Trade-Offs
-12 Slots permanently fixed across your limbs and side torsos. This means you can not store ammo in your legs and you are limited as to what ballistic you carry in a side torso, esp if you want to bring a LFE.
-Obviously, Stealth armor is an armor type so one can't also equip FF or LFF to take advantage of the weight savings.
-The extra slots limit assaults/heavies use of Endo Steel.
-When the system is on you can't dump heat. Even standing still on hot maps Generates heat.
-Using energy weapons with Stealth armor toggled on means you're not only giving away your position but also building heat you can't dissipate.
-Using Stealth armor to run away is also problematic. Generally when you are running away you have heat stores that you can dissipate but this is not the case with SA turned on for an escape.
-Back stabbing is problematic as I believe the use of its associated ECM in disrupt mode alerts enemies to you presence. (I have only fought one SA LCT and I certainly knew when he was coming)
-With Stealth Armor turned on you are left in the dark. Team position, team health, enemy position, enemy health, enemy loadouts and even "If Friend or Foe" information is unknown. This greatly increases your need for situation awareness and team communication as to prevent friendly fire. Which would be great if the reward matched... That's a big IF though.
-One can't simply decloak/recloak as there is a 10 second cooldown on stealth armor.
Mechs I tried to make SA work on.
-Raven. 295XL, ES, 2XPPC, Tag and some rockets. Not sure if tag works or not. It gives up your position though. Swapping the rockets for narc might be viable. Overall I just found myself not using SA at all on this build.
-Griffen. 285LFE, ES, 2XMPLs, 4XSR4s. This felt pretty meh. Using SA to sneak up on a flank or backstab is ok but the ECM alerts your enemies to your presence. One you go weapons hot your probably never going to toggle SA on again due to heat.
-Phract. 300std, ES, AC20, 4MPLs. Again pretty mech. While it was fun to flank an enemy team and backstab a MDR2c it was just too slow. Maybe in a more hectic 12v12 this would work better.
-Atlas. Can't remember exact loadout. 340lfe?, Guass, SRMS, MPLs. (Something like that) Here there are a ton of limitations. One cant run ECM+SA+SRM6S+Art, nore can one run AC20+SA+LFE. and all the ammo has to be stored in the body/arms(probably without case due to slots)
-Cicada. Here is where I found something that kinda works. 255XL, ES, 3ML, LGR+2tons and SA+ECM(obviously). Unfortunately LFE+GA+ECM+SA in the left torso is 13 slots so unless one want to run a very slow std engine you are stuck with the lightGR.
-In the future I could see the Enforcer hero being a very niche snipper. 255xl, ES, 2JJ, 2xERML and a guass with 2(?) tons.
Known Bugs
-The use of SA causes a bug in ES where it also becomes non dynamic and "fixed" in place
-There is a bug when switching armor types with ES equipped where the mech displays "open" slots that are actually ES slots.
-IFF info remains on screen once SA is toggles on until such time as you turn away.
-Sometimes IFF info flashes for just a sec (intentional?)
Known Counters
I need to run a private match to be 100% sure but from what I can tell PPCs are countering SA+ECM. This makes SA near worthless esp considering its trade offs from above. From the devs description this is probably a bug?
Unknown Counters:
Tag. Have not tested yet.
ECM in counter have not tested yet.
Narc. Have not tested yet.
In Conclusion, What is the point?
-You can't use energy weapons to snipe and only 2? mechs are fast enough to be LGR/GR snipers and mount back up weapons.
-Heavies aren't really fast enough to position themselves well and even then ECM disruption and Seismic Sensor give you away.
-Assaults are even slower and SA puts constraining limitation on Ballistic choice, LFE usage and slot limitations.
-Running from a fight with SS on just means you are going to be too hot to fight next mech you encounter.
Edited by Kaptain, 01 July 2017 - 07:41 PM.