I`m playing first time with Synedrion.
How does the Infiltrator work?
At the beginning of a round he is cloaked. When I run past enemy units, he isn`t anymore.
What keeps him cloaked?
I`m playing first time with Synedrion.
How does the Infiltrator work?
At the beginning of a round he is cloaked. When I run past enemy units, he isn`t anymore.
What keeps him cloaked?
Infiltrator
Edit : Thereâs another not been written there, if you shot using crossbow it wonât reveal your position. And thereâs some bug *maybe - once infiltrator being revealed, in my case I canât turn back invisible even if I off from enemy LoS and sometime decloacked automatically once out of enemy LoS. Cmiiw.
But what keeps invisibility and what removes it?
The infiltrator has a bonus 25% stealth when not ârevealedâ. His armor (styx) give him an additional 50%. If you use the âThiefâ perk itâs an additional 25% and you enter an OP hole (100% stealth) that will get nerfed with next patch.
Stealth affects enemies perception stat. If your infiltrator has 75% stealth, that means that the enemyâs perception is now only 25% of its normal value.
Most of the enemies have 20 perception, so your infiltrator can safely move 6 tiles away from them without triggering over-watch or return fire.
But once itâs the enemyâs turn, they can move closer and ârevealâ you. In which case you even lose your 25% bonus. Down to 50%, it becomes more difficult to become âhiddenâ again.
Thatâs where âvanishâ enters play. It adds â200%â stealth for the turn and sets you âhiddenâ (you regain your 25% bonus stealth).
A level 7 infiltrator has an attack that deals double damage if not ârevealedâ. You can use shotgun if you like, shooting at 6 tiles away from target for 10x(80-armor) damage ⌠which is a lot. Or Deimos for more precision and from farther for 6x(60-armor) damage. Add perks like ârecklessâ to the mix and you deal insane amounts of damage.
There is an other mechanic in play though, that is âhearingâ. Every time you open/close a door, break a window, shoot, âŚ, move within 5 tiles of an enemy, the enemy âlocatesâ you (you appear as a âpingâ on the ground). They know where you are, even if they canât see you.
Chirons will bombard you, worms will explode, Scylla with mist thrower will throw mist on you, revealing you to everybody, enemies will come close to you and reveal you. Strangely Arthrons wonât grenade you.
Itâs unfortunate that crossbows are not âsilentâ weapons, it would be the only reason to use them rather than ARs.
The âdecoyâ is a nice tool to keep the enemy busy (and it saved my team one day).
I havenât tested spider drones that much. The only ones I threw got killed before they could do something. I clearly donât know how to use them properly (maybe someone will care to share how to make them worth it).
Surpise attack coupled with double damage is kind of a guaranteed daze on your target (if you havenât killed it). But you have to get behind the target which is easier said than done.
Oh wait, so the crossbow is not silent weapon?! ahh I guess thatâs answer my doubt about it, because once I shot the enemy they just tried to reach/search my position even my infiltrator are still invisible.
Unless they change it in a future patch, I debugged some weapons and found none to be âsilentâ (including crossbows). So you still get âlocatedâ ⌠why would you use crossbows then and not a big hitter.
By the way, I just made a Canny on it: https://phoenixpoint.canny.io/feedback/p/there-is-no-value-in-crossbows
I start beginning to understand.
So stealth is relevant for return-fire and overwatch shots.
Does it make me invisible/hidden too for the enemy?
How big is the range I can move and remain undetected/unhidden by the enemy? Is there a fix value?
Or is it the Stealth-Value?
What determines, if I am âhiddenâ or not?
@pantolomin I see. Thanks for the info.
Splinter Cell wannabe here, satisfaction of stealth kill is so âŚI feel infiltrator are fit better with silent play style. He need more variety of silent weapons or explosive, such as dual wield melee or silent handguns, grapple/hook, claymore, bobytrap or sticky bomb. Ahhh yesâŚsticky nade
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There are 3 states in the game:
Perception is the distance (in tiles) at which you ârevealâ an enemy. Arthrons have 20, Scylla has 35, our soldiers have 35, ⌠you can see the value if you check each unitâs âinfoâ panel.
