Suppressed or silent weapons for assasination missions?

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Viktor
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Suppressed or silent weapons for assasination missions?

Post by Viktor »

Is it possible to have a silenced/suppressed pistol or smg for taking out sentries in FO:T???

I have no idea how the "enemy detected" system works in FO:T, but having taken out a lone sentry before with a knife in one of the early core missions, I believe a silent/suppressed weapon would work.

Obviously, to successfully take out a sentry with any weapon (melee/thrown/ranged), you have to ensure the following:-

- Your PC/NPC isn't detected whilst approaching the target enemy
- Your PC/NPC doesn't get into LOS of any nearby enemies whilst attacking the target.
- The "signature" of the weapon you use doesn't alert any nearby enemies
- The target is killed/disabled before he/she can return fire at the PC/NPC
- The target is killed/disabled before he/she can trigger any alarm device
- The death noise of the target doesn't alert any nearby enemies

Any silent/suppressed weapon should only be able to use a special ammo type (which is unique to it) which should be very scarce. Bearing in mind that recent Russian small arms developments have produced suppresed/silent SMGs and assault rifles capable of sustained auto fire and devastating performance against non armoured and armoured personnel, I think it's entirely possible that a "Fallouty" silent or near silent pistol or SMG or assault rifle which does good damage for its weapon class at a reduced range.

My thoughts on silent/surpressed weapon ranges:-

Pistol - max range 15
SMG - max range 20
Assault rifle - max range 25
Sniper rifle - max range 35

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Max-Violence
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Post by Max-Violence »

The problem is that when an actor shoots, he/she/it is automatically detected, regarless of LoS or the actor's Sneak skill or if the target died in one shot/burst.

Only two ways to kill an enemy and remain in sneak mode:
  • A melee attack that kills the target in one shot AND the actor is out of LoS of all other hostile actors (not sure about neutrals).

    A grenadier throws a grenade over a wall/cover AND remains out of LoS/detection range of all other hostile actors (again, not sure about neutrals).
Technically, one could use triggers to set the enemy actors' Communication to 0 or 1 when a PC equips a silenced weapon, but offhand, I'm not sure it's possible to make the trigger fire only when the gun is in the "active hand" of the actor only - i.e. the trigger will fire if the PC equips the silenced gun but doesn't use it (which means you could have a "silent rocket launcher," and that's not good.).

If someone could figure out a "fix" for letting the PCs get away with the above problem, we could have ourselves some fun :D
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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