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Video games => Far Cry 2 => Far Cry series => Memorable moments => Topic started by: Jim di Griz on June 14, 2012, 03:29:24 PM

Title: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on June 14, 2012, 03:29:24 PM
As per a few kind requests to hear some of my impressions and activities whilst discovering this fine game, I thought I'd start with a few moments which I felt went damn sweetly.

Okay, in truth they are probably nothing compared to what most of you have already experienced. I did enjoy the following instances though - call them achievements not required by the game, made more enjoyable by the fact that they were self concocted.

At the north-eastern gun shop, I got the mission to destroy a rival supplier's shipment in the south-west. I'd already spent most of the day exploring the north-east and knew once I reached the north-western bus station I'd not make the trip all the way down south in time before my lady returned home from w@&k - so I grabbed one of the fast dune hoppers and decided to see how far I could outrun any persuit.

Keeping purely to the dirt tracks for better speed, I barreled on down through Cattle Xing, leaving shouts and any following merc jeeps far behind, despite loosing power gradually to too much lead injection in the engine... ;)

I got over the first bridge and then down to the second after the railway line before the engine died, predictably halfway over the bridge. With angry mercs to my rear coming at me from three sides and a bunch ahead spoiling for a fight, plus the boats on the river, I had an interesting half-hour of trying to stay alive long enough to unlock that safe house and get a save point. Fortunately I did all that and lived to fight another day. So in all I managed to get almost half way down the northern map in one dash - seems all those hours racing buggies in DiRT 1 & 2 really paid off.

Fun part 2: today I started with the railyard mission. Having scoped it out from the rocks above, I opted to drive all the way around and approach from the south, as I had seen an interesting looking hole in the perimiter there. On a slow approach, I spotted a lone merc running back to the railyard from the desert, popped him with my sniper rifle then took out the three on the main building roof from behind. The real fun started when I got close to that gap in the corrugated sheeting wall. First off I saw the lurker at the south-west corner, so shot him and crouched down under cover of the raised bit of sheeting set at right angles to the hole I was aiming for. Hearing voices, I just waited there for a moment, then heard approaching footsteps. The first to arrive found the dead merc, stopped and exclaimed something like "Christ..." then joined him in a heap, followed three seconds later by another, all dead on the same spot. I heard footsteps swishing through the grass from the other direction, turned and dropped the merc coming around my hide from behind. I spent the next few minutes alternatately covering each approach to my hidey-hole until they stopped coming. By then I had six dead on one side and three on the other. I only found two others after that, quite a successful venture in all.
Title: Re: Early 'Hell Yeah' moments
Post by: Binnatics on June 14, 2012, 03:46:54 PM
Quote from: Jim di Griz on June 14, 2012, 03:29:24 PM
...seems all those hours racing buggies in DiRT 1 & 2 really paid off.

I know these tracks damn well too  ;) heheh

Great experiences mate. Must have been really crowded with all these pursuers after that run :o

About the railyard mission; I've at least tried that south approach once myself. It indeed pays to wait patiently. I remember being hasty and rushing in various times, which kept me busy for quite some more time(and more tries) that when I had waited for them to come look for me instead :-D
Title: Re: Early 'Hell Yeah' moments
Post by: Jim di Griz on June 14, 2012, 03:57:17 PM
Quote from: Binnatics on June 14, 2012, 03:46:54 PM
...Great experiences mate. Must have been really crowded with all these pursuers after that run :o
Cheers - yeah, I think there were something like five burning wrecks on the north approach slope to the bridge by the time it was all over, plus another off on the side road  :)

I think we're lucky that the game elves come and clear all this stuff up after we're gone, otherwise it'd be one big burnt-out scrap yard from one side of the map to the other by now.
Title: Re: Early 'Hell Yeah' moments
Post by: Binnatics on June 14, 2012, 04:00:23 PM
Quote from: Jim di Griz on June 14, 2012, 03:57:17 PM
I think we're lucky that the game elves come and clear all this stuff up after we're gone, otherwise it'd be one big burnt-out scrap yard from one side of the map to the other by now.

:laugh:

Indeed. It would get kind of bloody in the end ;)
Title: Re: Early 'Hell Yeah' moments
Post by: PZ on June 14, 2012, 09:24:48 PM
Great stories Jim  :-X

When you blast through the Cattle Xing, it is quite the challenge to stay alive because the mercs are excellent marksmen, and easily target your engine.  When I go through that area I use several methods - if approaching from the north, I usually snipe all I can and then torch the place.  There are plenty of flammables to make it quite the fireworks show.

