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 07/10/2008 21:55:40
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Perceptive Mind
Joined: Oct 1, 2006
Messages: 975
Location: Vector
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What is the point of silencers?
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 07/10/2008 23:29:11
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Jacked Out
Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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So gunshots can't be heard from a distance so as not to attract attention.
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 07/10/2008 23:30:21
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Vindicator
Joined: Sep 1, 2005
Messages: 2466
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Supposedly they reduce the threat of Agent attack. Other than that, absolutely useless.
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 07/10/2008 23:39:44
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Perceptive Mind
Joined: Oct 1, 2006
Messages: 975
Location: Vector
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Vinia wrote:
So gunshots can't be heard from a distance so as not to attract attention.
But does this actually work in MxO? I've been using a silenced sniper and though my target doesn't always notice that I'm shooting him, nearly everyone of his team mates does. I think this is mainly due to the fact that when people are sitting around camping at Mara C, they really on the team mini and sound to alert them of danger. But, this stealth from the silencer seems only to last a few seconds.
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 07/10/2008 23:50:50
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Development
Joined: Dec 2, 2005
Messages: 21413
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Weapons with "Silenced" in their name are configured to generate only half as much "Noise" per shot as the unsilenced version of the weapon. "Noise" is a game value that is in theory used by AIs to help determine if they detect a nearby player who isn't in their line of sight. Many game actions generate "Noise" values, including walking or running (this is where the noise reduction property of Sneak, and of the new Tabi shoes, is supposed to come into play, for instance).
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 07/11/2008 00:10:47
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Perceptive Mind
Joined: Oct 1, 2006
Messages: 975
Location: Vector
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Thanks, Rare, that answers my question. This also means that there is no PvP value.
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 07/11/2008 00:30:42
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Jacked Out
Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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Rarebit wrote:
Weapons with "Silenced" in their name are configured to generate only half as much "Noise" per shot as the unsilenced version of the weapon. "Noise" is a game value that is in theory used by AIs to help determine if they detect a nearby player who isn't in their line of sight. Many game actions generate "Noise" values, including walking or running (this is where the noise reduction property of Sneak, and of the new Tabi shoes, is supposed to come into play, for instance).
Exactly what I was going to say... >.>
Although I'd have tried to put in a 'ergo' or 'vis a vis' somewhere! 
Message edited by Croesis on 07/11/2008 00:31:09.
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 07/11/2008 00:52:55
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Jacked Out
Joined: May 27, 2008
Messages: 1519
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Rarebit wrote:
Weapons with "Silenced" in their name are configured to generate only half as much "Noise" per shot as the unsilenced version of the weapon. "Noise" is a game value that is in theory used by AIs to help determine if they detect a nearby player who isn't in their line of sight. Many game actions generate "Noise" values, including walking or running (this is where the noise reduction property of Sneak, and of the new Tabi shoes, is supposed to come into play, for instance).
They also work real good for sneakin up on Zion and Niobe lemme tell ya!
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 07/11/2008 06:24:23
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Fansite Operator
Joined: Aug 16, 2005
Messages: 8129
Location: UK -------- Instance: Syntax --- Organisation: Zion - Faction: Omega Syndicate
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Rarebit wrote:
Weapons with "Silenced" in their name are configured to generate only half as much "Noise" per shot as the unsilenced version of the weapon. "Noise" is a game value that is in theory used by AIs to help determine if they detect a nearby player who isn't in their line of sight. Many game actions generate "Noise" values, including walking or running (this is where the noise reduction property of Sneak, and of the new Tabi shoes, is supposed to come into play, for instance).
Note the use of phrases such as "in theory" and "is supposed". My guess? Noise actually does very little while the AI remains so easily broken, especially in regards to accessing threats and intruders in mission areas.
Still, they look cool and have funky silenced sound effects so hey.
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 07/11/2008 08:28:07
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Systemic Anomaly
Joined: Aug 24, 2005
Messages: 1112
Location: Enumerator 2.0
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cloudwolf wrote:
Rarebit wrote:
Still, they look cool and have funky silenced sound effects so hey. And that...in a nutshell is the Answer!!
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 07/11/2008 14:08:28
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Virulent Mind
Joined: Apr 13, 2007
Messages: 801
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If there are any neighborhoods where you have not tagged the access node, go there and start shooting at some NPCs using a regular weapon, and keep an eye on the agent meter at the bottom of your screen. It should go up a little bit with every single free fire shot. Now try that again with a silenced weapon. It shouldn't go up at all (unless you do something else which causes it to go up). Of course, if you're in an area where you have tagged the access node, then silencers are useless, as far as I can tell.
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