I have a question about the stealth detection in ground games. On my captain stats above resistances there is a stat called stealth detection. It is always 0, even with the telepathy trait. Do I misunderstand something there? As far as I see telepathy (or perception?) increase my chance to see others in stealth mode. And in fact with my Lethean I (sometimes) see them. So why is the stat still 0? I also have the Klingon stealth armor, that should give +10% stealth detect. Ok, I would understand that 0 + 10% is still 0, but how do I actually get stealth detect at all? I am a bit confused about this. Maybe someone can enlighten me.
Unfortunately stealth in ground PvP has had a...problematic history in STO, it's actually possible that few if anyone has even messed with stealth detection.
There was a point where stealth was absolutely perfect and you could literally pulswave some one from point blank and they would never know. IIRC that was fixed but the whole ground stealth/detection has seemingly been a quagmire.
If you do tests on it I'd be curious to know what you find out.
As far as I'm aware, the only thing that affects that stat is the Gamma Quadrant tribble which provides a perception buff. It is quite effective in conjunction with perception traits for cloaked detection, however, it still is not enough to perceive cloakers with the covert trait. The Gamma Tribble can be created by feeding a common tribble ketracel white which can be replicated from your item menu..
I haven't really looked at it, but I think all of those trait/racial boosts to stealth detection only effect you once you've used something that boosts your perception past zero points, which everyone has all the time until they use Target Optics or Tricorder Scan. Even then, if you were to stack all of the +perception talents, it would not match up against covert, so it is worthless to pick those traits for that reason.
I'm not sure that the stealth detection stat listed on your character sheet even works properly. For example, if you use the Gamma Quadrant Tribble, your stealth detection stat goes to 500.0, which should indicate that you can see cloaked targets easier, but I never have in my experience. Likewise, that stat on your character sheet does not improve when you use Target Optics or Tricorder Scan, things that DO actually improve your stealth detection.
To put it simply, stealth is broken in ground combat and the devs have shown no understanding of how it works. Until perception bonuses work properly and are worth taking, you'll have to rely on situational awareness and the mistakes of your cloaking enemies to combat them, rather than flat out seeing them.
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The tribble is quite interesting. Indeed I can see the 500 stealth detection when I use it. So far (its just a feeling) I can see stealthed players quite easily now. The telepathy trait seems to work sometimes. With the klingon intelligence armor (=11 % stealth and stealth sight) I saw no difference yet. It affects stealth abilities (ambush, stealth module and omega stealth) in numbers, but not the stealth detection value, which is either 0 or 500 with tribble. I will do some tests these days and tell you about it.
The perfect cloak is any stealth value that reaches 610. If your Stealth value is 610 then you will NEVER be visible to any enemy. Anything between 600 and 610 will allow an enemy to briefly see you if your distance is at 0. But this is very brief. Somehow the game causes an instant re-cloak. No amount of perception will pierce 610 stealth. It is absolute. Using an alien with 2 traits for stealth detection, plus stacking 3 tricorder scans and a target optics could not pierce 610 stealth. The tricorder scans were not placed on the cloaked target.
You used to be able to stack stealth values from different sources to easily achieve 610 stealth. Now you can only do so with Covert trait and at least 8 points into Special Forces skill, with the Operative Cloak.
Everyone starts with 500 Perception and 0 Stealth. As your stealth increases, your distance at which you can view people changes. The issue currently with Stealth is that it is working on some exponential scale. Generally: Stealth - Perception = Factor. This Factor is adjusted for distance. In ground, the formula is something like this: (Stealth * Stealth) - Perception = Factor. It looks like there is a tribble patch for space that changes the formula to: Stealth - Perception = Factor. What we don't know is if this is also going to apply for Ground. I haven't been able to test it yet but it looks like this is going to be the new method. Which will make the Covert trait not nearly as powerful as it was before. In fact I believe the covert trait is getting a 10% boost to a final 30% increase in stealth.
Currently hunting cloakers with Covert is a bit of an art form. There is a Whoosh sound when a cloaker gets within a specific range. Currently that range is 25 meters. IF you have EAX enabled and a good sound setup you can pin point the direction. From there you can play the triangulation game by running back and forth until you have a good idea of where the cloaker is. Sprinting up to their location and running tricorder scan to lower their stealth below 600 will reveal them. It is a bit of a hit and miss but sometimes you will be surprised at how lucky you can get. On Otha this is even easier. On a large part of the map you can see the footsteps of the cloaker. As soon as they start moving you can track them.
There is also a new Environmental Set in the new LoR release that will provide a +500 Perception. It was tested and it can clearly penetrate the perfect cloak across a map. The only issue is the horrible resistance values it has. A Science Officer with the medic kit could maybe run this and Tricorder Scan any cloakers at range. We might also see a return in Stealth stacking with this new formula.