🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #11
    Kane_sg's Avatar Senior Member
    Join Date
    Feb 2016
    Location
    East
    Posts
    2,042
    Set on the lowest difficulty and get it done. All you have to work for is to get inside for the first part. After that the gunpopping should be a cakewalk.
    Share this post

  2. #12
    Lunatic LK47's Avatar Banned
    Join Date
    Jan 2006
    Posts
    298
    Originally Posted by DeadlyfromAbove Go to original post
    Why not just complete the mission and be done with it?
    Attempting to do this mission if at a low level is inadvisable (Anything below 12 is asking for trouble). Not having max stamina is like asking to drive a car with flat tires. Same thing goes for not having an LMG and high-caliber sniper rifles on hand to deal with Unidad troops. Using only the starting equipment is the equivalent of using BB guns as far as damage dealing goes.
    Share this post

  3. #13
    Lunatic LK47's Avatar Banned
    Join Date
    Jan 2006
    Posts
    298
    Originally Posted by Kane_sg Go to original post
    Set on the lowest difficulty and get it done. All you have to work for is to get inside for the first part. After that the gunpopping should be a cakewalk.
    That is assuming you would have one reliable weapon by the time this mission is dumped on you. Anything short of a Mark 48 or a rifle with a fifty-round magazine you will be stuck on groundhog day repeating this god-forsaken mission. Even Arcade mode is not a guaranteed victory if you are not leveled properly or have the right weapons to handle the stupid firefight.
     1 people found this helpful
    Share this post

  4. #14
    It's really not a speed-through Op. I had to cycle through a fair bit of ordinance to complete it and still keep track of the CF, to look for openings to exfil successfully. You basically need to set up your own exit strategy, if ya know what I mean.

    Don't worry about Sam, he's more than capable of looking after himself. Focus on how you are going to get outta the ****, lol!.. First thing I noticed going in was that there is platoon there. The second they know you're there, getting out becomes much harder than getting in. -- Keep up your force multi's.
    Share this post

  5. #15
    I know man, this is so ****ing frustrating. And it doesn't make any sense why not the **** shoot those mother****ing ***** from the beginning. Not getting detected I get it, but why not shoot these *******s?! And then you're finally meet this **** Fisher, all hell breaks lose. And me too in Arcade mode. Normally regular-advanced!!! Respawning Sam sites is another frustrating detail in this to good a game. Keep trying this nonsense..
     1 people found this helpful
    Share this post

  6. #16
    Doesn't matter, as soon as you go inside the fort and do something that is in conflict with the mission rules: mission failed.
     1 people found this helpful
    Share this post

  7. #17
    Edgemoor's Avatar Senior Member
    Join Date
    Apr 2017
    Posts
    1,686
    Just started a new character and as soon as I entered La Cruz the mission starts, I have no option. I've already done it on one character, I get nothing of any value doing it again, and it's the most tedious mission in the game that emphasises the games weaknesses. It's pretty crap game design that an "optional" mission isn't actually optional.

    At least with the predator mission you actually have to start it, and it isn't slap bang in the middle of the game. This really does need a fix, but there seems no urgency. The longer it remains, as forced content, the more it will just fester and upset the player base.

    EDIT: Finally done it on my second character, but even on lowest difficulty it was tough. If I didn't have the medic drone equipped and all the rest it would have been a total fail. As soon as I stopped talking to Sam I almost immediatly got 3 or 4 Unidad storm into the office.

    There is also a lot of random elements, such as Unidad stopping on their patrols and never moving if you are suspected. Unidad that reach a point in their patrol and stop for a seemingly random amount of time. It adds complexity and frustration to the mission, couple with the fact you can't use your drone it is a little tough to make mandatory for that particular firebase.
     1 people found this helpful
    Share this post

  8. #18
    Lol! I can see why the hard rule is to not perform any takedowns or kills now.. The idea is to gauge player performance vs challenge. Other Missions may not be so stringent, but you will get less points for breaking rules.

    Ya, sometimes it's annoying having the pathing glitch (which can work in your favour too), but you're not supposed to count on predictability anyway. Stealth infil/exfil isn't fun that way. You need to stop thinking removing and killing everyone with a gun is going to solve every problem. -- It does (in fact) have the potential to cause 'more' problems and make the ultimate aim of the Op unachievable.

    They may call in support and have no idea you're there. Simply because they tried to contact a unit whom isn't responding and are either worried about him, or worried he's become a threat, or gone AWOL. -- Imagine if the guy patrolling between the two gates, near jammer, suddenly falls down and starts convulsions, a few feet from you because he's having an epileptic episode?.. people are going to respond.

