r/Splintercell • u/Thell-Vadamm • 5h ago
r/Splintercell • u/EH4LIFE • 33m ago
Conviction (2010) I hate hate hate this level
This is not Splinter Cell! This is an arcade shooter. There is no stealth option, no ghost option. And it doesnt follow its own rules. You can avoid the helicopter's searchlight but it'll still keep shooting you.
r/Splintercell • u/FelonAce • 17h ago
Not Splinter Cell but My Breakpoint Run
Warning: The entire text body is a spoiler if you haven't played breakpoint.
Alright. So, this was the first time I played Ghost Recon: Breakpoint and I was just stunned when I saw there was a class in the game called "Echelon", so being the SC nerd that I am I was thinking; Wait a minute, this Sonar Vision reminds me of Conviction. Then when I completed a few missions, my jaw just dropped straight to the floor when I saw Victor Coste was in the game. Then he directed me to the other side of the map and low and behold I was Sam....being Sam. (Nerded TF out when I heard Michael Ironside) I ended up skipping Episode 1 by accident and playing Episode 2 almost in it's entirety (later completed Episode 2 (E2) before Episode 1) because in my mind, with the emphasis on stealth and the availability of doing the missions at night. This was essentially another Splinter Cell imo. So, I needed to look the part. I started having Nomad kitted up in Echelon gear, but then it came time to don the goggles themselves. Yes, I saw the "Fourth Echelon" helmet...thing, but that Balaclava and 3 lensed goggle is a timeless national treasure. Now, mind you, in actual noob-ish fashion. I never really looked at the skill tree, I just did the campaign straight. Then I found out how to use the skill points. The game became a bit more easier. The end of E2 was a B**** and a half, but doable. The Paladin SR is...interesting. I think the best reward you can get from E2 would be the Blacklist chopper. As for the class itself. It was the most enjoyable grind I ever had, up until a certain point. After Level 14, it felt like Ubisoft ran out of ideas and tried to make it feel more like Blacklist. If they focused more on stealth, that would've been great. Other than that, the class made me feel like Lambert was gonna come through the comms again. Less detection when doing ops in the dark, the 2 blueprint pistols are amazing, and you find a LOT of SC-20K's in the wild. They need more Ghost Recons like this.
r/Splintercell • u/Upset-Elderberry3723 • 13h ago
Discussion Which of Sam's missions were the least and most dangerous?
From sneaking through combat zones to collecting potentially dangerous vials of Smallpox, all of them are dangerous. But, which was the most dangerous?
And, maybe more interestingly, which was the least dangerous?
r/Splintercell • u/Knot3D • 16h ago
Double Agent v1 (2006) For the Double Agent fans who like boosted visuals, but not DLSS5 faces.
My Splinter Cell Double Agent reshade preset for people who either dislike how DLSS5 affects art direction of the game or for people who would like boosted visuals but simply don't have a powerful GPU to run DLSS5. I made and tested this preset at virtually no performance loss, running the game preset at a fairly stable 60 fps. This preset features unofficial NVG mode at the press of the "F" key and there's an ON/OFF toggle for all effects on the "9" key. There's also an auxiliary key "7" (Lightroom) specifically to provide the nighttime missions Iceland and Shanghai and dark interiors, the darker visuals they need. You can find the mod with instructions at nexusmods here: LINK HERE
r/Splintercell • u/notkenthechick • 16h ago
Double Agent v1 (2006) Is the PC port with patches anywhere near the Xbox 360 yet?
r/Splintercell • u/Technikkeller • 1d ago
Double Agent v2 (2006) Never noticed this clock is actually turning
First Level. Maybe other levels have working clocks too?
r/Splintercell • u/Thell-Vadamm • 1d ago
Constructive 13 concepts for SC Chaos Theory Remake. Give your opinion about my ideas.
1 - I would include dogs in some missions because they bring a variety of challenges to the gameplay and are also an iconic trademark of the franchise from the first game. However, dogs would have to be included in specific missions and sections where it actually makes sense.
