Lets add SE4 tagging that allows you to undo a tag as well, can reduce screen clutter. Also, I don't need to see the poison drink after I leave that area or it has done its job. I do like the idea of reducing focus based on level chosen. Invader needs a similar feature when in audible range based on level chosen by the Karl player.
building on what you said i think a command feature could be useful with the following four options for the invader As you were- AI goes back to their original tasks With me- AI follows you Remain here- AI guards selected area Search the area-Ai performs search of area also i had ideas for invader skills including tactician- when in combat nearby ai will use better tactics and have quicker reaction times. field medic-revive unconscious soldiers Wolf among sheep- have same movement cycles to AI Scavenger- Be able to use pick up usable weapons and items (sorry if u already mentioned these in the video i made this comment halfway through before watching it all)
@oltsu1234 There could be a intro cutscene where a truck pulls up and a squad of elite troops jump out and the soldiers salute the jager when they jump out aswell. Which are then your personal troops, which you can order, customize/upgrade in a progession system to give them better tactics,health,weapons etc
tbh i don't like invasion mode at all, because there are too many compromises for the singleplayer to get invasion mode even to work. but a few things i have in mind about the mode: karl has to take care of objectives AND watch out for the invader, while the invader can freely run around and only has to shoot karl. how about if the invader gets orders from officers to stay in a certain area? he should be able to ignore these orders and walk around freely like in SE5, but soldiers outside this area would then be hostile to him until he finds another officer and reports to him to monitor another area. in other words: safe zones for the invader. the invader knows karls objectives and where he will go (aa guns or something), so a flag could be raised in safe zones to show karl that the invader could be there as long as he follows the officer's orders. if karl kills the officer, the flag also disappears. so Karl would have the choice of killing the officer or having a marker for the safe zones. if both players, karl and the invader, had to watch out for soldiers on the map i think it would be more balanced... anyway it's just an idea and it could suck, who knows 😋 btw this would also allow for harder difficulties, which SE6 needs more than anything else! a clever and agressive ai like in SE3 simply wouldn't work with an invader, who doesn't need to worry about other soldiers.
Agree. I once made a game as Karl in Authentic and the invader had to wait 1 hour before I was ultimately killed by the AI. As usual I played full stealthy, avoiding any engagements, almost killing no AI (so the invader doesn't know where I'm currently or which area I already visited) until i died My invader send me a private message, telling me it was a fun game. I first thought it was ironic and sarcastic because people usually are not familiar with this kind of playstyle or don't find it fun but no ! He was dead serious, he told me it was so refreshing playing someone finally playing as a "real sniper/spy" and having to think where I am in the map. Despite the phone mechanic, he sometimes came close to me, tending ambushes but even without focus I could escape quietly and avoid him. We finally add each other as friends and made some few more games. Invasion is the best new feature of this franchise and needs to be a standard thing in future entries. But it does need some reworks ! - No minimap - No focus - Phones rebalanced (maybe indicate the nearest phone or radio operator of the oponent ?). I would love to see a triangulation system where you need to use multiple phones each time to have a more accurate area of where is your oponent.
