Utility item redundancy
Items like optiwands, battering-rams and lockpicks feel quite redundant - primarily because stealth and initiative aren’t all that important. You can outshoot practically any individual enemy, and between armour, flashbangs and going for headshots - the players’ margin for error is huge. So, scoping out the next room without raising the alarm becomes mostly pointless, when you can quite easily just leeroy it and react to enemies as you encounter them.
Battering ram and lockpick feel the same, when kicking the door down is faster and more intuitive (the battering ram felt especially finnicky, slow and ineffective).
Mission objectives that involve narrow margins for error, could give these items more of a use - but would also risk hamstringing teams that don’t manage to roll any of these tools. The example I have in mind is hostage rescue, where the enemies will attempt to execute them when directly threatened.
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Comments1
[Deleted User]
Jun 18, 2025
Couldn’t agree more for the time being. Hopefully the AI will have more time to develop to give a real challenge to the player, along with some kind of stealth system. Hopefully, making these items more useful later down the line.