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News Sniper Elite: Resistance: Neuer Ableger des WW2-Shooters erscheint 2025

Schon klar. Ich meinte natürlich die Momente, wo sie unerwartet vor einem stehen. Auge in Auge.
 
Tja entweder wegrennen oder was priorisiere, schneller schießen, habe auch die MP mit Schalldämpfer ausgerüstet.
Ach so und immer diesen "Radarblick" verwenden ( vor allen in Gebäuden und vor Ecken., hat mir schon sehr oft den Hintern gerettet.
 
Oute mich als Fan der SE Serie.
Teil 1 kugelt noch irgendwo als Original CD herum.Alle anderen mehrfach durchgespielt.Teil 4 mit Abstand der Beste.Resistance hab ich auch schon durch,nur 2 Adler fehlen mir noch.
 
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Müritzer schrieb:
Tja entweder wegrennen oder was priorisiere, schneller schießen, habe auch die MP mit Schalldämpfer ausgerüstet.
Jo, was bleibt einem sonst auch für eine Wahl?
Passierte mir halt vor allem beim durchschleichen in dichter bevölkerten Gebieten, wo seine Kollegen auch die suppressed MP hörten. Deshalb wars dann für mich schneller schießen und (statt oder) dann wegrennen. Oder verbarrikadieren und kommen lassen. Nach ner erfolglosen Weile Nahkampfpärchentanz. In den Rücken kommen und abmurksen haben sie halt nicht zugelassen.
Vielleicht hätte ich sie mit einem betörenden Table- Ladderdance verwirren können?
Tanz die Resistance


Müritzer schrieb:
immer diesen "Radarblick" verwenden
Falls du damit die Anzeige der Gegner inkl. deren Sichtfelder auf der Minimap meinst: Die gabs bei mir auf Elite-Scharfschütze nicht mehr. Oder meinst du was anderes?
 
Ich meine diese Konzentrationsphase die Gegner hinter Wänden sichtbar macht, na ja die Umrisse von denen.
Beim PC ist die originale Tastenbelegung auf ALT.
 
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Hier sieht man die 2 Feinde wenn man die Konzentration aktiviert.
Wenn man das anwendet wenn ein Feind hinter eine Ecke ist kann man mit der Pistole schon auf die Höhe zielen wo der Kopf gleich um die Ecke kommt. Dann ist die Überraschung mal auf der Seite des Feindes.
Vor allem in Gebäuden sehr nützlich.

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Zu spät für mich. Über die Funktion bin ich nie gestolpert... :freak: :daumen:
 
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Abwarten, da kommen noch DLCs und man kann immer wieder neue Wege finden wenn man die Missionen noch mal spielt.
 
Großes Update heute erst mal.
 
Nachdem der erste große Patch schon viele Verbesserungen brachte, hier mal die Patch Notes:

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Snipers,
Patch 1.05 has arrived and includes a number of fixes that include a resolve for mouse and keyboard issues that caused FPS issues, a fix for the poison cup on Lock, Stock and Barrels and various collision issues within the campaign maps. A massive thank you to everyone in the community who were incredibly patient and submitted bug reports to the team. Please continue below for a full list of fixes in the patch.
Included in the update are 3 free maps for multiplayer sharpshooters:
  • New Multiplayer Map – No Cross – Alpine Gorge
  • SE5 Survival Map – Pest Control
  • SE5 Deathmatch Map – Alpine Resort

General Bug Fixing​

  • On PC, mouse and keyboard settings affecting performance & FPS issues have been resolved. This was commonly reported during Kill Cams.
  • Issue with the player spawning with a low number if bullets resolved
  • Weapon unlock issues resolved for the K98
  • Fixed weapon visual issues for M1935 and M1911
  • Improvements to the quality of the localisation
  • Fixed an issue with the inventory which resolved:
  • Key items were unusable after picking up
  • Pickups were sometimes registering as the wrong item type
  • Harry’s Contextual Dialogue has been reduced to make him less chatty.
  • Does not affect mission specific dialog
  • Medal and achievement bug fixes including “Pistol Perfectionist” and incorrect labelling on Assault on Fort Rouge
  • Fixed an issue in which players were not able to pick up the K98 after being dropped by enemy AI
  • Fixed an issue with some weapons not appearing on the back of certain character skins
  • Various UI improvements (fixing overlapping text)
  • Improvements to game stability on all platforms.