The Rail yard missions are among my favorites, and I always approach from the hidden path to the east.  It is just so much fun to snipe from above and torch flammables.  One time I went there with the flare pistol and managed to kill almost all of the mercs with fire.

I remember the game well enough to almost relive what you're describing  :-X
Title: Re: Early 'Hell Yeah' moments
Post by: Art Blade on June 17, 2012, 01:07:15 PM
Good read there, Jim :)

The rail yard story reminds me of probably my second attempt to get it over with when I wasn't yet too familiar with the surroundings. I had chosen the hidden path up the rocks and crawled along the rocky ledge overseeing the yard and felt safe when I saw the mercs walking around down there. I happily took out one after another with a sniper (probably dart) and was convinced they'd never manage to get me as it was apparently unclimbable. To my utter surprise and shocked to the bones I found myself trapped and my way out cut off from the back by a bunch of mercs who had somehow managed to get up to my location, probably with an evil grin on their faces when opening fire at me. Ever since I made sure to cover my six  :-D
Title: Re: Early 'Hell Yeah' moments
Post by: PZ on June 17, 2012, 01:48:46 PM
Jumping to the rock ledge as far toward the south from that sniper position minimizes the Wild Bill effect - I hardly ever get caught by surprise any more.  :-()
Title: Re: Early 'Hell Yeah' moments
Post by: Art Blade on June 17, 2012, 01:54:43 PM
Yeah, we learn from experiences as long as we survive them. Which reminds me, what doesn't kill us makes us weirder.  :-()
Title: Re: Early 'Hell Yeah' moments
Post by: Jim di Griz on June 17, 2012, 03:05:19 PM
Quote from: Art Blade on June 17, 2012, 01:54:43 PM
Yeah, we learn from experiences as long as we survive them. Which reminds me, what doesn't kill us makes us weirder.  :-()
:laugh: like it!

I got caught the first time in exactly the same spot Art, barely made it out alive (no rescue buddy at the time to rely on) so leaving the mission incomplete. I think I started up on the rocks PZ mentioned during the second approach before moving down to mix it up with the remainder. Did it again today to get the gas containers, came in from the desert, which was...interesting.

By way of an update - I've managed to lose three buddies now  :'( that's something I'll be prepared for in the next playthrough  :-[ I'll be taking a fast buggy for the side mission  that ends at the train wreck site and all automatic weapons for the northern Oasis one - it doesn't give you much time to get up those ladders, does it? There again, I might have been disorientated and a tad indiscriminate in my grenade lobbing as soon as I emerged... ;)
Title: Re: Early 'Hell Yeah' moments
Post by: PZ on June 17, 2012, 03:17:50 PM
I never came in from the desert side - might give that one a go the next time.  :-X
Title: Re: Early 'Hell Yeah' moments
Post by: Art Blade on June 17, 2012, 03:23:19 PM
Hehe  :-()

Well, I think we all got used to going through rescue buddies like a white-glowing axe through butter. And we enjoy it. Why? Wait until you see the end of it  >:D On the other hand, if you want their side missions.. you might want to do them first and only then dispose of your beloved feathered and tarred fr.. err, your best buddies  :-() Check the tips topic, I wrote up a couple of strategies how to do what, which, when and why with buddies  ;)

And two key words: "Oasis + ladder" = headbutt the mission designer right then and there. And shove a pineapple up his bum and rip the pin out through his throat, say "ta-dah" and RUN >:D
Title: Re: Early 'Hell Yeah' moments
Post by: Binnatics on June 17, 2012, 04:02:43 PM
Yeah, them best buddies; they bring out the best in you >:D 8-X
Title: Re: Early 'Hell Yeah' moments
Post by: Jim di Griz on June 18, 2012, 12:53:08 AM
Quote from: Art Blade on June 17, 2012, 03:23:19 PM
...And two key words: "Oasis + ladder" = headbutt the mission designer right then and there. And shove a pineapple up his bum and rip the pin out through his throat, say "ta-dah" and RUN >:D
:) so I'm not the only one then  :-X I wonder if game devs in future might do something along the lines of the Japanese w@&k-place practice of providing an indestructible, life size effigy of the boss and put it in a room with a rack of Bokken swords for the staff to vent their frustration on. The devs could do a virtual representation of the level designers so the players can let off steam shooting, blowing up or burning the snot out of them in an areana  ;)

Nicely hinted at regarding the ending all  :-X and thanks  :) - unfortunately I caught sight of that end snippet by mistake some time ago, so I know what to expect already...
Title: Re: Early 'Hell Yeah' moments
Post by: fragger on June 18, 2012, 04:20:39 AM
Great stuff so far, Jim :-X :)

Just curious - what difficulty level are you playing on?

