Do player attributes affect multiplayer coop?

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Vir2L™
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Do player attributes affect multiplayer coop?

Post by Vir2L™ » Tue Oct 19, 2004 3:31 pm

In multiplayer coop, are the players attributes affected the same way as in SP coop? (The attributes being, weapon, stealth, endurance and leadership.)

The one I am mainly asking about here is stealth. Someone I know keeps mentioning that if their character has more stealth attributes, than they can sneak around patrols easier. (Sniper more than rifleman more than demo more than support.)

Does a sniper, that has more stealth attributes, have less of a chance being seen/heard than a rifleman that has hardly any stealth attributes?

I haven't noticed this to be true for human players, but i have noticed it more when I play single player, the AI are a bit sneakier.

Anyone else have any thoughts on this?
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Post by Monoman » Tue Oct 19, 2004 5:14 pm

I'm thinking if it affects SP then it affects Coop. The only difference the SP players are not used in Coop.
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Post by sw3D » Tue Oct 19, 2004 5:55 pm

player attributes don't really apply unless the person is controlled by AI, and plus.. ghost recon is NOT splinter cell, there are few instances where you can even get so close to an enemy that u can grab them by the neck, so stealth is pretty much useless
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Post by Krush » Tue Oct 19, 2004 7:25 pm

hmmm, not really true Stryker. In stealth missions the enemy is sometimes as close as 20 meters (or less) and you can't shoot. Stealth in many cases plays a big role in very tactical missions. Plus if this is correct, the stealth in MP coop games, then that would mean the enemy has less range on you (which again would help a lot).
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Post by Vir2L™ » Tue Oct 19, 2004 10:57 pm

So its safe to say that if a player is kit'd up as a Sniper and another as a Rifleman, they are both just as loud and and just as easy to spot, from the enemy tangos point of view.

So I can finally tell this guy he is 100% wrong.

@Stryker
Stealth comes in very handy in alot of coop missions. Alot of players just don't have half a brain to use stealth instead of firefighting thru every mission and dieing, quickly.

You're right, its not Splinter Cell... and its not Quake either.... Its called Ghost Recon, look the two words up in a dictionary. lol

The majority of players these days are rambo types. You know why? Because the majority of servers are promoting run n gun BS play, and thats all people try and know about the game. Its sad really. Where are all the sneaky bastards at?
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Post by Monoman » Tue Oct 19, 2004 11:33 pm

If you look at the actor files for the platoons the stealth attributes for the classes are:
Rifleman: 3
Demo: 1
Support: 2
Sniper: 4

Although if you look at some of the Specialists/Heroes in SP some have higher stealth attributes.
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Post by tim_leary » Wed Oct 20, 2004 10:09 am

With reference to coding a mission for coop where the programmer chooses the tangos, I can say this about the tangos:

There are classes of tangos that the programmer can choose from. Some have more capabilities than others. More body armor, more leadership, more stealth, etc. I always choose a more elite tango to lead a team otherwise they're too docile and don't always follow your instructions as well.

As for allied capability on coop, gosh I haven't thought about that but for unlocked heroes, yea, they do have more capability.

Anyone can sneak around a dumb tango. There's a lot of things you can do to them. You can totally turn off their A.I. capability entirely and run around a group of 20 tangos. You can make the tangos alert, bored, combative, etc.

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Post by Vir2L™ » Wed Oct 20, 2004 10:38 am

so next time Darby says, "I'm a sniper, your a demo man, let me sneak around tha patrol, i have more stealth". I can now tell him to STFD, attributes dont matter in MP coop.
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Post by Dark uk » Wed Oct 20, 2004 1:16 pm

Well the only think I know of is some types have more armor than others.

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Post by tim_leary » Wed Oct 20, 2004 2:15 pm

FOR Tangos that is certainly true. It depends on two things:

1) the tangos that the programmer chooses...

and

2) the combat.xml file that is active. If there is a mod they generally have a custom combat.xml file - for example HX5 does, and I assume AS mod does - these have custom capabilities for tangos making them meaner, harder to kill, more of *everything*.

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