Actual state of the stalker cloak.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by LluisXim, Aug 29, 2025.

  1. LluisXim

    I am not playing the game. The most funny class for play for me,is the stalker cloak. I play the medic class for support since i play on a handheld and i do not get much kills.

    I like to kill with the stalker cloak when is a matter of kill infantry,but since i am not playing the game due to cheaters,i want to give another try if there are no cheaters around.

    How is the state of the stalker cloak after infiltrator rework?

    Ty.
  2. wttr



    watch the end to see.


    low pop fights will be harder and will have to engage faster as their is noise emitted off cloaks now.

    i suspect some sweats have figured out some sort of audio cheat to muffle out other things other than footsteps because even in large fights they somehow hear the footsteps and instantly turn around even with so many guns going off outside as well as vehicles etc.
  3. Name55

    Dont think infil deserves any nerfs. Glint is already enough.

    SMG decloak is already suicidal respawn simulator.

    Stalker is already trackable by spitfire in spawnroom.

    Visibility... this absolutely cant happen without removing close range infils. Hope its a joke

    All the tweaks cloaker needed - is robots visibility, implementing drone and nerfing obelisk.
  4. Effect


    I do, glint is really not that necessary.

    Skill issue.

    Spitfires don't track through cloak on the current live patch.

    Close range infils will still be fine, you just have to be more aggressive.

    Doesn't address overtuned snipers/scouts, be instakilled out of cloak, and recon's spammability.
    • Up x 1
  5. wttr


    - glint is a visual que window for you to duck out of the shot or turn around to hide your head and a good fix for facing good bolters.

    - theres nothing wrong with scout rifles. nerfing scout rifles will just dumb down the game more allowing heavy assaullts with less counters. theres a reason why wrel never nerfed it with all the complaints, most people dont take into account the time between running from one building to another and general base design. only areas where scout rifles can be annoying are open field fights or large overpop fights. nerfing its damage and making it have bad COF will be like weilding the NSO recall pistol. good luck with that one.

    if anything remove all the CQC scopes.
  6. karlooo

    I am seeing advertisements announcing Infiltrator phase 2, like as if the first phase was a success!
    I am reading the patch notes.... Glint, what's this for? I don't get it.
    Like is it a countermeasure against zergs, that lock down a spawn room and you have infiltrators trying to spawn camp from unusual angles on a hill? First of all, what about vehicles, the HESH tanks, doing the exact same thing, while being bullet proof and infantry launchers dealing insignificant damage?
    Do the devs really think that I am going to get together with a second player to setup a kamikaze drone, that's 99% likely to fail? When the spawn room is locked down, it will get shot out of the sky because all guns are on spawnroom lol. And the developers have never mastered C4 kamikaze techniques, to know that all the vehicles have to do is move. The Magrider will engage turbo and it'll be immune to the C4 Blast, to understand why and what angle of attack is necessary on a mobile target it needs a lot of practice and understanding, but nevertheless the drone will get shot out of the sky. Kamikaze weapons need to be unexpected, either a Mosquito travelling at 200 KPH or a cloaked Flash... The drone will not work here.

    What's glint supposed to counter? Bolt action sniper rifles that need to stay scoped?
    What about the fully auto sniper rifles, equivalent to laser accurate assault rifles, like the 99SV variants and some other automatic rifles? They have no recoil. You can click mouse 1 as fast as you can, the aim will always return to square one. 99SV outputs DPS of MSW-R, with laser pinpoint accuracy, and no breathing mechanics.
    I see nothing of this talked about in patch notes.

    Instead they talk about how glint will force repositioning... Where?
    For example Palisade. There's the bridge. A triplestack building to the left of the bridge. The Sniper is supposed to sit at the triple stack roof and snipe players on the bridge... That's the job of sniper, move into a sniping position and wait for targets to move into their crosshair, and deathcam anyways, will kill the sniper one way or another.

    Reposition... So exited for the cloaker SMG gameplay that runs around erratically.

    I see Stalker cloak is remaining untouched. And changes to decloak time, IDK what, don't have PTS.


    Yeah sure remove all the CQC scopes from scount/sniper rifles, 1-4x. But how are scout rifles a counter to Heavy Assaults? I don't get it. It's just a rifle.
  7. Effect


    Ignoring that it doesn't apply to the most most common bolts that good bolters use which are the SAS/TSAR/Ghost. In the grand scheme it's a nice to have but glint was a pretty low priority towards addressing why people didn't like fighting infils.

