Hitman 3, Year 2 - October Roadmap (Released October 6, 2022)

did i put down scarecrow i meant the sandman suit

although you never know maybe the sandman suit might work idk for the colorado easter egg

I’m disappointed we aren’t getting it without the pumpkin head or at the very least the mask. I don’t see myself ever using it without the headgear for it, it just doesn’t really fit anywhere in any of the maps. I hope in the future IO will at the very least give us the pumpkin head variety (perhaps in a pseudo year 3 Halloween event?) to satisfy what a lot of people were truly asking for.

My sneaking suspicion for why IO didn’t give players it was because of something to do with 47 talking with the pumpkin head. I don’t know if it truly would matter, but since the pumpkin head doesn’t have an actual mouth or remotely head shaped structure that it might break the model in some way, and would actually require a decent amount of time to fix. I’m probably TOTALLY wrong through and I’m sure those on PC could debunk this in an instant.

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I know Courier i know we want the pumpkin head with it but oh well maybe next halloween

Honestly ? Meh

I’m a bit tired of wacky themed unlocks.
I appreciate them, and arguably for this roadmap it’s balanced by the banana, a useful item that I enjoy using. I also understand that it’s Halloween, so not really a choice. I mean if there is one time in the year were it makes sense…

But I will be much more hyped for the Florida Fit, or a second sedative syringe (why only one IOI, where are the mk3 and Antique sedative syringe ?)

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hey if thats your opinions guy i respect that cause im nice guy i don’t juge people forgive my spellings

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i meant guys my english jesus anyways the florida fit would be neat who missed out on the et mark faba

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My major issue with it is it seems weird that 47’s head is bare (though maybe it’ll look better in-game). It would be my favorite silly outfit if they put 47’s head inside the pumpkin from The Jack O Lantern Suit and 47 goes about his business in levels normally with a pumpkin on his head, referencing Dwight Schrute from The Office.

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npcs be like imagine in paris like see an invite just a guy with a pumpkin head nothing suspicus about that

This will certainly tear down a major anti-wickerman wall which contract creators setup by prohibiting disguise changes.

You’re the only person besides me (that I personally have seen on the Hitman Forums/Hitman Subreddit) that has requested the Antique Sedative Syringe. I want an Antique Sedative Syringe so bad. I mainly want the “Antique” set to finally be completed.

A MK3 Sedative Syringe would be cool too. Would you prefer a potential MK3 to be a yellow reskin of the Lethal Syringe MK3, a reskin of the ICA Emetic Pen (with a yellow liquid instead of green), or something completely different and unique that IOI would come up with?

I really like Sedative Syringes because they don’t ruin your Silent Assassin rating if the body gets found (unlike the subdue option).

Yes, I understand that the Kalmers/Taunton Dart Gun has extra range and two darts, but I prefer taking the Silverballer with me. I also would prefer to have the choice of playing Hitman 3 like the old games where you couldn’t subdue and had to either knock them out or use a Sedative Syringe. That’s why I’d prefer to have at least one more unlockable Sedative Syringe.

On a somewhat related note, I wish IOI would make the Modern Sedative Syringe in the starting loadout come with 3 syringes and the Emetic Syringes come with 2 syringes in the starting loadout, that way, you’d have a reason to pick them over the Kalmers/Taunton Dart Gun and the Sieker. That way, the syringes wouldn’t be wasted unlocks anymore.

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…or just put them in a stash?

Ah yes, back when KO-ing people was five times harder than it really needed to be. Subduing is a nice middle-ground, and sedatives are one-use, while subduing is not. I’m not against having more sedative syringes as unlocks (of the sedative items, they are easily the least used), but changing the melee system specifically to favour syringes when the gameplay was not designed for that is not something I can get behind.

Sedative syringes (and hell, most of the poison syringes really) are the fiber wire of the poisons; they’re not bad, but other things are better in its category. The issue is not capacity but use-case, they have a niche use, and are good at that use, but they’re outclassed and simply not as versatile as the other poison options; adding more in your loadout wouldn’t really make them more useful. At least, that’s how I see it.

I certainly wouldn’t call them “wasted unlocks” either because they’re not used very much. Explosives are wasted unlocks, SMG’s are wasted unlocks. Syringes are not.

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I also wish for the antique sedative syringe :

  • it will be pretty / satisfying in the inventory menu by completing a column
  • it already exists in the files, so it cost nothing to add
  • I like playing with the sedative syringe. Not to the point of changing the gameplay for everyone, but there is something satisfying when I do a RP run as “only way to subdue is via sedative syringe, and no moving of the body”. It adds challenge to the planning and routing. Especially if you use disguise.
  • it’s honestly strange that the sedative is the only poison with only one syringe

But changing the loadout amount is too much though, agree with you on that.

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Make it three people lol. There’s a niche use for sedative syringes when you’re too close to use the Kalmer and can’t KO because the body might be found.

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Had a look at those unused unlockables. I would definitely like the lethal and emetic chewing gums to make it into the game, but have a nasty feeling that certain people would immediately start yapping about the former one (or both) being too OP and ruining the “balance” of the game…

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Ah, that takes me back to when everyone was assuming that the Kalmer was going to be lethal instead of sedative. The game wasn’t even out yet and people were convinced that IO had ruined the balance. :laughing:

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Lethal chewing gun would be definetly more Op than molotov. Just leave them in front of your target and leave, like the elec phone, but you wound’nt even need to activate a trigger.

The emetic one, I dunno, but we already have so many of them…

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I’d like the syringes to be able to be used on food and drink items as well as NPCs directly, like they were in Blood Money.

I never said we should change the melee system to favor syringes. I said I would prefer the CHOICE of playing like the old games. Meaning, it’s a personal way I’d like to play.

It’s no different a concept than choosing to play Suit Only, or doing a No Knockout Run. Everyone has their prefered playstyles. Just because someone chooses to play Suit Only doesn’t mean they’re in favor of removing disguises.

And about your point of “just use a stash for the Kalmer”, I am well aware you can put a Kalmer in a stash. I just prefer to use a stash for something like poisons or other items that I’m more likely to use. If I’m doing a run where I NEED a Kalmer, I’ll start with it in my pistol slot. I rarely ever use a pistol type weapon in a stash location.

I agree with Explosives and SMGs being “wasted unlocks”. I exaggerated the “wasted unlocks” for the Syringes. I just meant that they aren’t as used anymore because we have better items (as you essentially stated in your reply).

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While I like the idea, I don’t think IOI would make the syringes usable on food/drinks like in Blood Money, as that would make the Poison Vials/Pills redundant unlocks and nobody would ever pick the Vials/Pills over the Syringes.

The only reason I could see anybody picking the Vials/Pills in that case would for something like a “classic poisoning run”.