silencer_pl, on 29th September 2011, 2:01am, said:
Force of habit speeds up your familiarization when using certain weapon, but if switched to next weapon you will lose that familiarization even faster.
Familiariztaion is actualy useless in this game. It is a good concept but you won't get a chance to use it to full effect. What it does is by increasing it, you have increased RoF, Dmg, and minimilized failure rolls. I think you need to perform 100 shots to get +1 in familarization.
Thanks, the game's description wasn't worded very good (IMHO). Yeah, it does seem to be a worthless perk, especially early on when your team is constantly changing weapons as the "next best thing" is found or unlocked. Might be more useful later in the game when you have the best weapon for the class? Or maybe not.
Well I decided to do a quick random encounter to remember how to play (every game seems to have it's own set of controls these days).
So the team zones in, sets themselves to sneak and then runs for cover. It's a
tiny map though so there's only one viable option: the building.
Now, there are a couple options for strategy on this map. First, I could split my team up into two (or more) smaller squads and spread out. The map isn't very big though, and see that smaller building on the right with 2 big fuel tanks? Not a good place to be. The other option is to stay put and try to set up an ambush or crossfire situation. I decided on this, using the garage as cover for my less than stellar sneak soldiers (Reggie, Javier and Mike) while keeping Carm and Tori in the corner with Eagle as a long range spotter.
What happens if an enemy comes around the NW corner and heads to Eagle? Well, I just had to trust that she would stay hidden in the bushes long enough to make a dash for the safety of the building. Luckily, that never happened, probably because the enemies "heard" my low-sneak team in the garage. Wasn't long before Eagle gets a nibble.
She gets a little eager and takes a sniper shot. It misses (I didn't make her take more APs to aim). The enemy (obviously confused and on some kind of mind-altering drug), decides it's in his best interest to run into the garage to take cover instead of back around the corner where he came from.
Not smart. Reggie raises his MP 40 II and takes aim.
One dead enemy. Javier quickly closes the door to the garage, everyone hides again and reloads. We know another enemy is on his way so it's best to be prepared. Wrong. It's not one, it's a bunch. One enemy is spotted by Eagle as he rounds the corner on an interrupt.
What in
hell is he carrying though? It looks like a damn rocket launcher! Ok, calm down. Eagle hasn't been spotted yet so let's not get too hasty. Everyone sits tight and waits for the end of the enemies round. Holy smokes, this is bad!
So beyond the guy with the rocket launcher, there are no less than 3 more enemies around the corner. This is when I wished I would have burnt a Smiz land mine, but we have to deal with this as best as we can. Carm peeks around the corner and takes a few silenced shots with her pistol. At a 15% chance to hit, I wasn't expecting much, but she hit on her 4th shot.
It didn't do much, but made everyone feel a little bit better. Hopefully we can draw the rocket launcher dude in close without being spotted. Carm runs back around the corner and we wait.
That's a lot of enemies! Ok Eagle, you're up on deck. She takes one sniper shot and hits the RL dude, takes a second shot at the guy in back of him and he gets hit too.
Carm peeks out from behind the corner and gets spotted, but luckily no interrupt from the enemies. She plinks at the group hoping for a hit. Bingo! She takes out the guy with the rocket launcher.
(Sorry, took the screenshot kinda late in the animation sequence so you can just barely make out the damage number). Just found this stupid... all the enemies seem to be carrying potato masher grenades, yet when killed they don't drop them. Anyhow, let's stop playing around with these guys. Reggie opens fire with his MP 40 II on full auto.
The burst blew the door open and with the enemies not behind cover, the bullets caused a lot of blood.
What a mess. Cleanup on isle 3! With the door open, it actually blocked the last enemy from seeing my team, so I moved Tori out for hopefully an interrupt.
Good! She takes a shot, but misses horribly. Time to take cover again. During the enemies turn, he shoots with his smg but misses Eagle.
With the enemy spotted, Javier let's loose with his Chatellerault on full burst. It tears through the wooden door and shreds the enemy to ribbons.
All the enemies are dead so the game turns to RT. Javier rushes forward to see what that rocket launcher was.
A PIAT. It's a nice RL, but the biggest issue is that I only have two shots for it: one in the weapon and another from a PIAT I had in inventory (must've picked it up somewhere, don't remember). Basically it's a curiosity item because with only two shots it will end up being a throwaway weapon. Mike got rid of his trusty Mauser M98 in favor of a MAS 1936 rifle. It has less damage and range than the M98, but on the plus side it uses the same MAS ammo as the Chatellerault he's carrying.
Will try to get around to the next scripted mission asap.
- Zombie