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Also about the noise, running making a lot of noise, crouch walking make less noise (crouch walk with sneaking suit make no noise), crawling make no noise.
Just watch your head, the lower it is the higher your camo index, while standing you have like no camo, and when you are sprinting you get negative camo index, so enemy can spot you from pretty far away.
https://www.youtube.com/watch?v=9Xkm0-vKCyQ
10 attemps later
Thats it everyone dies!
Supressed Sniper Rifle, Headshots, Headless husks cant see me
I play both way depending on my mood, I enjoyed going loud more often compare with perfect-stealth-nokill, at this time I have around 30,000 kills in record, by playing this game both non-lethal and lethal way allow players to experience and fully utilized every single type of weapons this game offers.
First, vision areas. Consider enemies on "guard duty" having a 100º view angle the way they're facing. Enemies on alert status increase that to about 120º and have sharpened senses, Enemies on "Search mode" (already spotted, but hidden) increase that to 150º and tend to "wave" their heads much more, checking their sides and behind them. Enemies on "combat status" will have a 180º vision area and very sharpened senses (wo't be able to sneak past them.
Second, dedetection ranges. Essentially, enemies can spot you at about 60m away when standing, 40m away when crouching, and 20m away when prone. At night, those values are lowered. Moving faster increases chances to be spotted while standing still lowers them. There's also a "total face down" position you can achieve from standing still and prone (a button will appear) that lowers chances even more. Finally, several fatigues help you by lowering detection ranges if you're in the correct environment. Infiltration camo makes you harder to spot at night. Balloon fulton has 45m spot range, while WH fulton is slightly lower.
Third, Noise values. In normal fatigues, enemies will hear you from about 30m away when sprinting, 20m when running and 7m when moving at full speed while crouched (you won't be able to sneak behind enemis at full speed while crouching in fatigues). If wearing infiltration camo, you won't make sounds while crouched (even at full speed), and other movement sounds are also diminished. Fultons seem to have a 30m noise range, no matter their type. Bionic Sonar seems to have a 20-25 noise range.
Fourth, Distraction noises. "knuckle sound" makes enemies somewhat suspicious in a 14m radius (not full alert, they'll usually check the sound in "guard duty" mode, unless sound is repeated). Clip throwing sound has the same noise range of the knuckle; DD's bark alerts enemies on a 58m radius.
Fifth, stun durations. First thing to know is that as long as you are carrying an enemy or keep it on a vehicle, that enemy will stay unconscious no matter the stun method. Second, depending on the enemy rank and skills, stun durations get shorter. Grapple throws stun normal enemies for 45s or so, and armored ones for about 15s. Tranq darts or gas grenades makes enemies sleep for about 5m. Choking lasts for 8m or so whikle a CQC puch combo lasts for 10m or so. finally, the "Get down" command (from interrogation pose, or by pointing enemy with a gun while laying on the ground) works indefinitely unless that enemy is discovered or a combat alert is issued.
_ _ _ _
some quick infiltration ideas
1-. Initially you'll be wearing fatigues until you are able develop the camo, so your main problem will actually be noise and not vision.
2-. Early on you will "miss" lots of soldiers moving around or inside buildings. Until you have access to D-D, abuse sonar as long as you're in a safe spot to give you an idea of enemy
locations. Take your time tagging as many as possible.
3-. Once you have access to infiltration camo think of always starting missions or infiltrating at night, you can deal with enemies much faster and easier since you can move at full speed while crouched.
4-. Your intel team will place enemy movement areas in the map. If there's a red circle in the map, that means there's an untagged enemy somewhere in that area.
5-. Once you have access to D-D, bring him with you. D-D's temporary tags are extremely powerful, but think of making them permanent before closing in unless you feel confident or plan to clear the location. D-D sniffing can tag enemies inside buildings. At max affinity, sniff range is about 150m while standing still (the faster you move the smaller the range and the more it takes for D-D to tag new targets inside it).
6-. Quiet can help a lot on scouting areas, as long as you remember to send her beforehand while you're traveling. While she'll ciercle the destinatin tagging most enemies, she can't spot enemies inside buildings, only will tag enemies if she has clear vision. Think of relocating her to several sniping spots after she finished scanning and starts humming, since she might have missed some enemies initially.
7-. Finally, once you can develop scout head for D-W (not interceptor, that's for specific missions), placing him on a high area near your destination will allow him to tag most enemies in a 200m range. Can even scan inside buildings and tags are permanent. It's very powerful but bringing DW is costly in terms of GMP, so you probably won't use him much until later.
- Sprinting will be heard starting at 15 meters, not 30.
- Jogging (Normal run speed) starting 10 meters.
- Max Crouch speed starting at 5 meters.
Additionally, should you dive, the impact made when hitting the ground will be heard from 10 meters or closer.
Because M+K won't let you modify your crouch speed gradually, you have to choose between full speed or snail pace, it's easier to approach guards always when prone from behind, as they will never hear you when crawling. Best method tends to straight up just roll sidewise up to them, as it's the faster silent tech to get guards in a hold.
Alternative, you can just crouch walk to them at max speed then once reaching the 5m mark, dive to knock them on the floor and aim at them to have them surrender. Bare in mind this makes noise, and guards may see the guy flying to the floor and get suspicious.
the way stealth actually works in this game is that the AI always know where you are so move like some one horny is already watching you
Anyways, for people viewing this now, heres a good spreadsheet listing spotting and hearing ranges
https://docs.google.com/spreadsheets/d/1mHnCQImDPxPxyPsbnL_JVbwvnCOzBZDBuhT6cOumKSs/edit?gid=804279037#gid=804279037
Rule of thumb is that majority of noises you make are at most 15m range, with the exception of unsilenced gunshots and fultons.
Not listed is Fulton hearing range, which is 30m.
If enemies are looking in the direction of the Fulton, I believe daytime sightline is around 60m, and probably around 40m at night.
Important and very strange note:
Vehicle Fultons are silent.