July Roadmap (2022)

Two of the ET Arcade “missions” that were released are fine, one is just start with a restricted loadout and another is kill the targets with accidents, but the third is just so specific I hate it.

I tend to think of unlocks now as more ways for those without the means to get the base core of weapons they can’t or haven’t yet. Not everyone has all the missions/DLC purchased, so this can be somebody’s first chance at unlocking a sword.

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I really like the iridescent katana, it reminds me of a (way too expensive) sword I desperately wanted back when I was still practising Geomdo.
And I might be in the minority here, but I’m actually happy it doesn’t do any funky stuff when killing someone. I wouldn’t use it if it spilled neon-coloured blood or something. :laughing:

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As it comes to unlocks for new weapons and gear, one, the crew that IO have working on H3 right now is basically a skeleton crew due to Project 007 getting development priority. And two, if you’ve followed what independent modders have been trying to do with H3/WOA mods, IO’s crew also faces the same difficulty. IE, to make something new, the design and animation is the easy part. The hard part is getting it into the game the way they want though the modding tools.

So reskins and such are the easy way to go with only a small team still working on the game, though from my POV it sucks that, one, there’s so many pistols and sniper rifles (which are often reskins), and few assault rifles and SMGs, and two, other than things like coloring and such, such reskins don’t offer much of anything unique.

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I highly doubt they water down their workflow to get content into the game and rely on mod tools than dev tools. :thinking:
But in the end, due to reduced team sizes, I don’t think we get more than a few new unlocks after Freelancer.

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Ansel in general is just buggy in HITMAN 3.

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That seems…unlikely. I believe the reason they bought studio’s to begin with in other parts of Europe was to subdivide the workload. There’s no skeleton crew, people are just working slowly on content that takes time to make and perfect. Not to mention they have to get the story straight.

Remember, they had no intention of making a new level in the first year, not because of a lack of manpower, but because they wanted a definitive end to the WoA story, and that’s entirely reasonable imo. That’s why Ambrose is being set in the past somewhere. That’s the boring answer I know, but business often is boring.

Yes…because they’re reskins, what are you expecting exactly? This isn’t new behaviour by IOI btw. We’ve been getting gun and weapon reskins for years now, it’s only more obvious here because people want to hate on it.

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Hitman 2 had the laziest shit: pink sticker with a “2” on it. Not sure that even qualifies as a reskin either. :joy:

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It may not be new behavior on their part, but at least try and bring some new perk to the weapon aside from just looking different. It’s going to seem odd to say this, but sometimes older games (like Silent Assassin or Contracts) feels more organic as far as weapon variety due to them looking different from each other and often having different performance attributes that make them stand out from each other.

You’d think that IOI could do the same or expand on that with DLC or additional unlocks though community contracts/escalations or the ET Arcade (which they to an extent have, but I’d like to see unlocks become a bit more unique or ambitious). Maybe that’ll come with Freelancer (or maybe not).

And, again perhaps oddly, I do think this would be a good time for weapons and equipment DLC packs or patches. The WOA era story has been basically told, and at least from my POV, some new auto rifles/semi-auto rifles, SMGs/semi auto PCCs, and even things like a magnum revolver or anti-material/heavy caliber sniper rifle would add some additional replay value.

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The Striker V3 has more ammo in the clip, something clemens admitted was part of the reason they chose it.

I’m sorry, no, I don’t find that to be true at all. They have considerably less guns overall in the older games, most of the guns the guards and 47 have in this trology are pretty distinct and do have differences in terms of stats, and easily dwarf the count of past games, even minus reskins.

So they’ve done what you wanted to, but not to your liking. They have done this. 7DS unlocked weapons and suits, featured contracts have a whole list of unlocks, and certain escalations and challenge packs do unlock suits and items. Adding more unique items, especially SMG rifles which aren’t that useful anyway, are a hard sell due to how much they’re not used in the overall gameplay meta, which IOI always has to consider when adding items for us to unlock.

