Up to mission 24 or so now. There's definitely a sense that there could be more story events. I don't mind it so much but when stuff does happen, it tends to happen in succession and then slow down again. Not great for story pacing. The missions though, are so fucking fun. The second half of mission 18 was definitely one of those "ugh, not an escort mission" moments though. I was really impressed by
the AI on the child soldiers you have to escort though. The way they animated and moved, and how it felt like you can't completely control them was pretty neat. Frustrating at times, but neat. I really dig the attention to detail in stuff like that.
One of my favorite missions in the recent set that I've played lately is mission 21. The one with the airport inspection. It was so open and the way the events were scripted were really cool. It felt like a modern setting Assassin's Creed mission with way better design than anything in the AC series. Lol. Gameplay spoilers for the mission:
One time, I made some ruckus while entering the airport, but I wasn't spotted, but one radio message back to CP was enough for them to cancel the inspection and get the chopper to turn back. Then I had to find the guy all by myself deep inside the complex. If the inspection finishes and the target gets into the chopper, Kaz actually asks you to destroy the chopper before it leaves, lol.
I fucking love stealth scenarios like that. Amazing sandbox stuff.
One of my favorite missions in the recent set that I've played lately is mission 21. The one with the airport inspection. It was so open and the way the events were scripted were really cool. It felt like a modern setting Assassin's Creed mission with way better design than anything in the AC series. Lol. Gameplay spoilers for the mission:
One time, I made some ruckus while entering the airport, but I wasn't spotted, but one radio message back to CP was enough for them to cancel the inspection and get the chopper to turn back. Then I had to find the guy all by myself deep inside the complex. If the inspection finishes and the target gets into the chopper, Kaz actually asks you to destroy the chopper before it leaves, lol.
I fucking love stealth scenarios like that. Amazing sandbox stuff.
Up to mission 24 or so now. There's definitely a sense that there could be more story events. I don't mind it so much but when stuff does happen, it tends to happen in succession and then slow down again. Not great for story pacing.
Similar sort of question. For missions that have been 'cheesed' and only have one or two of the objectives completed, is that an issue for endgame stuff?
Up to mission 24 or so now. There's definitely a sense that there could be more story events. I don't mind it so much but when stuff does happen, it tends to happen in succession and then slow down again. Not great for story pacing. The missions though, are so fucking fun. The second half of mission 18 was definitely one of those "ugh, not an escort mission" moments though. I was really impressed by
the AI on the child soldiers you have to escort though. The way they animated and moved, and how it felt like you can't completely control them was pretty neat. Frustrating at times, but neat. I really dig the attention to detail in stuff like that.
One of my favorite missions in the recent set that I've played lately is mission 21. The one with the airport inspection. It was so open and the way the events were scripted were really cool. It felt like a modern setting Assassin's Creed mission with way better design than anything in the AC series. Lol. Gameplay spoilers for the mission:
One time, I made some ruckus while entering the airport, but I wasn't spotted, but one radio message back to CP was enough for them to cancel the inspection and get the chopper to turn back. Then I had to find the guy all by myself deep inside the complex. If the inspection finishes and the target gets into the chopper, Kaz actually asks you to destroy the chopper before it leaves, lol.
I fucking love stealth scenarios like that. Amazing sandbox stuff.
Invaders can invade even if you're offline. If you're offline they just make off with some resources that are on your FOB and possibly staff. You *only* lose resources that are on your FOB which is completely separate from your MB. If you never connect online, you're only getting resources generated by Motherbase.
Motherbase and FOB are essentially completely separate and you can only lose whatever was generated by FOB in the first place. And even then you only lose unprocessed materials, you automatically get processed materials and that's totally safe. The game will show you what the invader obtained as rewards and that includes processed materials and staff, but those AREN'T actually taken from your FOB or MB, they're just generated from thin air as rewards for the invader.
So do I ever get the option to build fob or is it automatic? Ive got 2 tiers for all dept like r&d, command, base dev., etc. I assumed that these structures are what gets invaded. Thanks for taking the time to explain but I'm confused lol. I just don't want to lose shit to invaders. Oh well.
Similar sort of question. For missions that have been 'cheesed' and only have one or two of the objectives completed, is that an issue for endgame stuff?
So do I ever get the option to build fob or is it automatic? Ive got 2 tiers for all dept like r&d, command, base dev., etc. I assumed that these structures are what gets invaded. Thanks for taking the time to explain but I'm confused lol. I just don't want to lose shit to invaders. Oh well.
If not, what I figured out was to send out a flare grenade and Pequod will come in and destroy the chopper (assuming you've upgraded your chopper with weapons).
I switch between D-Dog and Quiet depending on the nature of a mission. If I'm expecting heavy resistance, I bring Quiet because she's effective. If it's a mission which seems like it requires legwork to get the most out of it, or if I have to actually find someone, I bring D-Dog. D-Dog is actually really amazing for prisoner rescue missions in particular, because he can sniff them out without even going near or attracting attention, even if they're indoors.
At any point you can instantly return to AAC by opening the pause menu (not idroid)
It resets you to your last checkpoint. However, this is useful if you run into an enemy base, kidnap the Side Op target, instantly get a save for op complete, then return on the spot.
So do I ever get the option to build fob or is it automatic? Ive got 2 tiers for all dept like r&d, command, base dev., etc. I assumed that these structures are what gets invaded. Thanks for taking the time to explain but I'm confused lol. I just don't want to lose shit to invaders. Oh well.
