Core Issues: Matters of Stealth

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  • FusioN[90thSFG]

    #46
    Re: Core Issues: Matters of Stealth

    I usually travel palces you wouldnt expect to avoid all the UAV like hills hard to get to the top, on the shoreline, the edge of the out of bounds..

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    • Ruhanga

      #47
      Re: Core Issues: Matters of Stealth

      Hmm, so it seems that I have said my feelings already. Well, damn.

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      • vbl

        #48
        Re: Core Issues: Matters of Stealth

        Originally posted by FusioN[90thSFG]
        I usually travel palces you wouldnt expect to avoid all the UAV like hills hard to get to the top, on the shoreline, the edge of the out of bounds..
        That's usually when commanders just manually spot you and the helicopters come a' knockin'.

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        • boabynixon

          #49
          Re: Core Issues: Matters of Stealth

          Originally posted by Ruhanga
          Hmm, so it seems that I have said my feelings already. Well, damn.

          was that supposed to be a pithy comeback, sadly your humour is lost in translation or your just not funny. do you have anything else to add to your growing list of attributes or have you finished showing us that you cannot behave in a mature fashion.

          sorry for taking offtopic but some kids today need a slap

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          • Ruhanga

            #50
            Re: Core Issues: Matters of Stealth

            Comeback? Hell no. Do we really need stealth? With scan we can get rid of annoying behind-lines commandos. UAV makes battle less more ambushing and more Run'n'Gun which are really suiable to pubs.Without scan what will you do after getting every flag from USA in Shargi and then having a sniper somewhere in 64 map camping under a stone?

            In matches strealth could be more handy, but in pubs? No.

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            • boabynixon

              #51
              Re: Core Issues: Matters of Stealth

              Originally posted by Ruhanga
              Without scan what will you do after getting every flag from USA in Shargi and then having a sniper somewhere in 64 map camping under a stone?

              .

              Easy your team guards the flags and sits it out (points dropping heavy for enemy) or you can send some out on the hunt while others defend the flag. and if its a sniper camping under a stone he will eventually be spotted if he opens fire and if not he will lose if he sits there.

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              • imported_RpTheHotrod

                #52
                Re: Core Issues: Matters of Stealth

                Why not make spec ops and snipers immune to the big sat scan, and immune to UAV only if they are immobile?

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                • vbl

                  #53
                  Re: Core Issues: Matters of Stealth

                  Originally posted by RpTheHotrod
                  Why not make spec ops and snipers immune to the big sat scan, and immune to UAV only if they are immobile?
                  Too many people play Spec Ops already, mostly for the wrong reasons - you'd just be creating a team full of radar-invisible C4 chuckers.

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                  • m0nsterm@sh

                    #54
                    Re: Core Issues: Matters of Stealth

                    You could always play CTF mod from Desert Conflict! No commanders, no UAVs! Plenty of stealth there!

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                    • Warbird_7

                      #55
                      Re: Core Issues: Matters of Stealth

                      Originally posted by ||ass||variable
                      I am about to share some very special, sacred and powerful knowledge taken from an ancient text, shown below:



                      The ninja's secret?

                      "Don't bother", because there isn't any stealth in BF2.
                      :laugh: :laugh: :laugh: x10^23

                      Good players sniffed out baddies, while sneaky ones could actually practice their craft without having their positions broadcast to the world every 25 seconds.
                      That's was some good times. I have some fond memories of looking at the who[kills]who text, waiting to see a sniper racking up consecutive kills (which would generally indicate that he wasn't moving from his spot every shot or so). When they'd get all gung-ho like that, they made easy pickin's.
                      I blame the UAV, Sat Scan, and the training wheels known as "jet ground radar" for the death of stealth.
                      While I do like those features, I understand your point. It's taken a great deal out of the traditional "hunt for the enemy" (and celebrating a job well done with a beer afterwards).
                      But why is stealth important in BF2? The same reasons that anything in this game is important - variety and depth.
                      Amen, my brother. Amen.
                      Your ability to get kills becomes less a matter of intelligent position or skill, and more a matter of your ability to walk toward a point and react faster once you get there.
                      I think a comparable analogy would be the infamous military RTS "tank rush". It doesn't matter how well you position your armies, or how well you can orchestrate a coordinated attack using land, air, and sea units; it's just a race to see who can make the most tanks (and overwhelm the opponent). Effective? Yes. Tacky as heck? Also yes.
                      Advantages due to location or awareness are trumped because everyone can see you and everyone can see just as well as you.
                      I don't know about that; my moniter is pretty crappy. Four frames per second, baby!
                      Make certain vehicles invisible to scanners and jet radar. The buggy, RHIB, and light jeeps should not be visible on the Sat Scan, UAV, or ground target radar. This adds another dimension/challenge to being a good jet pilot, but also adds value to the lighter vehicles, all while giving small troops of infantry a chance to move discreetly across the map.
                      F-117 or B-2, anyone?
                      The UAV and Sat Scan should only show infantry outside of buildings, and if they are moving. This regulates the absolute nature of the scanners, and gives players another tactical layer on which to make choices and trade-offs. Move and escape but be detected? Stay hidden but be stuck and ineffective?
                      Don't be stupid! Of course a UAV could see you in a building! Heck, we can tell when the Catholics are electing a new pope for crying out loud; and they're inside the Vatican!
                      Increase the UAV recharge time. As it is, commanders can chain UAVs together so closely that they run for 90% of the round. The UAV should be a tactical tool that SLs can request to augment certain situations, not a permanent emplacement in every minute of every round.
                      Again, I am in 100% percent agreement with you.
                      Add jammers (yea, I used to play Tribes 1 & 2). These can be attached to light vehicles (AA HUMVEE anyone?) or even carried by a certain kit, but allow players to deploy a device that prevents the UAV/Sat Scan/Jet radar from detecting all items within its radius (objects can still be sight spotted, though). This adds another role and way to help the team, as well as adding another tactical layer to the battlefield landscape.
                      What kind of kit would carry a jammer? Maybe we need a new one, a "Tech Geek" kit. It'll come with hornrim-glasses (binoculars), a sliderule (knife), the jammer (of course), and a straw for shooting spitwads.

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