Elusive Target Arcade

I have a question for everyone

Do you think we should be able to earn XP from ET arcade missions and that any XP respectively goes to the location the target of that mission is based on

  • Yes, we should get XP
  • No, leave it as it is

0 voters

I personally don’t understand why this isn’t a feature already considering I see a lot of videos recently on just ETA yet we’re not getting any progression when it comes to levelling up

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The 12 hours lockout probably needs to be gameplay time not realtime that way the time they spend at school, work, or sleeping won’t be credited towards the 12 hours.

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No, not everyone has time to sit on hitman for 12 hours at a time or even for a week just so they unlock them again to then mess up again.

I think the 12 hour lock is the best idea for this mode as it still keeps the Elusive feel to it however the only thing they should change is the optional complications as some are still quite restricted when it comes to freedom

Hide all bodies
One pacification
Only headshots

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Played the Revolutionary so much and still no blue casual shirt? They seriously need to release it as a regular ET. So far I poisoned him, shot him point black (and made a run for it), took him with a sniper rifle several times, capped him through the floorboards in the fishing village, and even lobbed a grenade in his window. Fortunately a few more options I have yet to use most of which are available thanks to weapon lure including placing him in Franco’s machine, feeding him to the hippo, drown him in the jacuzzi, eliminate him with the submarine (which really needs to be an exit), and beat him down in Rico’s torture room in the basement. Nothing special about that last one except satisfaction from having to face him again and again and again in every single HM2 arcade.

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So, I’ve been fucking up with the Gunrunner, and now royally fucked up and have to restart the contract, and I couldn’t figure out what was wrong. But I’ve learned two things from this latest failure and now I think I have it.

Firstly, I learned that there is a distance limit for using the fiber wire for avoiding detection. I always thought it was so stealthy that so long as an npc didn’t directly see you use it, you could use the fiber wire on someone standing right next to or behind an npc and they wouldn’t notice. I was wrong. In my impatience over the Gunrunner not doing what I wanted in order to kill him the way I wanted, I decided that I just wanted to complete the contract and I’d figure out how to do what I wanted later. So I used the fiber wire on him while his bodyguard was within arm’s reach in front of him, and the guy heard and turned around and I was busted. Sucks, but now I know that its stealth is not infallible.

More significantly, I kept trying to do the strategy I’d used the previous two times I’d dealt with the Gunrunner as an actual ET, and it wasn’t working. I would trigger an evacuation and he would be escorted to the basement tunnel that I had cleared of soldiers and left weapons lying around for the escorts to see and pick up after the alert died down. They would begin putting away the weapons while the target returned solo to the basement garage and I would kill him on this lone trek. However, in this ETA contract, he would walk partway back to the garage, then stop and go back again, getting a little further each time but he’d keep turning back, and when he eventually stopped and went back for good, he’d be right next to a guard and I couldn’t shoot him in the face like I wanted.

I think I figured out the problem: I’m leaving too many weapons lying around to be picked up. The target is seeing them, and since the soldiers escorting him are busy picking up others, he’s heading back to the garage where the nearest soldiers are to tell them about the other weapons he sees lying on the ground, and after he’s partway through the tunnel heading back, the ones that came with him are putting down the weapons they picked up and becoming available again, so he’s stopping and heading back to them because they are now the closest available soldiers to inform about finding weapons, and when he comes back along the tunnel again, it’s because they’ve seen other weapons on the ground back where they are, becoming unavailable again, causing the target to turn around again and begin heading back to the garage again, and then the escorts are putting down the weapons again and he turns around again and on and on until they put away the last weapons and begin leaving the tunnel for real, and his last turn around ends up coinciding with the last soldier who’s returning.

So now, when next I play, I’ll need to leave just enough weapons to occupy the escorts but not enough to disrupt the target’s return path, so that I can shoot him and hide his body in the last locker along the path without anyone being in range to see or hear it.

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Only if there’s no distraction to that npc prior to using the wire.

Some time ago I did a fiber wire only playthrough of the entire trilogy. I played every level without firing a single shot and force myself to “Silent Assassin” each level using only the fiber wire as a kill method. I still believe that that particular weapon is overrated. It’s not silent, as @Heisenberg indicated, you still need to get close to the target, if the body is found afterwards you lose the Silent Assassin rating, and it takes up a slot in the inventory.