Quote from: Jim di Griz on June 18, 2012, 12:53:08 AM
Nicely hinted at regarding the ending all  :-X and thanks  :) - unfortunately I caught sight of that end snippet by mistake some time ago, so I know what to expect already...

I was wondering why you didn't seem too cut up about your buddies buying it...
Title: Re: Early 'Hell Yeah' moments
Post by: Jim di Griz on June 18, 2012, 10:46:45 AM
Normal difficulty, I think. First playthroughs I generally choose that to guage the true difficulty level. Are the three very distinct in their differences?

A  bit peeved today, I just did the last mission on the northern map - as I had a stealth loadout, I had no choice but to go to Mike's Bar and rescue them as I didn't fancy waltzing into Pala without some heavy ordnance. I cleared the area then went inside and there were only two of us by that point, so we got swamped.

Next thing I knew I was over on the south map, safe enough and proceeding to do the bits required of me when I saw that my stats simply classed my buddies from the north as amongst the abandoned  ??? I could understand that if I'd gone for the church instead...

Games, eh?
Title: Re: Early 'Hell Yeah' moments
Post by: PZ on June 18, 2012, 11:03:20 AM
That part of the game is a bit funny, but in reality it does not matter if you choose Mike's or the Church - you still end up in the same place.
Title: Re: Early 'Hell Yeah' moments
Post by: Jim di Griz on June 18, 2012, 12:24:17 PM
Yeah, I thought it might be. That was the Jackal in the hut wasn't it? The first scene at the start, I could hardly make any features out, so couldn't be sure during the north/south cutscene.
Title: Re: Early 'Hell Yeah' moments
Post by: PZ on June 18, 2012, 01:25:15 PM
You got it - the Jackal; one of the few times you actually see him in the game.
Title: Re: Early 'Hell Yeah' moments
Post by: fragger on June 18, 2012, 03:30:55 PM
Re: the difficulty levels, there's quite a difference between Normal and the hardest level, Infamous. On Infamous the mercs can bring you undone very quickly, plus your ammo-carrying capacity is severely limited, e.g. only two hand grenades (three once you buy the webbing) and the equivalent of only a couple of clips of ammo for each weapon. I'm not 100% sure but I think the mercs' shooting may be more accurate too.

Hardcore is a good compromise between difficulty and - well, fun. Hard enough to be challenging, easy enough to prevent frequent blue language outbursts :-() Having said that, and having played the last few games on Infamous, I now find Normal to be a cakewalk by comparison.
Title: Re: Early 'Hell Yeah' moments
Post by: Jim di Griz on June 18, 2012, 03:47:06 PM
Ah, so it has four difficulty levels then - something like Uncharted though only crushing was really challenging there. I'll definitely be doing it hardcore next time as those mercs do tend to faff about sometimes when they see you.

Cheers for the run down of their merits.
Title: Re: Early 'Hell Yeah' moments
Post by: Art Blade on June 18, 2012, 04:10:47 PM
Quote from: Jim di Griz on June 18, 2012, 03:47:06 PMthose mercs do tend to faff about sometimes

:laugh: :-X
Title: Re: 'Hell Yeah' and fun moments
Post by: Jim di Griz on June 19, 2012, 01:33:00 PM
Had a fun moment at the roadblock with the sniper and RPG guy toady. I didn't know any merc had them so was pulled up just short of the GP and having fun with the .50 cal when a rocket came straight at me.

I actually ducked  :laugh: but had the instinct to dismount too before it hit.

Gotta love this game!

EDIT: I thought the trophy 'Dawa ya moto ni moto' was just something you'd get for stirring up both sides in the safe zones and was wondering why I didn't get it after spending part of a night dashing into Pala, planting charges, blowing up groups with my RPG and variously being the neighbour's kid from Hell...

The actual escape mission was way cooler though  :-D
Title: Re: 'Hell Yeah' and fun moments
Post by: mandru on June 19, 2012, 02:51:02 PM
The difficulty settings are a bit odd in FC2 as to how they change the game.

