Here is someone ghosting completely through the first mission on Perfectionist
Okay, sorta wrong because he fucks up near the end but it's almost pulled off correctly. Might've spotted a reload in the middle there.
After Action Report also says it is on Realistic but all the signs of it being Perfectionist difficulty are there (no M&E gauge, no ammo boxes to refill ammo/gadgets at).
Slightly disappointed there was an area or two where you can literally bypass 4-5 guards just shimmying along the edge. Thought they would've figured that shouldn't fly due to their shitty attempt at "stealth" in the E3 video. Also seem like either he was really good, or the AI still isn't that great at detection since it seemed like he was close to but not spotted in open daylight a few times.
But the police station part looked cool, fairly large room with some patrols and lots of stuff to break line of sight/is dark inside and no real sign of a simple bypass like giant fucking pipe crawling along the ceiling to the next waypoint.
I haven't read the entire thread, but I feel like there should be an active attempt to discourage frontal assault, but it seems that the devs want to offer it as a viable playstyle (I watched that abandoned mill video). Being an old-school CT fan myself, I don't approve of this, even if they are throwing stealth players a bone here.
I guess there's perfectionist mode though.
Points scale to playstyle. In normal it looks like it is 150 per enemy undisturbed (ghost) > 125 non-lethal KO (ghost) > 100 silent kill (panther) > 75 combat kill/takedown. They scale per difficulty but obviously the differences are about the same.
I believe getting a detected a bit but slipping out also grants you points when you reach the point of no return in the form of panther points.
You also have to pretty much gear up for assault, which means you specifically need to buy weapons/gear for it for not much return (ghosts can make almost 100% more points over someone playing assault). As far as I have seen it is not possible to play it like a straight cover shooter because the enemy is competent enough to fix and flank you, toss grenades and there are other enemy archetypes that will ruin you if you stand there and try to pop and shoot. Apparently they also have designated people who are better at co-ordinating other AI.
Snipers pretty much one-shot anyone in full armour on nearly any difficulty unless they've changed that; dogs will force you to "mash X to break free" and force you out of cover; tech enemies jam your goggles (NVGs too) and send suicide R/C cars at you; heavies have shotguns and more armour and can't be immediately headshot; also enemies with NVG.