Highly entertaining video BB, you nailed it mate. My main gripes are: 1. Focus - eliminates the stealth approach as an invader tactic; its being abused constantly and is the reason why I’ve stopped invading. 2. Match making - most matches are horribly imbalanced, experienced vs noob. 3. Glint - might as well set off a firework display at your location… Just silly. 4. The block function - it doesn’t work. 5. Fleeing….. This is the one thing that you don’t get into that really gets up my chuff, the invader who flees the game after a long period. Sure if they back out immediately then you’ll get invaded again within a couple of minutes, but the invader that plays for 20-30 minutes or more, then flees simply because they’re not good enough to find/beat Karl, that wrecks Karl’s game. (With the added insult of a very long cooldown period.) There has to be some kind of penalty for fleeing, which ties in with the XP idea, an incentive for the invader to stay in the game win or lose, rather than just quit because they can’t be bothered anymore. If they quit they need to take a hit, and a reduction in XP makes sense. If Karl is approaching the objectives stealthily, it can be hard for the invader to pin him down. Me and my co-op partner are noticing this more and more on tough Authentic missions like Krakan Awakes and Secret Weapons, we can get around the map and tackle objectives without killing lots of NPCs and starting a ruckus, but this type of stealth gameplay seems to encourage guys to just give up. It’s very frustrating and results in us blocking more and more players who don’t have the kahunas to risk losing (which doesn’t work, see below). I think the tendency to quit is tied in with the phone issues you discuss - if we overuse the phone, we only give away the phone location. If the invader uses the phone he only gets to identify the position of the closest Allied sniper to his position. This leaves too much jeopardy in the mind of the invader who doesn’t like losing, and I think it discourages them to the point of giving up. (Fleeing seems to happen more with experienced invaders; relative noobs that take us on might well lose but sometimes they score ultimate victory against an Authentic co-op which is great for them, gives them a big boost!) The flipside to this is that the Karl who camps within a perimeter of mines + TNT, he needs dealing with as well. The camping timer needs a wider radius of movement to reset. I would actually be in favour of a longer time period before the camping alert, but a much longer relocation distance required to reset it. If Karl camps to the point of getting tagged, the time until elimination for camping needs to be shorter. Karl really needs to feel the heat and be forced to move on, so camping should be also tied tied to XP. If Karl gets eliminated for camping he should get hit with a significant XP reduction. The final point is a comment about the block function. It doesn’t work in co-op, and often doesn’t work in single player vs invader too. We block players that we know are going to quit the game, we also block the well-known spawn point abusers. But every time we play co-op we see the same names turning up… and then they flee. Every time. You can even go to their profile and see that you have indeed blocked them, but still they are able to connect. This needs to be fixed because it’s super frustrating. Love the video mate, I’ve missed these over the last several months. Keep up the great work!
I agree, there are lots of little changes that need to happen to fine tune the Invasion experience. I like the idea of increasing the camping radius forcing both Karl and the invader to have to relocate a bit further than just a few metres.
Optional voice chat with the invader! I'd love to be able to talk with the invader, during the match, if he is open for it. Adds a whole new dimension.
Good to hear you again BB!! I think you covered it all really. My main grumbles being cool-down times - just let us set them and Carls ridiculous power to see through walls and where you’re coming from. Far too easy for Carls.
Hopefully they bring back the radioman and flare man for SE6 along with alarms and keep sending reinforcements until all each one is killed or destroyed. Also bring back the trip mines and S mines. Go back to rocks instead of bottle as diversion tools. Stop with the disappearing dead bodies and dropped weapons
A great video and very well presented. I agree with pretty much everything, especially the difficulty filtering and the focus rebalancing across difficulties. I also like the idea of two invaders, especially during coop games! I hope Rebellion takes note of everything you’ve said here!
How about giving the Karl a choice when using invasion phones, either get location of the Sniper Jäger or giving false location information to the operator so that when Jäger calls in he gets told the Karl is clear across the map from where he actually is? Wouldn’t that be fun?
Great suggestions, especially when invading co-op. I'd like to see invasion mode kills "tallied" before any kill cams. After having multiple instances of not being credited for a kill because apparently my mature opponent found a way to either leave the game (or simply yanked the power cord out of the wall) mid kill cam! I finally disabled the kill cams to prevent this, but I shouldn't have to.
I like the suggestions! In my opinion, another must for invasions is (very) limited access to AP rounds for the rifle, like we originally had. I understand this was a balance change, but honestly there is almost no way currently to effectively counter campers at any difficulty below Authentic. Sneaking up on them is not an option, because of Karl's ability to see and shoot you through walls/floors, by pairing focus mode and AP ammo. Staying out of focus range is simply not always an option. Granted, if focus gets nerfed, this will be less of an issue, but AP vs AP at long distance engagements from cover, would also be a very welcome balance improvement. Honestly, I believe removing AP for balance was a mistake.
When I saw this I clicked on it so fast I haven’t seen anything SE 5 in so long lol Oh and your ideas on invasion mode are awesome hopefully they will implement some of them for SE 6. Another thing I would add is the invader should be able to acquire and reload ammo and carry more then one or two mines or grenades and if the invader disables a trap/mine they should be able to add it to there inventory just like Karl not be limited to two. Now I still play people who are high rank who use focus mode because it makes it more trilling when I do kill then especially if I sneak up on the from behind lol . Invaders should be able to kill a Karl with a takedown from the front whether they have a bayonet attached to their weapon or not because it’s almost impossible to see and it’s like and invisible force field around them . Lastly I want a camo face paint skin for Karl and the Invaders. Peace ✌️
Focus should exist only on lower difficulties, which should be selectable as an option when joining the mode/game. I would also like an Invasion mode where the players DOES NOT KNOW he is being invaded at all. That would make things much more stressful, impactful, and difficult for players if they truly want the challenge: really being hunted by a (possibly competent) player and never knowing if they are out there or not at all ... like a real sniper would never know if he is being stalked.