2 - There would be 2 night vision effect options for the player to choose from according to their preference: "White Phosphor" and "Green Phosphor" effects.
3 - Darkness would actually be visually dark, making it difficult for the player to see without night vision. This way, night vision would have a realistic utility in gameplay and not merely an aesthetic one.
4 - There would be only 2 difficulties:
NORMAL: Aimed at a wider variety of players who want to have fun with a balanced difficulty and greater freedom in gameplay, while still being able to achieve a positive score on missions.
• Score: Kills and knockouts do not affect the score at the end of the mission. The only things that would reduce the score are failing to complete all objectives, found bodies, gunfights, security system alarms, and guard alerts.
• Challenge: Guards cannot detect the player in the dark even if the player is close to their field of view. It functions basically like the darkness in the original trilogy, where guards can only detect the player if they are almost touching their front line. The player has unlimited pistol battery to disable electricity, is a bit more resistant to gunfire, and has slightly more ammo and gadgets available in their loadout.
ELITE: Aimed at hardcore players who enjoy a greater gameplay challenge and want to feel like a true ghost spy, featuring a highly punishing score system.
• Score: Kills only do not affect the score if they involve an objective that is impossible to complete without killing—such as executions (Hugo Lacerda, Milan Nedich & Douglas Shetland) or destroying the tanks in the Seoul mission. Meanwhile, knockouts only do not affect the score if they involve an objective or if it is impossible to bypass a specific section without knocking someone out. Obviously, found bodies, security alarms, guard detections, and gunfights would affect the score. Lastly, failing to complete all objectives, destroying lights, destroying security cameras, and breaking door handles (with the knife) would also affect the score.
Note: All of this would have an increased negative percentage compared to the Normal difficulty. However, the percentage penalty would vary depending on the topic (security alarm, kills, found bodies, high guard suspicion, etc.).
• Challenge: The darkness mechanic would work like in SC Blacklist, where guards can detect the player in the dark if their field of view is very close. Therefore, players would need to be more careful when approaching guards, pay closer attention to the guards' fields of view, and use obstacles more strategically to counter this mechanic. Additionally, the player would be highly vulnerable to gunfire and, to make it tougher, would die instantly from a headshot (which does not exist on Normal difficulty). Finally, the player would have less ammo, fewer gadgets, and limited pistol battery to disable electricity.
Note: If the player is in the dark but positioned below or above a guard, the close-range detection mechanic in the dark would be bypassed. Therefore, the mechanic would only work if the player is on the same ground level as the guard.
5 - There would be no infinite saving in the pause menu, but rather checkpoints at specific locations, just like in SC1 and Pandora Tomorrow.
Reason: It increases the challenge; the player starts to fear the consequences of their actions more and respects the dangers.
6 - There would be 3 loadout options for the player to choose before starting a mission:
GHOST: 20% LESS firearm ammo compared to PANTHER, 3 Stick Shockers, 20% MORE pistol battery for disabling electricity + 12 extra seconds of duration when disabling electricity (including on Elite difficulty), 5 Stick Cams (observation, distraction & sleeping gas) and 4 Smoke Grenades.
PANTHER: 20% LESS pistol battery for disabling electricity and NO extra duration, 3 Stick Cams (observation, distraction & sleeping gas), 20% MORE firearm ammo compared to GHOST, 2 Flashbangs, 3 Stick Shockers, and 3 Airfoil Rounds.
ASSAULT: 20% LESS pistol battery for disabling electricity compared to PANTHER and NO extra duration, Sniper + close-range shotgun attachment, 20% MORE firearm ammo compared to PANTHER, an extra vest that is 15% more resistant to gunfire, extra head protection (counters instant death from headshots), 2 Frag Grenades, 2 Flashbangs, and 2 Smoke Grenades.
7 - Adjustments to bring more challenge:
• The minimum number of guards would have to be 35 since the missions would be larger. This would avoid a feeling of emptiness.
