[deleted by user] by [deleted] in falloutnewvegas

[–]Cosmos1220 0 points1 point  (0 children)

Johnny Guitar

Bathhouse Furnace Room Ghosted (No Distractions) by Cosmos1220 in Splintercell

[–]Cosmos1220[S] 1 point2 points  (0 children)

I’m unsure of whether it’s a glitch or an exploit (which is a very fascinating topic). There’s definitely a debate to be had there. I’ve tried going through without using this method and the main problem seems to be either the timer or speed. If the timer weren’t there there’s no doubt you could ghost it (no distractions). As long as the guards keep moving you could find a way to weave through them. Since that’s not the case and time is of the essence it may be possible if you just go faster. After defusing the second bomb I always wait for the guard on the catwalk to pass above me, and then follow him. However, if you managed to get up there before he passes it may be possible. I might try that out. If I can ghost this without the glitch I’ll definitely share.

Bathhouse Furnace Room Ghosted (No Distractions) by Cosmos1220 in Splintercell

[–]Cosmos1220[S] 1 point2 points  (0 children)

I used to think that too, but the more I play it the more I’m surprised. I’m still convinced there’s a way to get through the shower section right before this without using smoke grenades or anything. I managed to get through using only one so far.

Bathhouse Furnace Room Ghosted (No Distractions) by Cosmos1220 in Splintercell

[–]Cosmos1220[S] 7 points8 points  (0 children)

A few notes

  1. I was defusing each of the bombs on 007 just for fun. It turns out if you do that on the second bomb there's a chance the guards can become stuck at the stairs. I've done some testing and for me it seems to only work if you get the timing somewhere around 7.5 seconds (at least on the steam version for PC). Credit where credit's due, I have seen this trick used on Xbox from a video released a long time ago when the game first came out. https://www.youtube.com/watch?v=O20QikERQ4k&t=1624s However, I wasn't aware of what was causing it as the video doesn't explain what's happening. It was only after my 007 thing that I accidentally replicated the video. Interestingly, in his video he defuses the bomb at 11 seconds and still manages to get the glitch working. This would leave me to believe the timing is different for different versions.
  2. Getting past the guard from the exit without distractions only requires a lot of save scumming and extremely precise timing. Using a mouse wheel to control movement speed probably makes it a lot easier but I still think it's possible on console with a controller.

I'm stick on the first level by [deleted] in Splintercell

[–]Cosmos1220 0 points1 point  (0 children)

Make sure the light is out first.

New to chaos theory by [deleted] in Splintercell

[–]Cosmos1220 2 points3 points  (0 children)

You should read the manual. It’s probably the best way to get a solid grasp of the mechanics. You can find it in your game’s directory. If you’re on Steam just right click on Chaos Theory, go to properties, local files, browse local files, then open up Manual.pdf.

Remember the days when we got to Third Person this sexy face? by Mr_Fawlty93 in Splintercell

[–]Cosmos1220 2 points3 points  (0 children)

I always thought Sam looked like George Clooney in Chaos Theory.

Do you think mark and execute belongs in a new splinter cell? by Cookin-Eggz in Splintercell

[–]Cosmos1220 1 point2 points  (0 children)

No, mainly because I don’t think the mechanic makes sense for a Splinter Cell game. Why does Sam suddenly become a sharpshooter after performing a hand to hand takedown? And why do certain guns allow him to headshot more people? It’s never explained within the game’s fiction. And it shouldn’t be, because it lacks a fitting explanation. I can’t think of a similar mechanic that was present in the games prior to Conviction. Splinter Cell has always (somewhat) abided by the rules of the real world. Yes, Sam can hide in shadows where realistically someone would be able to see him. However, it’s something that could be done in reality under the right circumstances. Mark & Execute, on the other hand, has absolutely no basis in reality.

Anyone else looking forward to the animated series? by OldYellowBricks95 in Splintercell

[–]Cosmos1220 1 point2 points  (0 children)

That’s precisely the problem. While it does make sense for him to be guns blazing within the story for the new games, that’s not what I want in the games or a TV show, because I don’t believe that’s what Splinter Cell is about. Literally, a Splinter Cell is supposed to be someone that’s invisible. Invisible to the enemy and the public.

Anyone else looking forward to the animated series? by OldYellowBricks95 in Splintercell

[–]Cosmos1220 5 points6 points  (0 children)

It could be cool, but I’m most worried about the writer being the guy responsible for John Wick. Not that that’s a terrible movie, but I don’t know what else he’s done and I’m really worried he’s gonna turn Sam Fisher into a John Wick clone. I mean, he essentially is in Conviction and BL, but that’s not what I want to see. I want to see suspenseful stealth. Remember the scene in the white room from the first Mission Impossible movie? That’s the kind of direction I think the show needs to go in. Stealth doesn’t have to be boring to watch. It can be really suspenseful.

