History Main / UselessUsefulStealth

22nd Sep '17 12:50:28 PM Morgenthaler
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* Outside of {{Stealth Based Mission}}s, cloaking is pretty much useless in ''NexusTheJupiterIncident'', as the goal in other missions usually involves fighting and destroying the enemy.

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* Outside of {{Stealth Based Mission}}s, cloaking is pretty much useless in ''NexusTheJupiterIncident'', ''VideoGame/NexusTheJupiterIncident'', as the goal in other missions usually involves fighting and destroying the enemy.
15th Aug '17 5:47:21 AM Malady
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* Interestingly, {{Elona}} does have some use for stealth. Stealth's usage is not readily apparent, as it looks like the enemy always spots you, however sometimes it is just the AI guessing. Certain powerful units like dragons and blades will move up right next to you then turn around and walk away until they get a * over their head, meaning they have just spotted you. Their 'hearing' is about 8 squares, so it's possible to dodge them, fight whatever is following you out of their 'hearing' range, then continue normally. The fact there are no real concrete indicators of have-they-or-haven't-they until the * makes this somewhat useless, however, as you might begin attacking them only to realize they hadn't seen you yet. Many times you get ambushed by dragons, it's because you just announced your presence to them [[TooDumbToLive in a really stupid way]] because you thought since they were approaching you they already knew you were there!

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* Interestingly, {{Elona}} ''VideoGame/{{Elona}}'' does have some use for stealth. Stealth's usage is stealth, but it's not readily apparent, as it looks like the enemy always spots you, however sometimes it is just the AI guessing. Certain powerful units like dragons and blades will move up right next to you then turn around and walk away until they get a * over their head, meaning they have just spotted you. Their 'hearing' is about 8 squares, so it's possible to dodge them, fight whatever is following you out of their 'hearing' range, then continue normally. The fact there are no real concrete indicators of have-they-or-haven't-they until the * makes this somewhat useless, however, as you might begin attacking them only to realize they hadn't seen you yet. Many times you get ambushed by dragons, it's because you just announced your presence to them [[TooDumbToLive in a really stupid way]] because you thought since they were approaching you they already knew you were there!
10th Aug '17 4:19:04 PM zachmartinez
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* ''Video/SonicUnleashed'' has some instances in the werehog stages where you can sneak up on enemies and perform a finisher despite them having max health. This feature only comes into play when the level design permits it, which is very rare. Also, you still have to go through the quick-time-event to kill them, and the window for pressing each button is inversely proportional to how much health the enemy has. ON AN ENEMY WITH MAX HEALTH. The result is a QTE with an absurdly small window, [[UpToEleven even for the game notorious for its incredibly demanding reaction time.]]
5th Aug '17 7:37:51 PM GrammarNavi
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* In ''AceOnline'', B-Gears gain the ability to stay Invisible, emulating a stealth bomber. Other Gears are able to do this through Stealth Cards as well. In the case of B-Gears' invisibility, it allows B-Gears to be untargetable by opponents. To attack, B-Gears forcefully decloak. However, due to B-Gears' nature to be able to kill almost anything in one hit most of the time, a successful sneak attack is a devastating tactic. Furthermore, anti-stealth countermeasures rely on the M-Gears' Scan ability or the Search Eye semi-rare item, making Invisible very useful to briefly elude pursuit to be able to return later to execute an attack when the opponent least expects it.

