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Post by drspendlove on Feb 24, 2018 11:47:01 GMT -5
Null field is one of two talents for the Scout that grants a stealth bonus (and thus activates the stealth mechanic.)
I struggle with the idea of using this ever because while it grants a much larger stealth bonus, it costs a whopping 15 Heat (instead of 6), costs 2 AP (instead of 0), grants no movement bonus, and lasts one fewer turn!
I imagine this is maybe helpful if you have a build that doesn't use investment in the stealth skill?
How do I make use of this talent?
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Post by fallen on Feb 24, 2018 13:02:26 GMT -5
Null Field is the ultimate Stealth Buff, should be combined with other Stealth buffs and is for stealth specialists, not Templars who ignore Stealth
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Post by drspendlove on Feb 24, 2018 13:03:56 GMT -5
I definitely get 10-16 Stealth on my characters. Why do I also need Null Field when it has so many drawbacks compared to a couple ranks of Overdrive?
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Post by fallen on Feb 24, 2018 15:13:34 GMT -5
I guess I can see why you could also ignore Stealth and just rely on Null Field. I rescind my statement -- great for both types of Scout!
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Post by fusei on Feb 25, 2018 9:29:36 GMT -5
Null field is one of two talents for the Scout that grants a stealth bonus (and thus activates the stealth mechanic.) I struggle with the idea of using this ever because while it grants a much larger stealth bonus, it costs a whopping 15 Heat (instead of 6), costs 2 AP (instead of 0), grants no movement bonus, and lasts one fewer turn! I imagine this is maybe helpful if you have a build that doesn't use investment in the stealth skill? How do I make use of this talent? Don't know. As a sniper you will need to pump stealth for crit bonus, you won't have a lot of spare points if you go the crippler way (cripple,armor piercing, scan) and as a stealthy scout you are much better of going the stealth+overdrive way. Going null field is really dangerous (and has been deadly in my case) because of the steep heat cost and because you cannot use null field while overheating (which will happen supa fast). Even if you stop moving to cool down you won't be able to because you will have to reapply null field very often (stealth being your only defense).
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Post by drspendlove on Feb 25, 2018 9:36:48 GMT -5
Oooh, I forgot that it couldn't be used while overheated! Yeah, that sound like a huge danger. If the heat cost were really attractive, like 3 heat, I could see this as being an option over overdrive but even then it'd be pretty niche.
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Post by contributor on Feb 25, 2018 14:17:02 GMT -5
I'm pretty sure the only time I use Null Field is on that Outer Hull unlock puzzle level. I always send a lone scout up to the top left thingy-thing by himself. So I totally respecc him to be 100% stealth with a little crippling shot to slow down Narvs if they start going after him. He does use a lot of Overdrive at the same time. Normally he gets so overheated. I try to get him to some far-off corner as his stealth buffs are wearing off and hope nobody comes after him. I totally take advantage of the fact that you don't have to extract him from the level. But that is the only time I've ever used it. I don't see it as particularly helpful otherwise.
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Post by drspendlove on Feb 25, 2018 15:28:31 GMT -5
I wonder what the maximum effective stealth level is. 16 + buffs/gear = I know that you'd need 28 total to fully reduce all enemy detection radii.
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Post by ntsheep on Feb 25, 2018 18:14:59 GMT -5
I've tried using Null Field but never really do because of the heat issues. I max out my Stealth on all my Scouts. Overdrive gets maxed out also. Finally, when you can get it, there is the Stealth armor that allows you to always have it active if my understanding of the game is correct. This Scout rarely has any trouble when you play smart with them. Crippling Fire is the next talent that gets a lot of points into when I can spare them.
Before a terrible nerf accident, I warned them about those damn footballs, there was no cap on total MP. Some of us were making Scouts with 17+ MP. You could over heat on your first turn just getting into position. Trench Warfare level was a great one to use these Scouts on. It could be beat in just 3 turns. It still is, but you have to really work the buffs just right. Rallying Charge and Pressing Need should be used on you Scout first. Move him to the first relay and then activate Overdrive afterwards.
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Post by fallen on Feb 25, 2018 18:17:01 GMT -5
I wonder what the maximum effective stealth level is. 16 + buffs/gear = I know that you'd need 28 total to fully reduce all enemy detection radii. Damage from Stealth Critical has no maximum.
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Post by drspendlove on Feb 25, 2018 18:36:39 GMT -5
Sure, but does buffs to +stealth also increase critical damage? Such as from Null Field?
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Post by fallen on Feb 25, 2018 19:23:07 GMT -5
Sure, but does buffs to +stealth also increase critical damage? Such as from Null Field? I assumed so, but it seems that I am wrong. Woops Been years since we did the design.
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Post by hissrad on Feb 26, 2018 22:48:13 GMT -5
Scouts in general I have a hard time with, stealth wise anyway. Mine are usually used to pierce and slow enemies or run to objectives.
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Post by ntsheep on Feb 26, 2018 23:39:44 GMT -5
Scouts in general I have a hard time with, stealth wise anyway. Mine are usually used to pierce and slow enemies or run to objectives. You're using your Scout correctly. That's their main purpose. They can get so many MP's that they can hit the enemy and then run to safety. Give them a weapon that deals Bio-Poison damage and they can just shoot a target once and then let it die as it tries to get to them.
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Post by drspendlove on Jun 4, 2019 8:49:49 GMT -5
Any chance revisiting this talent's balance could be added to the long list for this game? fallen ? It seems like the experts haven't found a solid use for it.
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