If you leave an Ornamental firearm or fail a mission, does this mean you’ll never see it again or does it spawn back at the safehouse?
So I’ve been enjoying this mode quite a bit, but I must say, I’m not really feeling the syndicate showdowns right now.
Like, is it just me, or do suspects just take forever to do their tells? As much as I want to enjoy the investigative aspect of those missions, quite often, once you’ve narrowed down the list of suspects just by looking at them, it still means you have to follow at least 3 lookalikes individually for sometimes up to 10 minutes at a time just to make sure they’re the right guy.
And even once you pinpointed the right dude, it takes ages for them to do their full routine. I poisoned the food of this syndicate which had the “Foodie” tell, and it took at least 10+ minutes for them to eat it again, I just sat afk in a corner until that, very engaging gameplay.
I think the best way to fix this would be to :
A) Reduce the number of suspects that all share the same look to just 2.
B) Make them hurry up, shorten their routine, make them do their tells more often.
C) Reduce the number of suspects.
Any of the above would be fine I think.
(Also, never do a syndicate showdown on a huge map, smallers maps are way better for these)
Two glasses stacked on top of each other are the bane of my existence. Why is that even a thing? I just want to poison someone, but no. There are actually two glasses thereand they drink from the other one! LOL
Think it works very much Elusive Targets and the Special Assignment missions where you’re supposed to ignore their presence. I believe removing them would also become more problematic due to the NPC’s that interact with them.
I was playing Freelancer until late last night and I didn’t even notice the Campaign targets that’s how worried I was in case I fucked my showdown up ![]()
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I thought this was just me? ![]()
I had the target nailed on with the description but Diana wouldn’t confirm it was them as their full routine wasn’t complete, so I spend the 20 minutes still following them around the map
in the end I just pulled the trigger and thankfully it was the right target haha
I’m not sure if this is a good idea or not… It might even need its own topic. But what about listing the exit points for each mission? I know that in Whittleton Creek the gate by the small construction area is or can be one. On showdowns it could be a way to cheese it if a Leader is trying to escape. But if there are more than one then the whole idea might be pointless.
“Cheese it” by having an explosive (or proximity explosive) by the exit point. Maybe have a few PTs that can chain react to get a larger area of effect.
Edit: I do want to stress that this is a last resort method. A kind of insurance should things go south.
Asking just to confirm: Can suspects have more tells than listed in the clues? I wasn’t sure whether I should deconfirm suspects if they do a single thing from outside the list.
You should count the safehouse because the garbage you find in most rooms comprise an inferior but permanent version of your tool case. You also don’t lose any weapons you weren’t carrying at the time you lost.
So there’s a big difference between starting your first campaign with 1 unsilenced gun, and starting your 8th campaign with your backup sniper rifle, some emetic poison, a single-use lockpick, stethoscope fibre wire, & a banana for the road
Can someone clarify something about freelancer mode for me? If I buy a weapon, does it mean it will be permanently added to my wall? What about weapons a tools I find during missions?
Any bought weapons will be added to the wall IF you take them to the exit, making it available in the future. However, if you then take it on another mission and either die or leave it behind, it’ll be lost. As for other found items, only the ones that have a rarity shown in the inventory can be brough back to the safehouse, but from my experience pretty much all guard weapons have rarities and thus can be collected.
I was watching a friend play, and noticed inconsistencies with tracking witnesses. Want to verify with others here.
If you have a No Witnesses Objective, does the game track who has seen you properly with orange in instinct like it should? It seems to work properly in normal gameplay, but with the Objective active it only lists how many witnesses without highlighting them in instinct.
I played Freelancer a bit this night. I choose a campaign where locations and optional objectives would be easy for me to do (long time since I played hitman from the last time, so I 'm a bit rusty). My first assignment was in Berlin, I played it safely with the biker’s disguise (basically, almost enforcers-free), and spent lot of time by looting safes, go after couriers and picking crates, and after all of this I eliminated the only target it was there (it was an easy one fortunaly). I’m already over 10.000 mercer at this point, not a great amount for now, but I 'm still happy.
Next stage was in Marrakesh, and even there there were two easy targets. I spawned in suit in the school area, where none of targets were placed, but fortunaly I remember well this map, and moved away unnoticed.
My final showdown for this campaign will be in Paris, but I’ll try it this evening, I hope I won’t screw it up!
It’s still the same game, but this formula it’s actually refreshing, and I’m having more fun by discovering all the loot crates rather than killing the targets. I didn’t unlocked some safe house locations yet, so I can’t judge yet how I feel about the safehouse. I hope to discover most of it at soon.
The optional objectives are potentially fun, but especially at the beginning, with such limiting loadout, it’s hard to achieve most of those: for now, I achieved only 1 or 2 for each mission. Also, for now, some of those, like the drowning kills, seems almost impossible to achieve, when both of your targets won’t eat/drink anything (I don’t have sieker, neither syringes yet), and doesn’t move near toilets, like it was on Marrakesh.
Despite this, I actually haved fun with this mode for now, I’ll wait to play it more before giving a definite opinion about it, but the first impressions were pretty positive until now.
The actual leader you’re chasing will always only do what the game tells you they’ll do. Any deviation from the two tell and Meeting means it’s not them.
Same as if they fulfill all the Look criteria, but have an extra detail.
Hat, glasses, red hair, tattoo?
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But they also have earrings? ![]()
okay. failed both of my first two missions spectacularly so the whole campaign ended. sloppily finished the next three, completing that campaign. still collecting my thoughts on it all but i’m definitely having A Good Time.
i need more gear tho.
This would have been such a poor decision had they kept it that way. Doesn’t make sense that you can get phones outside of the actual contract itself that could make meetings happen. I didn’t know I could just buy a cell phone from the store and it already has the presidents phone number in it. Cool. Had they kept it in the freelancer game, it would have been such a horrible thing that makes no sense to have something like this.
Anyone know if the DAK C2 covert is silenced? It says suppressor on it, but when I used it, it said “gunshots heard” and everyone came after me.
Welp, just lost a campaign for the first time, during a second showdown. And I was already done with the target and default side objectives, but still wanted to find a lookout for prestige objective. Due to my impatience I decided to not wait until alerted suspects evacuate and everything quiets down, which got me stuck between 2 alerted assassins with no cover or escape route.
What you buy from the sellers will be added automatically on your safehouse, at less you will leave it on field and exit the mission without it.
As for other stuff it seems you’ll save only weapons with a rarity grade (example, guard’s weapon and few other meele ones like the baseball bat), random items like wrenches and kitchen knives won’t be added in your inventory.
how do you spot lookouts and assassins?
Can someone confirm if in some locations determinated items were moved or removed from the main mission? In Berlin I wasn’t able to find a single wrench, and most of the crowbars were changed with the rusty ones, while in Marrakesh everything seemed untouched.
Edit: also, good news for your Berlin missions: ICA agents are gone so you are free to move on the club without the risk of encounter the fucking Davenport!
