The idea of the sniper gauntlet is cool, but when you round a corner and 4 snipers instantly aim bot you, thats pretty dumb. I feel like the audio que for the shot is not working as intended, maybe even the red beam. Something is definetly bugged,
Replace it with a mutie gauntlet imo
J/k just bring back hi intensity shock troops gd you fatshark
there was a bug report stating that audio hint is misfiring on first shot, as in you hear it when there is no way to actually do anything anymore.
it works corrctly on 2nd shot of each sniper, but thats a bit too late
I love sniper gauntlet… But sure it is more fun with a vet or a psyker
hope there be always one damnation of hi+STG, other just boring trash
Agreed. Ventilation purge and sniper gauntlet is just boring. The only fun modifiers are high-int and shock troop gauntlet. If there’s none of those I just try to play a normal damnation, and if there’s none of those either I simply don’t play.
Normal damnation is only good on certain maps right now. And otherwise i look for hi int or hi-shock.
The lightshow on foggy snipers mode is fun but its a tedious gimick where i methodically play whack-a-mole. Just like hunting grounds. Its not the least bit transformative of the game its just a gated “event” that frankly kinda bores me to tears.
@Nish proposed a mode recently i can’t find the thread of, that would turn these into something much cooler.
I would enjoy a mode like “endless poxwalkers” or something that really transforms gameplay where there are little micro events scattered on the map that give buffs to the enemy until destroyed.
But this is just phoned in repetitive nonsense. Fog is fine, and so is darkness, but they aren’t transformative enough by themselves.
I think this is what you were talking about:
Continuing the discussion from New Mission Modifier ideas:
I personally like the sniper encounters with fog, but the map full of it is really just a chore. “Unpredictable Circumstances” would be my dream modifier where you have to adjust to the current circumstance dynamically, and it wouldn’t bore you as much as current modifiers. Probably that mode would need a lot of voice work tho, the mission operators giving you a heads up for the next area’s modifiers and such.
i wouldnt know. never had a chance to play sniper gauntlet because i have never once seen it on high int. low and normal only so i refuse to play it.
I play on Damnation too. You’re lucky enough to have an ability that gives vision plus they’re all below you so your position is superior. Not a great example.
endless muties
My thunder hammer would get a workout, but that does sound a little dull. If charming.
Both sniper and hound based conditions tend to play the same way:
- Notice the event trigger
- Camp a good corner until the event stage is over
Both are extremely static and feel like a time waster. Conditions like High-intensity and shock troop feel far more enjoyable, because they modify the basic flow of the gameplay, instead of introducing a forced pause in the gameplay.
I really hope FS will manage to improve those conditions and find a good balance between gameplay mechanics, fun, development process, and engine/game design compatibility.
They did improve the hunting grounds and they’re probably still trying to make it more interesting (and harder to cheese).
Snipers gauntlet is probably not the final iteration either.
At some point, cranking up ennemies count and specials like hi-int gauntlet can feel pretty clunky with doggos, muties and specialists zooming like missiles through a soup of intersecting 3D models.
It’s certainly fun and challenging but it also becomes mechanically messy.
Offering interesting challenges within limited production assets and mechanics, for all difficulties, must be tricky.