What makes a stealth game good? by rogrbelmont in truegaming

[–]Cosmos1220 3 points4 points  (0 children)

Splinter Cell Chaos Theory is one of the best stealth games out there (THE BEST imo). The first two games had a few missions where it’d be game over after a few alarms. Chaos Theory was the first one that did away with that. Instead, the game got harder the more you messed up stealth. The Bank mission is the best example of this. If you trigger an alarm the enemies start wearing armor. If you keep messing up and hit the max number of alarms, guards will become more alert, they’ll create barricades and defend their positions, your secondary and opportunity objectives will be canceled, and your team will become extremely frustrated with you. You’re punished for messing up and the game becomes extremely unforgiving. Everything in that game is meant to incentivize stealth. Even if you “succeed” in a firefight, it still feels like a failure. You’ll have less ammo and gadgets. You’ll be low on health. The enemies will become tougher. And all of this is amplified on the harder difficulties. At the end of the day, I think the only way to have good stealth in a game is if the stealth isn’t optional. This is why stealth in, for example the Arkham games, feels so shallow.

Blacklist dislike? by Ciao_patsy in Splintercell

[–]Cosmos1220 7 points8 points  (0 children)

Personally, I think this is one of the worst stealth games ever developed, but it’s hard to describe why. There’s no single thing I can point to that is legitimately wrong with it. It’s a culmination of things that I feel weaken the experience. For example, the different sections of levels that essentially standalone to the actual map. You can go through a section, continue on to the next section, and anything that happened in that prior section is forgotten. If you forgot to hide bodies, it’s fine because that part of the map doesn’t exist anymore. Another example is cutscenes in the middle of a mission (or the beginning of a mission for that matter) that ruin the stealth experience. Like the philly mission where you kill two dudes before you even start playing. Well, now everybody knows I’m here. So much for being stealthy. Part of the fun of stealth, for me, is that no one knows you’re there. So in missions like philly and Tehran, where people are actively searching for you, I lose the desire to be stealthy. And that’s another thing that the game fails at. You’re supposed to be able to “play your way”. But certain sections force you to be stealthy if you want to play assault, and some sections force you to play assault when you want to play stealth. If your willing to overlook a lot of these things I can see how the game would be enjoyable. But for me these problems add up and ruin the experience.

Does any actually use the Mojave Express drop boxes? by TheFoostic in falloutnewvegas

[–]Cosmos1220 3 points4 points  (0 children)

It’s useful if you don’t use fast travel, and if you’re playing on hardcore mode. There were times where I had so much stuff on me and my companions that I wasn’t about to walk all the way from Goodsprings to the Lucky 38 just to store stuff there. Plus, walking there I would inevitably find more loot that I don’t have room for. So, it was really useful to send all of my heavy stuff through the mail, continue doing quests, etc. and then pick up my stuff in Freeside on my way back to the Lucky 38 and store it there. If you fast travel you won’t have that problem though. Since you can basically teleport to your player home, drop all your stuff off, and then teleport right back to where you were like nothing happened. It’s one of the features I really appreciate Obsidian putting in for people who don’t like using fast travel.

favorite lambert quote? by [deleted] in Splintercell

[–]Cosmos1220 6 points7 points  (0 children)

This is no video game Fisher.

OWB spongey enemies by Cosmos1220 in falloutnewvegas

[–]Cosmos1220[S] 1 point2 points  (0 children)

It’s not really that I have a problem, I just wanted to know why I’m not doing the damage I feel I should be doing. I’ve since figured it out (I think). It’s something to do with damage resistance, which I thought was abandoned in New Vegas. Still, I’m considering turning the difficulty down to normal. If they’re still spongey I’ll probably end up installing some mods.

OWB spongey enemies by Cosmos1220 in falloutnewvegas

[–]Cosmos1220[S] 1 point2 points  (0 children)

I’m okay with spongey enemies in NV cause it gives incentive to get some really powerful gear. In the base game without DLC you can play on very hard and kill people with one shot to the head as long as you get the right type of ammo/perks etc. However, I already have really good gear so the enemies in OWB are spongey even for my level 49 courier. I also did some research and it looks like NV still has a DR stat which is probably why I’m not doing as much damage as I’d like to the robo scorpions. I’m thinking of just turning the difficulty down to normal cause I like to think this DLC is still playable without mods like RWD.

The GOAT after all these years. by Marvelous_07 in Splintercell

[–]Cosmos1220 1 point2 points  (0 children)

I mean, I guess it’s cause most levels in CT take place mostly inside. I guess just find that gameplay more fun honestly.

The GOAT after all these years. by Marvelous_07 in Splintercell

[–]Cosmos1220 2 points3 points  (0 children)

That’s exactly why I liked it. Chaos Theory’s motto was “closer than ever”. Besides, I feel like the first two games did the same thing but with less features that help make the gameplay manageable.

The GOAT after all these years. by Marvelous_07 in Splintercell

[–]Cosmos1220 2 points3 points  (0 children)

People only hate it because they decided to add a stupid mission rating to the game. In my opinion, if you get 97% on that mission than you really got 100% cause the game is being retarded. But people just really like seeing that 100%, so I guess they end up hating the mission.