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Messages - mentalmars

#1
nice pix, can this game just me finished allready i wanne play ;)

MP3 should be fine for everyone right
#2
Presentation Forum / Re: Tick Tock...
May 31, 2009, 01:34:25 AM
E3 Special ? :P
#4
Public Discussion / Re: water
May 15, 2009, 07:53:19 PM
Quote from: frvge on May 15, 2009, 07:29:46 PM
However, if the Spy is in that same water, he will get shocked too.
yep that's also a downside.

but will the merc also be able to do the same with his tazer?
so he can sit at the entrace of the room and shock a spy that just ran inside.

also when walking through the water
will the spy be capible to run up against the wall to reach a vent becase of his wet feet?



#5
Public Discussion / water
May 15, 2009, 07:17:54 PM
i was just wondering and i  couldnt find this on the forum.
but can we tazer a merc if he stands in a pool of water by shooting in the water?
this was possible in the club house garden (SCCT)

i read something in another thread about dynamic content in a map
like flooding a room with water.
dont know if i is usefull

but if the spies can hack a console that will put the floor in a room under water.
like 10cm or something.

spies can tazer the merc by shooting in the water
merc will run 10% slower becase of the weight of the water
spy camosuit wont work anymore in that room on the floor

(spies cant use the secret waterfall passage anymore)

#6
Public Discussion / Re: little idea
May 15, 2009, 06:52:34 PM
Quote from: frvge on May 13, 2009, 01:06:32 AM
Could you list the pros and contras of it? Every weapon/gadget has its strengths and weaknesses.


i think a second handgun isnt the way to go.
SCCT had a uzi, shotgun & submachinegun, those guns have all different abilities.

I dont know if you can get a handgun to work.
you could just b*tchslap the spy to death :P (taser wasnt my kind of gadget)

but lets imagine we want a handgun to work

- less damage
- low rate of fire

+ got some more shots when your main gun is out of ammo
+ doesnt jam like the main gun when you run through chaff

or something like that
#7
Public Discussion / Re: Grappling Hook
March 10, 2008, 04:55:25 PM
Wasnt the Grabling Hook idea allready been burned to the ground, like a year ago?
This idea was allready discussed when PS first started right, i think i iven put it on the Ubi forum.
#8
Public Discussion / Re: merc confusion gadget
February 14, 2008, 09:34:28 PM
it's a option, just giving input for a different aprouch ;)

you also wouldnt gain ground if you used the ss as a projection gun
#9
Public Discussion / Re: merc confusion gadget
February 14, 2008, 02:30:56 PM
yes it's risky, becase you will be vunrible
but it will keep the spy from spamming it.
but just like a merc using the camnet or drone
it will give you some power but it also gives you a weakness
so you will have to use it correctly

the spy will have to find a hiding space
(a merc would put his back against the wall if he would use the camnet)
hologram movement can be controlled by the spy giving you full motion an direction to give a wrong impression to a merc.
the holomatrix wont overload with 1 or 2 shots
but i think it should be in, or els you got one arrgo spy with a hologram fake dummy ronning around the merc to srew him.

maby mines and traps should not be vissable for the hologram
this way a spy can enter rooms and have a look around without stepping on to them

ones again this is a mix of both ideas that where suggested
maby this gives you a fresh point of view


Quote from: Cyntrox on February 14, 2008, 12:07:26 PM
Overpowered? I can hardly see it being useful at all...
this isnt a lot different from gaiwen idea
that you got projector from your SS
#10
Public Discussion / Re: merc confusion gadget
February 14, 2008, 10:04:32 AM
remote controle?

i was thinking something like SCDA when a merc used a drone.

When a spy shoots a holopod
he loses his own mobility (also like a merc when using camnet or a drone)
leaving the real spy in danger / vunrable
but now you are playing/moving the holopod that plays like a normal spy

holopod needs to stay in range of the real spy
holomatrix grid wil become unstable when merc shoots at it and the hologram will dissapear

this way no spamming arrgo abuse of holograms
also becase you move the hologram yourself, and becase it plays like a normal spy
you make the moves of a normal player so you can fool mercs

is this the best sollution? 
#11
Public Discussion / Re: merc confusion gadget
February 14, 2008, 12:07:11 AM
Quote from: frvge on February 13, 2008, 05:53:47 PM
? You can shoot it, but the pod wont be affected.

better save then sorry.
if you run pass it, you can shoot or bash it.
and you will do that becase you dont want to walk passed a spy and do nothing about it
#12
Public Discussion / Re: merc confusion gadget
February 12, 2008, 01:55:08 PM
we dont al have to agree with all the gadgets.
some pll like to take the spy bullet other choose the hartbeat sensor becase it doesnt limit you to 5 scans
but the bullet has other +Points
i dont see the point of a photonic granade, why not just shoot a normal granade.
a buddy of mine loves flares, i dont see why.
But hey if it works for him.

everyone likes different things
everyone likes to take different gadgets becase the one or the other will fit him better.
the gadgets just need to work.
When i started playing SCCT when it came out everyone wanted the camosuit and a pack of granades
no one used the alarmsnare, but i did and very effectively becase no one played that way anymore.
playing styles change.
yes after a few games you know where most ppl place there mines
but then ppl start placing them on other spots.

the same will be for the hologram
at first you will be foold, after a few weeks you know a bit better.
then thing start to shift ....
#13
Public Discussion / Re: in game security
February 12, 2008, 01:42:16 PM
back in the days that you could place vertical spytraps
they wherent used a lot but when they where uses they where really effective.

specially for me becase i didnt bring my chaff
so there was no way of disarming them becase you couldnt get the angle to shoot them

a few examples
cinema -> vent next to the cafe terminal
krauserlab -> room before the lab where the spies need to get of the sealing
warehouse -> sector1 where the spies can hang on the pipe next to the bridge

---

I do think that there should be a limit to placing the spytraps/mines vertically
only able on opjects, not on the ground.
or els you can place them everywhere and it would not be possible for spies to leave a vent
so chaff will became a gadget that you need to take with you to be able to play the game
#14
Public Discussion / Re: merc confusion gadget
February 11, 2008, 08:14:37 PM
Quote from: AgentX_003 on February 11, 2008, 03:20:29 PM
Quote from: mentalmars on February 11, 2008, 01:36:52 PM

the only thing is  the holo pod should be the size of a dime for portablity / makes it harder for the merc to find.

i think the pod should not be visable
you are trying to fool a merc.
if you see a huge disc flying as merc, would you be foold by it.


i only use the word pod so it's a device that creates the image
creating a hologram out of thin air would be difficelt ;)
#15
Public Discussion / Re: in game security
February 11, 2008, 01:47:34 PM
I like the idea of selectable security

1) More lasers that gives more choke points to get to a opjective
example a lasergrid in the beginning from a hallway
PLUS a lasergrid at the end hallway as bonus

2) A extra laser on the basic lasergrids that makes diving through a lasergrid impossible

3) maby that you can make 1 room (opjective) very hard, creating somekinda "Vault" security
More lasers, closing doors when alarm is triggered.

(moving lasers would be nice)