#The enemies can see much further at night than me.

47 messages · Page 1 of 1 (latest)

fallow terrace
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Please reduce fog or solve it otherwise. The issue is that the mimics shoot from a great distance, at which I cannot even see them. - maybe by design? - or maybe you will add NGVs later?

late basin
kindred ether
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There is nothing more terrifying than getting shot at from 5 different angles and all you can see is the muzzle flashes.

gloomy hill
# late basin NVGs are already in the game files. they're currently planned, iirc

I think base vision of enemies still should be roughly equal to yours (mb with exception of snipers). I bet NVG will be late game upgrade, and also playing half the game in grainy green vision shouldn't be mandatory. Also we still don't have long range weapon torch from ITR1 for example, all flashlights are about the same range right now.

slow matrix
scenic sand
mighty pendant
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Man its mostly complaints about how enemies laser onto you when you have no way of seeing them. I really hope its addressed in the next patch because my opinion is the swamp area of the newest map is completely unplayable and its the first part of it you get dumped into

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ive completely stopped playing because it is just so unfun and unreadable everything is just a brown mess of vegitation and shit

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the first two maps were better as far as legibility but even those are bad in comparison to the first game

mighty pendant
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No it's a everything is brown in the swamp area and there's no LOS to the enemies issuea

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I've had no issues otherwise or with the first or any other game

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It's just not a very readable zone

scenic sand
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I'm gonna be the centrist everyone hates and say: it's both.

Yes skill and perspective is an issue, there are ways to compensate and when it comes down to it: yes it's about adapting to adversity or accepting that a given engagement is 100% out of your control so you're gonna compensate or climb the mountain -for that i actually like the problem of the swamps, reinforces keeping my head down when i don't know where the threat is.

But also no, simply permitting the LOS X-ray lasering to exist because it's hard to find a solution to that, is not the kind of attitude that leads to improvement of a product or advancement for the game industry.

I fully admit to groaning whenever a mission is placed in the southern or northern swamp of the outskirts, but it is worth playing as it is worth finding a solution to. I find this to be a similar problem to how the smoke grenade failed to work in ITR1 and enemies could just see you through it. The only use i found for smoke was to chuck it behind mimics at night so i could see their profile against the white background.

late basin
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but yeah, I agree with most of your points. I don't mind not being able to see the enemies clearly (that's the point of camouflaged military uniforms). It also encourages more cautious approaches in unknown areas, rather than running in, guns blazing (Tbf, that works, too, because once you realize that the mimics suck at tracking your movement, the static ones are barely a threat, especially in mid-long ranges). I've never had problem spotting enemies before they notice me when I go slow enough (and turn off your lights + lasers, throw away your lit cigarettes. They spot you more easily)

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night time is, well... night time. if we can fight just as effectively without any downsides, why even have day/night cycles to begin with?

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I feel like the xray is less intentional design, more like bad/unpolished implementation. I've had situations where breaking LOS actually worked, causing enemies to continue shooting at my previous hiding position rather than my new position until I make a shot, or peek out and they take an extra second to register my new position. Or, well, sometimes they just completely stop shooting and go back to idle state

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and then there's collision issue, which sometimes allows the enemies to push their faces (which I assume is their "eye"'s position) and half of their bodies through terrains and walls, letting them see and shoot straight through

scenic sand
# late basin wait, smoke grenades didn't work in ITR1? It's literally the only grenade I use ...

for me, enemies shot through it and would hit me as often as i didnt use them. I found the most effective tool was propping a flashlight on the ground to distract them. I'd put a smoke down, move to a different spot still behind the smoke and enemies would still peg me. it didnt work for me at least and they wouldnt stop firing as opposed to if i disappeared behind actual cover. But that was my expereinced. I also found the best cover was being behind a box or object with my head sticking up. but the smokes never worked to well for me. so i used them to just make the enemy more visible.

scenic sand
scenic sand
# late basin and then there's collision issue, which sometimes allows the enemies to push the...

yea, that's the issue i have. but i notice that mostly happens when they're maneuvering funny somehow ignoring collision or the order of objects/enemies spawning in isnt consistent. like the enemy loads before the object. i found consistently that dumpster just north of the fire jellow in the north swamp has a mimic inside of it so it's practically the BTR. however their arm or leg is sometimes exposed.

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i tend to travel around at night without a light on unless i've killed everything and i'm looting. but yea, i should try 'slower than walking' movement. i go at the non-run pace if enemies are around when i try to see how any present sneak possibility works. i'm admittedly very bad at that in ITR2. still figuring out where some of their limitations are even after 200 hrs.

late basin
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enemies are just usually unable to see me while I'm behind a smoke cloud, and sometimes, I can peek from inside the smoke to shoot them

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there might be some bugs that let enemies lock onto you if they spot you before entering the smoke

late basin
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sometimes, I can spot enemies just by their unnatural silhouette better than daytime, though if I'm on an elevated location, it obviously doesn't work

late basin
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there isn't enough incentive to play slow and sneaky at the moment, unless it's player preference

scenic sand
late basin
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sometimes, just clearing the apartment complexes on the east side of perchorsk already take half aday to more than a day

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especially with the cube's presence

scenic sand
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the ONLY time i actually used it before they noticed me may have been when i was bumbling around in 1.0. In 2.0 i would save them for some habit reason and it just didnt seem like they worked. maybe that was my fault for not realizing that may ahve been the trick

late basin
scenic sand
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yea, my sneak play in itr2 is mostly to try and just get the jump before i start going loud. I dont run with supressor unless its for the pistol for small stuff to not draw a crowd further away or when i want to 'chill' witht he VSS.

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everything alerts once an enemy doesnt die from the first hit. so i kinda gave up on some aspects of the 'stealth game'. I did like trying to find the shortcuts across the map avoiding enemies to skip combat trying to get from one end of the forest to the outskirts and back though.

scenic sand
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my new peeve is that enemies on the tops of some roofs shoot through the roof into the top floor of the same building we're both in. I'd be fine with that if my bullets went back through the ceiling but they dont

tulip vessel
tulip vessel
tulip vessel
mighty pendant
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When I do spend my now very limited time gaming it's not going to be trying to find a way to cheese a broken part of a game lmao

scenic sand