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* In ''AceOnline'', ''VideoGame/AceOnline'', B-Gears gain the ability to stay Invisible, emulating a stealth bomber. Other Gears are able to do this through Stealth Cards as well. In the case of B-Gears' invisibility, it allows B-Gears to be untargetable by opponents. To attack, B-Gears forcefully decloak. However, due to B-Gears' nature to be able to kill almost anything in one hit most of the time, a successful sneak attack is a devastating tactic. Furthermore, anti-stealth countermeasures rely on the M-Gears' Scan ability or the Search Eye semi-rare item, making Invisible very useful to briefly elude pursuit to be able to return later to execute an attack when the opponent least expects it.
22nd Jun '17 6:44:18 AM Piterpicher
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* ''RiseOfTheKasai'' averts this for the most part; generally speaking you can just run into combat head first with decent odds of coming out alive, but stealth is the suggested method of advancement, both for an added challenge and the satisfyingly brutal stealth kills. The only time the game truly falls victim to this is when your AI partner decides its time to run headlong into danger, disrupting your attempts at stealth. Its predecessor, ''Mark of Kri'', makes stealth a completely viable method in that your character always goes it solo.

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* ''RiseOfTheKasai'' ''VideoGame/RiseOfTheKasai'' averts this for the most part; generally speaking you can just run into combat head first with decent odds of coming out alive, but stealth is the suggested method of advancement, both for an added challenge and the satisfyingly brutal stealth kills. The only time the game truly falls victim to this is when your AI partner decides its time to run headlong into danger, disrupting your attempts at stealth. Its predecessor, ''Mark of Kri'', makes stealth a completely viable method in that your character always goes it solo.
20th May '17 3:13:10 PM nombretomado
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* The first person RPG ''VampireTheMasqueradeBloodlines'' averts this by the grace of several factors - one, XP is only awarded for fulfilling quests, not killing random enemies. Two, if a stealth route is available, it usually comes with bonus XP. And if all else fails, the game allows for one-hit stealth kills in the form of a brutal NeckSnap (or BackStab, or having the enemy ImpaledWithExtremePrejudice). This makes it quite fun to play as the Nosferatu, who rely on not being seen to prevent panic. On the other hand, the stealth ability Obfuscate IS pretty much useless in the AbsurdlySpaciousSewer level - the Tzimisce creations will instantly see through it if they look at you.

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* The first person RPG ''VampireTheMasqueradeBloodlines'' ''VideoGame/VampireTheMasqueradeBloodlines'' averts this by the grace of several factors - one, XP is only awarded for fulfilling quests, not killing random enemies. Two, if a stealth route is available, it usually comes with bonus XP. And if all else fails, the game allows for one-hit stealth kills in the form of a brutal NeckSnap (or BackStab, or having the enemy ImpaledWithExtremePrejudice). This makes it quite fun to play as the Nosferatu, who rely on not being seen to prevent panic. On the other hand, the stealth ability Obfuscate IS pretty much useless in the AbsurdlySpaciousSewer level - the Tzimisce creations will instantly see through it if they look at you.
14th May '17 3:04:05 PM nombretomado
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* In ''Franchise/StarCraft'', stealth and detection are frequently factors in victory: Without a detector, stealth units are invulnerable, even when attacking, unless an area effect goes off nearby. The Zerg get a flying (but slow) detector from the very beginning, so they're relatively immune to stealth attacks. But the other two races have to constantly be on the lookout for cloaked units. The Terrans get the ability to scan an area of the map, temporarily revealing any cloaked units, as well as missile turrets and a midlevel detector flying unit. The Protoss get a permanently cloaked detector that is relatively cheap. As for cloaked units themselves, the Protoss have the Dark Templar, which if even two of these find their way into your base without detection, you can kiss your workers goodbye. Terran Ghosts aren't as useful (at stealth, anyway--the Lockdown ability is still killer), particularly as the metagame evolved, but cloaked, flying Wraiths have some utility when going up against small numbers of Protoss Carriers. And the Zerg's Lurker can only attack while burrowed (an immobile form of stealth), but it is damaging enough that those without detection usually can't effectively fight them. Most Zerg can also burrow but not attack.

