travis, and generally handling their invincible murder machine. Several lingering plot threads are left open and will not be resolved because they are all horrible cliched garbage. As I mentioned elsewhere, the game we got was remarkably far less offensive than what was planned. Gameplay. Gameplay. Absolution had really, really pretty graphics and mostly broken gameplay. The only other things that were good were the contracts mode, IOI's groundbreaking development of crowd tech, and some specific improvements to aural signposting that were squandered on a flaming dog turd of a game. Bottom Line plot stuff:
Discendo Vox fucked around with this message at 11:01 on Mar 16, 2017 |
# ? Mar 16, 2017 10:54 |
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My dudes, is it known where tomorrow's ET will be? I still have a couple of levels to fully master and would like to hit level 20 on them before an ET arrives.
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# ? Mar 16, 2017 13:36 |
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Restrained Crown Posse posted:My dudes, is it known where tomorrow's ET will be? I still have a couple of levels to fully master and would like to hit level 20 on them before an ET arrives.
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# ? Mar 16, 2017 13:50 |
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Details are up for ET 22, and there's an interesting note:quote:This new reward structure was introduced on November 18 with Elusive Target 14 and if that was the first ET that you completed, you had the possibility to unlock all of the rewards. If you started playing Elusive Targets after ET 14, or if you have missed/failed too many, you won't be able to unlock all of the rewards. Which suggests that since the highest reward is given for 13 ET kills, that ET 27 will be the final one (at least for Season 1). That's six more ETs, including this one. Maybe one more on each map, to give as many shots at the suits as possible?
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# ? Mar 16, 2017 14:19 |
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Oh yeah, if you want to give iO more money, the cosmetic pre-order DLC snuck onto Steam at some recent point and is $2.50 as part of the sale on the main game.
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# ? Mar 16, 2017 14:24 |
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Rochallor posted:Details are up for ET 22, and there's an interesting note: I'd be very surprised if that was the case since it'd be impossible for anyone buying the disc version to unlock everything.
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# ? Mar 16, 2017 15:04 |
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I had always assumed that ETs would continue on into Season 2/3, and progress made in completing them would accumulate. I trust that the ETs themselves will continue, but if IO is locking specific suits to specific seasons, that would be disappointing. Maybe they'll be doing the paid DLC thing after the fact.
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# ? Mar 16, 2017 17:00 |
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How do the ETs work, exactly? Do they appear only once, anywhere in the level, the first time you enter and you have only one shot at them?
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# ? Mar 16, 2017 17:04 |
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They are a separate mission activated from the main screen. The mission is only available for a set length of time. The ET mission is the same as the regular mission but the objectives all relate to the ET (so Sean Rose et al will still be on Colorado, but they're not targets, as if a custom contract). Otherwise it's exactly like a regular mission with the following changes:
Each ET has two associated challenges. You get one challenge just for taking out the target. The other is for Silent Assassin on the mission.
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# ? Mar 16, 2017 17:14 |
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Fat Samurai posted:How do the ETs work, exactly? Do they appear only once, anywhere in the level, the first time you enter and you have only one shot at them? They're a separate version of the level, you can start and restart as many times as you like in the week they're active but as soon as you complete an objective you're locked in. If you die or fail an objective you don't get to try again. ETs also aren't marked on the minimap and don't show in instinct so you need to watch the briefing to figure out where they are and what they look like.
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# ? Mar 16, 2017 17:16 |
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Ok, so in ETs there are no opportunities or fancy scripting, right? And I can quit if I mess up (reading the announcement it seems that messing up means starting combat) as long as the target hasn't ran away. What happens if you kill the target but then die before recovering the ledger? Partial success?
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# ? Mar 16, 2017 17:44 |
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Fat Samurai posted:What happens if you kill the target but then die before recovering the ledger? Partial success? Completing any objective locks you into that run. So killing the target or grabbing the objective macguffin then dying is a failure and you can't try again. You're allowed to restart as often as you like if you don't complete objectives. You use that to find out locations, patterns, etc.
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# ? Mar 16, 2017 17:47 |
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Fat Samurai posted:Ok, so in ETs there are no opportunities or fancy scripting, right? And I can quit if I mess up (reading the announcement it seems that messing up means starting combat) as long as the target hasn't ran away. No opportunities, the target will have a path and stuff they'll do but that's it for scripting. You can restart or quit so long as you haven't completed an objective. If you kill the target but die before escape it's a fail. There is no partial success, you need to kill the target, complete any additional objectives and get out to get the success.
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# ? Mar 16, 2017 17:49 |
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Ok, thanks. Does the target always appear in the same place for every player (i.e. I can I youtube the ET on Monday?)
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# ? Mar 16, 2017 17:54 |
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Yeah, the briefing video will often include clues as to what areas of the map they'll be in. Hence why it's good to be familiar with an area because then you'll know not only where those areas are, but what disguises you need and what tools you'll have at hand.
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# ? Mar 16, 2017 17:57 |
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Ok, I'm up to Colorado anyway, so good timing. Thanks again.
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# ? Mar 16, 2017 18:02 |
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Some NPCs may be semi-random with their schedule but the script should play out the same. You CAN use Mastery unlocks in most cases, including start locations. I strongly recommend having an undercover start unlocked for Colorado.
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# ? Mar 16, 2017 18:12 |
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If you are a lazy hitman you can very well wait until someone posts an SA run on YouTube or just glean all the details ITT
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# ? Mar 16, 2017 18:13 |
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# ? May 24, 2024 17:17 |
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That's honestly the genius of the model, it keeps folks talking about it for months.
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# ? Mar 16, 2017 18:24 |