In CAH corrupted man power level 2 stealth(stealthed while moving) and level 3 stealth(left click invisible while stationary), is there any advantage in level 3 over level 2?
Enemy stealth detection can still reveal level 3 stealth, so it seem that there is no real advantage. I've been using level 3 for my CAH, but it seems that I'd be better off using something else in its place.
Invisibility versus stealth
Started by Tharnil, Jan 02 2009 03:58 PM
4 replies to this topic
#1
Posted 02 January 2009 - 03:58 PM
#2
Posted 02 January 2009 - 05:20 PM
Stealth is good for running around the base of enemies...
Invisibility? do you mean when you are shrouded?
Oh wait you mean that stealth from 3 is that you are gone, well that one i believe is that you can not be seen except by a good stealth detector, the level 2 one is more like 'hidden' but it is detected alot faster...
But you should check the CAH codes for info on that
Invisibility? do you mean when you are shrouded?
Oh wait you mean that stealth from 3 is that you are gone, well that one i believe is that you can not be seen except by a good stealth detector, the level 2 one is more like 'hidden' but it is detected alot faster...
But you should check the CAH codes for info on that
Ridder Geel
#3
Posted 04 January 2009 - 10:52 PM
Curious that CM stealth level 2 doesn't work against creeps. WormtongueEscape works against creeps though. Where would the response difference lie?
#4
Posted 04 January 2009 - 10:57 PM
Look for yourself
Wormtongue...
CAH:
CM's hidden thing is CAMOUFLAGE not Stealth
Wormtongue...
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ElfCloakUnpause SpecialPowerTemplate = SpecialAbilityWormtongueEscape TriggeredBy = Upgrade_WormtongueEscape End Behavior = SpecialPowerModule ModuleTag_ElfCloakStarter SpecialPowerTemplate = SpecialAbilityWormtongueEscape StartsPaused = Yes;; UpdateModuleStartsAttack = Yes End Behavior = ToggleHiddenSpecialAbilityUpdate ModuleTag_ElfCloakUpdate SpecialPowerTemplate = SpecialAbilityWormtongueEscape EffectDuration = 40000;;15000 ShowPalantirTimer = Yes End Behavior = InvisibilityUpdate ModuleTag_StealthForEscape InvisibilityNugget InvisibilityType = STEALTH ForbiddenConditions = USING_ABILITY BecomeStealthedFX = FX_WormtongueEscapeOn ExitStealthFX = FX_WormtongueEscapeOff End StartsActive = No UpdatePeriod = 2000 End
CAH:
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroCMStealthEnabler_Level2 SpecialPowerTemplate = SpecialAbilityCreateAHeroCMStealth_Level2 TriggeredBy = Upgrade_CreateAHeroCMStealth_Level2 End Behavior = SpecialPowerModule ModuleTag_CreateAHeroCMStealthStarter_Level2 SpecialPowerTemplate = SpecialAbilityCreateAHeroCMStealth_Level2 UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level2 InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = FIRING_ANY TAKING_DAMAGE ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING End UpdatePeriod = 2000 StartsActive = Yes RequiredUpgrades = Upgrade_CreateAHeroCMStealth_Level2 Upgrade_CreateAHero_ClassCorruptedMan ForbiddenUpgrades = Upgrade_CreateAHeroMapMode End
CM's hidden thing is CAMOUFLAGE not Stealth
Ridder Geel
#5
Posted 05 January 2009 - 12:41 AM
Ah, I see.
I changed createahero.ini from:
to:
Now CAH level 2 stealth is ignored by creeps. Interesting...
Thanks Ridder Geel!
Can you elaborate on the game properties/mechanics of camouflage?
I changed createahero.ini from:
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level1 InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING End UpdatePeriod = 2000 StartsActive = Yes RequiredUpgrades = Upgrade_CreateAHeroCMStealth_Level1 Upgrade_CreateAHero_ClassCorruptedMan ForbiddenUpgrades = Upgrade_CreateAHeroCMStealth_Level2 Upgrade_CreateAHeroMapMode End Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level2 InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = FIRING_ANY TAKING_DAMAGE ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING End UpdatePeriod = 2000 StartsActive = Yes RequiredUpgrades = Upgrade_CreateAHeroCMStealth_Level2 Upgrade_CreateAHero_ClassCorruptedMan ForbiddenUpgrades = Upgrade_CreateAHeroMapMode End
to:
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level1 InvisibilityNugget InvisibilityType = STEALTH ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING End UpdatePeriod = 2000 StartsActive = Yes RequiredUpgrades = Upgrade_CreateAHeroCMStealth_Level1 Upgrade_CreateAHero_ClassCorruptedMan ForbiddenUpgrades = Upgrade_CreateAHeroCMStealth_Level2 Upgrade_CreateAHeroMapMode End Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level2 InvisibilityNugget InvisibilityType = STEALTH ForbiddenConditions = FIRING_ANY TAKING_DAMAGE ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING End UpdatePeriod = 2000 StartsActive = Yes RequiredUpgrades = Upgrade_CreateAHeroCMStealth_Level2 Upgrade_CreateAHero_ClassCorruptedMan ForbiddenUpgrades = Upgrade_CreateAHeroMapMode End
Now CAH level 2 stealth is ignored by creeps. Interesting...
Thanks Ridder Geel!
Can you elaborate on the game properties/mechanics of camouflage?
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