Intravenous

Intravenous

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Can I avoid RNG with guns/knives?
>Buy Mk23 and trick it out to be a stealth-killing machine.
>Sneak up 3-4m behind stationary enemies, aim directly at head, wait for aim to stabilize.
>About 50% of shots "hit" but do ♥♥♥♥ all. Load saves constantly because perfectly aimed, flawlessly executed shots seem not to be effective more often than they are.
>Start using throwing knife because I'm sick and tired of enemies in this "realistic" game not reacting to being shot with a ♥♥♥♥♥♥♥ gun (they only fall over like 20% of the time regardless of whether they were even expecting to be shot, lmao)
>Throwing knife is also random. Far more consistent than guns (again, lmao) but still has a random chance of just hitting an enemy and doing nothing, even if thrown from behind.
>Consider doing melee-only
>Remember that every level has like at least 30 enemies in it
>Remember that as soon as enemies are suspicious, they group up, and the guy in the back can just walk backwards constantly without ever looking where he's going.
>Remember that the high-level enemies can fully spot you despite only seeing 1/4 of your stationary form illuminated by the edge of their flashlight around a corner for a fraction of a second.

Man I must be seriously missing something here because everywhere I look, I see people glazing this game. Replaying a mission 50 times because goons are constantly being saved by RNGesus is stupid and not fun. Taking every single precaution to make sure an enemy actually dies when you try to kill them, only to have them survive because of something that is both random and entirely outside player control, is stupid and not fun (unless you're playing a pen-and-paper ttrpg, where RNG is the basis for the game)

Also, gonna get inb4 the claims of "skill issue." If you don't believe I'm playing carefully enough, I've played through the entire original Splinter-Cell trilogy, and the new games, and several of the Metal Gear games. I've also played thief, and numerous other less-notable stealth games/series. I'm not unfamiliar with stealth games, nor the concept of employing patience in stealth combat. My gripe is that it seems, no matter how much patience I employ, and how well I prepare myself gear-wise, a stealth-run can and almost always will be fouled up by random chance unless I restrict myself solely to melee, which presents issues of it's own.
最后由 Kartoshka 编辑于; 5 月 23 日 上午 9:53
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Mumblez 5 月 23 日 下午 12:36 
as far as I understand its not RNG.
damage of enemies has a few factors sorted by higher / lower importance
-stealth level, how much enemies are alarmed, stuff like recently seeing you, being on a cautious patrol, ect
-distance of the shot. Distant shots fall off on damage
-being from the back of an enemy
-angle of the shot itself impacting the enemy

it ALSO sounds like you are actually describing IV1 remaster in IV2 engine which is different. Some later enemies have marginally more HP and won't be 1 shot as easily even with a 45. You CAN double tap them, but its also obvious you aren't attempting this from perfect stealth. As this would DEFINITELY 1 shot anyone if its indeed perfect stealth, close range, back of the head.

stealth and detection radically changes combat, if you can't 100% stealth, bring a decked out mp5 as well, or at LEAST double tap to secure the kill if you aren't sure.

The game is predictable if you know HOW it works, but I think you are blaming RNG when your stealth is subpar, since a 45 WILL 1 shot ANY unit if they are 100% not alerted. Either bring another gun, double tap, or be stealthier

It ALSO sounds like you might be playing on THROWBACK, which intentionally boosts HP to make it play less like splinter cell and MORE like diehard or rambo. This raises enemy HP up which makes 1 shots MUCH harder since the thresh-hold is raised. Its not designed to be balanced for stealth, its designed to be for hotline miami lovers who want run and gun stuff.
最后由 Mumblez 编辑于; 5 月 23 日 下午 1:02
Kartoshka 5 月 23 日 下午 2:07 
引用自 Mumblez
as far as I understand its not RNG.
damage of enemies has a few factors sorted by higher / lower importance
-stealth level, how much enemies are alarmed, stuff like recently seeing you, being on a cautious patrol, ect
-distance of the shot. Distant shots fall off on damage
-being from the back of an enemy
-angle of the shot itself impacting the enemy

it ALSO sounds like you are actually describing IV1 remaster in IV2 engine which is different. Some later enemies have marginally more HP and won't be 1 shot as easily even with a 45. You CAN double tap them, but its also obvious you aren't attempting this from perfect stealth. As this would DEFINITELY 1 shot anyone if its indeed perfect stealth, close range, back of the head.

stealth and detection radically changes combat, if you can't 100% stealth, bring a decked out mp5 as well, or at LEAST double tap to secure the kill if you aren't sure.

