Freelancer - General Discussion

The definition of perfection is hardly arbitrary. It is defined as having no flaws, and thus no means of improving further.

Last post I’m going to make and if you want to continue it, let’s take it to a PM:

In the context of games, perfection absolutely is arbitrary. If the chosen ruleset disallows restarting, the moment you make a mistake that requires a reload, you have irreversibly failed to achieve perfection. If you do allow yourself to restart, you have not failed.

The rules you choose to play by dictate whether you are subject to irreversibly failing to achieve perfection, or merely having to invest more time.

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I just hope we get the Codename 47 look eventually as an unlock. Also please, the camouflage gear from the Colombia missions. Someone even made fan art of it!


https://www.deviantart.com/karinakruglova/art/Find-the-U-wa-Tribe-425291310

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What, do you not enjoy the hitman forum’s greatest hits?

Heisenberg says something a little too intense about a video game,
Someone disagrees with him on something he said,
Heisenberg disagrees with the disagreement,
They bicker for a bit,
47Agent submits a brilliant photoshop appropriate to the discussion that makes you think “how talented is this guy…”
Then Urben moves the topic to a magical land where we never see it again.

It’s my favourite playlist.

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Oops, that was one unlucky suspect.
I am not able to see her earrings, it may be under her hair. :sob:

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Was she the leader?

202020

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No, failed campaign :sob:

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This would be a pretty cool Tactical suit. Even though it’d be best on Santa Fortuna, I’d actually like to wear it on Ambrose Island.

I have a feeling though that IF it ever was added to the game, IOI would probably take the face paint off.

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I hope they keep it as it is if it ever gets added. Colombia, Ambrose Island and even Colorado just 'cause tactical equipment and not actual camo purposes.

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Yeah, the game in general needs more Tactical outfits overall.

I like “dressing the part” in Freelancer, and having several outfits to choose from for every map and situation would be ideal in my opinion.

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And we need the Tactical Turtleneck with gloves. It’s not that hard IO, just remove the jacket from the Colorado tactical outfit and viola!

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Puzzle master. I’m at 20 of 25 accident kills on leaders

I’m trying to figure out why poison kills weren’t registering as accidental.

Because they’re not accidental.

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Tell that to the required accidental kill method Chameleon ET. :face_with_hand_over_mouth::laughing::laughing:

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My usual list when I leave safe house -

  1. Banana - for npc with mercs
  2. Car Battery - for electrocution or propane flask blast (Bonus - suitcase for distraction, conceal weapons).
  3. Mushroom (later can be transformed to better one once unlocked) - easy kill/lure
  4. Seashell (or any lethal melee) - for destroying camera (learned recently from another player)
  5. Wrench - for leaking (combo with Car Battery)

What I focus mostly and practice -
Silent Assassin - No Firearm (subset for many other prestigious objective), supports the above list.

What I should have done (before loosing so many tools on failure) -

  1. Watch and note every word from Clemens on the “How to Play” video
  2. If a suspect is allergic and allergy is not on the list, straightly reject/unmark it (it was an example, true for every tell).
  3. Kill both the suspects in a stealthy way if you are still doubtful - Completing the mission is more important than Silent Assassin. I regret a lot of my failures due to greed.
  4. Buy Epic or Legendary weapons first and dont use/bring until needed.
  5. Poison target also means Emetic/Sedative - can be used to shortlist suspects.

Usecases I have never tried:
Buying three Unconcealable weapons from the Buyer and not sure will it be in the safehouse, theoritically the third one left out will be lost (as we can carry a max of two, suitcase and back).

I am still learning.

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Then how come it works and silent assassin is intact?

As long as no one sees you do it, it’s considered accidental even if the body gets found,

Eh, not really (Re: being counted as an “Accident”). The body can be found and it won’t be immediately identified as a malicious act like a gunshot or stabbing, etc.

If you want to get into a realistic aspect - let’s say that later an autopsy is performed. It would be determined THEN that foul play was involved. But before that (like after the target dies) nobody will really know what happened. Was it a heart attack, or (whatever).

Accidents would be more readily identifiable - like dying in an explosion or falling off a high place. “Looks like Johnny slipped and fell head first into the ol’ crapper and couldn’t get out. Terrible accident!” :joy:

With accidents there is something to associate with how the target died. With poisons there’s really nothing to (initially) indicate how the target died. That’s the technical difference.

The main game has a lot of nuances & loopholes for getting silent assassin but in Freelancer you just have to take the objectives 100% literally. Poisoning someone won’t count as an accident because it’s a poison kill & not an accident kill, & then if someone finds the poisoned body it’ll fail “no bodies found” because it’s a body & they found it, etc

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You do not need lethal melee to destroy cameras. Either kind works.

The max you can carry in this manner is one item on your back, one in a briefcase and any large melee or canister (e.g shotgun on back, assault rifle in briefcase, saber in right hand)

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Technically everything you can carry in your right hand is concealable though (that used not to be the case, but now we can get bats and katanas back in their briefcases), so he’s correct by saying that “you can’t bring back three unconcealable weapons” :x

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