What would be a really nice feature to combat stealth is you should be able to examine body’s of dead soldiers (maybe with a perk) it could tell you how long ago they died, or judging where the wound is or their body position where the killing shot came from. What could also be a ability is to tell the soldiers to take a defensive position not just run around. Another cool thing good be it you shoot the invader if the don’t bandage the wound a small blood trail is left
If Rebellion keeps alarms around for Sniper Elite 6, the invader should be able to repair them if broken by Karl. Maybe it takes 30-45 seconds to do so, but many players, including myself, are guilty of ignoring the alarm once it's down, which means the invader could have a prime chance to run in and re-activate it. Plus, invaders should be allowed to activate the alarm (this could be regulated by only allowing invaders to do so when more than two or so German AI are in combat) and call in backup. Maybe there could be a few skills for this, like the first tier could just have a truckload of infantry arrive, but if you upgrade it maybe the second tier has Jager arrive instead and the max variant could have extra AI snipers arrive in a truck.
I say getting rid of the wallhacks against the invader but keep the radar indicator with the Focus ability would be a better balance change altogether. I like having the radar indicator with Focus as I don’t wanna spend at least 20 mins on the map searching for the invader so I can have a sniper duel with them. But having the ability to is honestly the reason why Focus is so op against invaders in the first place. That’s the one thing with the Focus that I honestly believe needs changing, everything else about the Focus ability can remain the same.
I love the idea of invasion, still I've very limited experience. You mention the reason Barracuda: I don't want to be cannon fodder. In particular, I don't want to be cannon fodder unable to learn.Which brings us to my wish list: Add a replay function of some description. I want to see what the opponent did in order to win.
@@BrutalBarracuda My aspirations are higher.... 😁 I was thinking about a replay like the one in World of Tanks. That would admittedly be excessive, but it's the one I know. Whatever works to learn something from better players....
They need to nerf focus a bit like cooldown or reduce range, but you can kinda know where Karl is by tagging soldiers. A ranking system would be nice too. Also, an option to be invaded by 2 or 3 snipers in coop with be good.
Defo need to go back to sniper elite 4 control layout on consoles. Hate booby trapping a body when I want to throw a grenade. 4”s control scheme worked so much better. Also bring back trip mines, s mines and do away with all those silly outfits. 4 did it so much better.
I disagree You don’t have to Nerf focus at all. Instead, give the invader more control over the AI. In the next game. Think of it like this. Imagine the invader joining the campaign, and is allowed to use the phones at any time with zero cool downs, the invader can use his special ability to deploy six Yeager troops under his command via paratrooper regiment, and he can order them to take exact positions anywhere in the map like in Brothers and Arms. Also, whenever an access invader join someone’s campaign, the AI should be immediately set to the highest difficulty with player resilience, greatly reduced by default. My point being is that you don’t need to Nerf Karl. Instead, buff the invader.
tbh you can play around Karl's x-ray fairly easily by keeping your distance and surrounding yourself with other bots. PSA: you can tell what soldiers are trapped by looking and the corpses with your binoculars.
The sniper glint definitely needs toning. I came across a player the other night and I couldn't even see them because the glint was that bright!!... The cooldown is also a massive joke at the moment. I'm getting just the one player and that's all because It's going into a never ending cooldown.
@Disco86 I was gonna say another RUclips I saw found u can easily reset invasions mid game by doing F5-quick save F9-quickload (Don't hold me to this as he may have had different bindings, etc, or I may have been incorrect in what keys to press).
i think a tracking ability would be cool like if you find a dead body you could you the ability to see how they died like if they where got where the shot come from or if a stealth killed which way they went after also maybe foot prints like if they walked through mud or grass could be fun make you feel like a hunter tracking there pray
Footprints are already in the game, but they are just for show. Hopefully Sniper Elite 6 will utilise them a bit more, like in Metal Gear Solid where the soldiers will follow them.