It seems that the only thing that changes at higher difficulty levels (besides the amount of ammo and first aid you can carry) is how easily you can be hurt.  I don't think the mercs aim any better, they are still using the same weapons against you as in lower level difficulty settings and I know that their numbers at the different points of interest are not increased by notching up the settings.
Title: Re: 'Hell Yeah' and fun moments
Post by: fragger on June 19, 2012, 04:00:34 PM
I wasn't sure about the mercs' accuracy. Maybe it's because they do more damage that it just seems like they're more accurate :-()

The .50 cals really hurt on Infamous. Just a couple of hits from one of those and it's rescue buddy time...
Title: Re: 'Hell Yeah' and fun moments
Post by: Jim di Griz on June 21, 2012, 04:26:53 PM
My latest 'proud moment' was the mission in the Dogon Village where I needed to destroy the kiln. Two shots is all it took from start to finish, including the RPG to blow the kiln.

I came in from the extreme north end, crept up all stealthily like and crouched at the village's north eastern corner for a short while, pondering the best approach.

I saw a few mercs on idle patrol but predictably not grouped together. I had the AS50 an Uzi and RPG on me, so stealth wasn't really going to be an option - as usual, I hadn't htought this through. As luck would have it, I could see a small propane tank that game baddies tend to leave carelessly lying around the place, though only one merc was stood anywhere nearby.

I then saw on the higher path slightly north of the one with the gas tank, a merc moving just out of sight, presumably on patrol. I guessed he was heading down to the same location as the idle merc near the tank. I could also hear him talking to another.

It's now or never I thought. Lining up on the propane I waited until the new merc was also in sight and shot the tank - shot one. Apparently it killed four of 'em and remarkably no alarm was raised. Perhaps they were used to malfunctioning propane tanks...well, it seemed that way.

Going with the flow, I moved on upwards, taking the higher path just recently vacated.

The next few minutes (felt like fifteen) were full of fraught, furtive dashes from cover to cover as I climbed steadily higher, still unchallenged.

Then I was on the uppermost level of the village proper, just below the kiln area and still I'd met no one. Now it was getting intense and I had a wild hope of making this w@&k without the usual group of mercs appearing out of nowhere and attempting to jump up and down on my head.

Being so convinced that I'd missed a subtle clue somewhere, I was moving back and forth, quartering every possible angle amongst the huts to check for said bunch of mercs, when I saw one crouched right in front of me...out came the machette and in one chop, he was peaceful.

Oddly enough, the mortar jockey saw this as his cue to home in on me. Apparently the subtle sound of a machette that couldn't be heard be someone two metres away, was crystal clear to him, wherever he was (still don't know btw.) Naturally, I shot off to the upper level and he stopped lobbing shells. Oddly enough, no one thought to come and look why he'd decided to shoot of a couple of rounds like that.

So there I was, on the top level, target found and the whole area scoured for any more lurking mercs. I'd seen the hang-glider on the ledge earlier, so as my next task I found out where the path was leading to it, as in the aftermath I really wanted to avoid any awkward social encounters on the way back down.

All set, I lined myself up on the target from a safe distance, then popped my second shot of the mission off - mission complete.

Okay, that was two shots and a swipe with a machette - I still think it was cool  :) and I got away clean too  :-X
Title: Re: 'Hell Yeah' and fun moments
Post by: Art Blade on June 21, 2012, 05:37:50 PM
very nice and well done -- "cool" :-X :)

Here's the mortar guy's house, he sits on the rooftop. It is at the tip of my rifle in the second pic.

[smg id=195 type=link align=center width=500]
[smg id=196 type=link align=center width=500]
Title: Re: 'Hell Yeah' and fun moments
Post by: PZ on June 21, 2012, 10:58:19 PM
Great adventure  :-X  I don't think any two visits to an area are exactly the same.  My usual method is to take out the mortar merc by sneaking into the are and dispatching him with the dart, then I can go through the area at my leisure.  Because there is at least one more mission (side buddy mission) to the area, I won't spoil it, but here is something to look for if you want a bit of advanced notice on a possible escape route.

Spoiler
When you exit the kiln area (facing the village) and turn left, you can find a path to a hang glider that you can use to fly toward the safe house to the east.  There is also a hidden area where you will find a Predecessor tape if you have activated the codes.
Title: Re: 'Hell Yeah' and fun moments
Post by: Jim di Griz on June 21, 2012, 11:36:01 PM
So that's where the beggar is hiding - cheers Art. Not sure how, though it looks like I missed him when scoping the whole camp from above, just before blowing the target.

Thanks for reminding me PZ - I need to look into the Predecessor's tapes thing.

