To be fair, I agree with you all on that. It should be wearable, but I can understand at least one reason why it might not be.
Knight and Stone have three unique variants each of the Sieger 300 and the Jaeger 7, but sadly they don’t want to share them with Agent 47
Another sniper challenge pack to unlock these sniper rifles would be most welcome.
Only if they have perks that differentiate from the… well, top 2 or 3 go-to Sniper Rifles. I recall another post somewhere complaining about bloat/clutter due to the different reskins.
I know sniper rifle ‘perks’ only pertain to the wall-piercing and explosive ammo types… So either that or some other neat thing might make them worth getting.
I agree about the clutter
Any thoughts on how the inventory menu could be redesigned with that in mind, but still allow for new stuff to be added?
Allow us to “archive” stuff to a back menu. I’d put 85% of stuff in that back menu
For items that have the same stats - have a favorite as the default, and others set as a secondary, or 3rd choice that will then be displayed from your choices if the 1st/Most Fave is ‘already in use’.
Like the lockpicks… Seems like we have 4 or 5 variants. I always choose the brown one (or maybe the finger bone) but would rather have the black one, but I don’t scroll over because of the inconvenience.
Have us either hide or reposition the more “useless” items toward the other side of the list.
I’ve even thought of taking screenshots and editing how the weapon selection menu should look… But I guess I’m either too lazy or just don’t feel the motivation.
They aren’t gonna make wholesale changes like that anyway. Your idea is solid though.
Honestly the first step in sanitizing the inventory would be to standardize the item names across reskins. Explosives in particular are all over the place for no good reason (ducks being the worst offenders, there are like 3 different spellings for remote ducks). I don’t understand why IOI would rename SMGs nobody ever cared about but never glance towards poisons and explosives.
Even with a more standardized nomenclature it wouldn’t help much for the inventory itself. But more sane consistant names would be great to see though.
(the “bubble queen” gum pack with quotation marks propelling it at the start of it makes me crazy every time I go to poisons)
Best case would be subcategories.
Let’s take “melee”. 66 items currently. You could classify them into, using in-game description tags and separation when smuggled:
- fiber-wire (10 items)
- small non-lethal (15 items)
- small lethal (22 items)
- large non-lethal (8 items)
- large lethal (11 items)
Even then it would be a bit of a mess (canes among bats, the food items and their special properties randomly spread, the throwables lost around…).
The main issue is with the whole “weapon - gear / tool - gear” kerfuffle I think the inventory system is automatically made and not really something that could be changed easily. Certainly not manually at least. It’s fundamentally not how it seems to work. (remember the 200 items showed limit?)
Melee might be possible to do, but items like lockpicks, explosive devices… don’t seem to show any tags that could be used to automatically subcategorize them.
So all to say that the best feasible scenario would be names and leaving the alphabetic order do it by itself.
So a long tangent to return to @Melusca point. Serves me right.
On the topic of mildly annoying details: none of the mission stories on Isle of Sgail can be completed by proxy, or by any kind of deviation of the knockout-take-their-place first read.
And that’s a shame. No playing around with them. Sgail is just too rigid toward its targets in general.
(let me place a bottle of vodka near the master of ceremony to give him courage dammit, It would give me a reason to go to the kitchen)
On regards of the inventory stuff, something they could do is to condense all the reskins into one customizable item. For example, instead of having multiple ICA 19s that behave the same cluttering the inventory, you get only one pistol that you can equip with the skin you like the most.
The easiest way to clear up the inventory that can go a long way in my opinion would be an ability to select your favorite items in each category so they would show up first in the list. In most of the categories you only really need no more than 10 unique items anyway. (like with pistols – a Baller, a Kruger, Kalmer & Sieker, a Striker, a Compact 5 is pretty much all you will ever need)
Then again, this is getting slightly off-topic
47 also has that unique suit in Sniper Assassin, that currently isn’t available to use outside of that mode either
I love the look of the HWK21 Pale, but why did they decide that the only one you can unlock is a gun that has a spray can for a suppressor? I’m never going to use it just for that reason. It would have looked so cool with a real suppressor.
In Freelancer, the unsuppressed one looks nice on the wall, but the one with the spray can looks so…unprofessional…? But I suppose that’s just my personal taste…
The Krugermeier 2-2 Silver, the Krugermeier 2-2 Dark, and the Ancestral Pistol don’t have bolt animation when shot.
The Krugermeier 2-2 (Gold) does.
That’s it. I just realised it. And I won’t ever be able to not see it. (2-2 Silver and 2-2 Dark are my main weapon loadouts)
The HWK21 has a magazine size of 12 bullets.
The HWK21 Pale has a magazine size of 12 bullets in Freelancer, but only 7 in the Carpathian Mountains mission.
The HWK21 Pale with a spray can has a magazine size of 7 in both story mode and Freelancer.
The Assassin version has room for 7.
They all look like they should contain the same amount, but they don’t.
The guns having 7 bullets was likely to emulate the ICA19, and then the Pale having 12 in Freelancer was likely to put it on the level of other guard pistols. I feel like it makes sense from a balancing perspective (almost all unlockable, silenced, semi-automatic pistols hold 7 bullets; most guard pistols hold 12)
Obviously some pistols break that rule (Hackl Covert has 12, 5mm pistols have 5, HWK21 Covert has 20; HWK21 Pale has 7 during Untouchable) but all of those have some reason for being that way (Hackl and HWK Covert both have looser reticles, 5mm pistols get past frisks; Pale is the only pistol on the map until the very end with the Black Lily, Pale gets upgraded into Spraycan Suppressor variant, which is unlockable and silenced)
On May 3rd 2023 IO wrote in the patch preview notes for 3.150.1 that they would remove the starting suit restriction on the Carpathian Mountains mission for players who have completed it. This turned out to be inaccurate and it was not included, as they wrote in the patch notes May 11th 2023.
It’s November 2024 as of this writing, and this is still not in the game. Why? A bug they couldn’t fix? Did they forget? Or did they decide just not to do it?
It would have been a great opportunity to finally get to use some of the winter themed suits.
Thanks for pointing this out. I seemed to recall some announcement a while back about lifting the suit restriction when you start “Outdoors”. But since then, with this never being implemented, I assumed maybe I had misremembered this. Good to know I didn’t!
Good point to be fair.
@Combatglue @Marchouette do we know if there’s any updates on this being fixed please?