Scout silencer should stop uncloaking when firing Basically as the title said, the reason you unhide when you fire is because the muzzle flash and firing noise make you more visible. With the silencer skill you shouldn't fully unhide. Possibly set the hide level to half so if fully hidden you only become half hidden. This would make the silencer skill much more useful, and it wouldn't be overpowered as an observant player would still see the bullet being fired. Pros: - Makes silencer more useful. - Allows sneaking scouts to take pot shots at passing enemies. - Synergies in skills are cool. - Allows scouts to disable vehicles without giving away his position too much. - Allows scouts to continue sniping when in range of a turret. Cons: - Programming obviously, may be hard to change one skill based on another. - May make snipers too hard to see (unless it halved or reduced the hide level when firing). - May encourage sniping more.
I think we have a lot of skills that should be expanded. This one is one of em. There's no reason, other than for the noobs to start screaming "WTF, I DIED BUT I DUNNO WO DUN IT." [I did it ]
How about that with every shot, you lose a bit invisibility (which is getting restored)... So after shooting a few rounds, you'd be fully visible nontheless, but shooting sparingly would keep you more or less invisible...
How about allowing the silencer to prevent unhide, but make the tracer bigger on the scout rifle. So snipers get a big "hit me" sign, but people stealthing with smg's aren't completely seen. an added bonus would be the de-powering of snipers, much like in Halo where you can see where they shot from.
Scouts would still be easier to see, just not fully visible. Also we all know that hiding doesn't protect a sniper after one shot, this wouldn't change much as after one shot they would probably be noticed anyway. It would allow people to fight back at the same time as sneaking past enemies without the fear that they will be ripped a new one by turrets. Currently if you are sneaking around and you see an enemy while not completely hidden (most of the time) you are completely fucked, but if you could fire back and kill single enemies (obviously not groups) it would make it more about skill than about random chance (or enemy stupidity) as to whether you can sneak past the front line.
Hmm i quite like the idea. though i would also love a silencer model after you´ve chosen the silencert skill but thats just a gimmic which will probably be implented later anyways .... (also silenced shot fire sounds.. =) )
You could water down the idea a bit and mabe make it so that with silencer you apper for less time. BUT it only applys to the scout rife
Completely silent weapons. The SMG is pretty much the only noisy thing scouts do anyway. (Aside from vehicles.) Would be useful for quiet takedowns at range and not being noticed by everyone and their mother in-base. Of course, if it didn't unhide you, that'd still be more useful just because of the protection from turrets.
You would be dying without kill notices or knowing where the shooter is. If that's not incredibly lame I don't know what is.
Just wondered.. This silent weapons skill, does it stack when you're inside a tank? So I can drive over people and they won't see what drove 'em over?
does anybody here know what silencers do? On top of lowering the noise given by the gun and reducing the velocity of the bullet, they dramatically lower flash. But why not just give the scout's SMG a silencer in the first place? I'm pretty sure that that would be easier than worrying about balancing the sniper rifle. Then you could give an ability which hides your kills and lowers your cloaking by a given percent for a certain amount or recoil? So sniper loses alot of hide and smg loses hide over time.
A scout shouldn't be able to shoot within range of a turret and stay hidden. if he's that close to a turret, he shouldn't be sniping from there. I think scouts should GAIN invisibility depending on how many scout skills they have. Say they have hide + 2 other scout skills, they should get those scout skills to work better because they have more of that type of skill. Same thing with other classes. The more intimately you know your class (shown by points), the more the skills should improve. Take the vehicle cooling for example. If you have 1 skill, vehicle cooling is at 7%, and 2 skills it's at 10%, at 3 skills, it's at 13% and at 4 skills it's at 15%. That's the type of thing I'd like to see from skills. Maybe even expand that to make the steps less but make more of them, and make them based upon rank.
Well, he'll still see and hear the tank. I've always wondered what would happen if you had Radar Stealth in the com vehicle.
I like the original Idea of simply increasing visibility by some amount, although I also agree that turrets should definitely still shoot scouts who choose to use their weapons in proximity. If turrets can't shoot scouts, than scouts would be over powered. Hide is the hands-down winner as far as scout skills go, so the only downside I see to relating the silencer to it is that it would make the other skills even that much more obsolete, since both of the first two skills would almost always be no-brainers on a majority of the maps.