    There's plenty wrong with long rifles (i.e. scouts and snipers), most were directly and indirectly buffed during the arsenal update, indirectly via increased body shot damage when nanoweave was justifiably nerfed and directly with a variety of unnecessary buffs depending on the weapon. At bare minimum I'd reduce the bodyshot damage of all semi-auto scouts and all sniper rifles with an increase to headshot damage, so headshot ttk remains unchanged. Anything that is a "heavy counter" is even better counter against non-heavies and fights with massive overpop and wide open areas are extremely common place.
  8. wttr


    thats weird because if you look at alot of the playerbases most deaths from a class, its to heavy assault players, who arent using scout rifles either.


    also wrel got rid of 90% of any sort of scout rifle issues, he literally nerfed a faction, (TR) from the default sniper rifle slot by removing the 99SV and replacing it with an actual sniper rifle.

    "farms" where usually held down good by TR during those times because all new TR players who played infil, where using the 99SV.

    which is where the whole scout rifle complaint started from and now that it got changed the actual whiners about scout rifles who just want them nerfed because they hate being killed by them while playing heavy assault.


    even with your proposed fix, that would actually make the issue worser for you, because most good scout riflers dont CQC they pick good spots above you, wether hills and roofs, and majority of those shots will be headshots, why? because the head is the majority profile you see from that angle anyways.

    that all said scout rifles are fine and no longer any sort of issue, scout rfilers fight other scout riflers, the real argument is you need to wake up and tell your allie scout riflers they suck at killing the enemy scout riflers, theyre 2 different styles of fighting

    the CQC tryhard, and the scout rifler behind him that finishes you off / or the good scout rifler who knows how to positon himself to farm kills which are mainly chokepoints in an open area that isnt enclosed, ontop of roofs, hills,rocks,trees.
  9. karlooo


    In a few parts of this video I noticed very high cone of fire on this semi auto sniper variant, even when standing still.



    I decided to check the patch note history and it appears that semi auto sniper rifle / scout rifles received tremendous buffs.
    Here's an example from 99SV variants:

    • November 18, 2016 Hotfix
      • Recoil recovery delay from 0ms to -130ms
    • June 12, 2018 Update
      • Maximum ADS cone of fire while standing or crouching from 2 to 0.15
      • ADS Cone of Fire recovery rate while standing or crouching from 20 to 100
      • ADS cone of fire bloom from 0.8 to 0.15
      • Maximum damage range from 10m to 50m
      • Minimum damage range from 80m to 150m
    • March 30, 2022 Update(The Arsenal Update)
      • Anti-infantry sniper rifles now use a separate Sniper Rifles resistance (type 20).
      • Being struck by a sniper rifle now has more prominent audio.
      • Dev Note: The damage values for this new resistance are equivalent to small arms. This change will allow us to do is modify the bodyshot damage output from Nanoweave, as mentioned above.
      • Most Shotguns, Sniper Rifles, and Scout Rifles now use Comfort Grips, instead of Forward Grips.
      • Dev Note: Traditional Forward Grips offered no functional benefits to slow firing semi-auto weapons, so swapping them for Comfort Grips (which reduce the equip and unequip time of a weapon,) can be interpreted as a buff in almost all cases.
      • Hipfire CoF bloom from 0.8 to 0.6
      • ADS starting CoF while moving from 0.55 to 0.25
      • Max damage from 400 to 450.
      • Now has access to the Weighted Receiver.
    ADS Cone of Fire recovery rate from 20 to 100 I guess was a buff to bloom recovery.
    Recoil recovery prob a buff.
    Cone of fire bloom from 0.8 to 0.15... Buff.
    Cone of fire while moving from 0.55 to 0.25... buff.
    ADS starting CoF while moving from 0.55 to 0.25... buff
    Min Max damage range ... buff.
    Max damage buff.

    Pretty much turned it into an unfair weapon. It's like an MSW-R with no recoil, bloom, laser accuracy 6x scope.

    If the players had trouble understanding the cone of fire and reset time, they should have instead put a cone of fire indicator on the scope... It wouldn't intervene at all with the aim cause the sniper crosshair is same shape as cone of fire indicator.

