Core Issues: Matters of Stealth

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  • Sir. Shpox

    #16
    Re: Core Issues: Matters of Stealth

    Commander - Immune to scan or Uav.
    There can be stealth in this game. That what SF is for.

    I know what you mean about Uav, when your hiding. However think about it this way, a squad is spawn camping however you have No idea where it's coming from. A good example is that mini roof opposite the hotel where everyone likes to camp. Uav solves more things than you think.

    Imo this is the least of my Bf2 problems, just go blow up their Uav Trailer.
    You're just going to have to live with it, aswell as C4 whores, tubers, spawn campers, Arty ect..

    The game in played in a large environment, so I think its fine to have Uav. Small environments like CS don't require Uav.

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    • Tenshi

      #17
      Re: Core Issues: Matters of Stealth

      Originally posted by Rafterman
      Uh, which war would that be?

      Are you British?

      Sorry, in the UK when we say "the war" it usually means WW2.

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      • vbl

        #18
        Re: Core Issues: Matters of Stealth

        Originally posted by Wargimp
        I just spent a good deal of time proving ya wrong, Var...

        Just because the commander's got UAV access doesn't mean ya can't go on ninja missions. I was playing on the R2 server, SF night. I engadged almost exclusivly in sneaky, tricky, bastage combat. I knew the enemy's UAV would be busy with where-ever the front lines happend to be, so that's where I didn't go.

        The zip line is a BIG help and gives things a nice authentic "ninja" feeling.
        BTW, I just scored a nice fat 98. All infantry. Devil's Perch. I hate night maps, but I love that one for ninja stunts.

        I do think detection mechanics could have been handled way better, but I don't think being sneaky is a dead issue.
        If the enemy commander had been halfway-decent you would've been manually spotted pretty quickly via a Sat Scan. It sounds like he wasn't much a multi-tasker, and thus, not a very good commander.

        My ultimate point is that all things being equal, there's very little opportunity for sneakiness.

        Originally posted by Wargimp
        Hehe... I'm one of those bastage commanders that likes to shell static snipers.
        Well, you kinda proved my point for me.

        Originally posted by Rafterman
        Well since all of those features were hyped from day one, if you didn't want to be bothered with them, why did you buy the game?
        There were a lot of features that were "hyped" but never made it into the game, which is to say nothing about how the UAV and Sat Scan were going to be implemented in the final build.

        Nice try, though. Maybe you can do a better job in my next thread, since I know you'll be posting there - even if you have nothing to say.

        Originally posted by Everyone else
        What about diversion, etc. etc.
        Diversion isn't stealth and vice versa. Left to his will, a decent commander can make every enemy position known to his team, turning what should be a game of strategy into a game of connect the dots. My point is, players should be able to make certain choices that give them greater stealth at the expense of other advantages (such as lower armor in a buggy).

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        • Unf0cused

          #19
          Re: Core Issues: Matters of Stealth

          Oh well the assets didn't prevent me from getting me expert knife badge where most of my kills were unaware of my presence. What caused this is the fact that vehicles are barely hearable for the other player and you can't hear footsteps (well, sort of, sometimes you can hear something). You actually can get some stealth due to that.

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          • Wreck0

            #20
            Re: Core Issues: Matters of Stealth

            I agree with shpox that the scan options solve a lot of camping problems that can make FPS's drag down.

            I think you could make one interesting change though: make UAVs only see moving infantry (and all vehicles). However, let the big commander scan still see stationary infantry in order to counter boring camping. Maybe you could increase the commander scan recharge time if that still doesn't allow good sneak opportunities.

            Anything more I think would be excessive.

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            • JarEme

              #21
              Re: Core Issues: Matters of Stealth

              These features would really suck when you roll the other team and need to find that last guy. The game wasn't intended as a stealth game and I certainly don't see a point in adding these things. I seriously doubt that if they were implemented, that you'd see any changes in the "depth" or "variety" of gameplay. It'd certainly make a few things easier, but nothing that needs to be easier.

