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No problem, thanks for replying...
Yes, I fixed the map a little bit a while ago.
It's not too difficult in my opinion... it just plays a little differently than usual^^
Hey you left his brother behind, you got into this situation because of that idiot. If the guy were smarter and not so scared, maybe the bad guys wouldn't have caught him^^.
The Sniper Rifle is just part of the little background story of this map. Of course it is not absolutely necessary, but it makes it a little trickier in your own building.
I am pleased that you have created a replay of this somewhat different map concept.
Well done as always. Thank you
https://youtu.be/AYuQM4DpCHA
I'm generally patient with maps (unless it's very poorly made, I'll beat it with 3 stars, beat 82 workshop maps so far), but your maps are excellent so it's very easy to give them multiple chances. This is the most creative map I've played, together with Proverbial King's Operation Frostbite (which was much much much harder to beat with both challenges, shudder.) Thanks for making these maps!
I like trying things out with the editor's capabilities. Some things/concepts work great,
others are more specific and require a certain amount of play to make sense atmospherically and playfully.
In order to understand some of the ideas of my scenarios,you should not give up after a try and also read the briefing.
That's why I appreciate that you gave the map a 2nd chance and got the 3 stars!
"I wish the devs added configured mobility/stealth limits". - I wish the same^^
Thank you very much for your feedback.
One thing I find a bit annoying is the mobility limit. I suppose it is to prevent me from taking a grenadier with a rocket launcher and space armour? I wanted a mk20 with a long range scope which required me to take everything else off and have only a raid vest (unless I replace the helmet with the santa hat but that's cheating in my book). Having a side arm and reasonable armour would be fair IMO. I wish the devs added configured mobility/stealth limits.
Yes, the "trigger" always reacts on the ambassador and not on the squad unit.
I guess the "liberation trigger" also works the other way around.
That's why the ambassador also says: thank you.
But the trigger doesn't work if you want to liberate other squad units with squad units.
Squad - Ambassador = yes
Ambassador - Squad = yes
Squad - Squad = no
Thanks for testing and for your feedback.
I'm curious what triggers the blockops to move. I got him touched by ranger but no effect, by the defector (or maybe the hostage) then he woke up.
You have to get pretty close to him to unlock,then you can control him like a normal unit.
Maybe change his weapon.
Thanks for playing and your comment...
Hope I could help you.
Maybe you should use the two as bait to lure a guard from the chair to the window^^.
You should always use the sniper to search the opposite windows from all angles, wait a while to check the situation and then slowly draw the brothers.
There are also rooms where you can hide the brothers.
Yes, the map is hard, tricky and might kick your ass, but definitely doable.
Thanks for the feedback,
i'll take a look and maybe make some changes...
P.S.:Thanks for the tip with the F8 button.^^
You should use the sniper with silencer and nightvision,move from window to window, balcony, flat roofs, etc. to clear the way for the brothers. Any movement of the two should be covered by the sniper.In principle, everyone should act on their own side of the street and then meet at the police car and escape together. Where did the tangos stab you in the back?
When tangos see you, they sometimes try to get to your last spot.
If the sniper crosses the link passage, it's suicide.
I've stopped trying after almost 40 minutes, after 3 insurgents spawned behind my back in a place I had just cleared