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Commandos 2 Destination Paris Mission Feedbacks

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#1 Buren

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Posted 11 September 2020 - 05:45 AM

Hi all,

First of all, I want to say thank you so much for creating the mods for my favorite game of all time, I keep replaying it time and time again, and was so happy to find the mods. Installed it since 1.46 but there was too many technical problems, now with 2.0 it is great.


This thread is to provide feedback of my experience playing various mission, it is meant to be constructive, so sorry in advance if it sound like complaining, hopefully it's not, because I really appreciate what you all are doing, this is purely based on personal experience of playing and what I like and don't like, mostly what is challenging (fun) and annoying (not fun). Anyone is welcomed to post their feedback here as well. English is not my first language, so apologize in advance for grammar and vocab error.  

Since I play mission randomly, there are many that I have forgotten the mission name by the time I finished it, because it needs hours sometimes days, so I would try to describe it as best as I could. All my missions are played in VERY HARD difficulty.


I just put this in point style:


GOOD: Original ten missions. The limited ammo and uniform is great and provided more challenge, the stuffs are also better distributed, still enough. Need more bullets to kill, it's fine too, this, I consider as more challenging. In original mission, the additional enemy like super sniper is manageable (more on this on other missions). I also like some of the tweaking to provide fresh new strategy to play. The most favorite of all, the ability of thief to tie the enemy. Original missions are easy (even in very hard) but very fun.


- BEL BOCD C3 in C2 format, best format and provide a whole new way to explore them. Although some C3 missions has become less fun, some are ridiculous especially the C3 original mission, but overall it's better in C2 format.



Impossible to hide/there is only one/very limited way to play it/ Impossible situation : 

 don't like it when in the beginning of mission there is no safe place to hide and the enemy actually goes into your territory. Even when I manage to kill some enemy, I can't even hide their bodies properly, there is sometimes only a very little space to maneuver and a little error would give you away. And there are certainly many more missions when the starting place is ridiculous, surrounded by the enemy really really close and there are so many of them it would need very precision timing, and even so, it's hard to pull through. There is a mission in snow rocky area like this, I can't remember the mission name. Also I remember some in Burma setting, when character is in the room full of enemy, or Lupin on top of shelf in a room full of enemies. I remember the other characters are in the same situation, otherwise I don't mind that they have to be rescued, but no, there are many missions that I consider as impossible and very frustrating, because there is only one way to play it without error. 


The fun of playing commandos is using your own various strategies and tactics to solve the problem, but if the author makes it only possible to play it one way, it's more annoying than fun. Having safe place is critical in the beginning, even when you have to carry the body to fool the enemy it's fine, but not when there is nowhere to hide. Maybe, there is a way, but then again, it's probably the only way that the author had tested over and over again. Another example that fits this is Nazi Zombies, I think it's interesting and unique concept, but again, only one way to play it with really little room for error. Original, interesting, yes, to watch. To play, not at all.


Similarly, freezing to death at the beginning, when you have couple of commandos with impossible time to find the jackets before they die. I remember there is one in Stallingrad setting when the commandos are in the middle of somewhere. It's not possible to find the jackets on time.





This is one of the most frustrating, don't remember mission name, it was night setting Night of The Wolf, characters are Thief and Driver. I had a lot of fun playing it in the beginning and got far. But then. at random, certain situation, they would be shot to death with mission gun. Either because I threw a cigarette, or something else. Had couple of trials and errors, and finally gave up, because on one situation it was okay, the other situation they are shot. At first I thought they were discovered by enemy, so I move Driver to the ocean while the Thief is doing the mission, but no, they are magically shot. Sometime cigarette is okay, sometimes it's not, sometimes it's other unknown thing that get them shot.


This is the worst magic situation that makes no sense, it completely destroy the fun, and there is no logic at all, not that I bother to find out more after many tries, it ruins a what is supposed to be a good mission. Maybe someone can remember the mission name or explain, but if there is only one way to do it, then refer back to why Commandos is fun and why this is not. 



I'm sorry, I think this is really bad. In some mission, when I entered certain area, a sniper would magically appear and shot you dead, there is no time for running, no room for hiding. I think this is ridiculous and unfair. Some missions (see Trigger person below) entering certain area means enemy reinforcement, it's okay, for example if I enter the area, the additional enemy sniper would be deployed to the area, but I have time to escape and can plan my counter action. This magic sniper, NO, to be honest, it pisses me off when I had done so much of the mission and encounter this magic, it ruins the mission and the fun. Generally, it's really difficult to trust the other mission by the same  creator, generally I don't know when funny thing happen and not to waste time trying another mission that I don't enjoy because of this magics.