As always , I enjoy your content. Lots of good ideas. For audible range, would volume be based on distance? Louder if closer? I’m a single player only person. So the invaded of triggering an alarm would be a deal breaker for me if I couldn’t turn that off. But combining that with being invaded by multiple players, so you’d have an additional invader every time you triggered an alarm. And in multi-invader mode, would those players be able to communicate with each other?
As long as we cant hear the gunfire outside of the audible range of the weapon I'd be fine. It's a stealth game after all. Then again some weapons in the game can go as low as like 3m audible range so that wouldn't work too well in SE5, but if they sort the audible range out in SE6 it could work.
I’ve never done invading. As it’s not my thing and I hate toxic players. Saying that this is a great video. My suggestion is that it should be level based - why does it let level 40+ players take on level 1v? Hurry up and do SE6 😊 Where would people like it to be based?
the only life left in SE5 is any weapon in any slot: 3 pistols/3 shotguns/3 secondary or any combo I know its a sniper game but that shit is already ruined; any 3 weapons in the 3 slots, not even a rifle... open gaming any wep/any slot
I Won't Be Pre-Ordering Or Purchasing Upon Release. I Was Disappointed With SE5. It Gained In Some Aspects But Lost In Others. Dropping Support In 18 Month Didn't Give Me A Warm And Fuzzy Feeling Either. Had I Waited, I Could Have Bought The Entire Game For Me And A Friend, For What I Spent. I'll Forego The Gameplay...
Scope glint honestly just breaks the game immersion for me, it shouldn’t exist on authentic, this is a game where you’re suppose to be a sniper so use your gaming skills and find your target without a massive spotlight Also the invader having a 3 or 4 minute period they can’t use the phone but the player you’re invading being able to use it immediately and then every 30 seconds after is a joke
Sera que é possível uma atualização definitiva de verdade para esse jogo pela última vez para multiplayer e trazer novos conteúdos...pois se eles estão fala sobre esse jogo entt...sei la sera q é possível ?🇧🇷🤔 O QUE VC ACHA ?
I hope that this “Invasion” mod will be forgotten along with the ideas for “improvements” for it in the next part of Sniper Elite. It's the worst thing Rebellion did in Sniper Elite. It ruins the gameplay.
Lets add SE4 tagging that allows you to undo a tag as well, can reduce screen clutter. Also, I don't need to see the poison drink after I leave that area or it has done its job. I do like the idea of reducing focus based on level chosen. Invader needs a similar feature when in audible range based on level chosen by the Karl player.
Definitely want to be able to untag, 100% 👍
Hope you are watching Rebellion! Mr Barracuda has some very exciting and interesting points....
building on what you said i think a command feature could be useful with the following four options for the invader
As you were- AI goes back to their original tasks
With me- AI follows you
Remain here- AI guards selected area
Search the area-Ai performs search of area
also i had ideas for invader skills including
tactician- when in combat nearby ai will use better tactics and have quicker reaction times.
field medic-revive unconscious soldiers
Wolf among sheep- have same movement cycles to AI
Scavenger- Be able to use pick up usable weapons and items
(sorry if u already mentioned these in the video i made this comment halfway through before watching it all)
I like the idea about commanding troops. Making them passive, or cautious etc, could be interesting,
Yeah having a squad of maybe 2 extra soldiers would be great
@oltsu1234 There could be a intro cutscene where a truck pulls up and a squad of elite troops jump out and the soldiers salute the jager when they jump out aswell. Which are then your personal troops, which you can order, customize/upgrade in a progession system to give them better tactics,health,weapons etc
tbh i don't like invasion mode at all, because there are too many compromises for the singleplayer to get invasion mode even to work.
but a few things i have in mind about the mode:
karl has to take care of objectives AND watch out for the invader, while the invader can freely run around and only has to shoot karl. how about if the invader gets orders from officers to stay in a certain area? he should be able to ignore these orders and walk around freely like in SE5, but soldiers outside this area would then be hostile to him until he finds another officer and reports to him to monitor another area. in other words: safe zones for the invader. the invader knows karls objectives and where he will go (aa guns or something), so a flag could be raised in safe zones to show karl that the invader could be there as long as he follows the officer's orders. if karl kills the officer, the flag also disappears. so Karl would have the choice of killing the officer or having a marker for the safe zones. if both players, karl and the invader, had to watch out for soldiers on the map i think it would be more balanced... anyway it's just an idea and it could suck, who knows 😋
btw this would also allow for harder difficulties, which SE6 needs more than anything else! a clever and agressive ai like in SE3 simply wouldn't work with an invader, who doesn't need to worry about other soldiers.
