Freelancer - General Discussion

Well if you had shared the suit in the leaks section I wouldn’t have made that mistaken comment :wink:

Edit: this is really the first time I’ve ever used an emoji on this forum

Yes don’t worry you’re safe :joy::joy:

Seem great tips there to be fair! :grin:

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There’s nothing substanial to share about it really, there’s no “suit image” for it.

I’m hoping this exit gets added to the regular mission (and contracts) in the next update. At least the beach area will finally have some use after 7 years (not to mention the map needed an extra exit on this side regardless).

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Definitely. Especially considering that if you play on Master mode, there are no suit friendly exits.

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That’s no accident though. Adding a ‘free’ exit on Master would make the fact that they made speedboat require a key and getting past guards pointless, so they might as well just remove those difficulty changes if they’re going to add a way around it anyway…

Not saying I disagree with this easier exit being added on Pro. Nor on Master for that matter - but pointing out that doing so would mean they’re going directly against their own previously intended design choice, made to add more difficulty to a higher difficulty level.

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Oh yeah, that does make sense. Plus it’s easily accessible from your hotel suite, so that makes it even easier.

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But by that logic, there was no need to add that exit into Freelancer either. Two of the three exits were free in normal mode but when alerted it converts to the master difficulty from the main game. I haven’t played hardcore mode or tried Bangkok in Freelancer when on alert, but if that transition holds true, that means those same exit requirements from master difficulty carried over, and they still gave us that free exit anyway, and if they didn’t carry over, that means they removed them from that mode of play, so they could be open to removing it from another.

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Well, with Freelancer… Lets consider a showdown, alerted or not. You’ll have enough grief offing the suspects or leader - so this easy exit balances all that out. Besides, you’re probably going to shoot whichever guards are blocking whichever exit (dock or basement) in Freelancer as opposed to the normal mission or during a contract… So them being guarded is of little consequence. Unless there’s an objective to not kill whoever.

It’s a showdown and the Arrange Meeting objective is bugged, and I can’t get a perfect run by choosing any of the other 2 objectives, since I’ve already got an explosive kill objective.

Hoping things like these are fixed in the next update.

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Not likely. “It’s by design,” and all that.

They at least need to fix the Arrange Meeting objective, if not the other thing.

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The best way they can fix any of these issues is remove all objectives entirely, or make them all optional and able to choose from several options. But we don’t have time for rational solutions.

I just witnessed a target in Whittleton Creek who was invincible to bullets wtf?! This was the final showdown in the campaign and bullets from my Striker and a shotgun just went right through him. I could only kill him snapping his neck.

Anyone experienced this?

Edit: I had to Alt+F4 because I got badly compromised because of it. The bug persisted on the next run. Here’s the video proof. Only headshots worked, no body shots went through.

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I’ve had a similar issue at times where I’m at point blank range trying to shoot a target that is either unconscious or facing me, and my shots are missing. They’re inexplicably going either wild or straight through them, ruining a perfect shooter objective and requiring a restart and abandoning shooting entirely. It’s fucked up, it’s pissing me off, and it’s one of many things that needs to be fixed.

Played a quick campaign today and it’s reaffirmed my absolute disdain for ambrose island in freelancer. I don’t know what it is about this map but there are way to many guards everywhere and the target selection makes me want to claw my eyes out. I got 4 targets stuck in the middle of the village and it was a truly awful experience.

There is nowhere to lure them somewhere remote, nowhere to even get a clean shot off of them, nowhere to hide from guards as everything is either a wide open space or a wooden shack with multiple windows and two doors on opposite sides for guards to swarm you, and there are far too many guards that are armed far too well for you to fend off, and everyone is viewed by 1-2 guards and a few civilians. In the village center alone there are NINE GUARDS looking at the slap fight, and most of them are right next to each other. There are FOUR/FIVE GUARDS overlooking the marina where you fix the boat. Then there’s Noel Crest with his two armed bodyguards and his armed self moving around everywhere in the village. This isn’t even mentioning the Militia camp and the pirate base that are more heavily armed than the United States military and suffer from all of this except worse.

The worst part of it is that when you kill someone and things hit the fan all these guards scatter everywhere and become enforcers, going in every shack and panicking absolutely everybody. So even when you do avoid the inevitable shootout that you will lose even if you are really good at combat, it all turns to absolute chaos

The only way you can actually kill targets in Ambrose Island without risking everything with every move you make is either to wait a ridiculously long time until you get an understanding of the full routines of these absolutely random NPC’s or to just use rubber ducks to blow them up for easy kills.

With this post I would like to give a formal apology to Colorado, perhaps you have been treated too harshly, because even though you are so heavily armed and suffer from the same issue of everyone being able to see everyone, usually at least its only one to two people, instead of half of a small shanty village, at least you have some pretty good choke points making combat actually not that bad, and at least you have your easy to access water tower that makes killing targets actually really easy.

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My default strat for an easy naked Ambrose run:

  • Get a pirate disguise (the guy sitting near the edge of the village gets bonked everytime)
  • Go to the crafting bench near Akka’s fortress, craft a makeshift explosive, grab a Molotov
  • If there are more than 2 targets: get a militia disguise (the guy on the bridge near the hippies gets bonked everytime), get another molotov and some powder from the armory in the ruins (just throw something into the room from the cracked wall, the idiot standing guard in front of the armory will investigate and you can just follow him into the room and get the explosives), get a fuse from Crest’s camp near the antenna, change back into pirate and turn that into another makeshift explosive
  • Get some bananas and treat a couple of the targets to the classic banana + molotov combo (or a makeshift explosive but that’s less funny)
  • Use the remaining explosives to propel some unfortunate fisherman into the sea

With this that level turned from a nightmare into a joke (literally).

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Freelancer Speedruns & Beers

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Not gonna lie, I was expecting something else based off of that set up. :rofl:

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I’ve never felt Ambrose Island was particularly bad. It’s certainly a wonky map. There’s stuff that’s weird or doesn’t feel polished, but it’s nowhere near the nightmare that Colorado is, if only because a huge portion of the map is suit legal and rather than open sight lines everywhere it’s nothing but corners and corridors. The only things I don’t like are the ruins, which are just covered in way too many guards to the point it does feel like a miniature Colorado with bad lighting (I cordially dislike large sections of any map that are just a pile of guards staring at each other with no civvies allowed), but thankfully there’s not many targets that get picked in there and the rest of the map is fine.

I don’t really get the hate for the social hub. I’ve never had a problem with it. The space where Noel Crest offers you a job is literally tailor made for private kills and there’s a bathroom area just to the east of that which extremely secluded (aside from a chef looking out a window occasionally). The engine shop just north of the social hub is another good place to isolate targets, just get rid of the guy in there. I’ll admit it’s hard to just ice someone right there in the hub without moving them, but there are a half dozen or more nearby spots that work just fine if you KO one person.

The pirate side of the map is downright comfy: lots and lots of isolated guards walking to and from isolated areas. Even SASO is pretty easy most of the time if your targets end up on that side.

It’s not a perfect map. There’s definitely stuff that stinks about it, but it’s solidly middle of the road. Far better than Bangkok, Marrakesh, or Colorado.

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