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===Audio detection=== Guards and drones can hear your team when they are moving. The base range at which an enemy can hear a merc sprinting is 10m. For reference, the tiles found on many floor surfaces are 2m square. Certain [[character traits]] and [[Talents]] can modify the base detection range. You can enter sneaking mode by toggling the C button. While you are sneaking, the audio detection range is cut in half, so a merc with no modifier for Move Detection Radius can be heard sneaking at a range of 5m. A merc with the Thief trait has a modifier of -2m Move Detection Radius; they can be heard sprinting from a distance of 8m or sneaking at a distance of 4m. Noise modifiers are additive, so multiple traits and talents can reduce Move Detection Radius even further. A total of -7 modifier would allow a merc to quietly get within blade range of an enemy. Gunfire can be heard at much longer distances. Depending on the firearm, unmodified guns can be heard at ranges from 25m to 60m. Many [[weapons]] can take a silencer or suppressor as a barrel [[Weapon Mods|mod]] to reduce the Noise radius. Silencers usually reduce max optimal range. Suppressors add critical damage bonuses because they cut down muzzle flash. The Noise attribute of a [[Weapons|weapon]] displays the detection radius accounting for any attached [[mods]]. [[Blades]] make no sound at all, making them an excellent, if extremely short range (typically 2m), option for stealth. [[Grenades]] can usually be heard throughout a level. It is usually a bad idea to use a grenade if you want to remain in stealth, though it will probably attract a lot of guards away from their posts if that is the intent. Noise travels through walls with no obstruction. A guard who hears a noise will immediately turn toward the noise, regardless of whether they have action points remaining, without waiting for the end of the current character's turn. The guard's [[alert status|Alert Status]] will rise to Suspicious. If the noise was a merc moving, their [[alert status|Detected Status]] will rise to Suspected. The pending [[security tally|Security Tally]] will rise by one or more points. On their next turn, the guard will usually move toward the source to investigate. If there are obstructions such walls in the way, it can take a few turns for them to reach the location of the sound. If the location is unreachable, they will get as close as they can. After they reach the location, they will spend a couple turns moving around the area looking for the source. If they don't find anything, the guard will move back to their post. If they were on patrol, they will head to the next [[waypoint]] in their patrol.
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