I get the impression the stealth in this game is about giving players the choices about how to start a fight instead completely avoid engagment and winning a mission. But this update really make clearing a room full of enemies without detection more easily.
AIs get too far unaware assumedly due to the change that makes them less sensitive to bullet hitting wall. TBH I would like this one change roll back and has a new behavior that makes them more frightened by suppression when the player is undected to the point make them unable to fire back or even seek proper covers or call out enemies presence for a few seconds.
One other thing is that AIs don’t really react to friendlies getting dropped now. There was a time there were 7 merxs in the conference room in the middle of the office and I drop them one by one with a suppressed DEagle. They may bark lines like friendly down, but they have no reaction at all.
——
The following are some maths I theorized (random ideas that may not work together):
-Near miss, detection of players, loud noises (flashbang, explosive, door breach), fallen friendly demoralize AIs.
-The suppression effect multiply when the AI is not alerted or the player is undected.
-AIs suppression level capped by 80% after they have detected enemies or have been alerted.
-Beserkers and Heavies don’t get suppressed at all.
-AIs stumble when their suppression level reach 100%
-AIs duck inside cover or firie aimlessly when their suppression level exceed 75%
-Getting suppressed when flashbanged may result in blindfire with chance of friendly fire.
Please authenticate to join the conversation.
New
Feedback
21 days ago

plazehorta
Get notified by email when there are changes.
New
Feedback
21 days ago

plazehorta
Get notified by email when there are changes.