[Suggestion] Vehicle Stealth hide from Thermal

Discussion in 'PlanetSide 2 Gameplay Discussion' started by MajiinBuu, May 22, 2014.

  1. MajiinBuu

    I think maxed vehicle stealth should make the vehicle not glow yellow when viewed under thermal scopes. A stealth vehicle would just blend in with the blue hue of everything else.
    It's great having no minimap signature, and longer lock-on time, but when a liberator gunner easily spots your hidden sunderer from 300 meters in the sky, stealth pretty much loses all effectiveness.
    Would it be overpowered? I hardly think so, there are better options for combat: Blockade armor, mineguard, NAR, etc. Stealth is used more to avoid confrontation, not for head-on battles, unless your flanking.
    At least have this available for the sunderer. Night vision visibility would stay the same(does anybody actually use that? All it does is turn everything green).
    It wouldn't be too hard to implement at all. Mines used to glow under thermal, not anymore. In the VR training, allied holograms don't glow either.

    What do you guys think? And how do you use stealth?
  2. Govedo13

    Vehicle stealth no it wont be good idea. As long term magrider stealth user I must disagree, combat vehicles show themselves on map for whole 9 seconds while firing and most of them have direct contact with enemy line of sight that makes NAR for example competitive with Stealth.

    MBT mineguard should also give you resistance vs C4 in order to make any sense to use ever. Is should also cost a lot more certs to max.
    MBT top armour must be cert tree that gives MBT strong resistance vs Air in order to be competitive for the slot at all.

    However about Sunderrers you got it spot on, it is support vehicle that does not need to fire if it is hidden well. There are also ton of better combat capable/support options for the slot there. Sunderrer maxed stealth should exclude it from thermals.


    Sunderrer slot options are mess and need revamp anyway:

    Ammo dispenser- it is useless to cert the ammo slot more then once since the difference between rank 1 and last rank is laughable. It clearly needs revamp and range buffs.

    The shield defuser does not need also more then rank 2 because with rank 2 you are able to get in AMP double shield. Make it a lot more cert intensive and allow the last rank to take down the shield for all vehicles for 4 seconds.

    Sunderrer proximity repair slot have cap on how much XP you can get with repair, pointless to cert it more then level 2 or 3 because the cap would hit really fast if you repair 2-3 tanks in middle of the battle. Better keep it low level and go out with repair tool in order to combine XP sources instead of getting no XP. Increase the XP cap twice at least.

    Sunderrer Furies/Bulldogs are overnerfed and useless compared with Bulldogs that on the other hand are bugged and do ton of AV dmg instead being better at AI (read a bit bigger splash and more velocity) while the furies need more direct AV dmg.

    Sadly 9/10 times best Sunderer loadout is updated basilisks, blockade armour and fire suppression.
    Giving the players more options and different play-styles and strategies is vital, it make players happy and paying customers instead of milking them with implants. Seems that the Devs does not have time to play the game.
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