Did they nerf cloaking device in I8 too?


Archenas

 

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yea, I ran a safe-guard with superspeed on and all mobs could see me like it wasn't running

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Were they mobs that shoulted something like Longbow do in villian mayhems? That indicates its an ambush and they know where you are. Are the standard group standing around not doing any thing attacking you as you walk up to them? I haven't had the chance to do hero missions yet, but I assume every so often your going to get Resisted Arrest!....0:30 Seconds! type messages which do occur at random intervals I think. You don't have to kill anything, when I have reached certain distances with my stalker it would trigger the mission or it was a certain time persoid.

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I concur when I did my safegaurd missions with Superspeed I wasn't even close to the malta and they would turn away from blowing up boxes and such to fire on me from a long distance. This definetly is not the perception that malta in regular missions or even on the street have. I tested it by running through (within 10ft) of some on the street and they didn't even look at me. But in the safegaurd missions they see me and shoot even if I run past at up to 60ft. I wonder if it's a stealth bug in safegaurd missions? or maybe working as intended to make it difficult to complete,all I can say is thank goodness for status protection, I wouldn't try that with my blaster


 

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yea, I ran a safe-guard with superspeed on and all mobs could see me like it wasn't running

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Were they mobs that shoulted something like Longbow do in villian mayhems? That indicates its an ambush and they know where you are.

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All mobs 'on the streets' but not indoors.


 

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The only powers i have active when I noticed was CD and fly. I was zipping through PI as I usually do. That's it for stacking.

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Ah... sounds like sniper fire then.


 

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I concur when I did my safegaurd missions with Superspeed I wasn't even close to the malta and they would turn away from blowing up boxes and such to fire on me from a long distance. This definetly is not the perception that malta in regular missions or even on the street have. I tested it by running through (within 10ft) of some on the street and they didn't even look at me. But in the safegaurd missions they see me and shoot even if I run past at up to 60ft. I wonder if it's a stealth bug in safegaurd missions? or maybe working as intended to make it difficult to complete,all I can say is thank goodness for status protection, I wouldn't try that with my blaster

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I can verify this, too. Last night doing the Skyway safeguard mission, Trolls would start firing on me from 60+ feet away, even though I had superspeed going. They were NOT ambush mobs, just street loitering mobs. I couldn't go anywhere without being fired on by Trolls (the ambushers in Skyway are Lost, not Trolls). Stealth just did no good at all.

Safeguard missions have issues with stealth.

As for the original poster, you discovered that the Warburg scientists are the only hostages that can follow you while stealthed. All other hostages can't, and never have. NPCs that fight with you aren't considered hostages, and they will follow you while stealthed, but the Warburg scientists are the only non-combat NPCs that will follow you while stealthed.


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I concur when I did my safegaurd missions with Superspeed I wasn't even close to the malta and they would turn away from blowing up boxes and such to fire on me from a long distance. This definetly is not the perception that malta in regular missions or even on the street have. I tested it by running through (within 10ft) of some on the street and they didn't even look at me. But in the safegaurd missions they see me and shoot even if I run past at up to 60ft. I wonder if it's a stealth bug in safegaurd missions? or maybe working as intended to make it difficult to complete,all I can say is thank goodness for status protection, I wouldn't try that with my blaster

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I can verify this, too. Last night doing the Skyway safeguard mission, Trolls would start firing on me from 60+ feet away, even though I had superspeed going. They were NOT ambush mobs, just street loitering mobs. I couldn't go anywhere without being fired on by Trolls (the ambushers in Skyway are Lost, not Trolls). Stealth just did no good at all.

Safeguard missions have issues with stealth.

As for the original poster, you discovered that the Warburg scientists are the only hostages that can follow you while stealthed. All other hostages can't, and never have. NPCs that fight with you aren't considered hostages, and they will follow you while stealthed, but the Warburg scientists are the only non-combat NPCs that will follow you while stealthed.

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Hostages that fight along side you once you rescue them also follow you regardless of stealth. Villain from Jail in Mayhems, General Z from the skyraider arc in the mid 20s, etc.


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What I *think* is happening is that the Devs adjusted mob A.I. in Safeguard missions so that, once aggroed, they would attack the player, and not continue wrecking things. This seems to have had a nasty-side effect, which effetively makes stealth powers useless outside of side missions. When you get into a certain range of a group on the street, they automatically turn to aggro on you, even if you were trying to stealth past (say, to get to the bank on time). If you get out of range, they lose aggro on you, but then start attacking their surroundings. This probably isn't quite what the Devs intended.


 

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Once again, to clarify, this was NOT sniper fire. That has always happened. These were conventional 'mobs on the street'. Sniper fire does not explode when it hits you (IE some Nemesis attacks) and a Sapper's attack is quite recognizable. I've also had holds thrown at me that knock me out of the air. Sniper's don't do that.
While this could be paranoia, as one poster suggested, there is a difference from pre-I8, so I doubt it. Before I could fly quite close to mobs on the street and they wouldn't be the wiser. So something changed.


 

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Sniper fire does not explode when it hits you (IE some Nemesis attacks) and a Sapper's attack is quite recognizable. I've also had holds thrown at me that knock me out of the air. Sniper's don't do that.


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HUH! I guess I have been hit by a different type of Nemie sniper then, because I have had their attacks explode at me. Also I have been held by them too by their stupid gas attack. If you were flying and got hit by something like that, as you fall you will be falling out of the FX of that attack so you wouldn't see a visual clue to what type of attack mezzed.


I am taking my sig to MWO and MWT. Let them wonder what it means.

 

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Would'nt that be "did they nerf cloaking gadgets?"