It sounds like you only have Motherbase. You get a tutorial to build FOB and invasions around mission .... 20+? I can't remember the exact mission. However you have to be connected online to Konami server in order to get that. An FOB is a completely separate Motherbase that just gives you additional resources.
People who are worried about invaders and say they're just going to play offline all the time is like saying they're just going to pass on getting free money because there's a chance that portions of that free money can get stolen.
I've been getting use to taking an RPG or straight up rocket launcher with me on all missions and dropping in something else if I really need it. Seems to work out ok.
Up to mission 24 or so now. There's definitely a sense that there could be more story events. I don't mind it so much but when stuff does happen, it tends to happen in succession and then slow down again. Not great for story pacing. The missions though, are so fucking fun. The second half of mission 18 was definitely one of those "ugh, not an escort mission" moments though. I was really impressed by
the AI on the child soldiers you have to escort though. The way they animated and moved, and how it felt like you can't completely control them was pretty neat. Frustrating at times, but neat. I really dig the attention to detail in stuff like that.
One of my favorite missions in the recent set that I've played lately is mission 21. The one with the airport inspection. It was so open and the way the events were scripted were really cool. It felt like a modern setting Assassin's Creed mission with way better design than anything in the AC series. Lol. Gameplay spoilers for the mission:
One time, I made some ruckus while entering the airport, but I wasn't spotted, but one radio message back to CP was enough for them to cancel the inspection and get the chopper to turn back. Then I had to find the guy all by myself deep inside the complex. If the inspection finishes and the target gets into the chopper, Kaz actually asks you to destroy the chopper before it leaves, lol.
I fucking love stealth scenarios like that. Amazing sandbox stuff.
So true! It's great though, since all I do is send Quiet to scout and then switch to attack. By the time I reach the guard post, all I have to do is analyze which guard I want to extract.
At any point you can instantly return to AAC by opening the pause menu (not idroid)
It resets you to your last checkpoint. However, this is useful if you run into an enemy base, kidnap the Side Op target, instantly get a save for op complete, then return on the spot.
Oh, didn't know that. One other thing while I've got you, a couple of my early "Extract the Prisoner" side-ops are ticked and white. Seems odd that it would want me to replay them even though they're completed. Still on Chapter 1, so any reason for this?
Up to mission 24 or so now. There's definitely a sense that there could be more story events. I don't mind it so much but when stuff does happen, it tends to happen in succession and then slow down again. Not great for story pacing. The missions though, are so fucking fun. The second half of mission 18 was definitely one of those "ugh, not an escort mission" moments though. I was really impressed by
the AI on the child soldiers you have to escort though. The way they animated and moved, and how it felt like you can't completely control them was pretty neat. Frustrating at times, but neat. I really dig the attention to detail in stuff like that.
One of my favorite missions in the recent set that I've played lately is mission 21. The one with the airport inspection. It was so open and the way the events were scripted were really cool. It felt like a modern setting Assassin's Creed mission with way better design than anything in the AC series. Lol. Gameplay spoilers for the mission:
One time, I made some ruckus while entering the airport, but I wasn't spotted, but one radio message back to CP was enough for them to cancel the inspection and get the chopper to turn back. Then I had to find the guy all by myself deep inside the complex. If the inspection finishes and the target gets into the chopper, Kaz actually asks you to destroy the chopper before it leaves, lol.
I fucking love stealth scenarios like that. Amazing sandbox stuff.
extract both targets without being seen, but someone saw the Fulton balloon and shot it down. So I had to put him to sleep, but it was the last shot of my suppressor. My second extraction attempt worked, but a guard saw me and my unsuppressed tranq pistol set off an alert.
Cue the BIGGEST FUCKING SHITSTORM I've ever seen in this game so far.
Everybody was yelling and running in circles, helicopter was aggro'd, mortars everywhere. I think there was a pissed off walker gear or two in there somewhere as well. I'm normally good at fleeing this stuff but I was trapped in the corner of the airport. I had to create a small 'path' of smoke grenades to make it out of my little hidey hole, and then I still had the damn gunship chasing me around the perimeter of the airport until I managed to lose it.
If you go to the menue, where also your settings and such are, left touchpad on PS4, you have the option to go back to your ACC, instantly withouth waiting and running to the LZ. So after you did a Side-Op or whatever you can do this, it resets to the last save point, which isn't that bad, because it always saves after you completed a side-op/episode.
It's funny though that the sandbox nature of the game is so strong that you can notice how intricate a mission is 'first-time' on some levels whereas on others you luck into a really effective way of beating it and you're like 'that was it?!' For me, the mission you mentioned was the latter, lol.
I just assume now that every mission has more layers than an onion. I'm really looking forward to beating the game and playing the levels not to beat them, but to explore them and get the secondary objectives.
If you go to the menue, where also your settings and such are, left touchpad on PS4, you have the option to go back to your ACC, instantly withouth waiting and running to the LZ. So after you did a Side-Op or whatever you can do this, it resets to the last save point, which isn't that bad, because it always saves after you completed a side-op/episode.
Oh, didn't know that. One other thing while I've got you, a couple of my early "Extract the Prisoner" side-ops are ticked and white. Seems odd that it would want me to replay them even though they're completed. Still on Chapter 1, so any reason for this?