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Yaeger - Arms Race
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Downloads391
Views1,678
Publish Date2 months ago
Last Updated1 week ago by
Version1.1
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Xeletron™Contributor
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Yeah like your other works but this one got some problems. The 'fix the communication' objective is just straight ass, not a fan of this CoD zombies easter egg type of tiny object search. Playing on higher difficulty just means I'm looking for these ECMs for up to fifteen minutes while constantly being shot at, flashed and tased and all that stuff because I have to keep my head glued in the walls instead of shooting back. Also, sometimes the corpses or shields block line of sight on the jammers so I literally cannot see it until they despawn, I don't think corpse cleaner should be mandatory for this heist. After running the heist five times I've memorized most of the spawns so it becomes not as bad, but I definitely think this needs an objective marker after a certain time like the base game heists with similar objectives, otherwise it's just very frustrating looking for them on first play-through.

Another massive issue that needs fixing is the C4 step, as soon as I step into the staircase the door behind me into the safehouse shuts and traps the bots and converts in there, leaving me alone for the rest of the heist. I guess you need a check here to make sure the bots are also in the staircase, or add a side passage like in Beneath the Mountain for them to go through. I did have Keeper and Iter installed, which is how I got them to step into the staircase with the waypoint on my second run, so maybe this issue only applies to me, but I've never seen a cutoff point in other custom heists that breaks.

Overall, ignoring the issue, this is a solid heist. I like the layout of the safehouse, and how it expands into the streets in the second half. And it can be completed pretty quickly with game knowledge, also the extra loot being in convenient spots that doesn't require lots of bag moving and the dropoff point in the first half being always available so I'm not messing with bags. This is a solid heist if the issues can be addressed, thanks for your work.

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The ECMs emit a sound and already received a blinking light. I can still see how they can be hard to spot, but completely marking them with waypoints would go against the entire idea of being caught off-guard during the ambush. I might consider it in the future.

As for the C4 step, all I can say is that it's your mods breaking it. The heist was made and tested with 0 AI altering mods in mind. The AI will use a side passage by going through a blocked door in the safehouse and climbing out of the manhole next to the exit once you leave the safehouse, so them not doing that is 100% related to either Keeper, Iter or both.

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@timeforsteve

I see, sorry for sounding accusatory. NGL I was mid-heist looking for those ECMs when writing the first part, so I probably came off as more annoyed than I intended. After playing it some more I don't lose much time on the ECMs step anymore, but since it's a hard stop for a first-time player if they can't find it, I hope you understand it can be frustrating. Although I also get your version, you probably thought about this more than me. I think it's a bit unfortunate the ECM lights doesn't reflect realistically due to the engine, in a different game the light can probably bounce from the source and be more noticeable, but it is what it is. Maybe you can include screenshots of where they are in this post or something for people who gets stuck.

Also, AI pathing issue makes sense too, sorry for assuming you didn't test it for some reason. I just haven't seen ITER or Keeper never work before so I didn't think it through. It do be like that.

Anyway, after playing this heist more I do feel my complaints aren't objectively correct. Guess I just had a cry on the forums moment. Do appreciate your response though, and really thanks for working on these maps in the first place.

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