Sniper Elite: Resistance can be played in a lot of different ways. You can go in guns blazing, taking firefights with whole groups of Nazis at a time, gunning them down with a variety of weaponry and with reckless abandon.
Or, you can sneak your way around, taking enemies down without them having any clue they're about to meet the Grim Reaper, and netting you plenty of Ghost Kills. If you opt for this option, specific weaponry and gear is going be particularly valuable to you, and so will be the ability to distract enemies, herding them into locations that are advantageous for you.
There are quite a few different ways to distract enemies, and a few different situations where it's going to prove useful to you.
Harry is going to start with a few bottles in his inventory every mission, but there are also going to be bottles scattered throughout the map. These are going to be found pretty regularly everywhere, usually on top of tables or wooden crates. You can carry a maximum of six bottles at a time.
To throw a bottle, bring up the equipment wheel (L1 on PS5, LB on Xbox, and Q on PC, by default), selecting the bottle, and using your secondary action input. (R1 on PS5, RB on Xbox, and F on PC, by default.)
If a bottle lands near enough to an enemy, they'll hear the noise and move towards it to investigate. This can be done for a couple of different reasons:
Whistling is a method of distraction that doesn't require any type of equipment at all, and can be done an infinite amount of times.
Whistling is equipped the same as any kind of equipment like bottles, grenades, or secondary weapons. Open up your weapon wheel to find the option on the bottom-right.
The drawback of whistling is that it cannot be used to move an enemy away from you, like a bottle can. Whistling is always going to draw enemies to the location that you whistled from.
Decoys are another type of equipment you can use to distract enemies, and can also be found around the map, though with quite a bit less regularity than bottles.
Decoys distract enemies visually, instead of with a sound (in their default state). Enemies that happen to see your decoy will fire at it, and enemies that hit your decoy will become tagged.
You can also use a Delayed Decoy of either five or 30 seconds; these decoys will appear and make noise when their fuse is up, and enemies inside the radius will notice it, and begin firing. Delayed Decoys in particular are useful because they draw quite a bit of attention; combine that with the information that a decoy provides by providing tags, and they're a great tool.
Explosions can be another effective way to distract enemies, and it has a significantly bigger range than other methods, considering it's much louder. There are also a lot of different ways to distract enemies with explosions.
For one, you can create an explosive distraction from a nearly limitless distance, provided you have a line of sight on an explosive and hit your shot. There are red explosive barrels scattered throughout maps, as well as other explosive opportunities, like trucks carrying explosives, gas lines, and more.
Keep in mind that Impact Grenades do not make a loud sound, making them a poor option for distracting enemies. Both standard and sticky grenades will do the job, however.
What you'll need to keep in mind with explosive distractions is that it's going to put a wide area of enemies on alert. This will disrupt their usual pathing, and make them quite a bit more unpredictable. This makes explosive distractions the highest risk/reward of all distractions.
Soundmasks can also create a distraction for enemies, though opportunities for this are a bit more limited than other soundmasks. These include tampering with a vehicle or a generator; this creates a constant sound, and nearby enemies are going to investigate it.
This soundmask does prevent you from distracting any nearby enemies while it's active, but it also means you can act with auditory immunity, as the soundmask is going to make things you do effectively silent in comparison.
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