The game is predictable if you know HOW it works, but I think you are blaming RNG when your stealth is subpar, since a 45 WILL 1 shot ANY unit if they are 100% not alerted. Either bring another gun, double tap, or be stealthier

It ALSO sounds like you might be playing on THROWBACK, which intentionally boosts HP to make it play less like splinter cell and MORE like diehard or rambo. This raises enemy HP up which makes 1 shots MUCH harder since the thresh-hold is raised. Its not designed to be balanced for stealth, its designed to be for hotline miami lovers who want run and gun stuff.

To establish a few things:
Yes its the remaster
I'm playing on "True" not "Throwback", although this was happening when I had it set to "normal" by accident as well.
I understand how weapon accuracy and spread works, and how movement and distance affect these. I'm not complaining about shots that are missed because I was hasty or far away.

"I think you are blaming RNG when your stealth is subpar"
Can you explain to me then how I should go about being stealthier? I'm explaining to you a situation in which I am behind an enemy, who is unaware of me, and is stationary. I'm close enough to compensate for inherent weapon spread, and I've kept my crosshair on his head for a moment before firing to stabilize the shot and maximize accuracy. I even have the IR laser. Sometimes this kills them instantly, but sometimes, with these exact same conditions, it doesn't, it just hits them and causes them to instantly turn around and blast me.
So please clarify what I'm doing wrong here if this isn't RNG. I am not complaining about missing in situation that don't satisfy all of the above conditions, just the ones that do.

I am avoiding all of the miss factors, and being as careful as I can possibly be, doing all the things mentioned above, basically putting my ♥♥♥♥♥♥ pistol against the back of their head while they don't see/hear me, making sure to aim, and then when I pull the trigger, the game goes "lawl you actually missed his head because uh, they found a bit of blood on the floor 5 minutes ago, get ♥♥♥♥♥♥"

Btw the double-tapping thing isn't bad advice, but it's not applicable to me because I'm using a slide-locked mk23 with no primary (since yknow, trying to be quiet). And I mean I just shouldn't have to anyway if I'm doing all the things listed above.

If this is happening because they are not fully relaxed, I'm sorry but that's just bad game design imo. It's punishing people who build toward full stealth and avoid open combat, and it's also punishing the player based on something they can't see or even control in many circumstances. And that's not even to mention that the game doesn't seem to explain this anywhere. It's basically saying that as soon as the enemies enter a state of suspicion (which is literally unavoidable on True since missing patrols cause suspicion, not to mention the levels where they just start out suspicious), trying to use stealth is a gamble no matter how careful and methodical you are, unless you wanna bust your own balls spending 2 hours trying to melee-only a single level. And whether I'm doing that or missing shots for no reason, the result is the same: loading the same stupid save until I just don't want to play the game anymore.
最后由 Kartoshka 编辑于; 5 月 23 日 下午 2:18
Mumblez 5 月 23 日 下午 2:16 
Its not JUST them not seeing you, but hot alerted they are. The vp9 is good for seeing this, since its damage is ♥♥♥♥, and 1 shots only the most unalerted enemies.

FOR INSTANCE, say you shoot a guy, hide, his buddy SEES his friend die and fall over, music gets tense, and then 3 seconds later you sneak behind him to shoot, he MIGHT be so tense he will survive the shot EVEN IF he hasn't seen you / heard you, because his alert is still high

HOWEVER, if you get a guy literally sitting in a chair, or going on his default patrol route? These will ALWAYS 1 shot, as they have no concept of you being there yet.

