History Main / UselessUsefulStealth

22nd Jun '17 6:44:18 AM Piterpicher
Is there an issue? Send a Message


* ''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.

to:

* ''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
Is there an issue? Send a Message


* 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.

to:

* 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
Is there an issue? Send a Message


* 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.

to:

* 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
Is there an issue? Send a Message


* 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.


Added DiffLines:

* 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
Is there an issue? Send a Message


* ''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.

to:

* ''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
Is there an issue? Send a Message


* ''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.

to:

* ''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.
15th Apr '17 5:54:21 PM DastardlyDemolition
Is there an issue? Send a Message


** '''Disguise''' allows the user to appear as a teammate to the enemy. Originated as a glitch, [[AscendedGlitch but became canonized]]. Lasts forever. Appears as a spy wearing a literal PaperThinDisguise to teammates.

to:

** '''Disguise''' allows the user to appear as a teammate to the enemy. Originated as a glitch, [[AscendedGlitch but became canonized]]. Lasts forever. until the Spy steals the enemy's Intelligence, if he attacks with any weapon apart from the Sapper, selects the Spy on his own team, or presses "q" to undisguise. Appears as a spy wearing a literal PaperThinDisguise (a cheap paper mask with a class's face on it) to teammates.
15th Apr '17 5:47:54 PM DastardlyDemolition
Is there an issue? Send a Message

Added DiffLines:

* ''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.
24th Mar '17 11:52:01 AM BeerBaron
Is there an issue? Send a Message


** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' you had a Stealth skill that somehow governed whether enemies would react to your presence. Sometimes an enemy would wander around despite you; sometimes an enemy would not turn if you approached from behind; despite it, enemies were still more than likely to rush towards you. There were spells like Invisibility True (constant invisibility until the time ran out) and Shadow (conceal yourself in shadows better?), but any lesser concealment spell was useless in practice unless you stood still. The combat ability that made Stealth worthwhile, Backstabbing, required a Stealth check, but, despite doing more damage on the first stab, stronger enemies would then notice you and pummel you like normal. Other thief skills were based on separate skills, and the really powerful, bothersome enemies - the undead and the Daedra - could see an Invisible opponent.
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', the Sneak skill, now set to a button, was tremendously useful. If proficient enough with the Skill, one could pickpocket (no longer a skill), and open and loot locked containers right in front of characters, though striking someone still brought their attention to you. Pickpocketing was now dependent on the Sneak skill, however, and backstabs were no longer given bonus damage. As for spells, Invisibility (True) was removed from the roster but could still be substituted by a costly 100% Chameleon spell. The Shadow spell was also removed.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' turned a proficient stealth-based character into a GameBreaker, averting this trope until it was suddenly demonstrating the trope again. While Invisibility (normal) and Chameleon work the same as in the predecessor game, stealth-based characters using the Sneak skill now had the chance of remaining undetected regardless of what they did in the game world! The only enemies this didn't work on were animals (which makes sense, as they can most likely smell you no matter how well hidden you are).
*** This becomes incredibly apparent in the Arena, the entire questline of which can be won legitimately without even moving from the battle starting area.
*** This trope is usually applied when you're trying to stealthily kill enemies. If they're in a group, every other enemy will immediately know that you're there and where you're hiding no matter what you used to kill them. It's understandable if you stabbed them or used a spell, but not when you shot them with an arrow while hiding in a bush half a mile away.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' attempted to balance Oblivion's stealth system by adding levels of detection. Being closer to an enemy and/or in the light would make you more easily detected, while distance and shadows made you harder to detect. This stopped you from being able to sit in front of enemies undetected and also helped you stealth kill enemies without them all seeing you. A glaring oversight to the balancing was that if you killed one enemy with a bow from the shadows, [[ConspicuouslySelectivePerception his buddy still might not detect you and not even flinch at his friend falling over dead]].
*** In one particular Thieves' Guild mission the player is joined by two mandatory companions, and the party must sneak or fight their way through more than one room full of Falmer. Falmer cannot see, so one would think the stealth option would be fairly easy to pull off, but almost inevitably one of your companions ([[InformedAbility who are supposedly]] very successful thieves) will [[ArtificialStupidity make a noise or walk into one of the enemies]], triggering a massive fight.

to:

** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' you had have a Stealth skill that somehow governed governs whether enemies would react to your presence. Sometimes an enemy would will wander around despite you; sometimes an enemy would will not turn if you approached from behind; despite it, enemies were are still more than likely to rush towards you. There were are spells like Invisibility True (constant invisibility until the time ran out) and Shadow (conceal yourself in shadows better?), better), but any lesser concealment spell was is useless in practice unless you stood stand still. The combat ability that made makes Stealth worthwhile, Backstabbing, required requires a Stealth check, but, despite doing more damage on the first stab, stronger enemies would will then notice you and pummel you like normal. Other thief skills were are based on separate skills, and the really powerful, bothersome enemies - the undead and the Daedra - could can see an Invisible opponent.
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', the Sneak skill, now set to a button, was is tremendously useful. If proficient enough with the Skill, one could can pickpocket (no longer a skill), and open and loot locked containers right in front of characters, though striking someone still brought brings their attention to you. Pickpocketing was is now dependent on the Sneak skill, however, and backstabs were are no longer given bonus damage. As for spells, Finally, the Invisibility (True) was removed from spell is deactivated as soon as you perform an action, but the roster but could still be substituted by a costly 100% Chameleon spell. The Shadow spell was also removed.
is not.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' turned turns a proficient stealth-based character into a GameBreaker, averting this trope until it was is suddenly demonstrating the trope again. While Invisibility (normal) and Chameleon work the same as in the predecessor game, stealth-based characters using the Sneak skill now had have the chance of remaining undetected regardless of what they did in the game world! world. The only enemies this didn't doesn't work on were are animals (which makes sense, as they can most likely smell you no matter how well hidden you are).
***
are). This becomes incredibly apparent in the Arena, where the entire questline of which can be won legitimately without even moving from the battle starting area.
***
area. This trope is usually applied when you're trying to stealthily kill enemies. If they're in a group, every other enemy will immediately know that you're there and where you're hiding no matter what you used to kill them. It's understandable if you stabbed them or used a spell, but not when you shot them with an arrow while hiding in a bush half a mile away.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' attempted attempts to balance Oblivion's stealth system by adding levels of detection. Being closer to an enemy and/or in the light would will make you more easily detected, while distance and shadows made make you harder to detect. This stopped stops you from being able to sit in front of enemies undetected and also helped helps you stealth kill enemies without them all seeing you. A glaring oversight to the balancing was is that if you killed one enemy with a bow from the shadows, [[ConspicuouslySelectivePerception his buddy still might not detect you and not even flinch at his friend falling over dead]].
***
dead]]. In one particular Thieves' Guild mission mission, the player is joined by two mandatory companions, and the party must sneak or fight their way through more than one room full of Falmer. Falmer cannot see, so one would think the stealth option would be fairly easy to pull off, but almost inevitably one of your companions ([[InformedAbility who are supposedly]] very successful thieves) will [[ArtificialStupidity make a noise or walk into one of the enemies]], triggering a massive fight.
1st Mar '17 11:17:30 AM Sar-Chasm
Is there an issue? Send a Message


** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' you had a Stealth skill that somehow governed whether enemies would react to your presence. Sometimes an enemy would wander around despite you; sometimes an enemy would not turn if you approached from behind; despite it, enemies were still more than likely to rush towards you. There were spells like Invisibility True (constant invisibility until the time ran out) and Shadow (conceal yourself in shadows better?), but any lesser concealment spell was useless in practice unless you stood still. The combat ability that made Stealth worthwhile, Backstabbing, required a Stealth check, but, despite doing more damage on the first stab, stronger enemies would then notice you and pommel you like normal. Other thief skills were based on separate skills, and the really powerful, bothersome enemies - the undead and the Daedra - could see an Invisible opponent.

to:

** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' you had a Stealth skill that somehow governed whether enemies would react to your presence. Sometimes an enemy would wander around despite you; sometimes an enemy would not turn if you approached from behind; despite it, enemies were still more than likely to rush towards you. There were spells like Invisibility True (constant invisibility until the time ran out) and Shadow (conceal yourself in shadows better?), but any lesser concealment spell was useless in practice unless you stood still. The combat ability that made Stealth worthwhile, Backstabbing, required a Stealth check, but, despite doing more damage on the first stab, stronger enemies would then notice you and pommel pummel you like normal. Other thief skills were based on separate skills, and the really powerful, bothersome enemies - the undead and the Daedra - could see an Invisible opponent.
This list shows the last 10 events of 130. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.UselessUsefulStealth