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==Avoiding and mitigating detection== At the end of every turn, security reports from [[guards]] and [[drones]] are delivered to the [[Security AI]]. Pending [[security tally|Security Tally]] is also submitted to the [[Security AI]] at the end of the turn and becomes part of the permanent security tally. Security reports from [[security devices]] are immediate; they do not wait until the end of the [[Turn]]. Reports of gunshots are also immediate, but the associated [[Security Tally]] is pending. The [[security level|Security Level]] may rise as a result of Security Tally. The Security AI can respond to reports and elevated security level in several ways, including sending guards to investigate, activating or reactivating additional [[security devices]], authorizing lethal defenses on security devices, and summoning more guards and drones. Stealth is the art of avoiding detection or mitigating the effects of detection. ===Avoidance=== The most direct tactic in stealth is to avoid all sources of detection. It is easy to see the locations of [[security devices]]. Click H to highlight important features of a level, including [[enemies]] and [[security devices]]. A couple turns of observation will reveal the motion pattern of moving [[security devices]], making it easy to avoid their sensor zones. Guards and drones are harder to avoid. Some guards have stationary posts and may rotate in a predictable pattern. Others will move about the level on patrol routes. Certain [[Talents]] can predict the motion of a guard, increasing your ability to avoid them. When the team enters a map level, they may not see all of the guards. The team will only detect guards within 60m of a teammate. Once a guard is detected, the team will continue to know where they are even if they move outside the 60m range. But unexpected guards can disrupt plans. If a merc makes a long movement toward a goal, they may discover unknown guards in the way and have to reevaluate their plan. Their ability to adjust their route may be limited if patrols or moving [[security devices]] have shifted behind them. Shorter movements will allow opportunities to adjust but may not be as efficient in use of [[Action Points]]. Undiscovered guards do not start moving until they have been discovered. A moving guard will not suddenly appear on the HUD during the guard's turn. However, the Security AI may summon more units at the beginning of a turn as a security escalation protocol, or may send instructions which awaken an undiscovered guard. This will cause the new or awakened guard(s) to appear on the HUD at the beginning of the turn, and sometimes they will have initiative which lets them move first which can make it seem they walked into detection range of the team. Summoned guards and drones usually appear near obvious entrances--doors, elevators, ladders, drone chutes, etc., most of which your team cannot use. Be careful near such entrances. === Dead zones === [[Cameras]] have dead zones beneath the device. A merc can walk through the vision cone of a camera without being detected if they keep close to the device. The sightlines of [[guards]], [[drones]], [[cameras]] are obstructed or blocked by objects. A merc can stand or run through a part of a vision cone which is blocked without being seen. A merc can crouch or creep through a part of a vision cone which is obstructed without being seen. Blocked and obstructed visual regions of an enemy is depicted by the [[HUD]] as missing or yellow hatched sections of the vision cone. Blocked and obstructed regions of security devices are not displayed by the [[HUD]] but can be estimated by careful examination of lines of sight. [[Motion detectors]] are also blocked by objects. A merc can safely run through a region of a motion detector which is completely blocked. A merc can creep or crouch anywhere in a motion detector zone. Blocked regions of a motion detector are not depicted in the [[HUD]]. Long-range [[cameras]] appear to have sectors between the cardinal directions where the device normally points which appear to be dead zones. Beware that rotating detectors may sweep across those apparent dead zones when it moves from one cardinal direction to another. When in or moving through a blocked or obstructed detection zone, remember that the mercenary may still be detected by other senses, observers, or detectors. Watch for warning tags of potential detection when planning movement. === Sneaking === When laying out a move, the [[HUD]] will provide a yellow warning marker if the movement will enter the Move Detection Radius of an enemy. Audio detection is cut in half by sneaking. A merc can run to just outside the Move Detection Radius of an enemy, then toggle to sneaking to move a little further. This can allow the merc to pass near an enemy quietly or get closer for an ambush. Sneaking will also allow a merc to move through an obstructed portion of the vision cone of an enemy or [[Cameras|camera]], or through the detection zone of a [[Motion detectors|motion detector]]. ===Suppressing sensory footprint=== Certain [[Talents]], [[Traits]], and [[equipment]] can reduce or eliminate one or more forms of sensory detection. Both the [[Vanguard]] and [[Cybersword]] have talents to move silently or even invisibly for a short time. [[Vanguard]] also has a talent which can reduce the noise footprint of the entire team. [[Agent Ex]] has a talent to obscure movement noise within a region. ===Interfering with security reports=== A prepared team can interfere with reports to the Security AI in several ways. ; Stunning or disrupting enemies : A stunned guard cannot send a report to the [[Security AI]] at the end of a [[Turn]]. Certain [[Talents]] and [[equipment]] can cause a guard to be temporarily stunned. This gives the team the chance to escape the area or to kill the guard before the report goes in. There are also [[Talents]] to disrupt a [[drone]], either stunning it or spoofing its sensory units. ; Security protocol talents : Certain talents such as [[K-Protocol talent]] can remove pending [[security tally|Security Tally]]. ; [[Leverage]] : Some varieties of [[Leverage]] can block or delay security reports or remove pending [[security tally|Security Tally]]. ===Distraction=== Noises can