We've been stealthbuffed?
Hostages that fight along side you can now see you despite stealth status, just like a team mate. Kidnappee's and other non-combatants still cannot see you, though.
Yup true, I noticed that also. Not all hostages tho. I was wondering about why some were following me, and some were not. But Castle has answered that for me.
Bout damn time. ...Anyone who tried to rescue "ThunderHead" knows this has a lot less to do with Stalkers and more to do with SteamyMist
Very nice change. I noticed this the other night when those 4 arachnos guys were still following me around even though my wife & I were both Hidden.
Thanks to the Devs responsible for this QoL fix.
Virtue: multiple characters.
CoH/V: Woot! Maybe Fun is to be had once again.
Ack! RUN! Regen is glowing mean & green!
If it reduces you, it's a nerf.
If it buffs the mobs, it's challenge.
They are not the same.
This is true... the kidnapped victims start randomly wandering and suggest "I need a little help here" verbally when you hide.
The Hostiges / Villains you are supposed to free from captors will actually attack and help when you are still hidden.
(Another side note, before you get your travel power like SJ, if the enemy is up on a rafter or storage shelf, remember to turn your hide off... I jumped up and down and up and down for a minute trying to get him to shoot me so he would jump down from his perch, only to go DUH! and turned hide off)
Suhhhhweeeeeeeet
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The Hostiges / Villains you are supposed to free from captors will actually attack and help when you are still hidden.
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To note: if you leave their auto-follow range, then come back while hidden, they can no longer see you; you have to turn off hide for them to start following you again.
This leads me to think that their AI locks on to you when you are unhidden, killing the mob spawn they are tied to.
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Hostages that fight along side you can now see you despite stealth status, just like a team mate. Kidnappee's and other non-combatants still cannot see you, though.
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Honestly whats the point? No other AT has to deal with losing 80% of their dmg potential while the NPC follows. I see absolutely no reason to have this fixed for one set of NPCs and not the other.
I'd like to hear a valid reason as to why this is Castle.
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Thanks to the Devs responsible for this QoL fix.
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Sorry, but being able to finish certain missions isn't a QoL fix, unless Q and L mean something entirely different than what I know it to be.
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I see absolutely no reason to have this fixed for one set of NPCs and not the other.
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One would assume it's because different code sets control "citizen" NPC AI as opposed to mob NPC AI.
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I see absolutely no reason to have this fixed for one set of NPCs and not the other.
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One would assume it's because different code sets control "citizen" NPC AI as opposed to mob NPC AI.
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Bingo. I don't believe that non-combatants will be changed to be able to see through stealth any time soon, if at all.
hostages not being able to follow you whilte stealthed is supposed to be intententional, although i can see certain builds (stalkers primary) think that's unfair.
who lives in a pineapple under the sea?
I think this is straight forward......if the invisible man came to lead you out of a burning building and never became visible; how would you know where to go?.....
Now a super powered being who helps the invisible man can sense where the invisible man is and doen't need to see him.
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I think this is straight forward......if the invisible man came to lead you out of a burning building and never became visable how would you know where to go.....
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Foot long claws in your back directing you?
I don't think it's unreasonable that if your teammates - or even your general allies (other villains in non Free-For-All zones) - can see you, then any NPCs affiliated with you would be able to see you in the same manner. I certainly appreciate the change to combat NPCs, of course.
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I see absolutely no reason to have this fixed for one set of NPCs and not the other.
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One would assume it's because different code sets control "citizen" NPC AI as opposed to mob NPC AI.
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Bingo. I don't believe that non-combatants will be changed to be able to see through stealth any time soon, if at all.
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Why?
Ok so you've established its different coding (which I could care less about) but then you state you don't see civilian NPCs changing, you must have a reason to make such a statement. Again Stalkers are the only ones that have to deal with losing our core abilities when followed by NPCs. Doesn't seem right IMO.
If they can't code around the NPC AI, I'd vote that all hostages be changed into pets.
Having to keep them alive while rescuing/kidnapping them would add a layer of difficulty and realism to these missions, as well as toss out the problems with following a stealthed target.
Honestly, when hostage missions where first announced for CoH, I think this is what many people had in mind. For me, at least, it was kind of disappointing to find out I was just walking some immortal NPC to the door.
And they wouldn't all bow when you get there
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Kidnappee's and other non-combatants still cannot see you, though.
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There still is another 'bug' associated with hostages imho (I bugged it in
a mission from Marshall Brass last night)
The base scenario:
It was the mission to rescue some workers... (None of these help with
the fights).
When I found the first one, and rescued him, he couldn't see me in
hide... This is the 'normal' behaviour...