    Other scout rifles also received buffs.
    NS-30 Vandal:
    AMR-66 battle rifle variants:
    • October 24, 2016 Update
      • Standing ADS CoF from 0.1 to 0
    • November 18, 2016 Hotfix
      • Aiming CoF while crouching from 0.1 to 0
      • Recoil recovery delay[1] from 0ms to -30ms
    • June 12, 2018 Update
      • Maximum ADS cone of fire while walking, crouching, standing, and crouchwalking from 3 to 0.3
      • Minimum ADS cone of fire while walking from 0.25 to 0.15
      • ADS CoF recovery rate from 20 to 100
      • Dev Note: These changes should make these battle rifles feel a bit more snappy and less punishing when maximizing their rate of fire.
    I like the quote "These changes should make these battle rifles feel a bit more snappy and less punishing when maximizing their rate of fire"

    IMO all sniper / battle / scout rifles (semi auto, fully auto) should have been limited to 6x scope minimum on top of their original balance.
  10. Effect


    Something doesn't need to be topping the kill boards to either be poorly designed or overtuned. There are many examples of something being broken but not being the most commonly used thing (though it felt like it). Past examples include the Newton post arsenal update, Slug Semi-Auto Shotgun post arsenal update, and the Seeker HLX.

    Wrel didn't get rid of any scout rifle issues, the justified nerfing of nanoweave benefited weapons like scout rifles far more than is readily apparent. Both TR and VS had their default semi-auto snipers (99SV and Spectre) changed to bolts and at the time it wasn't a nerf, it wouldn't be until the arsenal update several months later where they became really busted.

    It won't be worse for me, I don't know what world you live in but most players using scouts/snipers aren't consistently hitting headshots, any headshots are mostly luck and most of their damage comes from bodyshot damage.

    Hard disagree, most high damage per shot weapons are overtuned after the nanoweave update, except for pump/auto shotguns since they've already had their damage normalized.
    • Up x 1
  11. wttr

    it actually does, unless it conflicts with your own interests of wanting something nerfed rofl.
  12. Effect


    No, it literally doesn't? I've called for nerfs to multiple things, including "my own interests". Case and point, my most used weapon is easily the Newton and I was one of the loudest voices calling for it to be nerfed because it was hilariously broken post arsenal update and it wasn't even close to the most used weapon in the game.
  13. wttr


    the difference is the whole community not just you said it was broken, were as the community isnt saying scout rifles are broken, only a few people who are just echochambering the same comment in every subreddit post.
  14. wttr


    funny enough another user with a brain says the same thing ive been saying for years which you commented on, telling him he has no idea what hes talking about

    https://www.reddit.com/r/Planetside...=web3xcss&utm_term=1&utm_content=share_button


    the funny reality that dudisfludis who is a heavy assault main who ive never once encountered on any of my accounts killboard, did i ever not kill him as heavy assault, its all he uses, and him, just like you, and other players, are all prime examples of where the game doesnt need to be directed and infact your making the game worse with the half baked suggestions with underlying tones and blatant lying while you all chatter in the private discords, yes i am aware of it and yes ive heard them. you and others have an agenda to nerf everything and anything that inconveniences you when you die, and therefore, you want it nerfed.


    whatever stat you try to throw out there about scout rifles, the fact of the matter is, its completely false and it all comes down to the way the gun mechanics work, against other guns, but you, like the rest of the heavy assault complainers, like to say everything stat wise to try to make your point valid when the reality is anyone can log into the game and realize heavy assault vets are the real issue this game has and always has had which is why many stick to it.



    why do they stick to it?

    fragile egos ( i mean you can literally look at dudisfludis posts ) i myself have killed him and he instantly sends tells and rage swaps to kill you back, very hilarious. Dudisfludis (u/Dudisfludis) - Reddit



    7:34

    here he is playing heavy assault as usual, spreading the blantant lies just like the others, so in the end it benefits him and his ego that everything that counters his bozo class is nerfed.


    funny thing is too, scrolling through the subreddit, it appears, as always, you, dudisfludis,ALandwhale, and maybe 4 other noobs keep barking to nerf scout rfiles, yet you play light assault, it all makes sense now, you hate getting shot out of the sky


    you coulda said that first instead of trying to throw out all these stats that dont matter.


    ill check back in when you can get over 100 base leaderboard fights where the scout rifle is #1 killer on the scoreboard, and not a heavy assault player.
  15. Effect


    It's a reoccuring theme that mediocre players have no idea what they're talking about. The reality is that you don't want scout rifles nerfed it's one of the only weapons you'll use.