    Try to envision your lures and non-lethal options as weapons. But instead of against OpFor, your real enemy is visibility, and discovery. Turn the unpredictable into the predictable.
    Share this post

  9. #19
    Edgemoor's Avatar Senior Member
    Join Date
    Apr 2017
    Posts
    1,686
    Originally Posted by Paladinrja Go to original post
    Lol! I can see why the hard rule is to not perform any takedowns or kills now.. The idea is to gauge player performance vs challenge. Other Missions may not be so stringent, but you will get less points for breaking rules.

    Ya, sometimes it's annoying having the pathing glitch (which can work in your favour too), but you're not supposed to count on predictability anyway. Stealth infil/exfil isn't fun that way. You need to stop thinking removing and killing everyone with a gun is going to solve every problem. -- It does (in fact) have the potential to cause 'more' problems and make the ultimate aim of the Op unachievable.

    They may call in support and have no idea you're there. Simply because they tried to contact a unit whom isn't responding and are either worried about him, or worried he's become a threat, or gone AWOL. -- Imagine if the guy patrolling between the two gates, near jammer, suddenly falls down and starts convulsions, a few feet from you because he's having an epileptic episode?.. people are going to respond.

    Try to envision your lures and non-lethal options as weapons. But instead of against OpFor, your real enemy is visibility, and discovery. Turn the unpredictable into the predictable.
    It wasn't really my point. But then I wasn't clear anyway.

    My point is that the mission is almost, if not is, an end game mission and should ideally be available once you reach level 30. You need to understand the game very well, and also how to use tactics and gear to your advantage. Some skills will make life easier and could also be considered essential. Diversion flares for example, and has been pointed survival at the end requires a lot more than just tactics. You need forepower and skills unlocked while you wait for Sam Fisher to finish his hack.

    Pretty sure the experianced among us could do it with a lot less, but that's down to experiance with the game mechanics. Players with less experiance, and particulary those starting the game will be hard pressed with this mission.
     1 people found this helpful
    Share this post

  10. #20
    Originally Posted by Edgemoor Go to original post
    It wasn't really my point. But then I wasn't clear anyway.

    My point is that the mission is almost, if not is, an end game mission and should ideally be available once you reach level 30. You need to understand the game very well, and also how to use tactics and gear to your advantage. Some skills will make life easier and could also be considered essential. Diversion flares for example, and has been pointed survival at the end requires a lot more than just tactics. You need forepower and skills unlocked while you wait for Sam Fisher to finish his hack.

    Pretty sure the experianced among us could do it with a lot less, but that's down to experiance with the game mechanics. Players with less experiance, and particulary those starting the game will be hard pressed with this mission.
    Oh, I realise it's not the point you are making. I'm just saying it could be a lot harder if the devs really sat down and thought about all the unpredictable things the player could face.

    Truth is, it gets much harder the higher you are. The whole game does (especially super-UNIDAD which I'm not convinced isn't the result of a compromise) and seem to pop up at the merest disturbance, even in the middle of nowhere.

    On your point about Op availability. You can use the UI to bypass it and just select something else to do. The ability to go anywhere in the game, even get yourself in way over your head, is part of it's design (and charm). -- At the end of the day, the idea of Ghost Ops isn't all that unlike 3rd Echelon (4th is another matter you will have to play Blacklist to understand), just the objectives are very different. So you can certainly go in guns blazing, but you are just a force of four; up against OpFor that has everything at their disposal and home turf advantage.

    I'd say the reason why there isn't a threat level indicator of any kind is probably because the devs want you to work it out for yourself. -- Y'know "give it a go" because different players will react differently to such indicators. Either the game becomes a grind between ranges, or they disregard it anyway (guilty here!).

    It's not very clear, but the way I look at the mission, is that it's not even on, until you approach the location at 21:00. Regardless of the comm's chatter to alert you to it. -- So it's not like Sam's actually waiting for you for days rummaging around a dead body, til you rock up. Therefore you're free to do other things. Perhaps the devs could find a,way to make such things clearer, if that's the case. So one doesn't feel pressured to act before they are ready.

    That middle part of the mission. Sam is bleaching the server. Just make sure you call your fire team in to your location and hold that upper floor. Then exfil according to your desire. -- I would definitely recommend not attempting to exfil out the main causeway..

    This is a bit if a cryptic clue: But this mission really should be called, "GO RIGHT!!, No, no your OTHER left!" -- Approach it like you are playing MGS Twin Snakes.
    Share this post