Interesting...
Agree.
I once made a game as Karl in Authentic and the invader had to wait 1 hour before I was ultimately killed by the AI.
As usual I played full stealthy, avoiding any engagements, almost killing no AI (so the invader doesn't know where I'm currently or which area I already visited) until i died
My invader send me a private message, telling me it was a fun game. I first thought it was ironic and sarcastic because people usually are not familiar with this kind of playstyle or don't find it fun but no ! He was dead serious, he told me it was so refreshing playing someone finally playing as a "real sniper/spy" and having to think where I am in the map. Despite the phone mechanic, he sometimes came close to me, tending ambushes but even without focus I could escape quietly and avoid him.
We finally add each other as friends and made some few more games.
Invasion is the best new feature of this franchise and needs to be a standard thing in future entries. But it does need some reworks !
- No minimap
- No focus
- Phones rebalanced (maybe indicate the nearest phone or radio operator of the oponent ?). I would love to see a triangulation system where you need to use multiple phones each time to have a more accurate area of where is your oponent.
I love it when I'm invaded and it lasts a good hour because we are both so stealthy, they are my favourite invasions 👍
Highly entertaining video BB, you nailed it mate. My main gripes are:
1. Focus - eliminates the stealth approach as an invader tactic; its being abused constantly and is the reason why I’ve stopped invading.
2. Match making - most matches are horribly imbalanced, experienced vs noob.
3. Glint - might as well set off a firework display at your location… Just silly.
4. The block function - it doesn’t work.
5. Fleeing…..
This is the one thing that you don’t get into that really gets up my chuff, the invader who flees the game after a long period. Sure if they back out immediately then you’ll get invaded again within a couple of minutes, but the invader that plays for 20-30 minutes or more, then flees simply because they’re not good enough to find/beat Karl, that wrecks Karl’s game. (With the added insult of a very long cooldown period.) There has to be some kind of penalty for fleeing, which ties in with the XP idea, an incentive for the invader to stay in the game win or lose, rather than just quit because they can’t be bothered anymore. If they quit they need to take a hit, and a reduction in XP makes sense.
If Karl is approaching the objectives stealthily, it can be hard for the invader to pin him down. Me and my co-op partner are noticing this more and more on tough Authentic missions like Krakan Awakes and Secret Weapons, we can get around the map and tackle objectives without killing lots of NPCs and starting a ruckus, but this type of stealth gameplay seems to encourage guys to just give up. It’s very frustrating and results in us blocking more and more players who don’t have the kahunas to risk losing (which doesn’t work, see below). I think the tendency to quit is tied in with the phone issues you discuss - if we overuse the phone, we only give away the phone location. If the invader uses the phone he only gets to identify the position of the closest Allied sniper to his position. This leaves too much jeopardy in the mind of the invader who doesn’t like losing, and I think it discourages them to the point of giving up.
(Fleeing seems to happen more with experienced invaders; relative noobs that take us on might well lose but sometimes they score ultimate victory against an Authentic co-op which is great for them, gives them a big boost!)
The flipside to this is that the Karl who camps within a perimeter of mines + TNT, he needs dealing with as well. The camping timer needs a wider radius of movement to reset. I would actually be in favour of a longer time period before the camping alert, but a much longer relocation distance required to reset it. If Karl camps to the point of getting tagged, the time until elimination for camping needs to be shorter. Karl really needs to feel the heat and be forced to move on, so camping should be also tied tied to XP. If Karl gets eliminated for camping he should get hit with a significant XP reduction.
The final point is a comment about the block function. It doesn’t work in co-op, and often doesn’t work in single player vs invader too. We block players that we know are going to quit the game, we also block the well-known spawn point abusers. But every time we play co-op we see the same names turning up… and then they flee. Every time. You can even go to their profile and see that you have indeed blocked them, but still they are able to connect. This needs to be fixed because it’s super frustrating.