Talking of tapes, the last five Jackal tapes I've found have played the same snippet...
Title: Re: 'Hell Yeah' and fun moments
Post by: PZ on June 21, 2012, 11:40:14 PM
That's a well known bug in the 1.03 update  :D
Title: Re: 'Hell Yeah' and fun moments
Post by: mandru on June 22, 2012, 07:13:26 AM
Nice run through Jim di Griz.  I enjoyed your description of the encounter.  :-X

I was going to say that the Dogon Village is a favorite spot but they're all favorite spots.  :-[

If you can take out the mortar man quietly with a dart or silent weapon as PZ said there is a way to reach his perch atop that building for the simple fun of bringing your own special brand of terror to the Dogon mercs.  From Art's first picture you can see (in reverse order of approach) the building the mortar man sits atop, just peeking out (behind and to the left of there) the roof of an elevated free standing grain storage bin with a pointy top, the rock ledge beyond that and from this side in the screen shot a high wall above the rock ledge.

The West end of the wall (now un-reversing the approach) rounds down with an irregularity in it half way up its edge when facing directly into the edge that will allow you to hop up half way and then to the top of the wall.  Walk along the wall top until you've got clear access to drop down to the rock ledge and across to the grainery roof top.  Though the roof of the grain storage bin is visually rendered as pointy it doesn't behave that way under your feet while you are standing on it behaving more as if it were domed.  Finally from the roof of the grainery it is possible to run-jump to the rain gutter on the back side of the mortar man's position.

Once you open up from there things get busy taking almost no time for the entire town to know where your firing from.  The mercs from the town below will try to skirt around through the paths that will bring them up to get a clear angle of line of sight on you and there are two or three mercs above you and to the West who actually have a height advantage on you but they have to step out into the open to take advantage of it.   :)

Who ever said you only live once didn't quite grasp the concept of proper Save Point Management.   :laugh:
Title: Re: 'Hell Yeah' and fun moments
Post by: PZ on June 22, 2012, 07:53:55 AM
Nice  :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on June 22, 2012, 09:24:03 AM
Going to have fun trying that Mandru - thanks for the tip all, kudos as just reward  :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: mandru on June 22, 2012, 11:23:11 AM
Thanks for the slap on the back Jim D-G.  8)

Of course you may want to keep in mind that applying that route as a first time test run, it's probably something better attempted after clearing away anyone who might be shooting at you.  ;)
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on June 23, 2012, 08:14:36 AM
That is definitely a good idea  :laugh:

I decided to go and give the prison a look, got the mercs cleared but got stuck - couldn't find any way forward. The gate on the opposite side wasn't giving me an interaction option and nothing I tried would get me higher or lower. There were come odd chink-chink like someone tunneling from one of the cells but I got nowhere.

I did see the open grates in the ceiling of the two large rooms - but there seemed to be no way of getting up there to climb through. Then I remembered the ATV outside, so drove it through, up the steps and even after jumping up to stand on it, I found that it still didn't give me enough height...oh well.

By this point I had become determined though - so I went off in search of a jeep. Okay, I knew that the mob of mercs inside would rise from the dead in my absence...but as I said, I was determined. Cleared them out again and then proceeded to manoeuvre said jeep through the courtyard maze over to the right-side steps. I just couldn't get the angle, so turned around and tried the left-side steps which had a clearer path of approach.

Man, it took some wrangling, but I did it - got that beastie all the way up the stairs (eventually) and under the roof grating. I still couldn't get up through there, so I reasoned that maybe I need to have a certain mission first - especially as there were a lot of guys with red berets on, which implies a faction leader's personal guard.

I just wish I had a capture card so I could get a sreen shot of the jeep up there  :-D
Title: Re: 'Hell Yeah' and other fun moments
Post by: mandru on June 23, 2012, 09:32:54 AM
No spoilers here but the path beyond the prison (Heart of Darkness) is for the end of the game though I admire your persistence at trying to get past that point.  :)
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on June 23, 2012, 10:15:54 AM
Or indeed there is that option - ah well, I'll just have to wait and see then  :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: Art Blade on June 23, 2012, 02:35:13 PM
hit PRNT for screenshots.. ;) sorry-- was thinking PC. That.. could be another reason for you to get one  :-()
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on July 03, 2012, 06:06:34 AM
 >:((  :laugh: Sorry, I've been a numpty!

Having spent the past hour or so working my way through from the prison to the camp where the leaders are, all flawlessly executed, didn't even need any styrettes - it was looking good - until I died...

