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Dredlockz

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Dredlockz

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Just one question: at max buddy rank does he actually stay when you say "stay" and doesn't follow you again like an asshole 5 seconds later?

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Dredlockz

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@edmundus said:

I haven't had any issues with D-Dog alerting guards, but what has come up is me crawling towards a guard lining up a headshot and he wanders in front of my view, which is pretty annoying especially in tense moments where timing is crucial.

His ability to actively mark more than makes up for that though. I'm surprised at how bad my scouting is sometimes when I think I've marked most guards before entering an area, and D-Dog reveals 10 more. Also stops my paranoia at wondering if there's anyone just round the corner I haven't noticed, which helps a lot during prisoner extracts.

Yeah, that ability is huge. Specially for finding prisoners. Once you develop that pill that makes you see people through walls as if you have marked them, it's not as bad without him.

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Dredlockz

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Yeah, its pretty annoying, stopped using him completely because of this :(
If he gets too close to guards they will shoo him away, which cancels any scripted mission conversation they could be having, it's the dumbest thing.

I have the same problem, I think and hope it might be an issue of a low buddy bond level so maybe he'll get better?

I hope so, here is the E3 video I mentioned. At 26:20 the dude gives the "stay" command and sneaks into a building. D-dog stays behind all the time, and at some point he makes D-dog bark, which you can hear at a distance.

So it was definitely the design intent. You either get it at a higher bond level, or it's straight-up just a bug.

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Dredlockz

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#4  Edited By Dredlockz

It looks silly. I'm being super sneaky and there's all this tension, while the dog is up in everyone's faces and no one minds.

Also sometimes I crouch to take a shot or mark someone and D-Dog just moves and sits infront of me.

Why even put a stay command if he doesn't? The horse does, so it's not a technical thing, seems weird.

Hmm, also I'm pretty sure in that E3 Demo, he did stay... The dog stayed outside in the demo, and you can make him bark to grab someone's attention AWAY from you then. Hopefully he just learns to stay forreals later...

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Dredlockz

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#5  Edited By Dredlockz

Every time I select "Stay" for D-Dog, he sits there for 10 seconds then starts following me again. And if I'm sneaking inside a camp that means he'll start walking infront of guards in his full sneaking gear like nothing's up, which is pretty ridiculous.

Anyone else getting this? Does he get more lenient as he grows fonder of you or what?

BAD DOG! NO! BAD D-D! *tranq*

By the way, if you tranq him, he sleeps for like 5 seconds, so it's even worse. And his love for you decreases.

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Dredlockz

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Oh wow dudes, thanks!
I'll try it out, maybe once I can play with my team full of freakishly-large superhuman players I won't get my ass handed to me by my colleagues.

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Dredlockz

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#8  Edited By Dredlockz

Hey duders,

Super dumb question: Someone bought FIFA 15 for the office, and I'm the worst at sports games, so I went into player edit mode, and maxed the stats of all the players from my country (took like an hour, btw, holy shit).

But then when I started a game vs a colleage, the stats weren't modified :(

What gives? if I go into player edit, they are all at 99, but when I start a kick-off game, they have the original stats. Any ideas?

Tried googling around for this, but apparently I'm the only human being not interested in the accuracy of the team simulation.

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Dredlockz

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@sub_o: yeah! them loading times are insane. I wonder if it is actually taking time generating the level or what?

Or is it just an issue with Unity for Vita, which is in a pretty early stage.

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Dredlockz

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@jejoma: I wouldn't say it's awful, but I agree with you about the stealth issues.

The game seems to reward you for being stealthy (with the Defcon counter mechanic, generals, etc). But the nature of the camera (you usually can't see guards on screen when they're a bit ahead, but they can see you) and level design seems to be made for cover-based shooting and action.

It could be related to levels being procedurally generated, because walking into a new room and being immediately infront of 5 dudes makes it pretty hard to approach the situation with stealth.

Once you get good at reading those enemy indicators (they show the general direction of the enemy off-screen and if they are facing you or not) you can get through a bit better without being seen, but it's still a pain.