Interesting video, but nothing really new here that we don’t already know from playing the game.
On the topic of Sync Shot...
I think they could have made the Sync Shot a lot less magical and still very useful.
As a player, I want some semblance of realism and immersion with consistency so I can depend on it and know when it will work and when it won’t so I can make it part of my tactical tool kit. So, in the interest of realism and thus more predictability and consistency, they could have just had the AI team members move to obtain LoS within a certain limit (radius of current position) - or declare it’s not possible if that movement puts them in jeopardy or is physically not possible. Then they could actually shoot the targets rather than just have them fall dead.
And there does appear to be bullets flying during sync shots sometimes... but with bizarre and physically impossible trajectories if I recall correctly, so I’m not sure the video is entirely accurate on the claim that enemies just fall dead all the time.
The main benefit is that it would help the player learn which situations Sync Shot is a viable tactic and where it’s not going to work.
As it is, Sync Shot is very inconsistent in its ability to cheat and unpredictable which makes it a bit frustrating... for example, the team can magically down an enemy that’s in the open but behind a mountain yet can’t get a lock on someone in a pill box 20m away that my own character can clearly see through the opening. As it stands, I can tag an enemy for Sync shot that’s clearly visible to me, and then wait indefinitely for the AI team mate to fail to acquire the target while they stand there not moving.
Other Squad Mechanics:
What’s often frustrating is the complete lack of “covering my 6”. Many times I’ve been killed by an enemy (usually behind me or on a flank) that they either fail to call out or take out. This is such a fundamental failure of the squad system in this game in my view.
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