It was then that I realised I'd not saved the game since the prison...idiot, idiot...idiot!

Ah well, can't face all that again just yet, so I'll start again tomorrow - I did love the fairly constant tension caused by such a confined route. I'm sure the experience will be different again as the guards will have moved around to different positions by the time I reach each group...but what a fool I am  ::)

:)
Title: Re: 'Hell Yeah' and other fun moments
Post by: fragger on July 03, 2012, 07:01:37 AM
I think we've all been there at some point :D :-D
Title: Re: 'Hell Yeah' and other fun moments
Post by: Art Blade on July 03, 2012, 08:39:19 AM
well, I'm pretty sure I haven't <gently pats quick save button> :-()
Title: Re: 'Hell Yeah' and other fun moments
Post by: nexor on July 03, 2012, 11:05:55 AM
I have...... :D    :-D
Title: Re: 'Hell Yeah' and other fun moments
Post by: mandru on July 03, 2012, 12:22:00 PM
 :( Me too.  Sometimes 3 to 4 hours lost at a whack.   :'(
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on July 03, 2012, 01:59:32 PM
Oh, I'm sure I'll do it again at some point  :)

I think it might possibly be a little bit of karma for my having laid waste to the heirarchy at Sepoko from afar earlier on. It wasn't my fault that two mercs jumped me in a jeep with grenade launcher at the bus station beforehand; I just went with the flow and parked up 200 metres outside the wall and let rip until I got the 'mission completed' message.
Title: Re: 'Hell Yeah' and other fun moments
Post by: mandru on July 03, 2012, 02:02:22 PM
 >:D :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: nexor on July 03, 2012, 10:58:52 PM
Don't worry, you'll get the hang of it    :-D  >:D :angel:
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on July 04, 2012, 11:26:44 AM
At last, I finally did it after almost 100 hours - completed a playthrough  :o

Okay, the amount of time is my fault; perhaps too much wandering around trying to find those elusive sparkly stones and generally dropping in on most places before actually getting the call to visit some sactioned mayhem upon their blessed little GP.

Although I had an inkling of where the story would lead ever since the cut-scene starting act II - I still enjoyed its unfolding and the level of writing involved  :-X

Naturally I started a new playthrough straight away and damn me if it didn't bring me to the same camp (Fresh Fish) so I'm guessing the start point is determined by the route you take out of the hotel...

A lot of fun and I can see me doing this another few times. And I also understand now the various comments about buddies ;) I think I had eight of them at the airport - so that was an interesting moment...luckily I had the MGL-140 to hand.

Thank you all for the tips and subtle help - appreciated  :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: mandru on July 05, 2012, 05:07:36 AM
 :) :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: Art Blade on July 05, 2012, 11:28:04 AM
 :-()

the four camps around Leboa are where you can start out, depending indeed on which direction you took before passing out  :-D
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on July 05, 2012, 12:34:47 PM
I wish someone would tell my copy of the game that  :) I started a third game because I fancied starting off somewhere else - I jumped out the window, got to the river unscathed and then passed out.

Guess where I woke up? No worries though, I quit game and will give it another go tomorrow  :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: mandru on July 05, 2012, 01:37:21 PM
Congrats on your first time through.  :-X

Yes the direction you go when you leave the hotel (N.W., N.E., S.E. or S.W.) will determine which of the corresponding faction base camps end up in.

I know you had a bad malaria attack when got into town but if you go downstairs and out the front door of the hotel and retrace the route the cabby brought you into Pala from (that's to the S.W.) you will end up at my favorite start point the Arena (Cock Fights) which I find has the advantage of starting you out with the flame thrower in the special slot when you are given your weapons for the tutorial.  >:D
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on July 05, 2012, 02:57:12 PM
Cheers for that - though how in hell you get past all those mercs shooting the s**t out of each other, then joining forces to take it out on you, is beyond me.

I reckon that's worth a kudos point right there  :)
Title: Re: 'Hell Yeah' and other fun moments
Post by: mandru on July 06, 2012, 12:07:06 AM
The idea is that you kind of don't make it. :-D  I've actually managed to get out past all the mercs looking forward to the horizon and keeled over on one of the swamp boat piers to the sound of trucks arriving and foot steps to cart me away.

At this point in the game (still part of the tutorial) the malaria gets you if a bullet doesn't. Shoot the mercs you can and sprint to where you want to be as quickly as possible before the lights go out.  ;)
Title: Re: 'Hell Yeah' and other fun moments
Post by: fragger on July 06, 2012, 03:36:27 AM
Well done on completing the game Jim :-X :) So which did you choose, the car battery or the diamond case? Not that it makes a lot of difference, but I always choose the case simply because I prefer the fight along that route.