As mentioned, loud weapons generally tend to not do well in games like this because, surprise, this is a stealth game. Even Sniper Rifles are problematic here due to the games’ balance of them being wonky. So I don’t think very much replay value would be added.

I like the 2-2 dark because it genuinely looks really cool and is useful in a stealth run, same with the Ruby Rude Sniper Rifle for similar, albeit more limited in scope, reasons. But there’s a reason I haven’t touched the Striker V3 or the AR255 SMG…because it just isn’t useful unless i’m going to go loud and HAM.

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And it seems everytime someone complains the next arcade variation ensures Rave In Suit only, no biker or bartender. Either that’s to discourage complaints OR said complaints brought it to their attention they forgot to exclude those two entrances.

Well, then I hope they’re sadomasochists, because I will never stop complaining about that unless they fix it. They ruined what was to be a perfect ET, one made specifically for a traceless accident kill, and I can’t even play it as 47 proper.

We’ve discussed reskins vs. new items so many times now. If IOI reskins a weapon, they’re lazy and unimaginative. If they create something that is actually new, it’s either useless and stupid or over-powered and game-breaking. It’s a no win situation.

As for assault weapons, SMGs, and that type of stuff, and has been mentioned already, it’s a stealth game. It’s not built around “going loud”. We already have unsilenced snipers, automatic rifles, and other guns that fill that function. If anyone wants to use them, please do so, but adding more of them would not add replay value in any way, in my opinion.

Hitman lacks a lot of mechanics that a proper shooter would need, not to mention the fact that 47 is a pretty fragile character, all told. There are no health packs, no armors, and you can’t even tell what 47’s health actually is other than the screen is either black-and-white or in-color. It’s just not designed as that type of game. It’s great that you can play it that way if you want to, but it’s not Call of Duty. Adding a bunch of military-style assault weapons would be development work with very little payoff, I think.

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I’m not really asking for H3 to become COD/Battlefield, or become a full-on weapons collector simulator. However, I’m asking for a more balanced/varied distribution of items, and perhaps for the assault/auto rifles, stuff that maybe looks/acts somewhat more realistic.

Not to mention that I think a semi-auto PCC could be practical, as could an accurate semi auto 5.56mm rifle out to longer distances, let alone a 7.62mm NATO version.

Now bear with me on this. Having beaten each level several times since acquiring H3 Trilogy in April, I’ve been frequently playing H3 with the WeMod cheat engine for casual, just for fun play. And with super accuracy on, weapons that use tight crosshairs (like most of the ICA 19 pistols and the Tac-4 SA), I can get head shots easily out to 80 meters away, maybe even more. An additional loud or silenced semi-auto rifle that hits harder in 5.56mm at those ranges (IMO justification of using such a rifle with a longer barrel, though in real life even 5.56mm rifles with 10 inch barrels can accurately shoot stuff out to 300 meters away, though the longer barrels do give more energy at range due to increasing velocity) would be useful.

Also, I’d feel that a 7.62mm NATO version of said rifle type can replace the scout snipers (which have 1X magnification scopes) for most uses and still be useful at typical combat ranges.

Even with not using cheats, I can see some instances where such weapons can be useful. After all, stealth is aided by range, and IMO such weapons can be a good balance between stealth, firepower, and marksmanship potential. However, as some are also arguing/pointing out, it can also be interpreted as variety for the sake of variety. Though as I’ve said, I do feel that earlier games do have a better balance of amounts of different weapons between different classifications.

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Close the thread people, this wins.

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“Ive never did a noscope before. It was surprisingly pleasant”

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Do we know at what time (EDT) on tuesday the game update releases? I Can’t wait to get Ambrosed up!

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Oh I would also like to know when I can start my computer to download the update :grin:

I may be wrong, but I think IOI releases game updates around 14:00 CEST and then the servers will already be in maintenance 1 hour before. And then for the next couple of hours afterwards. Usually, all the servers are up again by 17:00 CEST or before. That’s what I can mostly remember from last patch, been a while since we last had one!

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