Arrival's stealth sequence (Covert Operative) - what do you think of it?
#26
Posté 13 avril 2011 - 05:07
#27
Posté 13 avril 2011 - 05:11
#28
Posté 13 avril 2011 - 05:34
I could go on to list some other minor gripes ( the length, the way guards never leave thier psotions or change thier line of sight ) but I think other posters have those covered. I wouldn't mind another stealth oprtion in ME3, just keep it short and don't do it too much, as much as I loved it I did miiss my squad mates alot and one of things that really bugs me about Arrival was that the whole entire thing was a solo mission.
#29
Posté 13 avril 2011 - 05:48
- Too easy. If you had to time your movement right and guards actually moved around, it would have been easier.
- If you chose to be stealthy it meant you missed out on a load of stuff in certain rooms, which kinda sucked.
It was pretty cool though.
#30
Posté 13 avril 2011 - 06:18
Like the solo play in Arrival, the stealth just didn't work. The game wasn't built for either of those scenarios, and it shows.
#31
Posté 13 avril 2011 - 06:35
Raphael diSanto wrote...
It was a cool concept. Given the limitations of the ME2 engine, it was executed about as well as could be expected. Kinda a bummer that Infiltrators couldn't use their cloak, but I guess it keeps the field level for the other classes, I guess.
Alpha Protocol would like a word with you....
Both made using Unreal3 engine. Not the engine's fault that the stealth option wasn't as good as it potentially could have been.
#32
Posté 13 avril 2011 - 07:21
Psearo wrote...
Raphael diSanto wrote...
It was a cool concept. Given the limitations of the ME2 engine, it was executed about as well as could be expected. Kinda a bummer that Infiltrators couldn't use their cloak, but I guess it keeps the field level for the other classes, I guess.
Alpha Protocol would like a word with you....
Both made using Unreal3 engine. Not the engine's fault that the stealth option wasn't as good as it potentially could have been.
Uh, Alpha Protocol is a BAD example considering how much of a bug-fest of a game that is (i.e. Perfect way to "ghost" is to just spam Shadow Operative, but by the time you do max it out, your third plot-point country is already over.). Stealth was more reliant on luck than skill even if you did play the game properly.
#33
Posté 13 avril 2011 - 07:32
1) Infiltration with the express intent of avoiding all conflict, thus finding non-traditional means of bypassing potential hostiles in order to slip in and out entirely undetected..
2) Tactical covert infiltration that includes eliminating or subduing potential hostiles without alerting the enemy of your presence.
Granted, these could be combined, but I think Arrival did OK at trying to go after the first scenario. Not a fantastic job, but serviceable. I would have preferred the second option, especially if it had included sabotage like drawing the enemy away from some key points by letting the "Batarian War Beasts" out of their cages, or luring a guard under the crane and dropping something on them to make it look like an accident while you slip off further into the prison.
#34
Posté 13 avril 2011 - 07:42
Lunatic LK47 wrote...
Psearo wrote...
Raphael diSanto wrote...
It was a cool concept. Given the limitations of the ME2 engine, it was executed about as well as could be expected. Kinda a bummer that Infiltrators couldn't use their cloak, but I guess it keeps the field level for the other classes, I guess.
Alpha Protocol would like a word with you....
Both made using Unreal3 engine. Not the engine's fault that the stealth option wasn't as good as it potentially could have been.
Uh, Alpha Protocol is a BAD example considering how much of a bug-fest of a game that is (i.e. Perfect way to "ghost" is to just spam Shadow Operative, but by the time you do max it out, your third plot-point country is already over.). Stealth was more reliant on luck than skill even if you did play the game properly.
I disagree. Alpha protocol is a good example. I stealthed through most of my missions, only pulling out the heavy guns when I was stupid enough to alert them by being careless.
There was nothing luck based about it. Stay out of sight, move silently, use silenced weapons or slient melee-takedowns, stay out of cameras sights and I was having a blast stealthing around.
AP did have some issues, I'll give that, but it had a good stealth system and a better way of keeping track of your reputation than the paragon/renegade system ME uses (even if the game shows that it ended up being rushed out the door before it was fully ready by some of the reps getting mishandled in the end).
#35
Posté 13 avril 2011 - 08:39
I'm glad some of you had fun with it, but it was...well....*yawn*
#36
Posté 13 avril 2011 - 09:12
>Have four eyes
>wear a helmet that only supports 2
>derpderpderpderpderp
#37
Posté 13 avril 2011 - 10:35
#38
Posté 14 avril 2011 - 12:25
SalsaDMA wrote...
