Okay I know this has been discussed before but there are no recent threads getting options on this. The ones that are belong to a certain race. Anyway on to the topic , how will stealth/infiltration work in EC. Here are some of my ideas. INFILTRATION: I think it might work how it does in TT in how you can deploy further off but in EC it might be you deploy in woods or something along those lines STEALTH: I think it might work like how cloak is in TF2 if anyone has played spy in that game , with a little tweaks like your can attack while stealthed but it breaks stealth. so what do you people as the community think of these ideas
I know there's going to be alot of opposition to stealth because alot of FPS/TPS guys hate gankers in a world where the TTK is so low. Personally, I think stealth has more application in Single Player games where you can use shadows and make it a little more realistic. Here, people are going to be tuning their machines and settings for performance in some cases and shadows might go out the door. The "invisibility" concept is weak in my opinion but it is an effective means to an end for the MMO scene. If they use it, I'd like it to be more useful for sneaking into bases and small ambushes objectives rather than a strike force of stealthers scouring the Nid region to jump people in PVE. Not even sure they will have multiple factions inside the PVE instance at once.. but if it is possible I don't think an army of griefing stealthers would be a good addition to the game.
I think stealth should be along the lines of World of Tanks. Basically, there is not really any hiding in the open, unless no one is there to see you. Having a infiltrator would allow you to hide in woods and remain hidden, even taking shots but not breaking cover unless someone is close enough to see you. That way, you could still have sneakers, but not have open field ganking.
i think stealth button isnt fun at all and a complete stealth may just cause frustration i would like if we would need to use the soroundings to hide and maybe some classes could get transparent abit when they crouch behind cover or near walls so they are harder to see but not invisible
I think it's better to get "invisible" in the terrain. Stealth mechanics always lead to frustration. Hard to counter and the Stealth guy will face you, when you on a weak spot and you can't do anything against it, most of the times. It's hard to balance either.
I'm all for stealth. Haven't countered any frustration in games because stealth. And ofc stealthers will attack you when you are weak or least expect it because they can't (or atleast should not) win straight face to face attack.
I'm okay with stealth. I'm not really okay with permanent stealth, though Let a stealth unit like an Ork Kommando go into stealth for 30 seconds or so and then their stealth has to cool down for a bit. If they're moving a player can see them if they're paying close attention but if they're sitting still they're completely invisible Basically, take the stealth system from Planetside 2. It's not gamebreaking and it still offers infiltrator units a lot of interesting advantages
Just one think... no invisible units please. There needs to be a blur or something that you might notice out from them the units but no invisible units. Camo cloaks do not make units invisible they just camoflauge them which means that people can spot them if they have a good perception. Now I know what I'm saying is hard to implement in terms of game mechanics (or at least I think it's hard) but the games I have played have huge problems with invisible units, line of sights and the area you can see things so I'm actualy hoping for better solutions for this game than to those games I have played. It's too easy to exploid, it's silly, unrealistic and a ton of other things.
Stealth classes are normally one of my biggest frustrations - the general approach to balancing them is "They can't survive toe to toe against most foes, so they either need to team up or deal horrific damage when attacking from stealth and stunlocking, as that's their main advantage" Because the net result of that in several MMOs is that if you're hit by a stealther without any support then you've next to no chance of survival. As the stealther normally has a lot of control over when to engage, its not the greatest of systems to be on the receiving end of. And its a nightmare to balance properly - there's only the thinnest of lines between making the class unplayable and making it too good. Some MMOs have got stealthing right - usually where its integral to the class but pushes them into a specific tactical battlefield role that isn't expected to kill anything they choose, or where its a useful thing to be able to pull out of the hat (much like other classes' special abilities), but doesn't grant a huge advantage when entering or exiting combat - and can only be used relatively sparingly.
The be all and end all of stealthing should simply be enhancement of preexisting cover. You want a camo-cloak that will make you slightly see-through when you are wearing it. Not all of your body either. Just the majority. Moving too fast would make the cloak less effective. It should allow people to sneak around or position themselves in key positions. If you're running around in plain sight you are going to die. If you want to sit in a bush 200m from the battlefield and not stick out like a sore thumb you should be able to. You should not be able to run around from rock to rock recharging your invisibility power then getting within half a meter of someone and proceeding to blow their head off. What stealth abilities should do is make it possible to be stealthy. (Seeing as it can be quite hard in an fps to achieve that.) Not give you the option to run around like a headless chicken. It's not exactly lore friendly either. (Tau stealthsuits and psykic trickery being the possible exceptions.)