I never said "You should rely on your teammates, stealth isn't your main tool." I said, "stealth is not your ONLY tool". You should be relying on stealth but it is not the holy deus ex machina/plot armor that is going to save you/secure every single one of your kills in the game. You would play a unit that utilizes stealth and has access to stealth over a Banshee because of the differing playstyles. And how do you control that? Oh, right. By moving, which should reduce your stealth factor. Of course, in EC, it does not, which does not make sense. Especially when one considers that Scorpions do not actually use any sort of Stealth technology but are simply said to be very good at hiding. While older, my 6th Ed Eldar Codex states; "...these Aspect Warriors excel at slinking through dense terrain, using every available hiding place to close with their prey. It is said that they will lie in wait for days without motion, waiting patiently for their victim to expose his weakness. ..." Heavy indication of them often lying in wait to ambush foes, first using a combination of allied distractions, stealth and cover to get into position before wiping out whatever enemy is in that area/lured to that area, for example, by a group of Dire Avengers that then have the Scorps go with them to cap and hold an objective. Thanks for thinking deep down that I'm some god of balancing who knows what's best for the game. Most of my ideas are great, which is why you had to throw a strawman to try and gloss over the fact that the only problem you had with my suggestion was the actual numbers of it that I even stated could be changed. Way to fail.
Yet again, nobody is going to play as a class that has to stay in one spot to be invisible. And there is no reason to, because I think Banshees will be better at ambushing while also being able to do frontal attacks. And if we're talking about adherence to lore, then your idea with active ability makes even less sense lore-wise than we already have in the game. And yet again - current system gives you enough control over how invisible you are. You can control how close the enemies are to you, as well as making sure that you are caught within your enemy's line of sight. The main issue with your system is that it turns Scorpions into a passive unit that has to rely on ambush, because if you move, you become perfectly visible. And when it comes to ambush, other units can set one up as well, without being limited to it.
Yet again, I never said anyone would have to stay in one spot to be invisible. Try actually reading all of the post/s you are quoting and responding to. If we're talking about adherence to lore, my idea with active ability makes far more sense. Subconsciously they are so trained that they can naturally fade into the background simply by standing still, crouching or being in a dark area. By actively working to hide their presence they become even more difficult to detect, even if just for a short time. An alternative to a short-duration ability with a cooldown it could be a channeled ability with a depleting/refilling bar, possibly with the drawback of reducing the Scorpion's move speed when active or at the least preventing them from Sprinting. And yet again, current system is garbage because of how simple and game-dependent it is. 100% Stealth is obtained by crouching or taking cover, at which point you have 100% Stealth no matter what you do for a short period of time, including running. That Stealth becomes partially broken if an enemy happens to get close to you or aim their reticle at you. If Stealth is supposed to be you thematically hiding then you should become more visible when moving and taking action. With my system you can also just stay out of the enemy's line-of-sight. Incorrect. Staying still is merely a single portion of the Stealth granting effect and there are other methods of boost your Stealth, such as your own Active Ability or even Conceal cast by a Warlock. Therefore, if you move you simply reduce your Stealth factor, which depending on other criteria met and/or the multiplier provided by each boni could leave you with full Stealth up until you made an attack. When it comes to ambush, Scorpions would still be better than other units due to their Stealth advantage.
Do anyone here know what they will do, when a Striking Scorpion Exarch equips a Scorpion's Claw? Will they just have the other hand free or what? They stated several times that Dual Wielding will not be a thing until post-launch, and the Scorpion's Claw already have an inbuilt ranged weapon, so there are no need to carry another one. EDIT: Played a bit with "theoretical stealth", e.g. transparency.
Um, do you even know how the current system works? Here's a link for you Under the current system, the level of your stealth depends on a variety of aspects. If you stand still and crouched, you will be almost invisible, unless an enemy comes very close to you and looks directly at you. The moment you start sprinting, you become more visible. You still have a significant degree of transparency, but enemy player can notice the shimmer. What current systems gives: It gives Scorpion players a degree of control over how invisible they are. If you want to lie in ambush, you can crouch and be very hard to see. If you want to move, then you need to be wary of enemy players and stay out of their line of sight, allowing you to sneak behind your enemies and attack them. It allows enemies of the Scorpion players a way to counter the infiltration, but to do that they need to know from where the Scorpion will come as well as being able to see through their partial transparency. Combined, those two points make Scorpion's success dependent on how well the Scorpion player can stay out of enemy view and how well Scorpion's enemy can predict his opponent's movement. This makes stealth a strong tool that allows Striking Scorpions to have a unique playstyle, but at the same time it gives their enemies a way to counter this stealth, provided they have good situational awareness.
Against that backdrop at least, I'd have said they'd need 75% as a baseline (crouching or whatever) then increasing from there if you're in cover or at the periphery of your enemy's field of view or whatever. 75% is not notably more difficult to see than 100% really.
Indeed, especially against a greenish background (if we were to get a jungle/forest type of map). I will see if can take an ingame picture and use instead, but I am currently using the UAT/Founder's Server and it will take me a long time to download the Early Access Server, so this is going to take a while.
That was kinda like my point, since the Devs said "No dual-wielding melee until post-launch", which means we will either see a free hand or they need to break their own rule.