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Stealth
Dec 30, 2015 6:51:55 GMT -5
Post by algesan on Dec 30, 2015 6:51:55 GMT -5
So, from the Library, you must have a Stealth buff active or the stat & gear are equal to zero, correct?
The effect is to reduce the xeno detection range X by the value of the Stealth buff + stat + gear, correct?
From casual observation, all xenos will detect any Templar as range one (adjacent), correct?
Stronger xenos probably have longer detection ranges, correct?
From another thread, Templar buffs with one turn left expire at the end of the following xenos turn, correct?
Is there a random factor involved in xenos detecting stealth Templars?
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Stealth
Dec 30, 2015 9:56:21 GMT -5
via mobile
Post by CdrPlatypus on Dec 30, 2015 9:56:21 GMT -5
Minimum range of stealth detection is 2 squares.
Some Xenos are better at detecting then others.
There is a random element.
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Stealth
Dec 30, 2015 17:08:28 GMT -5
Post by algesan on Dec 30, 2015 17:08:28 GMT -5
Thanks. Once the stealthed Scout gets spotted, how long does the "lock on" remain?
Does being spotted by one xeno mean the Scout is now visible to all xenos?
I'm trying to resolve a bad tactics vs bad dice issue with Stealth.
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Stealth
Dec 30, 2015 18:31:04 GMT -5
via mobile
Post by Kanly on Dec 30, 2015 18:31:04 GMT -5
Im pretty sure that stealth gets rolled each turn as long as you maintain a stealth buff.
I think if the scout loses a stealth roll any xeno in attack range can attack them that turn.
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Stealth
Dec 30, 2015 18:55:56 GMT -5
Post by fallen on Dec 30, 2015 18:55:56 GMT -5
Im pretty sure that stealth gets rolled each turn as long as you maintain a stealth buff. That is correct. Stealth is lost or gained by the turn. Note that if you lose it for a turn, xenos charge you and clear the minimum range, then you don't get a roll the next turn.
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Stealth
Dec 31, 2015 0:05:13 GMT -5
Post by CdrPlatypus on Dec 31, 2015 0:05:13 GMT -5
fallen btw I think adding the min range to the stealth entry in the library would be good. Or we could keep it a secret for fourm goers and alpha testers.
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Stealth
Dec 31, 2015 11:05:55 GMT -5
Post by Cory Trese on Dec 31, 2015 11:05:55 GMT -5
Since it is so AI and difficulty dependent, it won't be added to the Library, no.
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Stealth
Dec 31, 2015 13:14:54 GMT -5
Post by algesan on Dec 31, 2015 13:14:54 GMT -5
Since it is so AI and difficulty dependent, it won't be added to the Library, no. The minimum detection range? As in a xeno will detect a stealthed Scout at range X no matter what? So far I've learned from this thread that running past a xeno in a three square wide passage breaks stealth on all difficulties, but if minimum detection range on Ironman is greater than two squares it would be nice to know. This way players know that a response will be triggered in that case. I've got no problem with "oops, bad dice", but taking a hit for a non random (or the strong appearance of non random) event irks me a lot, especially when the response end up being "Just play a lower difficulty" and "Thanks for the feedback".
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Stealth
Dec 31, 2015 13:24:21 GMT -5
Post by Cory Trese on Dec 31, 2015 13:24:21 GMT -5
Thanks for the feedback. I'll see if there is something here we can improve.
My apologies if our support isn't meeting your expectations. We're doing the best we can.
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Stealth
Dec 31, 2015 13:50:55 GMT -5
Post by algesan on Dec 31, 2015 13:50:55 GMT -5
Thanks for the feedback. I'll see if there is something here we can improve. My apologies if our support isn't meeting your expectations. We're doing the best we can. I know that, which is one of the big reasons why I own everything you've made, even if the game doesn't grab my attention.
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