GOOD: Tying or killing this person/taking something would result in some enemy reinforcement, good, especially when you can see it happen and the path is clear. Sample mission that I remember, the one called Wolfchanze and Opera Enhanced, I love these missions, and don't mind it at all once I know what is going on and able to plan accordingly. I really enjoyed it. I enjoyed all three versions of Wolfchanze, even when it took me time to figure out how not to freeze to death. I think removing part of enigma trigger enemy force is brilliant, basically because it gives room for extra strategy and challenge. andrenalin! Of course I was too surprised in the beginning and even try to ambush unsuccessfully, but learning from that to create additional strategy is what makes it really fun. I would write more about what I love from this missions later on.


BAD:, when killing or tying this person leads to illogical execution, there are times when commandos that are being imprisoned being executed because of this, even when they have been rescued. This is too ridiculous. Or the one when it's very important to kill or tie this enemy because you won't have time to neutralise the area before being find out and even knock him over and over again is quite impossible if you are single player. I remember one example is in Savo Island setting where Sapper and Green Beret are the prisoner. 




This, imho, also very annoying and in bigger scale, ruin the mission. One thing is very obvious, the proximity of the mine. It's too ridiculous, the challenge of the mine is to obtain the detector, and clear the area from the enemy so that you can pick up the mines. The challenge is not to see how many time the Sapper fly in the air. What is the fun and challenge of that?? Save load save load save load, without additional challenge or purpose. It makes all mine mission ridiculous and not fun, please bring back the old proximity. Seriously, it makes me don't want to do all mine task. If I have machine gun, there is no way I use detector, especially when I have Whiskey.


Certain mission, I can understand inability to ambush (although I generally don't like it but there are some missions that fit).

The example of this doesn't fit, Half Life mission. It started well, eventhough the commandos don't have ability to tie (normally I hate this) but I think this is okay. It was fun at first, manage to clear all the internal stating area, get Lupin out before enemies go to second story and obtain additional snipper bullets from them. Now there is problem with the gate with tons of enemy. To get to them, I need to make sure that I clear investigation enemies if I make sound near the wall. We have a trap, and we can't ambush. Without the ability to ambush, you can't get the enemy from a safe distance unless they are alone or in pair, but there are a lot of patrols and when they check for noise, they come together, bottom line, we need all of them dead.

So the logical thing is to make noise to bait them and get them with the trap.

Sounds good. But we are talking about a lot of enemies, a lot of patrol and one trap. Every time I only managed to kill one or two enemies, repeat again because there is no way for mass destruction.

From the fun I had in earlier in the mission, I got very very bored, in fact, it gave me bad headache. Even when I manage to infiltrate the gate building and kill everyone inside, I have to repeat bait trap bait trap and it gets very boring and annoying.

I think the key is, if we need to destroy a mass, or a lot of enemies (and this mission have a lot), there should be a way for mass destruction of better way. Sapper is normally good for mass destruction but he is not in the mission, but other commandos are capable too, if they are able to ambush. Ambush is not easy, especially when you only have four commandos with limited ammo compared to plethora of enemy, but that could make it interesting. And this mission they-can't-ambush!!! and only have one trap for that. Lupin can sneak in with auto riffle, but with very close distance, he is most probably injured or dead because the range without ambush is too close. I have to abandon this mission half way. It's too bad because I really enjoy the first half and also another mission (Silent Killer 0.2) by the same creator.


I still have a lot feedback in mind, but I would stop here first because it's so long. Sorry if I criticize some of the missions, but that is my honest feedback and again, it is meant to be constructive from a player point of view. Having said that, I have fun with a lot of missions, currently I'm trying to replay again so that I can have more accurate feedback. However, I need to know if this kind of feedback is frowned upon or welcomed by the creators, because I understand there are many efforts put in the mission and I thank you for that.


My compassion for you is inconvenient for me  ~Hannibal Lecter

#2 Buren

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Posted 14 September 2020 - 03:08 AM

Not sure if these feedbacks are wellcomed, but that's the least I could do to appreciate the efforts in making those extra missions. Eventhough not-positive feedbacks are probably frowned upon, but again, this is one player opinion.


Currently, whenever I have time, I'm trying to replay or remember times I played those mission so that I could credit the mission more properly, and of course another try for those missions I skipped because of frustation, and replaying those I enjoyed.



I want to review the mission I had played quite sometimes ago but still very fresh in my mind because it's so memorable, Eagle Eyes by Kohaku, very hard mode.

Eagle Eyes is one of excellent missions I enjoyed tremendously. It's difficult, very challenging, and scary (with that many enemy snipers!) but I got a lot of satisfaction when completing the mission that I was sad that it's over.

