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being invisible is one thing, making sound is another
neither stealth boy or armor affect sound
but what does it do then, you ask ? :p
it directly affects the way enemie ai perceives you
for one you'll get closer without going into danger immediatly but getting to close still makes them hear you, they just can't visually confirm on you so opt for cautious until more sound is made "triangulating" you
this is a lore friendly way of saying
if player get within range x of target - then taget activates on playercoordinates x;y;z
( intelligence my ass :p )
with "range x" being bigger or smaller depending on the stealth value ( influenced by sneak skill and stealthboy / armor )( more sneak or stealthboy obviously making the triggerrange smaller )
that's it's primary
it' s secondary is a cooldown
whenver an enemie is activated by you entering it's "awareness range" they go either hostile and direclty get send to playercoordinates or they go cautious
cautions means they still know exaclty where you are ( since the engine knows this at all times ) but in stead of taking a direct line they do some pathfinding in a general area until they either confrim you ( visually or by extar sound ) or they give up after a while and go back to "hidden"
with stealthboy's / armor if you stay still while in "cautious" their cooldown is far shorter then when you would be visible - aka - they forget about you faster an go back to preprogrammed walking as if you aren't there
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whenever you initiate attack on a target within the "awareness range" of another you WILL break hidden ( going into cautious or danger depending on the influending factors been mentioned above )
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other then that, stealth boy or armor does the exact same
with the armor being a permanent state when crouched and the stealthboy being a temporal element
making armor the obvous better one :)
to compensate, you can't get the stealth armor from the start and you NEED the dlc to even get it in the first place ( i think :p )
it does exaclty what it's supposed to do
if you feel it doesn't then you have the wrong idea of how stealth works :)
again, ai in games is generally a lie
it's mainly just the engine giving your coordinates to enemie entities for some made up reasoning :p
- like alien isolation ... where the alien "hunts" you based on "intelligence"...... suuuurrreee :p
they made some sensical coding but in the end it's just you in an empty space with the enigine drawing the alien every once in a while to add some scarefactor :p
as if they are going to have a separate computer controlled entity running around in areas that aren't drawn ( if possbile not even loaded ) " hunting" you :p
- like farcry 2 where every enemie in a raduis instantly zones in on you after you shot a guy with a sniper "because they triangulated the bullettrajectory ??? bs :p"
cheapness is cheap ^^
Thank you for the informative post. My problem may have been that I was sneaking around Enclave soldiers, who are much later level enemies. It seems to work well on Raiders and Super Mutants after some experimentation, so thank you again.
would become rather boring otherwise, so it's safe to assume they also upped the triggerranges and such
if you were to mod this into ttw and then mod project envada into it
that redesigns sound as a whole making sneaking even more annoying :p