NPC allies can't see through Hide?
I think in general whoever decided that if its on my side I'm invisible, but if it wants to shoot me in the face I might as well be the Rockerfeller Center Christmas Tree, well lets just say in my opinion they made an incorrect design decision of the first order.
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The Orb from First Ward has the same problem. I had to drop Hide to get it to notice my character was there when I entered the mission, and had to keep it off to get it to follow me. 'Not exactly a Good Thing when you're playing a Stalker.
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Yeah, it's as if someone misread the definition of "to stalk" as "walk a couple yards, stop till your friend catches up, repeat."
They can see through hide, but only at very, very short distances. On Twinshot's arc, some NPCs seem to be able to see a hidden character at a greater distance than others -- I guess dependent upon their perception rating(?).
I can put up with heat-seeking ambushes and blind hostage/escort NPCs. I just hope this is an oversight with the ally NPCs.
Going in and out of Hide would be less annoying if it didn't have such a (relatively) long recharge for a toggle. Why can I re-enter Hide in 8 seconds from suppression but it takes 20 if the toggle drops?
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I would love it if the devs made NPCs/hostages/allies as good (ha!) at following me around as my mastermind pets are. Those lovable buffoons never lose me, but if I rescue a hostage and get more than ten feet away I might as well not exist.
Interestingly, I find that "combat" NPCs have no issue seeing through hide/stealth whereas non-combat NPCs literally can't follow me as if I move far enough away to trigger their pathfinding it's also far enough away for me to become invisible to them.
It's a major pain when you're trying to lead someone out of a mission and being hit by ambushes when you rely on stealth to help you survive.
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Ditto...
They give you a 'negative stealth buff' - of some sort - IIRC it was originally meant to keep people from stealth-ing all the way thru missions.
The more recently updated NPC's like the one in 'Save the "Mystic"/fortune-teller from the CoT in Perez Park' = are reasonably competent.
But the hostages, and rescued NPCs/Allies in Newspaper/Scanner missions & Mayhem missions - are somewhat varied = "Echidna" is an example of a 'slightly improved' NPC...
She's a little less "dumber than a bag of rocks" - than previously, but she still Assassin Strike's cars/vans which then explode and if the 1st doesn't kill her the 2nd often will.
I do wish they'd give ALL of those hostage/escort/etc. NPC's - Sprint & Swift/Hurdle & a hefty Perception buff!
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Interestingly, I find that "combat" NPCs have no issue seeing through hide/stealth whereas non-combat NPCs literally can't follow me as if I move far enough away to trigger their pathfinding it's also far enough away for me to become invisible to them.
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I am guessing it is just an oversight.
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Non-combat NPCs for some reason are still beholden to the normal NPC perception rules, but since they are non-combat they can't be given powers or AI to see through stealth. Combat NPCs, however, can.
They tried to get around this with the Negative Stealth power that you'd get whenever you rescue an NPC, which would render you visible but at least still able to benefit from the eother effects of stealth powers, but it never worked properly and they had to axe it.
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I don't know how widespread this is, but I am noticing it on a new Stalker. In Twinshot's arcs there are missions where combat allies can't see my Stalker in Hide. This is pretty normal for hostage/escort NPCs who do not participate in combat, but usually any NPC that fights with you can see invis and follow you. Not so with these new arcs it seems.
For example, in "Recover Proton's Equipment" you meet up with Flambeaux. She's supposed to help out but having to drop Hide just to get her to follow me is worse than just leaving her behind.
Please tell me this is not working as intended.
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