At first, I thought this is another impossible mission, but things got better when I knocked down a couple of enemies, only to be surprised that their peer resumed the fallen enemy position and caught me off guard, it's brilliant but done right here, it's Adrenalin rush but there is enough time and space to plan how to counter that. Once I cleared the room and got Natasha, I was doubtful with her value, especially without uniform, but she proved to be tremendously valuable. And little by little, crawl by crawl, trials and errors, The Sniper went outside to take down necessary enemies with very careful calculation because of limited ammo and possible retaliation, especially when I still couldn't get rid of the geezer at the balcony but he proved to be a good bait.


The clue is also very clear, about the enemy sniper's position and identification. It's a pleasure to check the name one by one. 

The scariest thing was to take down enemy sniper in close range, face to face, west style, whoever pulls the trigger fastest, and I had a long time trying to get the one hiding in the ruin at the end of the bridge, because he is too fast for me, and there is no way to get him from the back, until I found the way to distract him for a millisecond. The challenge is also how to obtain enough sniper bullets and risk your life to get to the dead enemy sniper. 


I learned a lot from this mission, in fact, I had never tried shooting through window before the other way around when enemy is inside, but it is necessary in this mission and I wonder why I had never tried it before. It needs a lot of strategic thinking like how to use the explosive without Sapper, and how to strategically predict and counter the enemy's reactions. Resources are sparse but it's enough for the mission. This mission requires quick thinking, good timing (with still enough flexibility), quicker mouse action and I kept multiple saves just in case I miscalculate the bullets.


Overall, it's one of my favorite missions, it probably takes looong time before I replay it again as it's stressful but in super fun way. 

Edited by Buren, 14 September 2020 - 03:09 AM.

My compassion for you is inconvenient for me  ~Hannibal Lecter

#3 FH Naseer

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Posted 17 September 2020 - 09:54 PM

"The challenge is not to see how many time the Sapper fly in the air", hahahahaha,


I agree with you. The idea of having different strategies is not available most of the time. There is only one way of doing a mission,

Edited by FH Naseer, 17 September 2020 - 10:04 PM.

#4 Buren

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Posted 21 September 2020 - 04:22 AM

@FH Nasser, thank you!



More feedbacks:


Replayed a couple of missions:


BURY ALIVE: Played it probably last or two weeks agok, finish but sorry I don't really have a lot of things to say, but the mission is playable and well-made. The setting I like the least is this (Training Ground II setting?) so that also plays in me not having too many notes.


HIGH AI: Part One is actually good, but Part Two, gave up, (maybe I'm not good enough), but it seems impossible, there are no time to hide, especially for Sapper, then enemies also go into the hiding location, there is no room for silent killing (maybe there is, but the buffer time is so short to find out), and defence killing bring too many enemies to handle.


NO TURNING BACK: Sorry don't have fun with it. I don't know how to play with it! Noone have ability to punch, no weapon, and there is no area to explore without going into enemy's range. No way to offence or defence. After couple of tries, even with brute force in hope to get to diver, nope.




It's very very difficult in the beginning. The area at the dock/lighthouse? is very messy with so many soldiers going around. Managed to sneak in Lupin up there and knock the officer with the flash light. I have to admitted I cheated on one thing: sneaking up his body inside the lighthouse, because I couldn't figure it out how not to be detected. There were many tries to hide his body in the darkness, was found out, shot at, nevermind, tried again, and again, and again even managed to knock subsequent guys who came checking and safe for a while, but found out again. At one point it was fine for a long time I thought I found the perfect position, was going around doing my things, some time had passed, thought the coast  was cleared, everyone made their round more than once, and... then someone sees it again. So sorry, grmbl, the only invisible I used was to drag that troublesome body inside the lighthouse, the rest  all honest play, including clearing the lighthouse before. But I still feel like I don't finish the mission well for that, even when everything else went painstakingly good, not easy at all, but very fun and challenging.


(Idea: it would be great if we could throw enemy's body into the sea. It would make loud splash sound, so have to make sure that we calculate the consequences. It would also be fun to be able to steal flashlight, it would be helpful, although probably ease up the mission too much).

I love this mission, a lot. I love Dasboot setting and give me Lupin, my favorite character especially when he could tie the enemy and I have a blast (except, now I remember the name, Invasion In Night, I had fun until the 'magic' kept happening, see first post).