be deliberately used to draw guards away from their posts. A merc can do this by sprinting within the Move Detection Radius if they can get away in time without being spotted. A safer method is the [[Vanguard]] [[Lure talent]]. A fully boosted Lure can distract an entire group of enemies. When the enemies immediately turn toward the source of the noise, mercs may be able to cross an area previously under observation. It will also keep the guards busy until they finish investigating. Beware that while guards are investigating, it is difficult to predict which way they will move or turn. ===Killing=== A team can kill isolated enemies. This serves several possible functions. A stealth kill can eliminate an enemy who is in your best path to a mission [[Objectives|Objective]]. Killing guards will reduce the variables to track and reduce the risk of detection. A few early kills can improve your advantages for a later loud assault on a goal. If a merc is in imminent danger of being detected, a quick kill can keep the [[Security AI]] from learning of intrusion. Killing a guard will remove all pending [[security tally]] from that guard and prevent any security update which has not already been sent to the [[Security AI]]. If a merc is Spotted but there are no enemies left who are Alerted or higher to their presence, the merc's [[Detected Status]] will drop to Hunted. A merc can never drop back to Hidden once they have been Hunted. But this means that if you can kill all the enemies who know about the intruders before more enemies are Alerted, the team can sink back into obscurity. Killing can be done with a quick assault or by ambush. There are several methods for ambush. Team members can sneak close to an enemy or hide near their predicted path, then strike when close. A merc can deliberately make a distracting sound and draw an enemy into an ambush. A guard moving toward the source of a noise will use the shortest route. Note that most guards will not move through closed doors; this may affect the route they take. A merc can trigger a [[Security devices|security device]], accidentally or deliberately, then lay an ambush along the predicted path of the guard that the [[Security AI]] sends to investigate. Once the target is close enough, the team can perform a stealth kill. Killing is not a long-term solution. The [[Security AI]] will typically notice a guard hasn't checked in after four (4) turns and send someone to investigate. This will also add one or more points to pending [[security tally]]. Killing also runs the risk that your strike does not take the enemy down before they send a report to the [[Security AI]], or that another enemy will see or hear your attack. If an enemy discovers a dead guard, their [[alert status|Alert Status]] will rise to Alerted and pending [[security tally]] is raised by one or more points. Certain [[Talents]], [[equipment]], and [[Leverage]] can delay notification that someone is missing, or hide or destroy the body. ===Disabling sensors=== Several [[Talents]] and [[equipment]] can be used to temporarily disable [[security devices]]. [[Cyber Knight]], [[Vanguard]], and [[Hacker]] all have talents that shut a nearby [[Security devices|security device]] down for one or more turns. A [[Hacker]] can also shut down [[security devices]] from within the local [[Matrix]]. Some varieties of [[Leverage]] can disable some or all security devices on the level. Disabled security devices will be unable to detect anything or report to the [[Security AI]] until they are enabled again. Since devices send detection reports immediately, disabling a device cannot prevent the report of a detection the device has already made. Rotating or moving security devices will not move while they are disabled. When they are re-enabled, their next sensor scan will be the same area as before being disabled. After that, they will resume their normal motion pattern. ===Speed=== Speed is a sometimes-neglected tactic for stealth. Moving quickly can reduce the time it takes to reach [[Objectives]], keeping the [[security level|Security Level]] lower than if you creep everywhere. It also enables mercs to reach a wider range of cover and hiding places. Sprinting helps mercs keep ahead of patrols or quickly cross a patrol path before the enemy gets there. In general, it is a good idea to run when it won't be detected. At the same time, a team should avoid over-extending movement. Using the full Action Points for movement and ending a turn exposed to discovery is a lot riskier than moving a slightly shorter distance and ending behind cover. Sometimes the risk is worth it, sometimes it is not. If a merc plans to creep close to an enemy, they can run up to the edge of the Move Detection Radius before toggling to sneak mode. Splitting up is another way to boost the effective speed of your team. If the team has several [[Objectives]], reaching more than one at a time is a way to reduce the duration of the mission, keeping [[security level|Security Level]] low and making it safer. Balance this against the risk of one party falling into deep trouble without support from the other parties. Make sure that the split parties have the [[Talents]] and [[Traits]] that will keep each one safe. If an enemy has heard a noise or a [[Security devices|security device]] has been triggered, sprinting can get the merc out of the area before someone investigates. Sometimes it is worth it to permit an enemy to hear a merc sprinting or to trigger a [[Security devices|security device]] if you can get away and reach a goal quicker. And sometimes it is time to throw away stealth and make a dash to the exit. It usually does not matter for victory conditions if the enemy discovers you. Getting out quickly with little or no damage is often better than trying to sneak through to the end and risk a deadly confrontation. Several [[Talents]] can boost movement speed by adding [[Action Points]], adding [[Movement Points]], or improving [[Move Speed]]. The most powerful are talents that give a boost to the entire team, such as [[Tactical Surge]]. Heavy [[armor]] will impose a movement penalty, reducing [[Move Speed]]. Characters and mission teams focusing on stealth may want to use lighter armor that does not inhibit movement.
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