For me, just choke-hold and neck snapping is just as good. I think the only advantage of the fiber wire is that you are already dragging the victim when they die. Beyond that I just don’t see the benefit other than it’s one of the original items from the earliest games.

I’ve been delighted so far that none of the Elusive Target Arcade contracts has forced a particular weapon or kill method. I hate that!

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The choke hold is much louder, as is the neck-snap; you have to be significantly further away from any potential witnesses than the fiber wire, which I only confirmed that you can’t just simply be right next to or directly behind and not have them hear you. A few extra paces away and fiber wire is fully silent, and much faster than the neck-snap.

One of the key principles of the Heisenberg Parameters of Perfection: always hide the body in a container or other body-disposal object when not killing with poison or accidents.

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As I said, fibre wire makes noise without distraction. If an npc is distracted, either by panic, alert or regular noise, they don’t pay attention to the noise of the wire.

Fast forward to 50 seconds if you want to see what I mean.

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I didn’t know that. That’s a good tip. Thank you.
I never understand how Npc are supposed to hear the wire’s noise, also because it’s supposed to be the most silent weapon of the game, exactly like in the previous Hitman games.
Now that I know the trick, I 'll definetly use the fiber wire more than usual. :+1:

Also, great Abbiati kill mate. I already saw your video on your channel time ago, and it’s still worth a watch! :wink:

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That’s my biggest problem with the Fiber Wire (and other Fiber Wire-esque weapons like the Fishing Line, Measuring Tape, The Straightjacket Belt, and etc.) - that it takes up an inventory space.

Part of me wishes IOI would add a third slot to the starting inventory in Hitman 3 for the player’s choice of Fiber Wire-esque weapon, so that way the Fiber Wire can actually get some use while not taking up a very limited starting inventory space.

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You wish they could give the wire for free, I wish I could get rid of the damn camera in my inventory. lol

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I wish the fiber wire joining the camera.

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You mean being included in your inventory by default (like the camera)?

If so, I agree. I just think the Fiber Wire and other Fiber Wire-esque weapons should be in a third starting slot (that way you can pick which Fiber Wire reskin you want to use).

The reason I think the Fiber Wire should be in a third slot is because of how iconic it is. Currently, there is no reason to use it besides the Piano Man challenge in each map, and maybe misc challenges like using the Fiber Wire on all four targets in Colorado.

I always use poisons and/or coins the most, and lockpick/electronic key hacker (depending on the map), so my two starting inventory slots are ALWAYS taken by one of those four items. Having a third slot limited to Fiber Wire-esque weapons would help the Fiber Wire get some use by players.

I know the camera would also NEVER be picked if it took up an inventory spot, unless the player was going for a specific challenge/the detective mission story in Dartmoor. That’s also another reason why I think a hypothetical third slot should only be for Fiber Wire-esque weapons. That way a player isn’t too OP by having a third slot that can hold any item and it will keep the balance in the game, while helping a currently useless item finally get some use.

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Yeah the camera being a mandatory item in your inventory is annoying.

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I don’t mind. It doesn’t get in the way or take up loadout space, so it doesn’t limit your choices if you decide you ant to use it for access or scanning for info in the Dubai, Chongqing, and Mendoza missions. Also good to have a selection if you have nothing but weapons and are afraid that you might accidentally hit the button to pull out a selected item in front of a guard; the camera won’t get you caught. Now if only the fiber wire had its status.

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The most I’ve used the fiber wire was on a kill everyone challenge on Hawke’s Bay where I killed everyone using it. I haven’t tried that on any more populated maps cause it would be way too tedious. The one positive for the fiber wire is I have fun trying to get the alternate animation to trigger instead of the basic one, and it’s super satisfying when I pull it off.

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The thing about the fiber wire is simply that it is fucking cool. Classic Hitman.

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Yup, I was right: too many weapons. This time I only left 4 on the ground and the action repeated as described, but not manageable than before. For some reason though, the last soldier failed to pick up the last weapon, which I was counting on to have sufficient time alone with the target. Instead, he returned to the garage and the target went with him, but far enough behind that I was able to delay the target by bumping into him a few times since he’s not an enforcer. Once the last soldier was far enough away, I pulled my pistol and lined up the shot, getting him between the eyes. However, as I lined the shot, he called for help and the soldier heard him (I think the door from the tunnel to the garage was still open). I managed to hide the body in the locker and hide myself in time with only a second or two to spare, but either way, success. Now on to the Surgeons.

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I hope for ET packs this week​:+1::+1: