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Also, AI generally doesn't look up. So you can make use of catwalks and rooftops and stuff to stay out of the AI's way. And if you take cover behind things, you can peek over the top with SHIFT.
It could be my imagination, but it feels like you have slightly more time to kill enemies before there is a general alert sounded after the latest patch.
Vehicles/drones have a very narrow field of vision. You can literally crouch walk alongside a Wolverine drone so long as you don't cross in front of its turret.
Stealth is a huge focus in the DLCs, and the only real design difference there is that the AI moves more predictably and comes from logical places. In the main game, you sometimes end up running into AI that spawned around the corner without you knowing.
Do you have any footage or anything of the AI seeing you when it shouldn't be able to? Because I can't say I've ever been seen through solid objects, and I've never actually seen it happen in footage.
In my experience, stealth is tricky because the AI lacks predictability, but it's very possible to sneak around as you traverse the world, even on Deathwish.
The thing to remember about this type of AI is that it will keep shooting at where it thinks you might be until it loses interest. For example, if you throw a noise maker up the street, you'll often get the AI shooting in the direction of the noise maker. It doesn't actually "know" anything is there. The AI's trying to simulate "thought I heard a noise, better spray and pray" behavior.
There's a fine line with AI where "it's not a bug, it's a feature" comes into play. There are two possibilities with the dumpster.
A: The AI was trying to shoot you because it could see you, but it was missing.
B: The AI was simply shooting at the dumpster because you'd made noise entering it and the AI has a fallback behavior to shoot at noises, such as noise makers.
C: I remember in the early days you had people complaining about the AI hanging around dumpsters when you were hiding in them, so maybe they patched in a "walk away" behavior to compensate.
Also, they generally don't react immediately. You've usually got about a second before they notice you.
I think this design conundrum is why you can't put silencers on long range weapons in the campaign. Because you'd be able to kill entire groups of enemies from a distance and they wouldn't be able to figure out where you're shooting from. The crossbow doesn't have long enough range for that to happen.
The flaw with the crossbow is that if you miss, the AI is going to notice the whole "someone just fired an arrow at me" thing and then sound the alert. There's no time for a follow up shot. If you double tap someone in the back of the head with the pistol, that doesn't happen.
One, the drop-off is crazy. Cook's meant to be a weapons wizard. Why is his crossbow so lame?
Two, it doesn't guarantee a one hit kill. (The pneumatic pistol, on the other hand, is a OKH.)
I think the crossbow is presented as being a super stealth weapon akin to Crysis 3's crossbow, but the problem is that it is too difficult to aim at sort of range, and even if you hit an enemy with it, unless you hit them in the upper body, they'll survive and sound the alarm.
Homefront: TR does have a stealth system, and does work pretty okay at times. (Especially in the DLC. The stealth-based encounter design is MUCH better in the DLC.)
But the way the game handles ostensibly "stealth weapons" is pretty awkward and somewhat non-intuitive.
I wish modders would take a look at making the game load modded script files. Then someone could tackle making stealth way more viable.
At this point I'm just hoping for one more bug fixing patch before they end support for the game, because there are a few rare-ish game breaking bugs still left in the game. I dunno what's going on behind the scenes, but they should at the very least fix the remaining crash bugs before they move on.
Red faction comes to mind. And so does this little skit about it,
https://youtu.be/QvKoBH3PA2s?t=50s
Homefront does the same thing. A few of the hearts and minds setups are pretty much suicide missions if this wasn't a videogame, where you can run faster than an olympian in full combat gear.
Then why we have so many good weapons right from the start? Basically the resistance has better geared up than the KPA. And we can easily capture ground from them by activating a radio in a ruined house? Even if i dont kill a single enemy? lol. And the numbers, the resistance spawn rate is insane (not in combat or during alert ofc) Im just walking the streets and i see usually 1-2 korean patrol with smg, next corner, 10-15 resistance soldiers with rocket launchers, snipers, sometimes i wonder where is the guy with the radio who can call air&artillery support immediately if needed. (hard difficulty)
I dont feel at all this uprising feeling. More likely we are the ones who capture korean cities and slaughtering a bunch of defensless civilian with our unlimited resources.
And the endless enemy spawn is hilarious and not in a good way. Every dev realized this after the call of duty 1. If they wanted to force the player to a much more stealthy way, why dont they just remove most of the weapons and give as only shiv knifes, screwdrivers and other homemade weapons, mid game some pistol and bad smg-s and hunting rifles with an extremly limited ammo?
And the stealth is so bad and unpredictable. Sometimes they ignore me even if im close sometimes i throw a brick in front of me to the grass in somebodys garden and they start shooting me from 50-100m distance. They see across the walls and shooting it continuosly. (thank god its not cs go walls because this would increase the difficulty to super hexagon levels)
My only luck is that im not a stealthy man so i dont care too much with all the flaws, but still some missions require the sneaky way and its only based on luck.
And those who cant throw a brick (because its disappearing), if u hold the LMB right after u pick up and running like that this will prevent the brick from disappearing and u can throw it later safely without any problem.
In practice, u miss, enemies become alerted. Endless spawn rate start around u (no matter if they spot u or not) and start attacking u. :D
and what will happen if a sniper spot u? map alerted, no enemy spawn (why? he/she dont use radio?) u kill him/her, everything back to normal, sometimes 1-2 korean spwan because of the weapon sound. but if u dont shoot back, there wont be any enemy spawn at all! this is surrealistic :P
They're not really trying to force players to be stealthy. The game's core gameplay is designed around hit-and-run attacks, not stealth. Stealth is just a part of it. Stealth allows you to carry out the hit and run attacks better.
That's what the first mission tries to teach. You see the KPA, you get into position stealthily, blow them up, and then you run away before the air ship shows up.
If this was a Vietnam game where you played the Vietcong fighting the Americans, the bulk of the gameplay would be leaping out, shooting up the technologically superior Americans, throwing some grenades, and then running away before they start dropping napalm.
As a general rule, the AI only spawns endlessly if there's some sort of alert. If you immediately kill everyone in sight, there sort of "stage 1" alert will immediately stop.
That's why you can be spotted by an enemy, run towards them, stab them in the face, and then the first stage alert stops.
Game probably uses a group system just like Far Cry 1 and Crysis. In those games, enemies were given group numbers that marked them as part of a group. Alert one member, all other group members would immediately be alerted.
The snipers will likely be in a different group to other types of KPA. So snipers only alert other snipers when they see you.
Maybe the problem with Homefront: TR is that they're put Far Cry 1-style AI into a Far Cry 3-style game, and most people don't seem to remember how Far Cry 1 played.