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* In ''Franchise/StarCraft'', ''VideoGame/StarCraft'', stealth and detection are frequently factors in victory: Without a detector, stealth units are invulnerable, even when attacking, unless an area effect goes off nearby. The Zerg get a flying (but slow) detector from the very beginning, so they're relatively immune to stealth attacks. But the other two races have to constantly be on the lookout for cloaked units. The Terrans get the ability to scan an area of the map, temporarily revealing any cloaked units, as well as missile turrets and a midlevel detector flying unit. The Protoss get a permanently cloaked detector that is relatively cheap. As for cloaked units themselves, the Protoss have the Dark Templar, which if even two of these find their way into your base without detection, you can kiss your workers goodbye. Terran Ghosts aren't as useful (at stealth, anyway--the Lockdown ability is still killer), particularly as the metagame evolved, but cloaked, flying Wraiths have some utility when going up against small numbers of Protoss Carriers. And the Zerg's Lurker can only attack while burrowed (an immobile form of stealth), but it is damaging enough that those without detection usually can't effectively fight them. Most Zerg can also burrow but not attack.
20th Apr '17 8:02:09 AM Ragitsu
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* Available only in The Mercenaries minigame of ''VideoGame/ResidentEvil4'' is a silencer for the handgun that [[BiggerBad Wesker]] starts out with that allows you to dispatch enemies without alerting the others to your presence. They become aware of you in about 10 seconds no matter how sneaky you are, and since it's a timed game that makes use of chained kills and score multipliers you'll get ''far worse results'' if you go for the quiet meticulous kills. Somewhat justified as the silencer was DummiedOut from the main game and merely thrown in for Wesker as a ContinuityNod to the Darkside / Umbrella Chronicles rail shooters.


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* Available only in The Mercenaries minigame of ''VideoGame/ResidentEvil4'' is a silencer for the handgun that [[BiggerBad Wesker]] starts out with that allows you to dispatch enemies without alerting the others to your presence. They become aware of you in about 10 seconds no matter how sneaky you are, and since it's a timed game that makes use of chained kills and score multipliers you'll get ''far worse results'' if you go for the quiet meticulous kills. Somewhat justified as the silencer was DummiedOut from the main game and merely thrown in for Wesker as a ContinuityNod to the Darkside / Umbrella Chronicles rail shooters.
15th Apr '17 7:46:06 PM DastardlyDemolition
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* ''VideoGame/FarCry2'', despite how the game play works, ''does'' have a stealth mechanic. The problem is that it's so unclear that it's just easier shooting everyone, even with the stealth suit that you can buy to increase stealth. ''VideoGame/FarCry3'' and following games fixed this problem by giving the player a meter so they can visualize how much the enemies can see them while still using the same mechanic.

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* ''VideoGame/FarCry2'', despite how the game play works, ''does'' have a stealth mechanic. The problem is that it's so unclear that it's just easier shooting everyone, even with the stealth suit that you can buy to increase stealth. [[labelnote:Best Advice]]Use stealth to pick off mercs from a distance using a sniper and if you ''do'' chose to get close, listen carefully to what they are saying and where they're talking[[/labelnote]] ''VideoGame/FarCry3'' and following games fixed this problem by giving the player a meter so they can visualize how much the enemies can see them while still using the same mechanic.
15th Apr '17 7:39:48 PM DastardlyDemolition
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* ''VideoGame/FarCry2'' ''does'' have a stealth mechanic. The problem is that it's so unclear that it's just easier shooting everyone, even with the stealth suit that you can buy to increase stealth. ''VideoGame/FarCry3'' and following games fixed this problem by giving the player a meter so they can visualize how much the enemies can see them while still using the same mechanic.

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* ''VideoGame/FarCry2'' ''VideoGame/FarCry2'', despite how the game play works, ''does'' have a stealth mechanic. The problem is that it's so unclear that it's just easier shooting everyone, even with the stealth suit that you can buy to increase stealth. ''VideoGame/FarCry3'' and following games fixed this problem by giving the player a meter so they can visualize how much the enemies can see them while still using the same mechanic.
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