Stealth Tactics

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Nietzsche's Mustache
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Stealth Tactics

Post by Nietzsche's Mustache » Sat Feb 18, 2017 4:33 am

Hi folks. I seem to be in the minority of people that are interested in Stealth tactics. For the most part I tend to play AoG and stick to Quiet Cupcake reactors silent or snappy crickets warp drives, and tactical hollowscreens. Now, I'll grant you the value of the hollowscreen seems to be against enemies that hit gradually rather than in big hits and I'll bounce back and forth between that and the blue goose depending on the occasion. But contrary to all of this, most of my friends have and for that matter everyone I've talked to find me a bit insane for not going "loud and proud" with a roland reactor or a null point model B and the biggest shield integrity allowable. So I wanted to start this thread about how stealth tactics work, what difficulties you're going to encounter as your crew/your ship level up, and against what you're going to see things work vs. when they're not.

A few notes from my own experience:

A fresh Carrier game is not going to get you through a bout with the Grim Cutlass, no matter what you do. Even with 1337 pr0 boarding strats, unless there's something I'm missing.
When your ship is pretty significantly leveled up and your enemies have scaled to match, you'll be at the edge of range (the range of the C.U. long, that is, 14 km) and your enemies can still detect you. That's not obnoxious at all. Or at least that is to say we're apparently being too obnoxious.
You can tone down your EM sensors in order to tone down your EM detection. With a little luck you'll find a sweet spot where you can detect an enemy and they can't detect you. Good luck on that note though, as all of the above is going to be changing pretty rapidly in real-world scenarios.
Some of the early WD missions are made much easier by swapping your default reactor for a Quiet Cupcake or a Fluffy Buiscut Jumbo and then running away. Problem is: you're in a nebula and you'll be hard-pressed to find that last neutral drone again.

obliviondoll
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Re: Stealth Tactics

Post by obliviondoll » Sat Mar 04, 2017 1:32 am

Stealth has... issues. Once you've been spotted, the AI is generally pretty hard to hide from, and it's pretty easy to light even a good stealth ship up for long enough to reveal your position. Would be nice to slightly reduce the effectiveness of sensors at longer ranges.

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Edinstein
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Re: Stealth Tactics

Post by Edinstein » Tue Aug 01, 2017 12:13 pm

We're planning on spending some time looking at stealth and better ways to hide from ships once you've been noticed. We're sorry it's a little tricky right now!

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SirKnum
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Re: Stealth Tactics

Post by SirKnum » Fri Aug 04, 2017 8:41 pm

I wrote a guide about how detection and stealth works, in case you are interested: http://steamcommunity.com/sharedfiles/f ... =927504756

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CptSnuggles
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Re: Stealth Tactics

Post by CptSnuggles » Sun Dec 03, 2017 6:07 pm

I've done some testing and figured out more details of stealth combat!

Enemies can detect EM, Quantum, and Radioactive signatures. All of those signatures must be exactly zero if you're going to achieve true stealth. If they are non-zero at all, enemies will lock onto you as soon as you start firing and they will rarely lose track of you. Enemy ships may also be able to detect life signs, but only when you're within spitting distance. Quantum and Radioactive signatures can be dealt with by not charging your jump drive and removing any nukes you have installed. Nukes in cargo generate no signature. Now, as for EM:

-Ship EM signature = (percent power draw x reactor EM signature) + JD sig when charging

-That means that in order to have 0.0 EM sig, your jump drive cannot be charging (unless it's a Dark Drive), and either your power draw or your reactor's EM signature must be zero.

-Using the aux generator only adds on to your total output rather than offsetting a certain amount of power draw. That means that, if you want to run any components whatsoever, your percent power draw will never be zero and therefore your EM signature will never be zero.

-However, if you don't have a reactor, you don't have a reactor signature. You can have 0.0 EM sig by removing your reactor and relying entirely on your aux generator, allowing for true stealth combat!

The best ships for this are the Grim Cutlass and the Outrider, followed by the Carrier. Unfortunately, the Stargazer - our only dedicated stealth ship - only has an average aux generator, so it's pretty poor for the stealth combat role. It's still good for stealth boarding though!

Disclaimer: enemies can briefly detect you when you fire your weapons, probably because they see the giant flash of light out their window. Their visual tracking is pretty good within about 4 km. Outside of that range, they usually fly towards your last known location and fire a couple of shots in that general direction. If you move out of their way quickly enough, they'll lose you again. If you don't, you'll have a fight on your hands until you escape their visual detection range.

If you're in a nebula, enemy ships lose almost all of their tracking ability. They don't spot your weapons fire at all until you're just a few km away. You can just sit still and blast away and they'll never move.

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Edinstein
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Re: Stealth Tactics

Post by Edinstein » Wed Jan 03, 2018 6:35 pm

Beta 17 will introduce some changes to sensors and stealth that will hopefully make sneaky playstyles more feasible!

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