If you want to avoid the mercs in Pala at the start, there's an upstairs window in the hotel that you can jump out of. After climbing over the debris to get out of the first couple of rooms, make your way straight across to the opposite side of the landing (don't go downstairs). Inside one of those rooms is a window you can climb through which lets you drop to the ground in the alley behind the hotel. If you then go left, you can generally run along the alleys and right out of town , then head straight on to one of the bridges (the NW one) without drawing much fire - sometimes none. The dynamics of the game are such that it's never the same twice, but I find I generally cop the least amount of fire when I go that way. You'll pass out before you reach the end of the bridge and will come to at the Slaughterhouse, which I think also gives you the flamethrower (mandru? I may be totally wrong about that...)

It just occurred to me that I've never started at the Lumberyard ???? Must try that next time (by exiting Pala to the SE, I guess - if I can get to it). I don't know what special weapon will be available there, but I assume the "buddy breakout" will then take place at Fresh Fish.
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on July 06, 2012, 07:35:38 AM
Ta Fragger - I opted for the diamond case for pretty much the same reason; though having been through so much to get it from the Mike's Bar crowd, I wasn't going to let the Jackal just wander off with it  :) I still don't trust him...

I can still do either mission end though, as my gamesave stops at 96% and takes me back to safehouse I last saved at - so technically I can go back to the Jackal and do the other thing  ;)

I got out of town on the new save alright - straight out the window - the alley end was on fire so I went up some steps, then over a balcony and onto the street. Made it to the bridge intact  :-X

I'd guessed my character wouldn't make it far though, as the tutorial part needs to show you the ropes. This time I'm focusing on the tower and gun-shop missions first - then I'll start doing the others.

Predictably I haven't a clue about the special weapon found at the lumber yard - the Carl G? Slaughterhouse is indeed a flamethrower and Fresh Fish is the RPG.
Title: Re: 'Hell Yeah' and other fun moments
Post by: fragger on July 06, 2012, 08:15:12 AM
Cheers Jim, and thanks for verifying the flamethrower at the Slaughterhouse. I'm glad to know that at least some of my neurons are still talking to each other :-()
Title: Re: 'Hell Yeah' and other fun moments
Post by: Art Blade on July 07, 2012, 05:02:04 AM
 :laugh:
Title: Re: 'Hell Yeah' and other fun moments
Post by: PZ on July 08, 2012, 05:43:00 PM
Not sure but might it be the RPG?
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on July 09, 2012, 12:32:55 AM
Sorry, the RPG is definitely at Fresh Fish - I've woken up there three times in a row now (which feels appropriate having just posted the intro clip to The Prisoner  :))

EDIT Apologies - it is the RPG - just started a playthrough on 'Insane' level and took that route which has me waking in the Lumber yard.
Title: Re: 'Hell Yeah' and other fun moments
Post by: Art Blade on July 09, 2012, 08:55:17 AM
 :-()
Title: Re: 'Hell Yeah' and other fun moments
Post by: fragger on July 09, 2012, 04:29:16 PM
Cheers :)
Title: Re: 'Hell Yeah' and other fun moments
Post by: Binnatics on July 13, 2012, 03:16:32 PM
I also had RPG all the times (3 I guess) I visited fresh fish. It was my natural starting area, and it took me quite some will to find another spot. Good read on your playthrough Jim!! I chose the battery twice, and don't remember what happened choosing the diamond case, although I did at least once.

All this makes me long for another playthrough (again). That'll have to wait until after my holiday ;)
Title: Re: 'Hell Yeah' and other fun moments
Post by: Jim di Griz on July 14, 2012, 11:03:17 AM
Cheers Binn - glad you enjoyed.

The diamond case option leads you to some more annoying mercs  ;) I'll not say any more than that for fear of spoiling your next playthrough.