Anyway, so Lupin was wrecking silent havoc and went down to great the Sapper, it was awhile before they managed to team up to clear some of the area down there, and when Sapper finally abled to climb up. Sapper who can use knife, woohoo! He was the sweeper, who happily went inside the lighthouse and others to stab the pile of enemies that Lupin had collected along his path. A bit tricky to get the driver, without the mouse for distraction to separate the twin soldier, or other usual stuffs, but finally figured it out. Tried kamikaze or brutal techniques but didn't want to raise the alarm yet, so kept trying to do it silently.


A lot of locked building, so great to have Lupin. My way to go is to clear the interior and then use it as dumping ground before other commandos could get in to finish them off. I don't trust tied enemies, it wrecked my game before when they were all released, funny surprise though, but not really fun, but still funny.


With Dasboot and Lupin, I always play him with a bit of vengeance :dry: . Those pesky snipers on the roof are always creating troubles for him and his friends, so I would find a way to get him up there and get them first, even when he has to play extreme cat and mouse and noise. The thing I love about Commandos 2, is the interior. Even when I raised the alarm, I can count on how many enemies I have to face. In Commandos before, it's always scary as there could be so many or endless enemy coming out from the barracks and there was little way to get them (at least that is what I remember from the original loooongg long time ago, sorry if I'm mistaken. At the very least they don't care about the patrol member who die by trap, but waiting and setting trap repeatedly on same spot is boring).


So it was a lot of fun for me, and I love night mission where Lupin could creep around and run like mad before the enemies know what hit them. I love dogs a lot in real life, but really hate Dobby in commandos :shiftee: , it took me a while to get rid of them silently. Having Natasha here is great too, when she was finally freed, Lupin presented her with his collection of shinny sniper bullets and she finally took out the untouchable one on the pier.


Love the mission, each commandos are really playing their parts, all good, except that it's not a perfect finish for me.

My compassion for you is inconvenient for me  ~Hannibal Lecter

#5 Buren

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Posted 25 September 2020 - 03:42 AM

Now to the easier and fun ones (what is up with these tittle) that I have played more than once:


Silent Killer of Japanese: It was silent and quite tricky at first, fun quiet guerrilla game style, I tried multiple way to get rid of the two fighting brutes, that part is a bit difficult, especially when patrol came and ran at my hiding commandos in one of the building. Few tries and finally able to get rid of the impending multiple enemies and then....spotted the tank. Wait... is this...empty??? Check the available commandos: we have Driver and Sapper, hold on.. but it could be impossible to get into that when there are still so many enemies around... wait, it's not that bad. And the rest is history.


I guess my qualm of original Commando2 Paris mission (where we can hijack a tank) is, it takes so much efforts to get to the tank, at the end, there is so few enemies left to blast. A couple of mod missions certainly give another option to this and this is one of them. I enjoy the quiet part of the game, but man, of course I also enjoy the tank blasting part.


White Death of Japanese: Now, this is way too easy. Can't help but laughing when diver starts with plethora of knives in the beginning. But we need these kind of mission once in a while. Definitely had fun.


Savo Island of Kill Japanese: First time seeing amphibious vehicle. It was tricky at first, especially when Driver is not safe in his original position, but hijack that vehicle and land it somewhere, hmmm... that soldier's formation looks delicious. 

My compassion for you is inconvenient for me  ~Hannibal Lecter

#6 Buren

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Posted 25 September 2020 - 03:59 AM

The Dark Ice: This is one of my favorite missions, not too easy, not too difficult, there are many different ways of problem solving, and I like sniper up there with multiple of super sniper but night setting so it's still good fun to try and work around before getting into them. A lot of enemies to keep busy, but not ridiculous or impossible. Many stuffs to play around. I have replayed this more than once and still like it a lot, too bad there is no other mission by the same creator.


River Kwai Plus: Having Natasha in this mission is extremely valuable. Not a fan of her, but I love her inclusion in mission like Eagle Eyes and here, where she really plays important roles. This is not an easy mission, sniper everywhere, but it's fun. Haven't replayed but I will.


Assault! Night attack at Haipong: I have put aside this mission two times for different reasons. First time was I kept getting caught with the mess at the beginning site; sniper, dog, weird patrol pattern, that I was impatient crawling around and avoiding multiple danger and light. It is very tight and there is the need to keep waiting on 'perfect timing'. When I played original Commandos, I thrive on this because there is only so much missions, but somehow I get impatient as there are so many factors to keep an eye to with too little rooms for error for creative play. And second, argh,, I found out that they can't ambush. It adds extra challenge and difficulty, but not my cup of tea especially in super difficult mission with little creative room where alarm can't be activated.

Maybe I will try again, Halflife in same setting drained  a lot of my mood by it not being able to ambush that the fun mission had become draggy at the later part, and not so keen to get to another similar one. But that's me.

My compassion for you is inconvenient for me  ~Hannibal Lecter

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