Love the video mate, I’ve missed these over the last several months. Keep up the great work!
I agree, there are lots of little changes that need to happen to fine tune the Invasion experience. I like the idea of increasing the camping radius forcing both Karl and the invader to have to relocate a bit further than just a few metres.
Optional voice chat with the invader! I'd love to be able to talk with the invader, during the match, if he is open for it. Adds a whole new dimension.
Good to hear you again BB!! I think you covered it all really. My main grumbles being cool-down times - just let us set them and Carls ridiculous power to see through walls and where you’re coming from. Far too easy for Carls.
Hopefully they bring back the radioman and flare man for SE6 along with alarms and keep sending reinforcements until all each one is killed or destroyed. Also bring back the trip mines and S mines. Go back to rocks instead of bottle as diversion tools.
Stop with the disappearing dead bodies and dropped weapons
yup yup yup
A great video and very well presented. I agree with pretty much everything, especially the difficulty filtering and the focus rebalancing across difficulties. I also like the idea of two invaders, especially during coop games! I hope Rebellion takes note of everything you’ve said here!
Top tip you can change your gadgets as an invader if you go to the shooting range first. When you come out to invade you will have the same gadgets
How about giving the Karl a choice when using invasion phones, either get location of the Sniper Jäger or giving false location information to the operator so that when Jäger calls in he gets told the Karl is clear across the map from where he actually is?
Wouldn’t that be fun?
oooooh me likey, giving false info, very interesting.
Great suggestions, especially when invading co-op. I'd like to see invasion mode kills "tallied" before any kill cams. After having multiple instances of not being credited for a kill because apparently my mature opponent found a way to either leave the game (or simply yanked the power cord out of the wall) mid kill cam! I finally disabled the kill cams to prevent this, but I shouldn't have to.
I like the suggestions! In my opinion, another must for invasions is (very) limited access to AP rounds for the rifle, like we originally had. I understand this was a balance change, but honestly there is almost no way currently to effectively counter campers at any difficulty below Authentic. Sneaking up on them is not an option, because of Karl's ability to see and shoot you through walls/floors, by pairing focus mode and AP ammo. Staying out of focus range is simply not always an option. Granted, if focus gets nerfed, this will be less of an issue, but AP vs AP at long distance engagements from cover, would also be a very welcome balance improvement. Honestly, I believe removing AP for balance was a mistake.
I really hope that the guys at Rebellion see this. Great ideas, all realistic and fun sounding changes/additions. Great video!!
When I saw this I clicked on it so fast I haven’t seen anything SE 5 in so long lol Oh and your ideas on invasion mode are awesome hopefully they will implement some of them for SE 6. Another thing I would add is the invader should be able to acquire and reload ammo and carry more then one or two mines or grenades and if the invader disables a trap/mine they should be able to add it to there inventory just like Karl not be limited to two. Now I still play people who are high rank who use focus mode because it makes it more trilling when I do kill then especially if I sneak up on the from behind lol . Invaders should be able to kill a Karl with a takedown from the front whether they have a bayonet attached to their weapon or not because it’s almost impossible to see and it’s like and invisible force field around them . Lastly I want a camo face paint skin for Karl and the Invaders. Peace ✌️
Maybe have specific invader supplies randomly around the map that the invader can retock from?
Focus should exist only on lower difficulties, which should be selectable as an option when joining the mode/game. I would also like an Invasion mode where the players DOES NOT KNOW he is being invaded at all. That would make things much more stressful, impactful, and difficult for players if they truly want the challenge: really being hunted by a (possibly competent) player and never knowing if they are out there or not at all ... like a real sniper would never know if he is being stalked.
If i didn't know when i was being invaded, I'd have to be on alert the whole time, each mission would last me about 8 hours 🤣
@@BrutalBarracuda Exactly. It would certainly ratchet up one's attention!
What would be a really nice feature to combat stealth is you should be able to examine body’s of dead soldiers (maybe with a perk) it could tell you how long ago they died, or judging where the wound is or their body position where the killing shot came from. What could also be a ability is to tell the soldiers to take a defensive position not just run around.