    You've never killed him as a heavy because you can't play heavy outside of a javelin. I've already proven that I want things to be nerfed if I feel they're balanced poorly, even if it's something "inconveniences me", again I wanted my most used Weapon nerfed because it was massively overpowered.

    If heavy assaults were a problem you could play it yourself and prove it, but you can't.

    It's adorable that you call players better than you'll ever be bozos though.

    I play every class and use every weapon, something anyone can easily verify by looking at my infantry/weapon directives and weapon auraxes, which includes the weapons I want nerfed. At this point I've auraxed every normal infantry primary weapon available to my main, and 99% of the non-normal primaries.

    I haven't thrown at out any stats so I'm not sure why you keep repeating that specific lie.

    Again, something doesn't need to be the most used thing ever to have poor design.
  16. karlooo

    No it doesn't. It's very simple.
    Most people play Heavily Assault because it's more noob friendly and straightforward.
    Infiltrator on the other hand, starts with a scoped sniper. It appears to be a sniper class, which is a hard role. It requires you to dedicate yourself in maining the role, to know how to position on each base. So, that is why it is not used much because you look at it, it appears to be sniper and many people are not interested in being a sniper, it is for sure harder to main than Heavy Assault.

    The issue what we are talking about here are players who figured out how to abuse the class's kit in unfair ways. And just like in any game, such as a MOBA lets say, if a champion has a broken combo or whatever, which is unfair to face, it rightfully gets nerfed. It doesn't have to be the most played champion or highly popular, most of the time it is not, but if it's unfair, it gets nerfed.

    Infiltrator is a complicated topic because how I see it is that it should be only a sniper. Not a BS class, like a CQC bolter that decloaks 15 meters in somebodies face and just oneshots them before they can even react. Or decloaking from an angle a enemy least expects it from or knew nobody was there, and gunning them down with an SMG, running off to the next target. It should be a sniper class, who has scoped weapons, and uses cloak to bypass 1v1 engagements to set up in a position for sniping or escaping danger.

    But even if we nerfed the decloak time. Removed SMGs from Infil. Limited all Sniper Rifles, Scout Rifles, Battle Rifles to 6x scope minimum, removed Stalker Cloak... Sniping in this game doesn't feel good and that's what should be discussed. Like deathcam is one thing we all know about and it has been absolutely useless.
    But tracking and estimating target's motion from long range is painful. First and foremost the devs should make Sprint a toggle ability and while it's toggled, a and d strafing keys should be locked finally. This could improve quality of life gameplay from many perspectives. Including the sniper's role of tracking targets. Because how is a sniper supposed to snipe targets, when they are randomly strafing to the sides while sprinting while twisting and turning on top of it? Sprint strafing is a highly unfair mechanic in general infantry combat as well...
    Next problem I see with Sniping, but not as problematic, just annoying, is uneven terrain. The field's terrain is highly uneven and sometimes a sprinting target can descend like 5 meters out of nowhere. But it's not THE issue while sprint strafing is still allowed. First this needs to be changed, then we can see the outcomes of what should be done next.

    Oh and I shared above patch notes. Semi auto rifles are unfair and broken.
  17. karlooo

    BTW your videos are painful to watch. You complain about Heavy Assault's overshield, meanwhile you are using Jockey and Bionics Implants lol. The reason why you're not dying in many engagements is because of hitreg issues when you're zooming around, or insufficient mouse space of enemies, and then you drop the v1.
    Or ramming players with Javelin, that's so fun to experience, in one part of the video you glitched a played through the floor, what a great experience.
    And when you don't play Javelin, you hop around with Catlike implant, or abuse other movement boosting abilities such as Sidewinder, which are hideous to engage. Then I see stalker deep operative, with crossbow or revolver.
  18. Effect


    Oh he dies plenty, his videos are extremely cherry picked given he's at a 1.5 K/D. His K/D is entirely carried by the Javelin.
  19. SKYShadowH

    It's quite interesting to see several Stalker Cloak Infiltrators searching for each other
  20. wttr

    i can play any class, ive been playing this game since launch, its all boring to me now, the javelin and using meme weapons are the only things that are enjoyable to me now. i can literally do all of this without implants too.