Then, I unhid, and led him back to the mission point... He said
his "Thanks"
Then, I went back into Hide to look for the others... NOW, he could
follow me, and proceeded to do so for the remainder of the mission...
The second hostage did the same...
The third completed the mission.
However, since there were still mobs left for me to subdue, I found that
all 3 were tagging along wherever I went in a nice little hostage herd
Realistically, they should probably go static/passive once they reach the
rescue point (if they're not going to zone out when they do)
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
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I see absolutely no reason to have this fixed for one set of NPCs and not the other.
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One would assume it's because different code sets control "citizen" NPC AI as opposed to mob NPC AI.
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It actually makes perfect sense to me even without the technical reasons explanation.
1) the ones who are supposed to fight alongside you, you have to be able to fight alongside. You can't fight without Hide as a stalker, and the enemies are balanced assuming you have the assistance, so they had to fix them to see you and help even when you're Hidden. Not to mention the ones who give you stealth themselves with Shadowfall or Steamy Mist.
2) the hostages don't help you and don't need to fight alongside you. You are meant to clear to them and then lead them out. Sure you might get ambushed, but you can hide, kill the ambush, then uncloak and finish leading the hostage out. Much more reasonable.
It does not really make sense that you could keep hold of the hostage during a fight if your fighting style involves striking from shadows anyway. They'd give you away with a muffled warning or something to your enemies. Better to let them go then find them again after you clean up the ambush
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hostages not being able to follow you whilte stealthed is supposed to be intententional, although i can see certain builds (stalkers primary) think that's unfair.
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I pretty much only played a Stalker in Beta and constantly Bugged the fact that 'hostage' would blindly follow you and worse: follow you through the ambush and other NPCs who should have at least stopped the 'Hostage'. It made escort missions to easy for Stalkers. When they finally made it so that NPCs would cause the Hostage to stop and the Hostage to not follow you when Hidden, I was happy - it added more realism to the game.
I don't really see this as unfair at all: clear a path to the hostage from the exit and then, once you free the hostage, ambush the ambushers. You may have to catch the Hostage again - if it is a mission where there is a delay in the Ambush, but that is rare and they seem to stop when they reach another group of NPCs.
CatMan - some form on every server
Always here, there, and there again.
They really do need to fix this for kidnapped NPCs too. We're Stalkers, we hide, there's no reason for the mission to penalize us for not being another AT. It's bad enough that we're constantly forced to go on vault missions in which the enemies can see us through Hide, and we aren't even allowed to scamper out of there when we're done.
Ok, sure, maybe the kidnappee can't see us when we're hidden, but can't we at least pretend that we're dragging her along by the arm?
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They really do need to fix this for kidnapped NPCs too. We're Stalkers, we hide, there's no reason for the mission to penalize us for not being another AT. It's bad enough that we're constantly forced to go on vault missions in which the enemies can see us through Hide, and we aren't even allowed to scamper out of there when we're done.
Ok, sure, maybe the kidnappee can't see us when we're hidden, but can't we at least pretend that we're dragging her along by the arm?
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Stalkers already have it way to easy in many missions. They can survive having to clear a path to the door for the kidnap victim like everybody else.
Nogala
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There still is another 'bug' associated with hostages imho (I bugged it in
a mission from Marshall Brass last night)
The base scenario:
It was the mission to rescue some workers... (None of these help with
the fights).
When I found the first one, and rescued him, he couldn't see me in
hide... This is the 'normal' behaviour...
Then, I unhid, and led him back to the mission point... He said
his "Thanks"
Then, I went back into Hide to look for the others... NOW, he could
follow me, and proceeded to do so for the remainder of the mission...
The second hostage did the same...
The third completed the mission.
However, since there were still mobs left for me to subdue, I found that
all 3 were tagging along wherever I went in a nice little hostage herd
Realistically, they should probably go static/passive once they reach the
rescue point (if they're not going to zone out when they do)
Regards,
4
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That's a mission-specific bug. Happens to anybody running that mission. I suppose the hostages don't get the "stand here and quit following the player" command like they normally do, so they follow you around tirelessly.
Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball
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Stalkers already have it way to easy in many missions. They can survive having to clear a path to the door for the kidnap victim like everybody else.
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Yeah, except that it takes everybody else half as long to do it. Having to clear the path for a hostage with a Stalker is an agony that should be avoided at all costs.
Plus, of course, the ambush squads who you can't possibly clear in advance. Most missions I find it makes more sense to just bum-rush through the enemies un-hidden and just hope that the hostage keeps up.
I just played Kalindas mission where you got to save the arachnos goon squad and I noticed that they're actually following me even though I'm hidden. I was quite pleasantly suprised.
Can anyone confirm this with hostages?