KageSama19 Posted November 23, 2015 Share Posted November 23, 2015 So, I didn't see anything specific for a stealth mod request. I saw people complaining about the stealthb but with no real solution. While yes I am bitching, I think these 3 points would be a step in the right direction to making stealth builds viable early game. 1. Change [Caution] alert to only those that witnessed a stealth kill. Not people that are 3 rooms away from a silenced kill. 2.Remove shared alert unless the above condition is met. Now say I see a guy walking and shoot him and his buddy around the corner that I didn't see watched his buddies head explode, I expect him to go on alert. If there are two guys in a specific spot and I shoot them both, I can understand the 2nd guy going on alert but not the whole f*#@ing complex. The only exception I believe would be reasonable is synths since the potentially could communicate wirelessly. 3. Add search paterns and remove clairvoyance. Say I shoot someone with a silenced sniper and I didnt see that his 10 friends in the cortyard were in line of sight of him and all go on alert. They don't go into search pattern or anything. They all instantly know exactly where you are. Run straight to you without a second thought. Shot directly at you even though you are only on [Caution] alert. They need to search the area and if one spots you, and puts you into [Danger] alert, then the others start to join based on viscinity over time. The game is fun, but they made stealth a real handicap. You are better of doing a run and gun build as it stands. Link to comment Share on other sites More sharing options...
DeMocha Posted November 23, 2015 Share Posted November 23, 2015 The 'stealth'/security has always been a nuisance in the gamebryo games due to the way its implemented. EG. Oblivion, imperial guards, kill one and any others within a certain radius will immediately turn hostile, even if weapon is one hit kill and done while stealthed at long range. Or kill a single solitary guard while stealthed, undetected and with single attack and yet still summon every guard from other buildings, despite the building your in being made of stone and wood with shut doors with no conceivable way of silent death being heard. I think thats what happens still in FO4, though at least it might, if lucky, go to cautious. In the fallout games it hasn't been such a glaring issue due to style of combat and lack of large towns full of police/militia. Link to comment Share on other sites More sharing options...
Recommended Posts