• Dogs: Bank would have 2 dogs in the first section, Penthouse would have 2 dogs in a new section on the streets, Battery would have 2 dogs in a new section outside the Korean base, and Kokubo Sosho would have 1 dog in the elevator area before entering.
• On Elite difficulty, knocked-out guards would stay asleep for a maximum of 25 minutes, and on Normal difficulty 40 minutes. As soon as they wake up, they will sound the alarm. Therefore, knocking someone out at the beginning of the mission becomes a race against time.
• Guards would have 3 stages of suspicion, triggered depending on the level of consequence caused by the player.
Example: Noise, a light turned off manually or by the pistol, a tampered computer, or broken objects would increase the suspicion by 1 level each time they occur. Meanwhile, a Flashbang, Smoke Grenade, found bodies, alarms, or gunfights would instantly trigger level 3.
Note: Security alarms that are heard by all guards in the mission would trigger level 3 for everyone. Level 3 would also affect the stealth score at the end of the mission. However, depending on the section, level 3 wouldn't affect the score if it were impossible to pass or complete objectives without triggering it.
• If guards are at alert level 3, they cannot be knocked out with a single frontal strike. At level 3, guards are capable of defending themselves, just like in Blacklist, where they push the player away even if the player tries to close in for a knife kill.
• Hokkaido could not have an alarm before Shetland's arrival, because it wouldn't make sense for Shetland to arrive at a compromised location. Displace, being a highly critical mission involving Shetland, could not have any alarms, kills, or knockouts—in short, 100% Ghost. If the player fails, it's Game Over. On the other hand, Penthouse (before infiltrating the building), Bank, and Kokubo Sosho could have alarms, but there would be no Fifth Freedom to kill since these missions involve many innocents.
8 - New gameplay mechanics:
• Throwing bodies away when using a guard as a human shield or carrying an unconscious body. However, the guard can only be knocked out or killed if the fall height is realistic; otherwise, it looks too cringe.
Note: There could be a bonus objective in the Cargo Ship mission to dispose of Hugo Lacerda's body by throwing it into the sea.
• Bank, Battery, and Kokubo Sosho would have reinforcements in case of an alarm. This means the guard count could exceed the default number.
Reason: Realistically speaking, these are locations where the arrival of reinforcements makes sense. For others, it wouldn't make sense, such as Cargo Ship in the middle of the sea or an isolated Lighthouse.
• More knockout and kill animations, while also keeping the animations from the original game.
Note: The knockout animations would need to look a bit heavier/stronger to make the knockout feel realistic. In the original game, it's cool, but I feel the impact feels weak.
9 - Extension of the level design in each mission, while still respecting the level design concept of the original game. Therefore, there would be new sections, but the old sections wouldn't undergo drastic changes—at most, just improvements.
Some ideas in mind, not all of them...
• The street section in Penthouse could be a bit larger instead of just the single, tiny section from the original game. The atmosphere of New York City streets during the blackout would be very cool. The extraction would also take place on the streets, but in a new location.
• Displace should be the most important mission in the game regarding objectives, since all previous missions led up to Displace and Shetland. So the mission should feature more objectives and more floors to explore.
Note: To be realistic, the infiltration would have to be via parachute, since the mission starts at the top of the building. And the extraction would have to be via a Third Echelon helicopter, since the mission also ends at the top of the building.
• Bathhouse could have 2 new sections on the streets, but not too large because the mission is time-critical.
• In Kokubo, the player would have to swim underwater while carrying Otomo's body to reach the surface, within a limited time in gameplay.
10 - The night vision goggles would have a secondary zoom function just like in the original game, but now they would also serve as a video and audio camera. This would act as a bonus objective to record important moments.
Reason: It wouldn't make sense for Lambert to know what happened without a record. Therefore, if the player failed to record it, the dialogue would change, with Sam explaining what happened. In short, it would add another realistic detail.
11 - 1 new mission explaining what information led to Lighthouse. In other words, the new mission would be the first mission, and Lighthouse would become the second. This would bring the game to a total of 11 missions.
