To be honest, I normally aim to go for the ‘Assassination’ syndicates as they are more aimed around Silent Assassin play style which fits more in with 47’s character in my opinion. I avoid the ‘Arms Trafficking’ and others where it’s more about playing reckless.
That would be a nice reward for keeping silent assassin but would make players avoid collateral kills and killing guards objectives, unless if the kills for these objectives could be eligible for a “silent assassin” rating.
And another thing I hate about Freelancer (which I love):
It’s suuuuuper bullshit that, in the safehouse, when you have the emetic gas device and the mushroom in your inventory, the poison machine in the shed defaults to transforming the emetic device to lethal poison.
Yeah, but that involves going outside to make the poison and then going back to the bunker to get the remote emetic device, all because you can’t put items from the displays down without them going back to their place, or have the option to pick what goes into the chemistry set, which is ridiculous because it actually flashes everything in your possession that could go in it on the screen for an instant, like it’s gonna give you the selection wheel, but it doesn’t and just drops the device first. For those of us who start in the bunker, want to grab everything there and then leave, grabbing the stuff outside on the way without making a return trip due to this particularly ridiculous thing that happens, we’d much rather IOI just let us actually use that selection wheel that flashes onto the screen and pick what actually goes into the chemistry set.
Personally, I think it’s connected to the door unlocking mechanic; you have a lockpick, a crowbar, and a key to the door in question, and when you trigger the unlock prompt, if you have the key, it doesn’t even let you pick, it just uses the key immediately, instead of letting you select which item you wanted to use to open the door, which it would let you if you had just a lockpick and crowbar. Never understood this mechanic.
For me it usually picks the item I’m holding in my hand, which is usually the mushroom since I picked it up on my way to the shed. This doesn’t work when I’m also carrying one of the canisters, because equipping something else will return it to the Freelancer tools briefcase… But I rarely carry one of them and the emetic device,
I don’t think it’s the same thing but the doors probably have a simple priority check, like the key has a higher priority than the pick / crowbar and gets selected first to streamline the process (aside from purposefully breaking up a door with a crowbar to attract someone I don’t think there would be any point in using one or a lockpick when you have the key?). The poison still probably checks item IDs and uses the fart bomb before the shroom because its item ID is lower or something like that :x
Oh really? I’ve never made poison in the shed that way be fair, so I never knew this.
Hopefully this will be one of the bug fixes we get this year for Freelancer. The Dubai Helicopter take off from the Safehouse is one I hope gets fixed as well.
That seems to work for me on Xbox Series X, so I’m assuming it is for everyone at least? Don’t know how many Xbox One users are experiencing this issue as well like yourself? Either way, it needs to be fixed as well.
Wasn’t there a workaround that someone came up with that would fix the fuse? I know its besides the point, but its not as bad as it once was now we have that.