07-02-2012, 01:04 PM
Let's hope you're right. The DLC missions show that aggro stealth can work in small corridor areas inside buildings...those buildings just need to be fully explorable too which I'm not against. Get what I mean? There's the....Portland mission (I think...the one where you start next to a cliff and you enter a mansion/prisonish thing. Those were mostly tight spaces albeit there was a slight open area in there. Then there was the next section with the old rundown building...the ruins with the searchlight were actually the only actually wide open and sandboxy area in the map and I don't think it needed that to be a great aggro-stealth experience. Solid...if they do what you said: comprehensive stealth and awareness system between the player and enemies (let's say...something like CT to be simple) and then have them revert to the more aggressive assault from SCC when you're detected...that'd be great. Ghosts shouldnt care as they will restart if caught, I won't mind having to do what I had to do in CT and stuff. I have a stipulation though. In CT, if you got in a firefight with say 2 enemies in one room and then hid. They'll just look for you and stuff. Yet no one ele knows about you but them (ignoring the alarm system). In SCC it's the opposite: they basically alert the entire area if they fire once. Well, what if the middle ground was chosen? You get into a firefight, they fight you, no one else knows. But if you are injured and run and hide to heal, now that you've stopped firing, they get into cover and call it in. Good?
Originally Posted by SolidSage
07-05-2012, 04:10 AM
I don't know if this is mentioned but I think instead of having M&E in its full form, we can have half an M&E and make it less action. I was thinking having the sync shot from GRFS. We can mark enemies but we have to aim and shoot instead of an automatic shoot. This is going to stop the lazy of M&E.
What do you think?
It's not exactly M&E but at least it takes skills to do it. At least one person agrees.
07-05-2012, 11:58 PM
I have to disagree with you. I don't think M&E is an awful mechanic at all; however I do think that the way it was included in SCC was terrible.
If they added M&E for lights etc, I thinkg M&E and KIM will be a great addition to the game. Having said that, I do want to say that I almost never use M&E anv when I do, it's because I use it as an alternative to normal shooting in a situation that I fully control. I don't really shoot much in SC anyway, I prefer to finish enemies close up and personal if I have to. So to me, M&E almost replaces normal shooting, because I use it so sparingly that when I actually shoot, I prefer the stylized version of the M&E...
Now, I do understand that it is a win button to some degree, and I do hate how SCC was built around the feature, but if you use it sparingly and save it for those "special moments", I think it is a nice feature.
I'll probably get lynched for saying that though. :P
07-06-2012, 12:19 AM
I thought M&E in Conviction was OK and nothing more. It wasn't particularly bad and most of the time was not needed, though I got little fun from using it.
So long as it's not regularly forced on the player by making a level or section way too difficult without it, they can include it all they like.
I personally prefer to plan around the enemies, sneak past or use non-lethal takedowns, rather than just running into a group of five enemies and taking them down with a few button presses, but that's just me.
07-06-2012, 12:28 AM
Exacly. It's a fun addition, but more often than no I don't use it. Conviction made shooting enemies almost too easy, much more fun to sneak around enemies, and much more challenging.
Originally Posted by iusedtoworkhere