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What would you have added to R6V2 to make it better?

 
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Private Private

External


Since: Apr 18, 2007
Posts: 679



(Msg. 1) Posted: Tue Mar 25, 2008 1:15 am
Post subject: What would you have added to R6V2 to make it better?
Archived from groups: alt>games>video>xbox (more info?)

What would you have added to part2 to make it garner a better score for
you personally?

Of course graphics would be the obvious choice but what else?

One pet-peeve of mine is when you assault an area with lots of loud
gunfire from the enemies and even fire from a loud turret mount, after
you clear a section,you get to an area just 5-20 feet away and you can
hear the enemies say "Did you hear something, what was that?"

In a real-world situation the enemies would have heard all the gunfire
from down the hall and would've made appropriate measures to dig-in and
be ready for an assault,but not in R6V2 ,they're casually walking around
just in the next room ,usually saying something like 'wait I think I
heard something.'

I can look past this,because the game is awesome in every way for me,
BUT it would be nice if the entire compound was alerted to all of the
gun fire taking place just down the way and acted accordingly.

I could see sure if you took out all enemies with silencers ,but the
enemies fire back in 'loud' mode thus making a shitload of sound which
should notify the guys just ahead.

One thing I do like ... they added to the single player the addition of
(2) A.I. buddies that are available in Terrorist Hunt mode. So in effect
you could play all 13 terrorist hunt maps like it's the campaign.
Definitely helps with the flankers.

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Tom

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Since: Dec 12, 2007
Posts: 72



(Msg. 2) Posted: Tue Mar 25, 2008 2:04 am
Post subject: Re: What would you have added to R6V2 to make it better? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mar 25, 1:15 am, KS....RemoveThis@webtv.net (Private Private) wrote:
> What would you have added to part2 to make it garner a better score for
> you personally?
>
> Of course graphics would be the obvious choice but what else?

I think the graphics are better than the first one, and the character
models are a definite improvement.

>
> One pet-peeve of mine is when you assault an area with lots of loud
> gunfire from the enemies and even fire from a loud turret mount, after
> you clear a section,you get to an area just 5-20 feet away and you can
> hear the enemies say "Did you hear something, what was that?"
>
> In a real-world situation the enemies would have heard all the gunfire
> from down the hall and would've made appropriate measures to dig-in and
> be ready for an assault,but not in R6V2 ,they're casually walking around
> just in the next room ,usually saying something like 'wait I think I
> heard something.'

Well, that doesn't work, because when you walk that other "5-20 feet",
they spawn, instead of being already on the map. That is one thing I
don't like about the RSV aseries big time. In the GRAWs, the enemies
were already situated on the map and I don't know why Ubisoft doesn't
use that setup for RSV. it's irritating, because (especially in
terrorist hunt), they tend to spawn right by you wand you little to no
chance to take them out.

>
> I can look past this,because the game is awesome in every way for me,
> BUT it would be nice if the entire compound was alerted to all of the
> gun fire taking place just down the way and acted accordingly.
>
> I could see sure if you took out all enemies with silencers ,but the
> enemies fire back in 'loud' mode thus making a shitload of sound which
> should notify the guys just ahead.
>
> One thing I do like ... they added to the single player the addition of
> (2) A.I. buddies that are available in Terrorist Hunt mode. So in effect
> you could play all 13 terrorist hunt maps like it's the campaign.
> Definitely helps with the flankers.

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Jonah Falcon

External


Since: May 11, 2007
Posts: 4072



(Msg. 3) Posted: Tue Mar 25, 2008 8:06 am
Post subject: Re: What would you have added to R6V2 to make it better? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mar 25, 5:04 am, Tom <jimver....DeleteThis@hotmail.com> wrote:
> On Mar 25, 1:15 am, KS....DeleteThis@webtv.net (Private Private) wrote:
>
> > What would you have added to part2 to make it garner a better score for
> > you personally?
>
> > Of course graphics would be the obvious choice but what else?
>
> I think the graphics are better than the first one, and the character
> models are a definite improvement.
>
>
>
> > One pet-peeve of mine is when you assault an area with lots of loud
> > gunfire from the enemies and even fire from a loud turret mount, after
> > you clear a section,you get to an area just 5-20 feet away and you can
> > hear the enemies say "Did you hear something, what was that?"
>
> > In a real-world situation the enemies would have heard all the gunfire
> > from down the hall and would've made appropriate measures to dig-in and
> > be ready for an assault,but not in R6V2 ,they're casually walking around
> > just in the next room ,usually saying something like 'wait I think I
> > heard something.'
>
> Well, that doesn't work, because when you walk that other "5-20 feet",
> they spawn, instead of being already on the map. That is one thing I
> don't like about the RSV aseries big time. In the GRAWs, the enemies
> were already situated on the map and I don't know why Ubisoft doesn't
> use that setup for RSV. it's irritating, because (especially in
> terrorist hunt), they tend to spawn right by you wand you little to no
> chance to take them out.
>
>
>
>
>
> > I can look past this,because the game is awesome in every way for me,
> > BUT it would be nice if the entire compound was alerted to all of the
> > gun fire taking place just down the way and acted accordingly.
>
> > I could see sure if you took out all enemies with silencers ,but the
> > enemies fire back in 'loud' mode thus making a shitload of sound which
> > should notify the guys just ahead.
>
> > One thing I do like ... they added to the single player  the addition of
> > (2) A.I. buddies that are available in Terrorist Hunt mode. So in effect
> > you could play all 13 terrorist hunt maps like it's the campaign.
> > Definitely helps with the flankers.- Hide quoted text -

That's why I think the original SWAT games were/are superior to
Rainbow Six.
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