trst Posted December 18, 2015 Share Posted December 18, 2015 With the most recent update to the AI regarding stealth finally makes logical sense and presents some genuine gameplay and challenge. While I have not gone through and tested the AI changes very thoroughly what I have found is that enemies no longer alert the entire mission. Now their shouting/gunfire only alerts enemies within a radius around them and that are within line-of-sight of them. While yes, this does still nert stealth-farming it does allow for you to stealth through an entire mission without needing to find a way to kill all alerted enemies and/or going invisible until enemies get unalerted enough to be stealth killed again. Instead you now can kill a group of enemies and even if they do hear/see you you'll still be able to kill them all and go stealth kill the enemy in the next room or even across the same room. The only thing we're missing now to improve upon this is a way to silence our kills instead of just out weapons. Now, people can say what they want about stealth farming but this is defiantly a step in the right direction for a proper stealth system. Yes the game still has issues with farming but this does help that out somewhat while also making the system far less exploitable. Link to comment Share on other sites More sharing options...
blasron Posted December 18, 2015 Share Posted December 18, 2015 There is stiil a lot of work to be done to have a somewhat real stealth system but contrairly to the half-&#! band-aid they put in place this fix (yes a real god damn stealth fix) actully is a good thing Link to comment Share on other sites More sharing options...
Autongnosis Posted December 18, 2015 Share Posted December 18, 2015 I had the same feeling while running some spy missions for Ivara's helmet, definitely a nice change. Link to comment Share on other sites More sharing options...
MrJxt Posted December 18, 2015 Share Posted December 18, 2015 Ally death detection will soon be LoS instead of radius. Link to comment Share on other sites More sharing options...
IceColdHawk Posted December 18, 2015 Share Posted December 18, 2015 Only thing not acceptable are these ,,changes" that aren't mentioned in the patch notes... Link to comment Share on other sites More sharing options...
Azure.M Posted December 18, 2015 Share Posted December 18, 2015 Only thing not acceptable are these ,,changes" that aren't mentioned in the patch notes... But it's in the patch notes... https://forums.warframe.com/index.php?/topic/581009-hotfix-1813-spoilers/ NPCs no longer alert all teammates when fighting a player. Their proximity alert now has a limited range and will not go beyond closed doors. Link to comment Share on other sites More sharing options...
IceColdHawk Posted December 18, 2015 Share Posted December 18, 2015 (edited) But it's in the patch notes... https://forums.warframe.com/index.php?/topic/581009-hotfix-1813-spoilers/ Dear Azure.M, I'd like to tell you that the stealth change that enemies now get alerted when they see a downed ally was already present since 18.1 and not since 18.1.3. With that said, it wasn't mentioned in the patch notes before. Sincerely, IceColdHawk Edited December 21, 2015 by IceColdHawk Link to comment Share on other sites More sharing options...
xethier Posted December 18, 2015 Share Posted December 18, 2015 give me an indicator of which mobs are "suspicious" or not. (i'm looking at you rollers and scorpions) give me a grace period before a mob goes "suspicious" from viewing something. (1-3 seconds max) -- bows vs hitscan weaponry kills, perfect example. LOS vs radius detection (as mentioned above by MrJxt) do all that and i'd be pretty happy with the system. Link to comment Share on other sites More sharing options...
paritybit Posted December 18, 2015 Share Posted December 18, 2015 give me an indicator of which mobs are "suspicious" or not. (i'm looking at you rollers and scorpions) give me a grace period before a mob goes "suspicious" from viewing something. (1-3 seconds max) -- bows vs hitscan weaponry kills, perfect example. LOS vs radius detection (as mentioned above by MrJxt) Yeah, I agree with all of that. As it stands now there is no way to keep your stealth kill streak active without running to a completely new room before killing another mob. Link to comment Share on other sites More sharing options...
Burnthesteak87 Posted December 18, 2015 Share Posted December 18, 2015 give me an indicator of which mobs are "suspicious" or not. (i'm looking at you rollers and scorpions) give me a grace period before a mob goes "suspicious" from viewing something. (1-3 seconds max) -- bows vs hitscan weaponry kills, perfect example. LOS vs radius detection (as mentioned above by MrJxt) do all that and i'd be pretty happy with the system. Exactly Link to comment Share on other sites More sharing options...