Slide lock isn't a bad weapon, but having that and NO primary (even a chopped stock MP5) means if your stealth ISN'T impecable, your run will go to crap. A slide lock 45 by itself front loads ALL the failure into how your stealth is, but also giving you the BEST possible stealth performance. It might not actually be a playstyle you want to go for.

I generally bring a silenced mk23 with a suppressor without slide lock, a silenced mp5, and full armor / knife. Its noisy and slow, but it provides options. And you can always dump / leave weapons if you REALLY want extra speed too
Kartoshka 5 月 23 日 下午 3:10 
引用自 Mumblez
Its not JUST them not seeing you, but hot alerted they are. The vp9 is good for seeing this, since its damage is ♥♥♥♥, and 1 shots only the most unalerted enemies.

FOR INSTANCE, say you shoot a guy, hide, his buddy SEES his friend die and fall over, music gets tense, and then 3 seconds later you sneak behind him to shoot, he MIGHT be so tense he will survive the shot EVEN IF he hasn't seen you / heard you, because his alert is still high

HOWEVER, if you get a guy literally sitting in a chair, or going on his default patrol route? These will ALWAYS 1 shot, as they have no concept of you being there yet.


引用自 Mumblez
Its not JUST them not seeing you, but hot alerted they are. The vp9 is good for seeing this, since its damage is ♥♥♥♥, and 1 shots only the most unalerted enemies.

FOR INSTANCE, say you shoot a guy, hide, his buddy SEES his friend die and fall over, music gets tense, and then 3 seconds later you sneak behind him to shoot, he MIGHT be so tense he will survive the shot EVEN IF he hasn't seen you / heard you, because his alert is still high

HOWEVER, if you get a guy literally sitting in a chair, or going on his default patrol route? These will ALWAYS 1 shot, as they have no concept of you being there yet.
Final paragraph addresses this. I'm disappointed that an enemy being "tense" causes this. Obviously the case you mentioned makes sense, however they just remain like this indefinitely after so much as losing a patrol or seeing blood. It's ridiculous. I like a hard game but I also like not having my balls busted based on factors which have neither been explained to me nor are within my control. The punishment for them being "tense" is them grouping up, actively looking for you, and having faster reactions when they see you. Tacking a dice roll onto otherwise-guaranteed shots for the remainder of a level simply because a patrol went missing or someone found blood on the ground, is dumb, because it is actively discouraging stealth in a circumstance which is basically unavoidable and exceedingly common. And actively discouraging something in a common and unavoidable situation passively discourages it in the remainder.

引用自 Mumblez
Slide lock isn't a bad weapon, but having that and NO primary (even a chopped stock MP5) means if your stealth ISN'T impecable, your run will go to crap. A slide lock 45 by itself front loads ALL the failure into how your stealth is, but also giving you the BEST possible stealth performance. It might not actually be a playstyle you want to go for.

I generally bring a silenced mk23 with a suppressor without slide lock, a silenced mp5, and full armor / knife. Its noisy and slow, but it provides options. And you can always dump / leave weapons if you REALLY want extra speed too

I get the rationale here, but using the slide-lock was intended to make it more viable as a replacement primary, not less, because it would allow it to be used in more situations on stealth-only runs (and yes that is what I'm going for)

But like, this kinda illustrates my point perfectly actually. The fact that you're telling me bring an SMG with a slide-locked pistol for a stealth-only run is exactly the problem (not that it's bad advice).
The slide-lock should make the pistol more useful in nearly every situation except an actual firefight. In other words, it should make it a more viable primary for people avoiding open combat. I'm trying, and often succeeding, to avoid open combat entirely, and yet the game is still punishing me for using a slide-locked pistol as my primary. This is bad game design, and frankly it's also just unrealistic. I could be wrong, but I doubt they teach the SEALs that use the thing in real life never to engage the slide-lock if the enemy is suspicious something might be wrong (in fact this is probably the exact situation in which they would be ENCOURAGED to use it)
Mumblez 5 月 23 日 下午 3:37 
its not INDEFINITE, but its just to prevent you from scooby do running around willy nilly 1 shotting everyone when people KNOW a killing spree happens. It cools off after a little time like when they start wandering and sweeping. Its just NOT as simple as being behind them.