Level Specific Bug Fixes​

Behind Enemy Lines
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Fixed an issue with enemies shooting through a wall
  • Removed unnecessary traversal prompts
  • Fixed an issue in which tutorial pop ups were reappearing
  • Visual improvements to cutscenes
  • Water has been improved
Dead Drop
  • Fixed an issue with a window that could not be climbed through
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Added missing vaulting prompts, and removed unnecessary traversal prompts including those that allowed the player to go out of intended play space
  • Fixed various assets that were floating
  • Fixed issue with the Eagle at the top of Fort not breaking
  • Fixed issues with invisible walls blocking throws
  • Fixed a Dialogue Event issue
  • Fixed various texture issues
  • Fixed a number of staircase clipping issues
Sonderzuge Sabotage
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Fixed tagging issues with explosive barrels
  • Fixed an issue with Claude De Ronde leaving the kill area
  • Fixed an issue with enemies shooting through a wall
  • Improved player messaging for “Search for Clues on the Superweapon” objective
  • Fixed various assets that were floating
  • Fixed various texture issues
Collision Course
  • Fixed unclimbable vine
  • Fixed an issue in which if you knocked out the scientist and reloaded the save, the mission would be soft-locked
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck)
  • Added missing vaulting prompts, and removed unnecessary traversal prompts
  • Fixed various texture issues
  • The visual quality of the water has been improved
Devil’s Cauldron
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Fixed unclimbable net and ladder
  • Fixed an issue with a seam allowing the player to see out of play space
  • Added missing vaulting prompts, and removed unnecessary traversal prompts
  • Fixed various texture issues
Assault on Fort Rouge
  • Fixed issue in which NPC’s were spawning on top of each other
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Fixed cover at Fortress Gate
  • Added missing vaulting prompts, and removed unnecessary traversal prompts including those that allowed the player to go out of intended play space
  • Fixed missing VFX impact issue
  • Fixed various texture issues
  • Fixed various assets that were floating
  • Lighting was improved in the Abbey
Lock, Stock and Barrels
  • Kill list target challenge – loop added so the player will not time out of the opportunity to poison the cup
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Added missing vaulting prompts, and removed unnecessary traversal prompts including those that allowed the player to go out of intended play space
  • Fixed a floating objective marker
  • Fixed various texture issues
  • Fixed various assets that were floating
  • Minimap switching issues resolved
  • Missing Satchell Charger VFX resolved
End of the Line
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Added missing vaulting prompts, and removed unnecessary traversal prompts
  • Fixed various assets that were floating
  • Fixed various texture issues
  • Fixed an issue with AI being able to unlock the workbench door from an unintended side leaving the padlock floating
All or Nothing
  • Fixed asset clipping
  • Fixed AI scope glint being visible through a building
Lights, Camera, Achtung
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Added missing vaulting prompts, and removed unnecessary traversal prompts including those that allowed the player to go out of intended play space
  • Fixed an issue in which special ammo only provided 1 bullet
  • Fixed various texture issues including an instance of being able to see out of world.
  • Fixed various assets that were floating
  • Fixed an issue with enemies being alerted through walls
  • Fixed an issue with an incorrect key binding prompt

Multiplayer​

General
  • Fixed an issue in which players were able to roll “torpedo” out of a No Cross Maps
  • Fixed an issue in which players could still shoot after being killed in multiplayer modes
No Cross River Front
  • Fixed various asset clipping and texture issues
  • Fixed an issue in which a player would instantly die if they went too close to a door in the basement
  • Fixed the hotel exploit
Deathmatch Rail Yard (Liberte)
  • Added missing vaulting prompts, and removed unnecessary traversal prompts including those that allowed the player to go out of intended play space
  • Fixed collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
Deathmatch Destroyed Town (Fortress)
  • Fixed various asset clipping and texture issues
  • Added missing vaulting prompts, and removed unnecessary traversal prompts
  • Fixed collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Minimap abrupt behaviour fixed
Deathmatch Chateau Grounds (Vineyard)
  • Fixed a collision issue in which the player got stuck near the balcony
  • Added missing vaulting prompts, and removed unnecessary traversal prompts
  • Fixed various asset clipping and texture issues
Survival Mark of the Eagle (Terminus)
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
Survival Fortress Command (Castle)
  • Fixed various collision bugs (to resolve the player walking through assets and getting stuck, or to allow the player to traverse somewhere that looks traversable)
  • Fixed various asset clipping and texture issues
  • Added missing vaulting prompts, and removed unnecessary traversal prompts
Please continue to send us your bug reports. Including screenshots, video clips and full descriptions of the issues you might encounter will be hugely beneficial. Our Player Support portal is here.
See you on the battlefield!

https://sniperelite.com/news/patch-notes-18-02-2025

Den Patch hebe ich installiert und da sind einige Verbesserungen enthalten, kann nur für den Single Player Modus sprechen da ich nicht Multiplayer zocke. Habe bis jetzt niemand gefunden der mal den Koop Modus in der Kampagne mit zocken will.

Heute ist ein zweiter Patch erschienen der 8.5 GB groß war.
Leider gab es bis jetzt keine Patch Notes.

Der Patch erhöht die Versionsnummer von 1.05 auf 1.06:

Ist aber auch wie es scheint am 18.2.2025 erstellt worden, vielleicht kommen ja noch die Notes dazu.

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Patch Notes / Hotfix

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