Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-damage is nigh irrelevant in stealth; unalerted enemies die to any amount of damage, and alerted enemies can be dominated if quick enough, making killing them without them shooting a cakewalk
-tripmines are incredibly helpful for keeping enemies tagged, & more firepower allows you to bring up to 14 of them.
-cleaner aced is situational and usually unnecessary, since in most cases you'll be packing a primary like tripmines or ECMs. you can also buy body bags as an asset
-bringing 2 shotguns isn't necessarily good; while shotguns are great for catapulting enemies they're also incredibly likely to break nearby glass. close by aced is redundant since your build doesn't use a mag shotgun
-high value target allows you to keep enemies tagged for twice as long (13 -> 26 seconds), which can be invaluable when trying to keep track of where all enemies are on the map. v. strong with tripmines
aside from that it's a pretty decent build for stealth, good work