*runs*


 

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The only sniper attacks I've seen in my Hero's career is a beam that shoots straight out at me, and while I go reeling, I do not get knocked from the air. However, I do have some of my graphics set to lower settings, so it's possible I am missing some FXs.
But I know this is not sniper fire, as I can see mobs on the street shooting at me, not an individual sniper.


 

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My gadget cloaking device kinda sucks now. People I rescue no longer follow me while cloaked, I don't really have a major issue with that, that makes sense.

BUT, it seems like everyone can see me now! I will be flying along and everyone is shooting at me or otherwise attacking me. This wasn't happening before. Anyone else notice this with cloaking device

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I willing to bet you noticed this in a safeguard mission. Drawing upon some pool of wisdom beyond my understanding the devs have given all the mobs types in safeguard missions ludicriously high +perception.

I can only assume this was a further design step taken to ensure that safeguards mission were absolutly the most unfun and painful experince possible. Persumably to ensure that players avoid these missions like the plague. Possibly to create a quasi-time sink in constantly running police scanner missions since technically every 5 missions you have to run to your contact tell him no you don't want the safeguard mission before you continue on.

Just another one of the those additions that seem mainly intended to grind peoples gears. Not entire sure of the throught process on that one. Obviously my advice is to simple avoid safeguard missions as much as possible and you should be fine. At least until all malta get a +perception boost so the sappers can alpha strike at range. Since that would be extraordinarly unfun that "challenging AI enhancement" is most likely in developement. Somewhere along the line some one got their wires crossed and figured that fustration = challenge.


 

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I was running a Safeguard mission last night with my Dark Defender who had Superspeed + Shadowfall. It didn't seem to help against the Malta, they were tossing grenades and sapping me from long range. In fact I survived a lot of them because the grenades spent so long in the air that I was well outside of their (admittedly huge) aggro range by the time it got to me. I think it's just an issue with Safeguard missions.

Interestingly enough the Carnies didn't seem to be spotting me thorough my stealth, so maybe it only affects regular street mobs, not "causing mayhem!" mobs?


 

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Nem snipers fire explosive gas rounds.


 

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This thread is getting off track. There are no snipers in the PI safeguard mission - I've cleared the map. I've only done a couple of lower level safeguards, but they had no snipers either.

The point is that in safeguard missions, the ordinary street mobs (not mobs in side missions, not the groups with keys) have increased perception, or bugged AI, or something.

Logically, there is something different about those mobs. Notice that they can and do attack destructible objects within their aggro radius, but they don't do it until they get "woken up". Maybe that non-standard AI scripting is causing them to "wake up" when a player comes near regardless of stealth so they will start smashing things, but then they aggro on a player because the stealth check has been bypassed.


 

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It's not getting off track. The OP's talking about tooling thru PI and now getting shot for his trouble. I suspect he's just been lucky up until now.


 

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It seems so, Im a Nrg/Dev Blaster and I used it when rescuing people in Warburg, and yes it seems as they HAVE nerfed CD, because the scientists nolonger follow me while i use CD. Also the Arachno mutants who usually didnt notice me unless i got to close, now see me as if i dont have it. So yes it seems Cloak has been fowled up with. Along with AT now being made immune to TP. I dont know how much more nerfing /devs can take but Im sure the devs will find a way.

So much so, ive had to respec my epic for nrg mastery to use the force field to improve my cloak to some reasonable level.


 

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Try the same exact thing with Stealth instead, the results should be identical. Why? Because the power hasn't been changed.


 

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On my Stalker, using Stealth doesn't let NPCs follow me either. Just for the backup info.

-Arch

[EDIT] w00t! Second time I've posted after _Castle_!


This game needs Guitar Blast.

 

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Hide, not Stealth. Well... unless you're taking Stealth on your Stalker. CD hasn't changed, as has been stated repeatedly now. Perhaps it's an AI thing. Not saying that the AI's changed, mind you. It might have or maybe the AI's reacting the way it's supposed to. Whether it did before or not's another question. I mean, it makes sense. You go all see-thru, folks shouldn't... well... be able to see you.


 

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My guess is that changes in the mob AI in Safeguard missions now cause them to "suffer" from the same behavior that ambushes have for a long time. They are told they should attack nearby heroes instead of the destructable objects, and this gives them omnicient awareness of the character's location. It's probably not +perception, but "AI fiat".

Consider it similar to the way mobs in the same spawn would come for you when you attacked their buddies, even before stealth powers ever had any suppression. The mobs didn't "see" you. They just suddenly psychically knew where you were.


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The hostages and the ambushers are two different things IMO. If one can't see you whilst Cloaked or Stealthed or Hidden ow whatever, neither should the other.


 

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I'm not sure if this is related but certain mobs seem to have had their perception range increased. I've noticed that they aggro at greater distances. I noticed on Freakshow last night and will try to see if any other groups do as well. If the range was changed this may be affecting stealth since it and powers like it work based on distance.


 

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This could very well be the case.


 

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The original poster sounds like they're suffering from PIP or Post Issue Paranoia.

You always get those people that post, "Oh no! What happened to [Insert ability]. The devs nerfed it without putting it on the patch notes!" right after a new issue/patch comes out.

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That is because the devs always (not-maliciously) miss something that should have gone in the patch notes.


"I'm not scared of anyone or anything Angie. Isn't that the way life should be?"
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That is because the devs always (not-maliciously) miss something that should have gone in the patch notes.

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True *cough* Trip Mines *cough*, but new issues do tend to bring along a bit of jumpiness. Or in this case (?) some misplaced blame. Instead of seeing an AI change (if there was one) folks see a change to Cloaking Device.