I don't know why you suggest the slide lock is a "better primary" as the primary is almost always a COMBAT gun, if any role. And slide lock ABSOLUTELY does the opposite of replace that.

What you are talking about of 100% stealth IS possible, but you need to slightly adjust your view on it : think of it like this, when an enemy is tense, just saw someone shot, ect, they are tense, shifty, jumpy, and wired. This will make shots glance because they are incredibly on edge and will jump at any noise, making an accurate shot miss. Now if you let them calm down and think "ok, ok I think hes gone" they will relax enough that a shot will kill them.

Also your rant about the seals is unnecessary, its already top down, so concessions on aim and the like are done. Theres no difference between a crotch and headshot because its 2d, vertical recoil doesn't exist, ect ect. The systems involved do as best they can to make it tactical WITH all those limitations, and I generally think this works.

If you really want, you can get a higher caliber pistol which might 1 shot people more, OR you can be more stealthy. The game isn't going to change its entire design for you. Or you can pack a chopped mp5 with subsonics and burst down any "problem" guys with a double tap.
Kartoshka 5 月 23 日 下午 3:43 
引用自 Mumblez
its not INDEFINITE, but its just to prevent you from scooby do running around willy nilly 1 shotting everyone when people KNOW a killing spree happens. It cools off after a little time like when they start wandering and sweeping. Its just NOT as simple as being behind them.

I don't know why you suggest the slide lock is a "better primary" as the primary is almost always a COMBAT gun, if any role. And slide lock ABSOLUTELY does the opposite of replace that.

What you are talking about of 100% stealth IS possible, but you need to slightly adjust your view on it : think of it like this, when an enemy is tense, just saw someone shot, ect, they are tense, shifty, jumpy, and wired. This will make shots glance because they are incredibly on edge and will jump at any noise, making an accurate shot miss. Now if you let them calm down and think "ok, ok I think hes gone" they will relax enough that a shot will kill them.

Also your rant about the seals is unnecessary, its already top down, so concessions on aim and the like are done. Theres no difference between a crotch and headshot because its 2d, vertical recoil doesn't exist, ect ect. The systems involved do as best they can to make it tactical WITH all those limitations, and I generally think this works.

If you really want, you can get a higher caliber pistol which might 1 shot people more, OR you can be more stealthy. The game isn't going to change its entire design for you. Or you can pack a chopped mp5 with subsonics and burst down any "problem" guys with a double tap.

You're still telling me to be more stealthy which tells me your aren't reading what I'm writing properly. Thanks anyway man, have a good day.
Mumblez 5 月 23 日 下午 3:49 
引用自 Kartoshka
You're still telling me to be more stealthy which tells me your aren't reading what I'm writing properly.
I am. You don't like that a pistol doesn't 100% 1 shot AT ALL TIMES fro behind. you are upset. I explain this is because of subpar stealth and CLEARLY explain why. you don't like it, but answers are provided. You can either used a normal suppressor and double tap, take an mp5 and double tap, or just wait for enemies to calm down. If you DON'T want to do any of those, then literally nobody can help you.
最后由 Mumblez 编辑于; 5 月 23 日 下午 3:49
Kartoshka 5 月 23 日 下午 3:51 
引用自 Mumblez
引用自 Kartoshka
You're still telling me to be more stealthy which tells me your aren't reading what I'm writing properly.
I am. You don't like that a pistol doesn't 100% 1 shot AT ALL TIMES fro behind. you are upset. I explain this is because of subpar stealth and CLEARLY explain why. you don't like it, but answers are provided. You can either used a normal suppressor and double tap, take an mp5 and double tap, or just wait for enemies to calm down. If you DON'T want to do any of those, then literally nobody can help you.
No I didn't say "AT ALL TIMES" I gave you a very specific set of circumstances I was fulfilling. You aren't reading before you speak.
Kartoshka 5 月 23 日 下午 3:52 
引用自 Kartoshka
引用自 Mumblez
I am. You don't like that a pistol doesn't 100% 1 shot AT ALL TIMES fro behind. you are upset. I explain this is because of subpar stealth and CLEARLY explain why. you don't like it, but answers are provided. You can either used a normal suppressor and double tap, take an mp5 and double tap, or just wait for enemies to calm down. If you DON'T want to do any of those, then literally nobody can help you.
No I didn't say "AT ALL TIMES" I gave you a very specific set of circumstances I was fulfilling, and said I could understand missing if even ONE of those circumstances was not met. You aren't reading before you speak.
Mumblez 5 月 23 日 下午 4:07 
引用自 Kartoshka
引用自 Kartoshka
No I didn't say "AT ALL TIMES" I gave you a very specific set of circumstances I was fulfilling, and said I could understand missing if even ONE of those circumstances was not met. You aren't reading before you speak.
I didn't SAY you said "I was upset it doesn't 1shot at all times", I'm taking apart the core of your posts and WHAT the issue is.