Another cool thing good be it you shoot the invader if the don’t bandage the wound a small blood trail is left
If Rebellion keeps alarms around for Sniper Elite 6, the invader should be able to repair them if broken by Karl. Maybe it takes 30-45 seconds to do so, but many players, including myself, are guilty of ignoring the alarm once it's down, which means the invader could have a prime chance to run in and re-activate it. Plus, invaders should be allowed to activate the alarm (this could be regulated by only allowing invaders to do so when more than two or so German AI are in combat) and call in backup. Maybe there could be a few skills for this, like the first tier could just have a truckload of infantry arrive, but if you upgrade it maybe the second tier has Jager arrive instead and the max variant could have extra AI snipers arrive in a truck.
These are all great suggestions! I hope Rebellion implements at least some of them. And that kill at 14:35 is HILARIOUS!!! 😂
I say getting rid of the wallhacks against the invader but keep the radar indicator with the Focus ability would be a better balance change altogether. I like having the radar indicator with Focus as I don’t wanna spend at least 20 mins on the map searching for the invader so I can have a sniper duel with them. But having the ability to is honestly the reason why Focus is so op against invaders in the first place. That’s the one thing with the Focus that I honestly believe needs changing, everything else about the Focus ability can remain the same.
I love the idea of invasion, still I've very limited experience. You mention the reason Barracuda: I don't want to be cannon fodder. In particular, I don't want to be cannon fodder unable to learn.Which brings us to my wish list: Add a replay function of some description. I want to see what the opponent did in order to win.
That's a cool idea, the killcam like in call of duty which shows you exactly how you died.
@@BrutalBarracuda My aspirations are higher.... 😁
I was thinking about a replay like the one in World of Tanks. That would admittedly be excessive, but it's the one I know.
Whatever works to learn something from better players....
On PC the cool-down timer can be bypassed by hitting F5 (Quick Save) then F9 (Load Last Save). This immediately opens you to invasion.
Does it now? Im on PC and have never used quick save / load. I will now though 👍
Dude I would LOVE co-op invasion!
They need to nerf focus a bit like cooldown or reduce range, but you can kinda know where Karl is by tagging soldiers. A ranking system would be nice too. Also, an option to be invaded by 2 or 3 snipers in coop with be good.
Defo need to go back to sniper elite 4 control layout on consoles. Hate booby trapping a body when I want to throw a grenade. 4”s control scheme worked so much better. Also bring back trip mines, s mines and do away with all those silly outfits. 4 did it so much better.
Agree 100%
I 100% want the trip mines back. I'm still salty they removed them 🤣
I disagree
You don’t have to Nerf focus at all.
Instead, give the invader more control over the AI. In the next game.
Think of it like this.
Imagine the invader joining the campaign, and is allowed to use the phones at any time with zero cool downs, the invader can use his special ability to deploy six Yeager troops under his command via paratrooper regiment, and he can order them to take exact positions anywhere in the map like in Brothers and Arms.
Also, whenever an access invader join someone’s campaign, the AI should be immediately set to the highest difficulty with player resilience, greatly reduced by default.
My point being is that you don’t need to Nerf Karl.
Instead, buff the invader.
tbh you can play around Karl's x-ray fairly easily by keeping your distance and surrounding yourself with other bots.
PSA: you can tell what soldiers are trapped by looking and the corpses with your binoculars.
Yeah i know, but i dont always want to keep my distance, sometimes i wanna get in close.
I hope they finally add the option to unequip weapons. It will help with blending in as well as carry more ammo for the other weapon/s.
Agreed 👍
The sniper glint definitely needs toning. I came across a player the other night and I couldn't even see them because the glint was that bright!!...
The cooldown is also a massive joke at the moment. I'm getting just the one player and that's all because It's going into a never ending cooldown.
do you play on PC or console?
@tomasgibbs3235 Series X and PS5. That's right! I love it that much. I have it on both.
@Disco86 I was gonna say another RUclips I saw found u can easily reset invasions mid game by doing
F5-quick save
F9-quickload
(Don't hold me to this as he may have had different bindings, etc, or I may have been incorrect in what keys to press).
