# The Dash nerf is the final straw

**URL:** <https://forums.snapshotgames.com/t/the-dash-nerf-is-the-final-straw/9042>\
**Category:** Game Feedback\
**Created:** [January 20, 2020, 10:34am UTC](https://forums.snapshotgames.com/t/the-dash-nerf-is-the-final-straw/9042 "2020-01-20T10:34:28Z")\
**Posts on this page:** 1\
**Showing post:** 34

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**Author:** ![pantolomin](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/pantolomin/32/1398_2.png) [@pantolomin](https://forums.snapshotgames.com/u/pantolomin)\
**Post date:** [January 23, 2020, 6:57am UTC](https://forums.snapshotgames.com/t/the-dash-nerf-is-the-final-straw/9042/34 "2020-01-23T06:57:28Z")

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Unfortunately, I won’t have much time to read the code in the next 2 days. But I saw that “hearing” checks if the weapon “isSilent” to set the “located” state for an actor (if it is not silent).  
I guess that only crossbows are silent and, since I’m new to this stuff, I don’t know where to look into the assets for weapon stats and the “mods” (JJ’s) on Nexus don’t show it.

The way the game handles this is as follows (very simplified):  
Each faction has a list of actors along with their state (hidden, located, revealed). If you shoot a “non silent” weapon, you become “located”.  
What I saw is that this “located” state is not “reset” when moving (and dead Pandorans can still hear you). So once you shoot a “non silent” weapon, Chirons will always know where you are, even if you cross the map without anyone seeing you.

I suppose that they set the “located” status on the actor that shot (that’s why I would have to check the code) rather than a “virtual” actor that was just created to make a “ping” on the map but wouldn’t move.

Once I have time, I’ll try to get to the bottom of it and potentially make my second “mod” 😅: pp-realistic-hearing

(all this explains why the Chiron could know where I was in the Thread: [Please explain how Mortar Chiron work](https://forums.snapshotgames.com/t/please-explain-how-mortar-chiron-work/8950))

I’ll create a new Thread once I get to read all the code behind “hearing”.

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