I disagree. Alpha protocol is a good example. I stealthed through most of my missions, only pulling out the heavy guns when I was stupid enough to alert them by being careless.
Uh, my personal experiences said otherwise, and this is coming from someone who has had seven complete playthroughs.
There was nothing luck based about it. Stay out of sight, move silently, use silenced weapons or slient melee-takedowns, stay out of cameras sights and I was having a blast stealthing around.
Uh, I did ALL OF THE ABOVE.It still doesn't explain why guards would randomly go on red-alert when I'm three floors away from them and have SILENT EQUIPMENT. Erratic A.I. =/= good design. Oops, "Ghosting ain't allowed just because we love to make A.I. erratic or just slacked off with the Quality Assurance department."
Modifié par Lunatic LK47, 14 avril 2011 - 12:30 .
#39
Posté 14 avril 2011 - 01:53
Lunatic LK47 wrote...
Uh, I did ALL OF THE ABOVE.It still doesn't explain why guards would randomly go on red-alert when I'm three floors away from them and have SILENT EQUIPMENT. Erratic A.I. =/= good design. Oops, "Ghosting ain't allowed just because we love to make A.I. erratic or just slacked off with the Quality Assurance department."
What about the security barriers? I suspect if you trip the light beam (even several floors away) it would alert them.
#40
Posté 14 avril 2011 - 03:33
Lunatic LK47 wrote...
SalsaDMA wrote...
I disagree. Alpha protocol is a good example. I stealthed through most of my missions, only pulling out the heavy guns when I was stupid enough to alert them by being careless.
Uh, my personal experiences said otherwise, and this is coming from someone who has had seven complete playthroughs.There was nothing luck based about it. Stay out of sight, move silently, use silenced weapons or slient melee-takedowns, stay out of cameras sights and I was having a blast stealthing around.
Uh, I did ALL OF THE ABOVE.It still doesn't explain why guards would randomly go on red-alert when I'm three floors away from them and have SILENT EQUIPMENT. Erratic A.I. =/= good design. Oops, "Ghosting ain't allowed just because we love to make A.I. erratic or just slacked off with the Quality Assurance department."
I don't know what to say except I never had any issues in any of my playthroughs. When the alert was sounded, I could always see a clear reason for it. So I never had issues of the kind you are talking about.
I wouldn't put it past a circumstance of things in your games bugging it out, as the game certainly wasn't supported proper by SEGA, which I really dislike them for. The premises and concept of the game, though, worked for me. Only things I disliked was the bugs and feeling of it being rushed at certain points, where it's clear that Q&A wasn't allowed to fix all the issues due to timerestraints. (I always got annoyed when my character should defend that people had died at the embassy when he didn't shoot them, but tried to defend them from the real attackers, for example
Modifié par SalsaDMA, 14 avril 2011 - 03:33 .
#41
Posté 14 avril 2011 - 04:03
Thrombin wrote...
What about the security barriers? I suspect if you trip the light beam (even several floors away) it would alert them.
I wouldn't have problems with cameras. Problem is erratic A.I. with the guards. They would RANDOMLY jump from "dumb as bricks" to psychically competent at the most inconvient times. BTW, I played the game properly (i.e. Always wore a stealth suit, made sure my mods are completely silenced, etc.)
#42
Posté 14 avril 2011 - 04:13
Make it happen ME devs!
#43
Posté 14 avril 2011 - 04:59
Lunatic LK47 wrote...
Thrombin wrote...
What about the security barriers? I suspect if you trip the light beam (even several floors away) it would alert them.
I wouldn't have problems with cameras. Problem is erratic A.I. with the guards. They would RANDOMLY jump from "dumb as bricks" to psychically competent at the most inconvient times. BTW, I played the game properly (i.e. Always wore a stealth suit, made sure my mods are completely silenced, etc.)
Might have been an issue with a bug in the difficulty level coding. I can't remember what difficulty levels I played it on, and when I just loaded it up to check my saves, I can see that dificulty level was only choosable at the start of a game appearantly, so I'm stumped if I can remember what I usually played at.
#44
Posté 14 avril 2011 - 05:09
#45
Posté 16 avril 2011 - 12:09
#46
Posté 05 mai 2011 - 05:23
#47
Posté 05 mai 2011 - 06:23
this.Avissel wrote...
I liked the idea, but the execution was a little lacking. There was no real challenge to being stealthy.
stealth can be alot of fun, just in games that werent designed for it then its a bit lame.
#48
Posté 05 mai 2011 - 06:34
#49
Posté 05 mai 2011 - 06:45
#50
Posté 05 mai 2011 - 01:18





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