@@tomasgibbs3235 I tried this and it worked for me on PC!
co-op phone reveal of invader MUST reveal both and any call same/ 2 on 1 must play fair unless USA involved then run...
i hope rebellion being back Scope Glint from SE3 & I Hate Focus mode
i think a tracking ability would be cool like if you find a dead body you could you the ability to see how they died like if they where got where the shot come from or if a stealth killed which way they went after also maybe foot prints like if they walked through mud or grass could be fun make you feel like a hunter tracking there pray
Footprints are already in the game, but they are just for show. Hopefully Sniper Elite 6 will utilise them a bit more, like in Metal Gear Solid where the soldiers will follow them.
As always , I enjoy your content. Lots of good ideas.
For audible range, would volume be based on distance? Louder if closer?
I’m a single player only person. So the invaded of triggering an alarm would be a deal breaker for me if I couldn’t turn that off. But combining that with being invaded by multiple players, so you’d have an additional invader every time you triggered an alarm. And in multi-invader mode, would those players be able to communicate with each other?
As long as we cant hear the gunfire outside of the audible range of the weapon I'd be fine. It's a stealth game after all. Then again some weapons in the game can go as low as like 3m audible range so that wouldn't work too well in SE5, but if they sort the audible range out in SE6 it could work.
We need sniper elite theme in main menu again. We also need Carcano back.
Invasion mode needs to be in the next game. It should have a story behind it.
I've no doubt invasion mode will return in SE6. I would be flabbergasted if it didn't.
Sniper Master return!
Thanks Karl Fairburne
I’ve never done invading. As it’s not my thing and I hate toxic players. Saying that this is a great video. My suggestion is that it should be level based - why does it let level 40+ players take on level 1v?
Hurry up and do SE6 😊
Where would people like it to be based?
already a cooldown bypass;
save and restart; surely the great barra knew that?
thought where i heard it was brutal info?
sorry if not Barra
Cracking video BB..
Welcome back BB, i love your video and the twitch stream, any news about SE6? Sniper elite 5 had 4 years of developmente 😢
No news yet unfortunately.
the only life left in SE5 is any weapon in any slot:
3 pistols/3 shotguns/3 secondary or any combo
I know its a sniper game but that shit is already ruined;
any 3 weapons in the 3 slots, not even a rifle...
open gaming any wep/any slot
I Won't Be Pre-Ordering Or Purchasing Upon Release. I Was Disappointed With SE5. It Gained In Some Aspects But Lost In Others. Dropping Support In 18 Month Didn't Give Me A Warm And Fuzzy Feeling Either. Had I Waited, I Could Have Bought The Entire Game For Me And A Friend, For What I Spent. I'll Forego The Gameplay...
I just want more maps for solo survival
thanks for the efforts mate . they ruined se4 .so i had to remove se5 .i dont dream about se6 not even se6.5
Scope glint honestly just breaks the game immersion for me, it shouldn’t exist on authentic, this is a game where you’re suppose to be a sniper so use your gaming skills and find your target without a massive spotlight
Also the invader having a 3 or 4 minute period they can’t use the phone but the player you’re invading being able to use it immediately and then every 30 seconds after is a joke
tell me where i was wrong;
and why...
How do I get access to the skin where Karl is wearing a soldier's helmet as opposed to the Beret
You need the Airbourne Assault DLC to get the Parachute Regiment skin, then just change the beret to the helmet.
The Karls have focus mode and they still nerfed the Jaeger 🤦♂
🤣
Sera que é possível uma atualização definitiva de verdade para esse jogo pela última vez para multiplayer e trazer novos conteúdos...pois se eles estão fala sobre esse jogo entt...sei la sera q é possível ?🇧🇷🤔
O QUE VC ACHA ?
Acho que Sniper Elite 5 acabou. Agora esperamos pelo número 6.
Online só tem chorão se você for de PC 😂😢 pra jogar campanha e invasão é divertido agora online mata mata ou duelo de equipes perde a graça.
no you nosering wearers, look for yourself stop being lead...
I hope that this “Invasion” mod will be forgotten along with the ideas for “improvements” for it in the next part of Sniper Elite. It's the worst thing Rebellion did in Sniper Elite. It ruins the gameplay.
I cant see Rebellion dropping invasion mode.
Surely you just keep it turned off and don’t even know it’s there?
Wouldn’t mind them ditching the body boxes
Sniper élite 6? 😂😂😂
This is not Sniper Elite 6 but Sniper Elite 5.
To dye it is very stupid.