So far the easiest thing to get out seems to me
1. to clean the surroundings
2. place the Ghosts at the entrance
3. clear the inside as little as needed
4. open the roof access
5. grab helo
6. place it on the roof
7. free the target
8. get to the helo and fly away without bothering too much about the oposition
...and now I am allowed to introduce my MK48 to anybody who p***es me off... finally![]()
Yeah, I more or less did the same, cleared everyone outside stealthily with syncshots or the occasional melee takedown or silenced SASG round, put a chopper on the roof and parachuted off, then breached the sort of secondary structure attached to the main building, there are only 2-3 tangos there, then went all the way upstairs ignoring every other door, crawled across the upper floors of the main hall area to avoid being shot from below, killed everyone in the top storey room, and extracted to my preplaced roof chopper.Originally Posted by biomag83 Go to original post
Called in plenty of rebels throughout to distract any reinforcements that might try to follow me up through the stairs.
Overall my teammates seemed pretty useless throughout, it was very hard to make them hold specific strongpoints I wanted or move into breached rooms. Rebels were actually more help than my squad on the ground floor.
Thank the gods you can use rebels and syncshots, otherwise this would have been a lot worse.
As it was I just had to figure out what was allowed and not allowed, then it was relatively easy.
Running the second challenge now, I typically okay extreme with no HUD already, so that's fine.
This.Originally Posted by GiveMeTactical Go to original post
Don't get me wrong, I love the mission, it's just that first challenge that annoyed me because of the "shotgun and melee only" restriction. XD
I surprisingly had no issues at all commanding the team this time. Well, besides them not being able to operate without each other. Also the R6 operator can be quite usefull. I think the trick is to really clear out the surroundings. Then give them the order to stay infront of the door, you breach it, and let them hold the door against charging enemies. I also used them to hold the entrance as well as the top of the stairs infront of the final room. Always giving them time to move there - and it only works without enemy contacts.Originally Posted by non-exist-ent Go to original post
You can also tell the R6 to stop following you when you want them to hold the position. I think they are pretty much immortal as she singlehanded stopped several patrols due the poor AI vs AI fighting mechanics. Just don't forget to tell her to follow you when you have a calm moment.
Honestly this mission has only some minor issues, but a nice story line, good balance and good pace. Proper AI controll as always is a huge critique with this game, but especially in a 3-4 player coop this must be a really nice mission to do (when not distracted by challenges). I really wished the SC would hold up this standard. Its great to have such story driven mission in between those completely free sandbox style from the main campaign.
As I've said elsewhere I really like how the final stage of the mission is designed, stalk and stealthily murder everyone outside like a Ghost, breach and brutally slaughter everyone inside like a Rainbow.Originally Posted by biomag83 Go to original post
I thought they picked a fantastic building for it too.