S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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Fix the stealth please
The game is called "Stalker". We should able to play with stealth as a play style if we want to. Right now it is completely broken and the enemies have super hero-like spidey-senses...
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Showing 1-14 of 14 comments
They also have aim bot hacks......
Strelok Jan 7 @ 9:47am 
This is not a stealth game, you guys need to get over it once for all.

If you want to kill a whole base like you was in a stupid Hollywood movie, you're not suposed to do it. Enemies are not completely morons and they obviously will notice.

Go play some stupid stealth game instead.
Metro is good for stealth most of the time, this is not Metro.
Coldhands Jan 7 @ 10:07am 
Originally posted by Strelok:
This is not a stealth game, you guys need to get over it once for all.
There are stealth mechanics IN the game, that's what the detection and sound meters, that's why enemies have vision cones and move towards where they last detected you. Clearly the developers meant for stealth to be a tool the player can use.
Nobody is asking to wipe out a whole base silently, and if your argument relies on that kind of hyperbolic example, you don't actually have one.
The appearance of the stealth mechanics leads the player to believe they can utilize stealth to a much greater degree than the game actually allows for. That's not only frustrating and reduces all of Stalker's gameplay to gun fights or running away, but the way stealth actually functions right now is so unrealistic it hurts the game's immersion.
There are plenty of A-life mods that make stealth viable. If you really care that much about it, installing a single mod won't be too much for you.
Originally posted by BTGbullseye:
There are plenty of A-life mods that make stealth viable. If you really care that much about it, installing a single mod won't be too much for you.
Oh, I have modded the game. But there's only so much mods can do and if GSC ever changes anything they'll all break. The fact that there are mods to mitigate some of the game's issues isn't really the same as those issues being fixed.
Last edited by Coldhands; Jan 7 @ 10:14am
Sneaking does work a lot of times for me, but remember you are alone with 2 eyes, while the enemy is in a group, and wen your out in the open sooner or later one of them is gonna see you, this is how it is in the reall world.
I can get by a group undetected, but only if i spotted them first and use the terain as cover, but if you run or worse sprint, you will surly be detected.
Sometimes i see a detection cone/arc fill up, but if i use cover and sneak/crouch i managed a lot of times to make it disapear and remain undetected further.
Jayhova Jan 7 @ 10:31am 
Originally posted by Coldhands:
Originally posted by Strelok:
This is not a stealth game, you guys need to get over it once for all.
There are stealth mechanics IN the game, that's what the detection and sound meters, that's why enemies have vision cones and move towards where they last detected you. Clearly the developers meant for stealth to be a tool the player can use.
Nobody is asking to wipe out a whole base silently, and if your argument relies on that kind of hyperbolic example, you don't actually have one.
The appearance of the stealth mechanics leads the player to believe they can utilize stealth to a much greater degree than the game actually allows for. That's not only frustrating and reduces all of Stalker's gameplay to gun fights or running away, but the way stealth actually functions right now is so unrealistic it hurts the game's immersion.

All games have NPCs with vision cones, thats how they detect the player

By your logic, Mario 64 is a stealth game.
Last edited by Jayhova; Jan 7 @ 10:31am
n0mad23 Jan 7 @ 10:31am 
S.T.A.L.K.E.R. - Scavenger Trespasser Adventurer Loner Killer Explorer and Robbers

Fun factoid - the authors of Roadside Picnic chose the word "stalker" because they thought it was pronounced "Stucker" which to their Russian ears sounded cool. The game devs went with the acronym to prevent copyright issues.
Coldhands Jan 7 @ 10:34am 
Originally posted by Jayhova:
Originally posted by Coldhands:
There are stealth mechanics IN the game, that's what the detection and sound meters, that's why enemies have vision cones and move towards where they last detected you. Clearly the developers meant for stealth to be a tool the player can use.
Nobody is asking to wipe out a whole base silently, and if your argument relies on that kind of hyperbolic example, you don't actually have one.
The appearance of the stealth mechanics leads the player to believe they can utilize stealth to a much greater degree than the game actually allows for. That's not only frustrating and reduces all of Stalker's gameplay to gun fights or running away, but the way stealth actually functions right now is so unrealistic it hurts the game's immersion.

All games have NPCs with vision cones, thats how they detect the player

By your logic, Mario 64 is a stealth game.
You picked out one element that I mentioned and, because that element exists in non-stealth games as well, you think you've proved me wrong.
Well, guns exist in Splinter Cell so Stalker IS a stealth game. Checkmate atheists.
Last edited by Coldhands; Jan 7 @ 10:36am
Strelok Jan 7 @ 11:25am 
Originally posted by Coldhands:
Originally posted by Strelok:
This is not a stealth game, you guys need to get over it once for all.
There are stealth mechanics IN the game, that's what the detection and sound meters, that's why enemies have vision cones and move towards where they last detected you. Clearly the developers meant for stealth to be a tool the player can use.
Nobody is asking to wipe out a whole base silently, and if your argument relies on that kind of hyperbolic example, you don't actually have one.
The appearance of the stealth mechanics leads the player to believe they can utilize stealth to a much greater degree than the game actually allows for. That's not only frustrating and reduces all of Stalker's gameplay to gun fights or running away, but the way stealth actually functions right now is so unrealistic it hurts the game's immersion.
Sneaking is working. I could manage to do that more than once.

But definitely this is not a Ghost Recon Breakpoint, Splinter Cell or Metro (omg, worst and most stupid stealth mechanics ever).
Hard to sneak around when bandits are equipped with spidey senses and robocop aim accuracy.
alquemir Jan 7 @ 12:47pm 
This and also please add base building to the game.
Originally posted by Strelok:
Originally posted by Coldhands:
There are stealth mechanics IN the game, that's what the detection and sound meters, that's why enemies have vision cones and move towards where they last detected you. Clearly the developers meant for stealth to be a tool the player can use.
Nobody is asking to wipe out a whole base silently, and if your argument relies on that kind of hyperbolic example, you don't actually have one.
The appearance of the stealth mechanics leads the player to believe they can utilize stealth to a much greater degree than the game actually allows for. That's not only frustrating and reduces all of Stalker's gameplay to gun fights or running away, but the way stealth actually functions right now is so unrealistic it hurts the game's immersion.
Sneaking is working. I could manage to do that more than once.

But definitely this is not a Ghost Recon Breakpoint, Splinter Cell or Metro (omg, worst and most stupid stealth mechanics ever).

I'm not asking for an unrealistic stealth mechanic, I'm asking for just a minimum amount of stealth in general. Eg: In one of the missions the contact tells you to "sneak past them or else they shoot on sight"...this is literally impossible because you get instantly spotted whilst slow crouching in a dark corner from someone 100m+ away that I can't even see...that is not realistic in the opposite extreme. Stop lying saying sneaking is working because it is objectively not working...
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Date Posted: Jan 7 @ 5:20am
Posts: 14