I find it odd that scout is less visible on weeds.

Weeds are supposed to be the domain of aliens.

I find it odd that scout is harder to see on weeds than on sand or something.

I don’t know how you’d fix it though.

1 Like

Considering that you can vision blackout (i.e. obscuring your vision with a wall) to immediately spot scouts moving on your screen, I think they have more problems than weeds. Weeds just help you confirm attacks on scouts and forces them to choose between mobility and leaving a trail that can catch them.

1 Like

You don’t find it odd that scout using visible light camoflage can be harder to spot to eyeless xenomorphs at all?

5 Likes

the cape takes on the heat signature of the floor and he’s crawling on it
(afaik xenomorphs see in IR in lore)

1 Like

They also perceive sound in itself, they have echolocation, smell, in some media there is a hypotesis on “psychic receivers” they have and so on. So scout cape lets trough visible light, masks heat signature, masks smell, lets echolocation sound waves to pass trough unaltered, masks any sound scout can make and then in the end also dulls “psychic mumbo-jumbo”.

Either that, or it is simply a gameplay mechanic that requires zero thought to be put behind, because otherwise it falls apart like a house of cards, those thoughts including scout lurking in “xenomorph domain” which weeds are and being even harder to spot.

How is lurker being able to make himself so transparent? I find it odd that he is less visible on the bloody frontlines, which is frontline castes and marine domain, not an ambush caste playground.

1 Like