I've halted my second playthrough now, having done all of the northern cell-tower missions as I have some catching up on a few other games to do - then it's holiday time and after that I'll be going back into cause some more trouble wherever I find it. I do like the way the game feels quite different dependant upon how you approach any particular mission. Despite having unlocked all GPs during the first playthrough, I had the distinct feeling I had found a few new ones this second time around. It was only after completing the clear out and exploring the area afterwards that I realised each time that I had been there before  :)

I particularly enjoyed arriving at the bridge north of Pala (the one with the diamond case under it) and creeping up behind the sniper on the rocks above the GP - machette time!
Title: Re: 'Hell Yeah' and other fun moments
Post by: fragger on July 16, 2012, 08:09:45 AM
Stop talking about holidays, you guys 8-X Spare a thought for those antipodeans who are still stuck in the throes of winter (well, what passes for it here anyway) :-D

Quote from: Jim di Griz on July 14, 2012, 11:03:17 AM
I do like the way the game feels quite different dependant upon how you approach any particular mission

That's one of the things that keeps me coming back to this fine game :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: fragger on November 02, 2012, 11:55:16 PM
I may well be the only one here still picking up this game from time to time, but pick it up I did last night (after several months' abstinence) and almost right away I encountered something I'd never seen before.

I drew the comm tower mission to knock off the suit in Sefapane, so I followed my usual approach by climbing into the church bellfry, sniping the target, then using the flare gun to light up the town. But blow me down - after a while an AT roared into town, coming up this street:

[smg id=4795 align=center width=600]

It first appeared from the far end, coming towards me, and so taken aback was I that I didn't think to snap a screenie until it had turned around and was going back the other way. It went all the way back to the far intersection, where it turned right before stopping out of sight (on the main road in, as it turned out).

I've never seen that happen before ???

I wonder if FC3 will continue to surprise like that after three-and-a-half years of playing...?
Title: Re: 'Hell Yeah' and other fun moments
Post by: nexor on November 03, 2012, 01:58:32 AM
I make a point of doing at least one mission a week in between other games and lost count of how many playthroughs I've done by now    :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: Art Blade on November 03, 2012, 03:28:39 AM
fragger, I've seen that sometimes the locals take the stationary AT which is behind the target's house (the one I usually love to lob a grenade at from the roof so all hell breaks loose) and sometimes mercs succeed with their flares and help comes from out of nowhere. However, nice pic, matey :)
Title: Re: 'Hell Yeah' and other fun moments
Post by: mandru on November 03, 2012, 09:15:37 AM
I've probably spent 20+ hours in FC2 just this week killing time (and many many mercs ;D ) awaiting the unexpectedly delayed release of AC3 for PCs.

While I've not seen a merc set of a flare inside the boundaries of a town that doesn't mean it doesn't happen.  My first though was what Art said about the AT on the far side of the faction building.

Lighting the town up with a flare gun?  Sounds like an entertaining pastime when I get back into the Southern half of the game.  I've not often carried a flare gun because of being disappointed by the discovery that my flare launches fail to call in an AT which in many cases would have saved me a lot of time hoofing it to my next ride.

Mercs launch a flare skyward they get an AT.  I launch a flare when stuck out in the middle of nowhere needing a lift and all I get is "Wow... Pretty!"  ???

I don't expect perfect but I do appreciate consistency.   ;)  :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: PZ on November 04, 2012, 09:52:45 PM
That's cool; I also go into FC2 from time to time, and always appreciate the experience.  FC2 is probably the game that I have played the most of any single game.  :-X
Title: Re: 'Hell Yeah' and other fun moments
Post by: fragger on November 05, 2012, 12:31:55 AM
I forgot there was an AT behind the HQ (as seen from the church tower) :-[ Still, I've never actually seen them use it before. Earlier this evening I did Hakim's side mish to get the documents out of the Sefapane HQ and again a merc jumped into the AT. Twice in just a couple of days ????

I agree mandru, about the only thing the flare gun seems good for is starting fires, and this it does very well :-() With all the flammables around Sefapane you can get some good chain-reactions going if you launch a bunch of flares from the tower, like over buildings to get at areas you can't normally target from up there :-X

PZ, I too have probably played FC2 more than any other game :)
Title: Re: 'Hell Yeah' and other fun moments
Post by: PZ on November 05, 2012, 09:48:49 AM
During one of my plays through I used the flare pistol as my secondary weapon, and in each area started fires much as you describe.  My most memorable were Petro Sahel and the Rail yard both of which burn splendidly  :-()
Title: Re: 'Hell Yeah' and other fun moments
Post by: Art Blade on November 21, 2012, 12:29:58 PM
proper line when launching a flare: "Allow me to enlighten you."  >:D
Title: Re: 'Hell Yeah' and other fun moments
Post by: PZ on November 21, 2012, 03:16:17 PM
 :laugh:
Title: Re: 'Hell Yeah' and other fun moments
Post by: fragger on November 21, 2012, 11:02:28 PM
 :laugh: