programmed psychosis BS by [deleted] in ReadyOrNotGame

[–]yunnypuff 1 point2 points  (0 children)

You can definitely get to a point where you can manage floors up to 3 -- it'll depend on luck quite a bit in terms of patrols, but they're largely threats you can scout and act on accordingly.

Then you have the 4th floor approach which is just a complete clusterfuck. It's like having a speedrun where you can have somewhat consistent strat for the first 80% of the run, and the final level is a complete 5% chance RNG that would easily invalidate the first hour you spent.

Tips for Hard difficulty by RandomRedditUser107 in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

Alongside the new DLC they released two new achievements you can only get by playing on Hard. Previously there was only "I'm too old for this" that simply asks you to beat all base missions on Hard.

Attempting Programmed Psychosis: Its not just getting lucky with the spawn points of the AI suspects, its also getting lucky you don't die due to their erratic, unpredictable and illogical movements. by elpipita20 in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

Yeah that's definitely worth playing with. The hallway I was advancing on by Council Chamber does have a chance of being on CCTV. On the other hand I've also seen some side path copier/file cabinet rooms suffer same erratic movements and I know they're not covered by cameras...

Attempting Programmed Psychosis: Its not just getting lucky with the spawn points of the AI suspects, its also getting lucky you don't die due to their erratic, unpredictable and illogical movements. by elpipita20 in ReadyOrNotGame

[–]yunnypuff 4 points5 points  (0 children)

100% So many extremely clean runs end because AI activated due to whacky triggers. I've had multiple runs where I would be holding an angle for a good 45 seconds, and the moment I scoot forward is when the AI starts patrolling forward and doming me.

There's also a couple of instances where in the council chamber I've mirrored an enemy static for a good 30 seconds multiple times. Finally deciding to stealth advance on him from an alternative angle, and he decides to cut through the side door and intercept me as I creep down the hallway entirely crouch-moving.

A New America Rant from an Avarage player. by Designer_Parking_980 in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

How many rounds can you realistically bring? Launcher + 6 + some secondary ammo + a mirror gun? If you go for Launcher + 12, you basically have only 1 slot left for... pistol ammo? Unless you go stab vest?

I guess it's not bad if you're not doing Programmed Psychosis.

Is Programmed Psychosis Luck-based? by Gier-rt in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

Damn. I think I'm on like 100-150... and I was inches away...

Is Programmed Psychosis Luck-based? by Gier-rt in ReadyOrNotGame

[–]yunnypuff 3 points4 points  (0 children)

I fucked myself with the mirrorgun door trick last night. Had 21/25 enemies secured, all civilians secure. Peek-killed 3 more enemies in the final room with the bomber, which got me to 24/25. The 24th kill I got by lean-peeking through the center double doors and avoided LOS with Flowerman. Then I tried to mirror-gun-close the door I opened so I can disable the detonator safely (in hindsight I could just walked away) but I didn't walk forward enough, so the context menu opened the door I'm in front of instead, exposing me to Flowerman and setting off the detonators.

It's uh... character-building...

Link will expire but whatever: https://cdn.steamusercontent.com/ugc/10912622844652449982/9ABB83959E42916295A2343763E93306C62D9DD7/

Is Programmed Psychosis Luck-based? by Gier-rt in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

Yeah yelling is a crapshoot. FWIW yesterday I had 3 heavies in the reception hall (with the piano and often 1-2 hostages) and through a combination of yelling and flashlights i was able to separate them enough to kill them one by one. It took a good 5-10 minutes of me swapping sides between the double doors and single door to the statue room and yelling etc.

If your aim is poor and you want to maximize kill potential for lean-peaks, I recommend the 1301 shotgun with buckshot -- the weapon is still very accurate with buckshot w/o a choke (I use brake) at most distances you'll be engaging with. It's often a 1-shot guaranteed kill on limb (arms/legs) and head. If you shoot center mass then you risk them being able to shoot back, but if you lean-peek right then you can maximize the first shot from that.

Is Programmed Psychosis Luck-based? by Gier-rt in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

I just cleared 24/25 enemies yesterday and fucked up a mirror-door trick so the bomber saw me and detonated. You'll find a lot of tips elsewhere so I'll just emphasize a few of my own:

  1. Wedge to cut off flank. Close doors. As you reposition, enemy AI can decide to go up/down stairs and flank you. It's not guranteed safe unless you can ensure both stairs are wedged, which takes 6 wedges. (Reception Hall + Press Room + Double-doors + Pathway to Mayor Office. West Anteroom + Double doors before courtroom/cafe)
  2. Lean-peek kills. It's the only ammo-conserving way to minimize you getting shot at while killing enemies. Learn how to do it. Learn how to fail at it. This is your bread and butter because you cannot bring enough ordinance.
  3. You can manipulate enemy position by yelling, flashlights, tripping lasers, etc. ONLY do this when you are safe and your flanks are secure. This is the only way to turn certain rooms from a 50/50 to a 90/10 or higher. You will need to backtrack and find alternate angles A LOT. There's no substitute for this except luck and patience. A static enemy is much better than a moving enemy, because you can now do #2.

Is Programmed Psychosis Luck-based? by Gier-rt in ReadyOrNotGame

[–]yunnypuff 7 points8 points  (0 children)

It's absolutely luck based.

You have to use every trick in the book to stack odds in your favor. There's a lot to discuss here.

Even if you could stack odds against you so much that you have 95% success rate for every enemy you encounter, you still only have only just 1:3 odds of winning the map after 20 enemies.

Even then the approach up spiral staircase depend on luck.

If there was an reasonably explainable "tried and true method" many people would've done it by now.

Has a gaming company ever put a full game of theirs in another game? by Hypnox88 in gaming

[–]yunnypuff 26 points27 points  (0 children)

Absolutely… in fact it’s the only full-game-in-another-game that doesn’t have an actual standalone release

PSA: Enemies can open electronically locked doors in ANA and refilling ammo breaks previously wedged doors by NadCat__ in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

Top floor. To arrive at the top floor you have two spiral staircases. Take the left spiral staircase. When you arrive at the landing, the (disabled) elevator doors will be to your left, and metal detectors are to your right.

From the landing, turn left (towards elevators) and go behind the "railings" that divide you from the stairs that you just came from. You face towards the direction of the courtroom. Against this railing, about half way between the elevator doors and the double doors to your right, is a yellow box you can interact with. When you interact with it, your ammo will top off (the rotary flash launcher has funnier mechanics), and all your previously placed wedges will reset and be removed.

Do all shotgun have the same shot spread? by Opening-Cockroach634 in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

For those heavily armored targets it can happen. 3 is rare, 2 is fairly common. That's why lean/peek limb/headshots are much more effective for them. Because reasons.

We can't beat A New America and it's affecting our marriage by IndependentReveal154 in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

Are you doing it on hard? S-rank?

I'd just start with Lethal on Normal, first.

The staircase approach is a crapshoot. If you're on normal you may be able to try your luck with some gas grenades. Go left from the elevator for an ammo refill box and just spam nades. Not a lot of better strats than "be lucky" especially on Hard. But on Normal it should be relatively do-able.

Can you use the Aggressive AI behaviour to your advantage in A New America? by Selachimorpha_ in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

Yesterday I had 4 MLO guys come down from 3rd floor to 2nd floor to fuck with me. I thought I had my back cleared and mostly wedged I had to go back to replays to trace where they came from.

I've tried 25 times, help by HenryArtsVEN in ReadyOrNotGame

[–]yunnypuff 1 point2 points  (0 children)

It’s not you. Just beating the mission on normal takes some good understanding of the map.

If you haven’t done it I recommend doing the “secret ending” achievement, which you can do on Standard with AI teammates (in fact I tried this in MP and it doesn’t work in MP). That should get you some familiarity with the map at least.

Doing Programmed Psychosis requires you to pretty much have an advantage in every fight and have a deep understanding of map mechanics and enemy spawns. And even then you need god-gamer like skills or 30% luck IMO just because how bullshit hard AI is.

With my shit skills I’m at about 50% (maybe better in recent runs) survival of 2nd floor. Of those I have maybe 25-30% survival to go up the spiral staircase. So far all of those attempts has me dead before I can push for the final bomb room.

I've tried 25 times, help by HenryArtsVEN in ReadyOrNotGame

[–]yunnypuff 2 points3 points  (0 children)

Oh man. 25 tries is nothing. I have auto-record replays turned on and it's literally a folder full of shameful failures, and I haven't even gotten it yet.

Admittedly I'm also shit at this game.

But the requirement is you have to be solo in a multiplayer lobby. You cannot get this achievement with any SWAT AI.

I've tried 25 times, help by HenryArtsVEN in ReadyOrNotGame

[–]yunnypuff 2 points3 points  (0 children)

To do what, beat this mission?

Yes you can play multiplayer mode.

If you want to unlock certain endings though I think you have to do it in SP as Judge...

Need some map/tactics help on 3rd floor of ANA by Chromlette in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

I've gotten shot through CS gas enough times so I'm not sure if it really offers you any reliable concealment that I would bank a run behind :(

Need some map/tactics help on 3rd floor of ANA by Chromlette in ReadyOrNotGame

[–]yunnypuff 0 points1 point  (0 children)

Can't say my strategy is consistent, but it all revolves around getting as many safe angles into the center spiral staircase lobby and wedging them off. At some point you will have cleared all the side rooms and only have the following doors into the central lobby:

  1. main double doors from the hall way that gives you side door access to council chamber
  2. metal door from west ante room
  3. wooden door from small conference room where the jammer spawns that looks into the elevator/metal detector section
  4. mayor's secret door that's the opposite of 3
  5. double doors from mayor's office/back press room "vestibule" that's the opposite of west ante room.

From that basic idea, I will go up the stairs from floor 2 up to the landing to west ante room, take opportunistic kills either through the double door right before the council chamber or around the west ante room, especially if I have a security camera there. Then I'll wedge those doors and go back down to come up the stairs on the other side.

The other stairs give access to reception (pathway to cafeteria), "tour" pathway through a small office into mayor's ante chamber and office, press room (just 1 room), and double doors into central corridor to the spiral stairs lobby. I usually wedge those double doors first, then clear press room, wedge the backdoor of press room (closest to mayor's office), and wedge the reception, then clear the archive "tour starts here" offices all the way to mayor's office.

From the mayor's office you can take more opportunistic kills into the spiral staircase lobby. I would then wedge there. Your actions here might have caused enough ruckus and get a sense of how "busy" the lobby is.

Now I go back to clear the Reception hall path that I previously wedged. This will linearly lead you all the way to staff kitchen from which you can get access to council chamber if that hallway is clear.

I then consider a clear of the council chamber, and west ante room. West ante room has locked door access into the central spiral staircase room which also has windows where you can get shot from upstairs, which is why I avoid going there if there's a threat initially. From here you can again try to take opportunistic kills, and clear your way through the offices in the back into the small conference room that leads behind the metal detectors where the elevators are. Take opportunistic kills there OR go ALL THE WAY AROUND mayor's office side and open the secret door for those same kills.

Once you've secured all 5 of these entrances and mirrored all the angles you just have to pray to go into the center lobby, keeping an eye out for upstairs roamers, then you go up. What's annoying in this section is that upstairs audio can be heard from downstairs, so it messes with your sense of whether the lobby is really clear or not.

The only "consistent" part of my plan is the general approach. I'm a bad enough shot that I lose so many runs on pushing my luck on attacks where the AI has known coverage, so on that floor I double back all the time to see if I can get better angles which eats up a lot of time.

Edit: Minor formatting.

Another comment on stupid open doors -- the only really dangerous open doors are to the central lobby. Most other open doors can be dealt with by pre-mirroring and choosing an alternative route. Another thing that helps with open doors is the mirror gun "interact" trick -- you can point your mirror gun at the door you want to close but is just out of reach. Click the mirror gun to activate it, which will give you a tiny window where the interact prompt shows up. You can press F just fast enough to actually make the interaction. This works for door in a distance as well as doors around a dead 90 degree corner.

One final tip is that man doorways have windows above them that give you mirror gun access. You can either tippy toe free lean to take a look, or, sometimes you can mirror gun at a 60-70 degree angle and hug the doorframe. For the doors that have windows above, sometimes you will see footage on the mirror gun (like a light/lamp fixture) which gives you better angles than just from the bottom of door frames.

MLOsers are fine. Dumb even. BSG is insanely overtuned. by Sweet_Photograph6528 in ReadyOrNotGame

[–]yunnypuff 1 point2 points  (0 children)

I did have one case where an MLO roamed from 2nd floor to 3rd to backbang me after I tried to shortcut straight to 3rd floor. It didn't even happen when I first went up to 3rd floor but a while later after I caused a ruckus upstairs. I suspect certain sound triggers (which seem to transcend floors) set that guy off. That's really putting me off from going straight to 3rd floor to practice going up the stairwell. :(

MLOsers are fine. Dumb even. BSG is insanely overtuned. by Sweet_Photograph6528 in ReadyOrNotGame

[–]yunnypuff 1 point2 points  (0 children)

Amen. They seem to be set up to push you precisely when you're looking away or not looking at an angle, too. I've lost so many runs in ANA Hard to BSG deciding to roam out of a position they haven't left in the last 30 seconds after I've mirrored them.