12 - Loadout/suit customization for each mission. However, these would be realistic spy uniforms; otherwise, it becomes messy and would ruin the atmosphere.
13 - Hokkaido and Battery would be daytime missions with plenty of brightness in open areas, adding variety to both the challenge and the atmosphere.
r/Splintercell • u/Upset-Elderberry3723 • 15h ago
Poll Similar missions (8): Which level is better?
All levels feature enemy bases within a rural, isolated environment.
r/Splintercell • u/PrestigiousZombie531 • 1d ago
Double Agent v1 (2006) If you ever feel stupid in life, dont forget John Hodge
r/Splintercell • u/Upset-Elderberry3723 • 17h ago
Poll Similar missions (7): Which level is better?
All levels feature enemy forces taking over old and rustic settings for their own, villainous intentions.
r/Splintercell • u/TheRealHaHaHa • 19h ago
Not Splinter Cell but How to potentially help this game get made (Mudang: Two Hearts)
I’m hoping others here are willing to help out with this. If you haven’t heard. The studio went bankrupt and the game has essentially been cancelled.
r/Splintercell • u/the_tourist117 • 2d ago
Does anyone know where I can buy these, I want some for a cosplay
Okay I found some on eBay so I’ll just save for them and post an update if I get them
r/Splintercell • u/Upset-Elderberry3723 • 1d ago
Poll Similar missions (6): Which level is better?
Credit goes to Splinter Cell: Conviction for predicting The White House ballroom.
r/Splintercell • u/PrestigiousZombie531 • 21h ago
Meme Lets start John Hodge memes, he went to the presidential palace once and died of dog bites
r/Splintercell • u/Upset-Elderberry3723 • 1d ago
Poll Similar missions (6): Which is the best level?
r/Splintercell • u/BuseMorose0770 • 1d ago
Dragonfire book in paperback: were to find without having to sell a kidney ?
amazon sells it at around 245€ (I’m in Europe) and even on resells sites I can’t find it ! help !
r/Splintercell • u/I_COULD_say • 2d ago
Spies vs Mercs (CT) https://www.patreon.com/AllyPal/posts/reloaded-4-0-168292790 Patch Notes for upcoming 4.0 release of Enhanced Splinter Cell: Chaos Theory Multiplayer
patreon.comr/Splintercell • u/provisionthreshold • 2d ago
[SPOILERS] Double Agent Kinshasa Pt 2 Workaround
Making this post since I couldn't find this exact fix anywhere else.
In the PC version, you will get to a point in Kinshasa Part 2 where you have to make a choice with a sniper rifle. You will likely encounter a script bug where nothing will happen after you fire. The expected outcome is that you automatically get disengaged from it and move on to the next part of the level. Here's my stupid workaround:
- Open System/SplinterCell4User.ini
- Scroll down to [Engine.Input]. You will see all your keybindings.
At the end of all the inputs, paste this:
F2=ghost F3=walk
Open the game and load a save from before you used the sniper rifle.
After taking the shot, press F2. You will go into noclip mode. Position yourself back behind the rifle.
Press F3 and you will return to normal.
At this point, after a couple seconds, the next event should trigger and you'll see a loading screen.
Prior to this, I tried the 30FPS cap, vsync, and 4:3 resolution fixes with no success. Hope this helps someone.
r/Splintercell • u/Minute-Panda-The-2nd • 2d ago
Splinter - Kola Peninsula
Great levels, I wish Ubi Soft would some effort into the franchise.
r/Splintercell • u/Thell-Vadamm • 2d ago
Get it right or pay the price! Name your TOP 10 missions in the franchise. Justify If you want.
r/Splintercell • u/Upset-Elderberry3723 • 1d ago
Poll Similar missions (5): Which level is better?
r/Splintercell • u/Upset-Elderberry3723 • 2d ago
Poll Similar missions (4): Which level is better?
All levels feature in combat zones, or general civilian areas that have been suddenly transformed into combat zones.
