No, dude, they r not totally. I have MK2 holos on my Sharpshooter, and everytime 1 drop both in nearest vicinity, only 1/3rd of all Reaper shots hit me because after returning fire i always change position in relation 2 the 2 holos, when the Reapers repair. That makes 'em attacks always a try and error game, usually effective enough 2 ward 2 or even 3 Reapers, while i can hold position 4 the whole duration of the holos and shoot 'em until they die or retreat. But that counts 4 Sharpshooter and Reaper only. I'd REALLY like 2 use my MK3 holos on my 3rd Predator, but they r not viable the way they r actually, because of the lack of a radar signature. I don't understand, y this simple feature hasn't been implemented, because the holos CAN already b used 2 trick enemy turrets (when placed near) or cause false Hellfire lock-ons on them, so it logically SHOULD b useable as a decoy too. Also there is un4tunately no way 2 trick an enemy Predator with holos, just because he can identify 'em easily from standing enemies when in stalker mode. It's really hard 2 counter a good Predator pilot, without the option 2 trick him, even when playing the Predator myself, so it would b a very nice and useful addition, 2 b able 2 confuse 'em with holos. I furthermore agree with TerasCell regarding the muzzleflash. It would help increasing the plausibleness of the holos ENORMOUSLY, just because of no1 would believe a standing player, doing nothing but turn around and watch, but maybe a standing, aiming and shooting player seems "real" enough 2 make the use of holos much more viable. As a countermove 2 that, i'd suggest a prize increase 2 compensate 4 that improvements. Would b only fair.
Regards, gArphEus