Yeah steady aim doesn’t seem to do much here
If IOI needs any ideas for a more useful perk they could revive (and adapt, of course) point shooting it’s still in the game files
Yeah steady aim doesn’t seem to do much here
If IOI needs any ideas for a more useful perk they could revive (and adapt, of course) point shooting it’s still in the game files
Anyway to know if the press “this button” to remove silencer is still possible if they wanted it? I loved that realism even though it was rarely used. Just leave the thing on bc 47 can still conceal it.
I think so! I remember trying out one or two of the devices to try and lure someone, didn’t work, but the small toss against the wall next to me did.
In DGS, it doesn’t matter what disguise you’re wearing to replace the microphone; you’ll never be spotted. To clarify, you can be trespassing on the stage AND in the process of being seen but that little cut scene where 47 changes the microphones so far* appears to interrupt and restart the NPCs’ vision thereby giving you enough time to get back off the stage. (Increasing the voltage is similarly doable, albeit a different story not having a micro movie.)
*I’ve done it about half a dozen times now and the microphone swap has gone off without a hitch every time
Noel Crest is supposed to have thick beard, but seems to be glitched in-game.
Maybe he shaved since those images were captured and he’s grown a little back by the time of the mission.
I noticed that, too. All beards look weird since the last patch, also from Greys modded body. Also Rico Delgados beard. There is something about the stubble
Grey has it on the chin, it looks different than before…
Here is a picture before the patch:
It’s hard to explain, but it’s there the beards looked different before. More “plushy”.
First the aprons now this
Patches are meant to make me come back to the game, not the opposite
Note to self: the ducky suit is a little specific in contract creator…
you can just ignore all the other stuff
I still am confused after a week of research
It all started after Noel Crest falls a Drowning Accident (instead of Fall Accident) on the Rope Bridge Wooden Board at Ambrose Island.
Setup 1: Sick someone near the edge of Water and use a Concussion Device to push him.
Conclusion 1: Maybe Drowning Accidents happen when the water level is up and Fall accidents when the water level is down.
Setup 2: Pacify someone near the edge of Water and use a Concussion Device to drop him.
Conclusion 2: If Head touches water first - it is Drowning Accident, If Leg touches the Water first - it is a Fall Accident
Setup 3: Sick someone near the edge of Water and use a Tranquilizer to drop him.
Conclusion 3: Aaaaaaag !! Conclusion 1 and 2 are rejected I am back to where I started the study.
Hypothesis 4: The game is weird and random sometimes.
With regard to the rope bridge on Ambrose, I think the accident kill with the loose planks is hard coded to always be a drowning kill (for whatever reason).
Well, Falls are calculated when bodies are still in the air, as in after a push action but before the person’s actual death would happen in reality.
Maybe the game is just conflicted? Like, it would list as Drowning but a Fall instead gets listed first in some occasions.
I think it would require a rework of some systems to properly force Drowning detection in those maps with water falls or waist high pools. One of those things I hope gets fixed with a clean break of (a) new game(s). Otherwise Drowning Accidents are only consistent with water based puke spots for now.
It’d make it a really cheeky contract to have the specific accident kill requirements when it can randomly be a 50/50 chance of either fall or drowning.
As for the Ambrose bridge… It could be hardcoded for drowning… Or it’s the game’s physics having the body rotate from the starting point of the ‘slipping into the bridge hole’ - and the body naturally rotates while falling to end up head first going into the water. Thus ‘Drowning Accident Kill’.
A moveable camera mod might shed some light on this idea. If the body landing in random ways still gets a drowning kill - then it’s hard coded. If they seem to almost always enter the water head first - it (their falling) could be due to physics and no hard coded “result” is set. If the falling body could be manipulated to alter its trajectory and end up feet first…
I don’t know. Again, a camera mod might be needed… Unless the in-game camera (for the PiP) shows this.
You can drop the commerative tokens out of the cages in Sgàil by hitting the bottom of the cage with a strong melee item or by shooting the bottom of the cage, without dropping the cage!
The 4mb limit is awful
Played some Mumbai this weekend. Mostly because this location (with Santa Fortuna) is one I can’t wait to play when Freelancer gives it new purposes.
So first I just discovered that the metal worker doesn’t have any enforcer in the city proper. So I finally really explored it.
As a consequence, I just discovered an hidden story mission to eliminate the Maelstrom as a metal worker. Better late than never I guess.
It is certainly already well known, but personally I was quite surprised by it,
Because for a curated elimination with prompts, dialogues, and all the usual, it doesn’t have any challenges linked to it. Neither in Assassination, nor Feats.
that’s actually one of the first ways i got the maelstrom, it’s amazing that mumbai has so much stuff in it yet it never feels cluttered or unrealistic.
Mumbai is an under-appreciated gem of a Hitman level. Chongqing could have surpassed it; alas, that opportunity was blown for a story beat nobody needed in the first place. Santa Fortuna is a good runner up, but just can’t match Mumbai.
Most sensible thing ye’ve said all year
You haven’t read all my posts, then.