- **[Updated] We have increased the detect range on all detect units to match the line of sight for that unit. This covers the engineer, corrupted engineer, elite ranger, chopper, ghost, reaver, nightingale, sniper, jackrabbit, and wolverine. This will help in many respects but have the most significant impact on locating mines, locating units that are cloaked, and helping reveal a cloaked base.Hey guys, I was curious about everyone’s thoughts about the stealth detection buff listed in the patch preview (also copied above). It was my thought the cloaking was already kind of lackluster due to the plethora of detection units. Could this change severely reduce the viability of cloaking? Or are there some problems right now that I’m unaware of regarding stealth detection that end up being game breaking that this aims to address?
Sounds a little OP to me but I’m sure more experienced minds have more insight then me.
Lotus mines are a joke as is so might as well make them even more irrelevant.
The logic is flawless.
Cloaking with shield is a massive issue for late game Banished turtles where (mainly) UNSC have to put their relatively weak detect units close to a base where they just get targeted down.
Hopefully now both UNSC and banished can leave some detect units behind in the army to give vision while the main army can take the shield, army and eventually the base.