muffler wrote:Under another section on asking Steve questions, I have asked about whether or not the sev2 system can cater for stealth or is it just another 'shooter' program. They are already talking about mods coming out, especially on the spawning of enemy problem and a better A1. One has eternal hope that updates will cater for us.
Frag Maniac - would appreciate any other tips you have on how to stealth. As I discover others myself I'll post them, for those of us that want to get around the game undetected.
If it were modded or patched it could improve AI dramatically,
IF they have already laid out enough pathways for the AI to do thorough search routes, and
IF the AI engine is at all adaptable to making them less limited in their response. It's easy to say just make them more sound direction aware and make them search more places, but if the AI engine is limited to begin with it may not be possible to do that without problems. I'm not in favor of them making the AI any easier to get by stealth wise if anyone is suggesting that though. The only reason I carry on after blowing stealth sometimes is it's possible in a lot of maps and actually a bit of an adrenaline rush too.
Even as is the AI often get hung up running in place trying to get around something, so proper pathing is key. I also had a weird instance where the AI were alerted in one map, as they should have been after my having blown up their tank patrolling their command post, but the doors they were supposed to come out of did not open and there they were running in place behind them, sometimes seeing me through it and shooting at me. I had to shoot at them while they were partially no-clipping through the door. After they were all dead the doors finally opened so I could go grab the intel.
Once in a while AI is also able to shoot through things they shouldn't be able to. As for tips though, the color coded enemy awareness indicator helps you initially recognize distances and angles at which they can see you from, and shadows do help conceal you. Their patrol routes aren't that hard to get around though, because they generally are limited in how big an area each troop walks, and it never varies. You add crawling, rock tossing and masked shots to that, and it's pretty easy.
My two toughest missions on Elite were probably the map with the ruins where you have to take out the sniper teams, but more so the mission that culminates at Kreuzberg HQ. The rooftop escape from there after getting the intel is brutal on Elite, esp with the often lackluster cover system. I had to replay that part several times on Elite and get the hang of popping in and out of cover briefly to make each sniper take a missing shot and check their exact location. Even losing stealth on the early part of the V2 rocket mission with all the ground troops and fixed MG gunners in the distant trenches raining hell fire down on me while holed up in the chapel was easy by comparison, and much of what made it that way was poor AI. Once you get in that chapel, you can go loud all you want from it's elevated vantage point, and they'll not toss grenades or come searching for you. I never have to use trip or land mines, except for the Kreuzberg HQ challenge map.