Alpine Unrest feels "untactical" (Mission Spoilers)

I Always appreciated GZ for the different ways you can approach missions, but in Alpine Unrest everything seems to conclude in a massive firefight against a huge horde of machines.
For example, the mission where you are suppossed to activate the fire house alarm. I scouted the area and saw that it was guarded by a pack of runners.
I decided to put a radio (the noisy kind) near a fusebox, and once the pack was there I threw a grenade.
But just as I tried to deal with anything that survived, a horde of hunters charged at me and I got torn apart in seconds.

Also in the mission where you are suppossed to find someone’s father. I hid in the bushes and waited until the pack of runners passed by and then moved towards the house to pick of the remaining two. As soon as I fired my first shot, the entire pack returned. After I dealt with it ,once again, a Horde of hunters arrived, killed me and then besieged the church, more or less “death-locking” me.

I hope I’m doing something seriously wrong, because if not, it seems like the days where you could play “smart”, avoid combat and set traps are in the past.

I’m thinking the same thing from mainland non-DLC roaming. I think it’s a change to balance the robots at least in part. I don’t know how mission specific it is, though your post is very interesting.
How are you finding non-mission stuff? Same issue?

I fully support your assertion that the play-as-thou-wilt style we’ve seen in the past is a great, attractive thing worth preserving.

I’ve been in Tärnboda skans where the lighthouse with the foghorn is at various points. It’s a busy neighborhood:

(Here I teleported to the safehouse and ran up the lighthouse without firing a shot; they haven’t spotted me, it’s how many spawns the place started out with tonight.)

I often had the impression that I got a “second group of runners” after finishing the first handful, but they may just have hidden in a warehouse or run about the festival, as they’re always coming from the direction of the harbor.

If they can do that, maybe better gear is in order. (I appreciate that you might not be using the tier sixes for flavor reasons, or simply may not have had that many drops due to picking your battles.)

At the moment the game gives me the strong feeling that it is not only the enemies in the vicinity that come to the fight cause of audio cues. For me it seems new enemies are spawning because of the fight and in close proximity.

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I’ve had that suspicion at times, but it’s hard to prove conclusively in a single player game.

I had a situation where a hunter came to a fight I had with a couple of dogs. All ok, he came running with its characteristic roar from a distance and all. I killed it within 2 sec of his jump attack. Then it was basically silent and I looted the bot. When I finally turned around, another hunter was standing there, 5 m from me. No sound, no approach, nothing. Did nothing until I had line of sight.

hey man nice shot :smile:

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I just wanted to illustrate that there wasn’t much opportunity for sound being covered by me fighting.

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