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              • vbl

                #22
                Re: Core Issues: Matters of Stealth

                Originally posted by JarEme
                These features would really suck when you roll the other team and need to find that last guy. The game wasn't intended as a stealth game and I certainly don't see a point in adding these things. I seriously doubt that if they were implemented, that you'd see any changes in the "depth" or "variety" of gameplay. It'd certainly make a few things easier, but nothing that needs to be easier.
                I posted in another thread about the "last guy" situation - set a simple 2 minute timer. If he doesnt cap a flag, the other team loses.

                And those suggestions would increase depth... the more moving parts to the equation, the more combinations can be conceived and used.

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                • Sir. Shpox

                  #23
                  Re: Core Issues: Matters of Stealth

                  Lets not forget though, the main target in the game is to win, the first chance you get, you're going to blast that sniper, hosing down the targets heading out from the spawn. The game was made "sortof" balanced where you don't stay alive for too long unless you have some skills. Say your a sniper on top of the building, and you killing the guys coming towards your spawn, saying the square in Kharkand, people don't want you owning but they don't want you to die easily either so this is balanced by claymores. Just because your on the Uav doesn't mean your going to die. However it really sucks when your run upto to fella to knife him when he sees you on his UAV, jumps around and blasts you with his noob tube.

                  Imo, the scan should be removed. I barely use it as commander, I only use it now and then to check my main spawn or to see if any infantry are running off to capture a spawn, and then I spot them. If thats what your on about, I suggest they remove the Scan, perhaps not on big maps, but then again this causes many issues. Say they removed Uav and the red dots that showed up on the scan would be visible to everyone, pretty much the same as a global UAV except the blurry red dots don't last very long.

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                  • parish

                    #24
                    Re: Core Issues: Matters of Stealth

                    I agree that the spotting and UAV should be spaced further apart, more time to re-charge etc. etc.

                    There are some common sense things you can do to stay somewhat below the radar. Don't move in a straight line for one.

                    Sound is also very important. Even if they see me on radar, the vehicles they are in are loud and I hear them a mile off. I also hear footsteps.

                    Arty if it misses you on the frist shot, should be avoidable. It's a pattern. UAV is only good for a radius.

                    I just saying you don't have to be a ninja to be effective. In the end it's a toss up and you just have to find the happy medium and survive.

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                    • WarGimp

                      #25
                      Re: Core Issues: Matters of Stealth

                      Aye Var, you do make a good argument.
                      However, I think there's a differance between being sneaky vs the commander and being sneaky vs other combat personel.

                      I've seen plenty of times where I've got someone showing up on my mini-map, but still for the life of me I can't pin down his actual location. Then there's times when you can move quickly and unpredictably enough to elude the commander's direct notice.

                      Still, as I say, the system could have been much, much better. I miss the old Tribes LOS radar system. Something like that could have been expanded on greatly. Even having a UAV drone with a detection radius that you would order around the map like a RTS drone would have been cool.

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                      • Hu.Z_of_PLA

                        #26
                        Re: Core Issues: Matters of Stealth

                        being stealth doesn't mean you have to sit in a place for 3 mins and finally get knifed.

                        being stealth means you move around, A LOT. I can do that in Karkand, and scored 16 kills with stealth.

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                        • Jofaba

                          #27
                          Re: Core Issues: Matters of Stealth

                          My suggestion: if you're spotted, go prone and stay that way for 5 seconds. If a squad leader sees that you're camping at an are he is more likely to not care about you because he has more important things to do, but if you sudenly book it towards an unprotected base, he'll send everyone to you.

                          Also, just because you're spotted doesn't mean you lost your stealth. The only thing a commander can do (and I love playing commander now) is do an artillary strike. Like already said, as soon as you hear the artillary strike move. The power of your stealth is distance, not crawling through the bushes. I don't think that the UAV is really that bad. Good teamwork and skill will still give you the upper hand no matter what.

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                          • FURRY BIRD

                            #28
                            Re: Core Issues: Matters of Stealth

                            Simple, have some one keep blowing up the radar, jet or spec ops, I get so many points just by doing that!

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                            • imported_Animalmother

                              #29
                              Re: Core Issues: Matters of Stealth

                              you forgot, make the F35 stealthy. At least instead of the chinese j10. It is physically impossible to hit one while it is in any sort of bank or turn.

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                              • stilla-killa
                                CantGetRight
                                • Aug 2005
                                • 5905

                                #30
                                Re: Core Issues: Matters of Stealth

                                i think i actually have that book

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