Some armors and perks modify perception, like the âdouble perceptionâ head for tritons. I currently have a soldier with 59 perception (he can basically see the whole map).
Stealth on the other hand influences the enemyâs perception. It makes it smaller (positive stealth) or bigger (negative stealth).
If your soldier uses the Anvil-2 heavy armor (-50% stealth), an Arthron with perception 20 will ârevealâ him at a distance of 30 tiles.
If your infiltrator is wearing the Styx infiltrator armor (+75% stealth), the same Arthron with perception 20 will ârevealâ him at a distance of 5 tiles.
An enemy canât shoot at you if you are not ârevealedâ. So as long as your infiltrator remains far enough from enemies, they wonât return fire when you shoot at them (although they now âlocatedâ you) and overwatch wonât trigger because they donât see you.
I do shoot at tritons when they are âlocatedâ and not ârevealedâ, but the AI doesnât do it against your soldiers.
So now, when you play, you have to do some math.
Whatâs the distance in tiles that I can get without getting revealed ?
distance = "enemy perception" x (1 - "soldier stealth" / 100)
You canât know for sure if you are âhiddenâ, âlocatedâ or ârevealedâ. Except for infiltrators, if you see that their bonus 25% stealth has disappeared, you are ârevealedâ.
Oh, and I guess there is still the bug that dead enemies hear you so you are located if within 5 tiles of a dead enemy (mist sentinels for instance).
So the blue symbol in the upper middle position of the Infiltrator means, that he is hidden oder located, right?
My opinion: Stealth only has 2 settings. Over_powerful or useless. If you have 100% stealth you can do all kinds of crazy things like run in unload a shotgun and then just stand there knowing your safe from being seen by their buddies. If you have the ânormalâ 75% stealth what is the probability that a Triton will randomly choose your direction to run during their turn⌠every freekin time. As soon as the Triton sees you so does all the other enemy units and your in for a world of hurt.
I get that 100% stealth has to be nurfed but in doing so I hope they can make 75% stealth suck less. My suggestions:
Or using silenced weapons. Presuming that ever works correctly.
I never use 100% stealth, but sometimes I go for 85% stealth (with the leg mutation). Regardless, both 75% and 85% are viable, provided you use them right. As most players, I didnât at first, and it felt like they were very squashy.
The problem is sending them too far ahead, leaving them there and trusting on their stealth to survive the enemyâs turn. They are second line troops, they should generally end their turn behind the tanks. There are of course variations and different play styles, but like always with stealth until you master it, you should get too close to the client (as Leon teaches Matilda⌠)
Just in case, I added a mod on Nexus to change a few things around infiltration.
Compatible with ModLoader 0.2 only. Next version of ModLoader should be backwards compatible with ModLoader 0.1.
By the way, doing this mod and testing it enabled me to see that there is no âdead enemy hear your soldiersâ bug. The code was there for ârevealâ so I assumed it was missing for âlocatedâ. But apparently the âfromActorâ is never dead in this part of the code so the code in ârevealâ is not needed.
When you are ârevealedâ, to get back to âhiddenâ state, you have to move out of line of sight of the enemy at the end of your turn and hope that no enemy will gain line of sight on your soldier during the enemy turn.
The âlocatedâ status is simply reset at the beginning of the turn.
I use Infitrators all the time as heavy hitting units with the poison crossbow. With the level 7 perk it deals insane damage. 100% stealth is overpowered, but even without it, at level 7, infiltrators are a beast.
One thing I wonder is whether the âDeploy Decoyâ actually works after a certain point in the game. As in, whether or not enemies will fall for it.
On my last play of the game, I went into a mission with 2 infiltrators, and had them using that a fair bit. Majority of the time, the enemies completely ignored it and went for my actual agents, unless the decoy was the only target in their sight range.