NohlanZet Posted December 18, 2015 Share Posted December 18, 2015 Ally death detection will soon be LoS instead of radius. The most recent change regarding only alerting enemies within the same area plus LoS would be ideal but I get the feeling this is instead of LoS. I don't think they are confident in the current version of LoS they have implemented for it to be the next change. I believe that would have to come on the back of an AI overhaul. Link to comment Share on other sites More sharing options...
GnosticCat Posted December 18, 2015 Share Posted December 18, 2015 give me a grace period before a mob goes "suspicious" from viewing something. (1-3 seconds max) -- bows vs hitscan weaponry kills, perfect example. Enemies will never get chance to get suspicious then if you have 3 sec grace time. You could run trough level swinging orthos without any invisibility and kill everything before they can react thanks to that delay. 1 sec maybe. Link to comment Share on other sites More sharing options...
xethier Posted December 19, 2015 Share Posted December 19, 2015 Enemies will never get chance to get suspicious then if you have 3 sec grace time. You could run trough level swinging orthos without any invisibility and kill everything before they can react thanks to that delay. 1 sec maybe. hence the max, personally 0.5 to 1 is more than enough. Link to comment Share on other sites More sharing options...
Zeranov Posted December 19, 2015 Share Posted December 19, 2015 Yes! I noticed it too. Finally stealth in Warframe is atleast worth the name now that a random Grineer can't "Ruu?" the entire ship of my presence. Link to comment Share on other sites More sharing options...
YasaiTsume Posted December 19, 2015 Share Posted December 19, 2015 Metal Gear Warframe. Link to comment Share on other sites More sharing options...
4MostlyHarmless2 Posted December 19, 2015 Share Posted December 19, 2015 Wait... so now we can reliably go trigger happy in one room, move through another empty room, then stealth kill an entirely separate room? If this is true I am so happy right now Link to comment Share on other sites More sharing options...
izzatuw Posted December 19, 2015 Share Posted December 19, 2015 Yes! I completely hated how alerting one enemy meant the entire ship somehow notices you. Link to comment Share on other sites More sharing options...
AuroraSonicBoom Posted December 19, 2015 Share Posted December 19, 2015 ... Needs context sensitive stick cover for peeking, but otherwise that would be a basic solid stealth system. Link to comment Share on other sites More sharing options...
xethier Posted December 19, 2015 Share Posted December 19, 2015 Needs context sensitive stick cover for peeking, but otherwise that would be a basic solid stealth system. that's been asked for (and rejected by DE) so many times for so many years... i wouldn't even waste your breath asking for it. as for adding in an indicator of enemy's alert status, if they absolutely HAVE to tie it to a mod, then it should be attached to enemy sense or any mod that gives the functionality of enemy sense. (auras / kubrow) Link to comment Share on other sites More sharing options...
iuki. Posted December 19, 2015 Share Posted December 19, 2015 (edited) Still can be seen pretty easily and mobs really love to stand in majorly large groups/sit there forever/love to spin like a top but it's much better now for sure so thanks for the change; no more kill some enemy that is los and alerting the entire map which is nice. Now, can I have an option to remove lense please so I can grind other paths? Be much appreciated, ty. Edited December 19, 2015 by fizbit Link to comment Share on other sites More sharing options...
Sorise Posted December 20, 2015 Share Posted December 20, 2015 Now it's time they fix enemies always knowing where to find you. Link to comment Share on other sites More sharing options...
Ancibion Posted December 20, 2015 Share Posted December 20, 2015 Farming focus through stealth has taught me well about this Link to comment Share on other sites More sharing options...
saltygr33n Posted December 20, 2015 Share Posted December 20, 2015 Today, or was it yesterday? Can't remember, but I was doing a spy mission, I was caught and said to myself, damn it, now a lot of enemies are gonna come. Thought it was weird that I didn't see any come through the next rooms, as I was at a distance to the next room. I went close enough for the door to open, and there a corpus walked pass by as if nothing happened; I was like, waaaaaah?!?! Upon reading this, now I understand. Thank you! Link to comment Share on other sites More sharing options...
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