I don’t disagree with any of this. I’m not suggesting they change it now. I wish it was different and maybe next game they will consider an achievement mode that can appeal to more players.Originally Posted by poku123 Go to original post
I can see that. I'll readily admit to cheesing it at times. Most especially when I've spent a few hours trying to complete a certain mission, to only realize that it pretty much can't be done in Tier mode, and I just want to make some sort of progress.Originally Posted by non-exist-ent Go to original post
Honestly I find the fire fights in Tier mode to be more realistic. A four man element isn't going to go toe to toe with a platoon sized group and come out clean. I don't care what kind of super tier 1 commandos Tom Clancy envisioned these guys as being, That is simply a sure way to end up dead. Marcus Luttrel's own AAR claims his four man unit came into contact with 20-30 Taliban fighters. A very real world example of how that didn't end well, and they didn't even try to stand and fight, but maneuver and flank.
My biggest problem with Tier mode in all honesty is that you cannot play every mission in the game on it. Most notably Operation Watchman. There is simply no way you are getting out of the center of that base with Unidad on a level 4 alert. At least not that I've found.Originally Posted by VirtualRain1 Go to original post
EDIT: Apparently Dark Elite pulled it off when the mission first came out. However, he was able to call in guns for hire twice and rebel diversion three times. I don't know if it is a PC limitation, or just a bug I got, but I can't call in more than 1 Guns for Hire per mission and my Rebel Diversion locks out after twice per mission. Also my Unidad choppers respawn at a much faster rate. Within seconds of downing one of the three, a new one is there on station.
You need to sneak into the Unidad mess two hours before the op and put Turbolax in the Fricasé. Then it's just a matter of not tearing a hamstring slipping and sliding when you come out of the CP with Sam.
Seriously though. You ever try calling the mortar in on your own position? If I'm not mistaken, the Guns for Hire and Rebel Diversion lock out if there are [sufficiently] surviving members. I also spot prior to and set up sync shots on the two closest snipers and a heavy and give the go as soon as Sam changes the ROE.
Originally Posted by non-exist-ent Go to original postOh I hated it most of the time. But once I got to Tier 5 it got exciting again because I could see the light at the end of the tunnel!
I find firefights sufficiently difficult on extreme anyway that I tend to avoid them. Especially given that I typically play without HUD and don't always know where every tango is at all times.Originally Posted by Bone_Frog Go to original post
I also have absolutely abysmal KDR and WLR in Ghost War, so maybe it's just that I'm terrible at this game. XD
Originally Posted by Bone_Frog Go to original postI've done the mission a couple of times around tier 20-25 and once around tier 10 without issue. I typically designate three snipers for syncshot---they are typically the biggest threat to rebels and just alpha them without them being able to effectively return fire---and I toss demo all around the CP and place mines around the balcony and interior stair.Originally Posted by V4MPiR1 Go to original post
The moment Sam finishes his talk I call in both Guns for Hire and Diversion, detonate the demo to wipe out most Unidad around the CP, and hide near Sam while sending my drone out to watch the battlefield---having shut off the drone jammer (usually the generator actually) before meeting Sam.
I typically mortar the one side of the CP where reinforcement vehicles usually drive up or other clusters of tangos as often as fires are available, and I also use syncshot as often as possible and micromanage my team's positions, and if I have no supports or syncshots available for a while I detonate the drone on clusters of enemies or sometimes on the circling Cobras.
I've not had any issues with rebel supports becoming mysteriously unavailable. I too tend to get about three calls of each support per fight.
Often Unidad are so busy shooting at the obvious rebels that they may never come looking for me at all. The automatic level four alert you get doesn't actually mean you're detected, and while the enemy AI will search the CP if nothing else is going on they are very easy to distract. Also C4 or mine explosions don't immediately tell them exactly where you are either.
At the end of all that I usually exfil off the three/four corner of the CP and get out of the base via the sallyport under the nearest sniper tower. Then head east into the trees. Sometimes I complete the whole mission without ever having been directly spotted, and it's pretty easy to evade the Cobras with tree cover. At a safe distance the alert level goes away, but the roads are lousy with blockades, so I typically call a chopper that will spawn somewhere near the egress of the tunnel under La Plaga's house (but far enough away that SB don't trouble me) and am then homefree to fly to the safehouse.
As I mention above I may just be awful at the actual direct combat part of the gameplay, so I tend to find strategies that allow me to general a battle rather than shoot my way through it. XD
I just hit 6, and yeah, there's indeed some light there.Originally Posted by DoomsDayFisher Go to original post![]()