Need Your option 1
As some of you known, or noticed over time, EVERY infantry in KW can detect stealth in 100 range
Which kind of kill the point of stealth detection, it make sense in one way but kill the point in others
I want your opinion in my new idea
I want to make one of the four:
1. To make only tier 2 and 3 infantries as stealth detection
2. To make only specific tier 2 and 3 infantries as stealth detection (for GDI Sniper team and zone trooper commando , Zocom Sniper team and zone raiders commando , ST none?, NOD Shadow team, commando, Marked of Kane Shadow team commando, BH commandos?, Scrin Ravagers, Shock troopers, master mind?, T97 Ravagers, Shock troopers, master mind?, R17 Ravagers, Shock troopers)
3. To not let infantries to detect stealth at all (ah?!)
4. to left it untouch
Simply commit and let me know what you think is best, if there's no commit then I will have to do what I think to be best until my beta will be released and people will Pay More Attention To My Mod
after beta testing it will ne more easier to change stuff with people commit
I think option 3 is the best
2.
Nod: Shadow Teams, Enlightened, Black Hand(Not tib troopers), Commandos
GDI: Snipers, Zone infantry, Commando
Scrin: Shock Troopers, Cultists, Mastermind, Prodigy
You could add engineers to that, they're typically considered minesweepers in C&C's legacy of mods.
Stealth vehicles should ALWAYS be revealed when running over infantry.
i am up for this idea
usually people use buzzers to detect stealth , wish is kinda anoying.
soo I say option 1 is better.
number 2 all the way. go like star craft 2 does it. but make stealth unstealth when firing of course
2nd
3rd... this makes pitbulls and so on more useful and gives them a more strategic aspect
Yea, the pitbulls and other tier 1 units were one of the reasons I thought about this idea, I personally used to more unfair stealth system from old games, but in KW EA made the stealth system more balanced, and too fair to the point it kind of half useable
Seeing all of these comments give me hard time to choose since I want to please everybody... but that kind of impossible xD
The whole point of Infantry "Detecting" Stealthed units goes back to C&C 1.
Units in the game could detect stealthed units if the stealthed unit came close enough to them. This makes sense, because they're not 100% invisible and not ghost-like when cloaked. They can still run over infantry while cloaked and disrupt pathing of infantry and vehicles when they get in their way. This mechanic is also present in Tiberian Sun and Red Alert 2, but I believe it is hard-coded like it is in C&C1 and RA1.
This is reinforced with C&C Renegade, where Stealth Tanks are still quite visible when stealthed, and can still stop you from moving, or run you over, if they are in your way.
So I think, if you want to stay true to the game, just decrease the radius they detect stealthed units.
Also, this appears to be accidentally associated with the Anime Group?
You right about what you said Templarfreak,
In old C&C games things were like that and also were way less balances,
However when TW and KW came out EA'S Command and conquer dev team took Online experience into account and changed the system we knew to different yet more balance system, Things like stealth and mind control that we knew in old school TS and RA2 became balanced in order for them to feel more fair in online matches unlike what we used to in the campaign
And since the old school system no longer in the game I thought that it won't be too bad to break another C&C traditional or two in order to make the game more fair and fun
as for the anime group, I half otaku and half gamers, mecha fans or army's otakus most like take interest in KW and game of this sort ; )
Yeah, but if you make only certain units detect Cloaked units like in StarCraft, with how much stealth is in C&C3 that can end up being horribly abuseable.
It certainly can end up this way, but many felt that the stealth in C&C3 didn't was deep, people tend to skip stealth detector units since they know that almost every little thing there detect stealth (include the stealth units which reveal themselves in most situations), that ruin the element of surprise and strategy and people end up ignore the stealth system itself, why they still build stealth tank you may ask? because it have good missile launcher rather then being stealth.
Mines, clocking field, and other supportive power also lose big part of their strategic aspect when most players can easily detect them without really trying,
Again you most likely right but I think that the stealth system in C&C3 was way too fair to the point of being nearly pointless, But worry not, I follow people comments and when I release the patch I will take their (and your ofc) replies into account, I can always change it back to the way it was, but it will be wise to openly test it first and see what the players think about it After they test it for themselves