Units being half alerted, which is beyond the alert 1 shot threshhold. You are upset it doesn't 1 shot. Thats EXACTLY what I mean by "not 1 shotting 100% of the time" because it doesn't. It makes you upset, clearly. The "circumstances" you list aren't enough to 1 shot, I explained the factors which help generate a 1shot. I explained that stealth has LEVELS to it, and your stealth wasn't good enough to obtain the 1 shot. You agreed this happened, but didn't like this was a thing.

And then you get mad about me paraphrasing.

Either slow down and be stealthier, double tap, or uninstall, the game isn't going to change just for you
Kartoshka 5 月 23 日 下午 4:42 
引用自 Mumblez
I didn't SAY you said "I was upset it doesn't 1shot at all times"
引用自 Mumblez
You don't like that a pistol doesn't 100% 1 shot AT ALL TIMES fro behind.

Hm

引用自 Mumblez
Either slow down and be stealthier,

I'm at a loss with what to tell you. I'm not sure how else to explain to you that I'm being as stealthy as I possibly can outside of just not engaging enemies at all. I'll reiterate again: True difficulty makes enemies suspicious when a patrol goes missing, and many levels start with them in this state regardless of player actions. Please explain to me how you expect me to "be more stealthy" when I'm already 100% avoiding detection, hiding bodies, not leaving blood, and moving slowly enough to get within choking distance of enemies? I don't expect the game to change for me I was just trying to figure out if it really was this stupid or if I was missing something.
I don't give a ♥♥♥♥ how twitchy an enemy is. If I've been standing behind him, close enough to touch him, with a gun aimed at his head for a solid 2 seconds, and he has no clue I'm there, there is no amount of rationalising that can make missing a shot feel okay. That's bad game design. Stellar game otherwise, shame they had to put such a stupid feature in.
Mumblez 5 月 23 日 下午 4:51 
I still didn't say YOU said that. I decyphered what you actually thought.

And idk man. I dont have this as a problem, but a no booster slide lock pistol is heavily restrictive. If you don't like it, pack a semi auto or SMG. You are playing with the most restrictive weapon and complaining its too restrictive. Idk what to tell you. If you ARE THAT DAMN CLOSE anyway, why not just stab / choke / punch them anyway?
ChurchGorilla 9 月 16 日 下午 1:20 
引用自 Kartoshka
>Consider doing melee-only
>Remember that every level has like at least 30 enemies in it
>Remember that as soon as enemies are suspicious, they group up, and the guy in the back can just walk backwards constantly without ever looking where he's going.
Melee with throwing knife is actually really good. A single hit will oneshot no matter the alert level and you swing fast enough that you can take down two guys without the second one being able to fire a round.
Kartoshka 9 月 16 日 下午 5:07 
引用自 ChurchGorilla
引用自 Kartoshka
>Consider doing melee-only
>Remember that every level has like at least 30 enemies in it
>Remember that as soon as enemies are suspicious, they group up, and the guy in the back can just walk backwards constantly without ever looking where he's going.
Melee with throwing knife is actually really good. A single hit will oneshot no matter the alert level and you swing fast enough that you can take down two guys without the second one being able to fire a round.
Really old thread but yeah this is actually what I was resorting to about 95% of the time.
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