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A slowing gadget

Started by Spekkio, March 13, 2008, 06:25:44 PM

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neth

Ok and what if merc enters the room and blocks with slowing-nade the only one logical way which the spy could use to run away ? It would almost always mean he's dead.


IMO if we want slowing down effect it should exist as a new gadget. Im not sure about the form but it should definitely be something that is planted before action starts - like bear trap or some beam device. Perhaps we could use ceiling here.

Farley4Fan

Sounds way op to me.  A merc can instantly take away one of the only advantages he has on the spy, and eventually kill him.

Trip wires aren't similar to mines.  You have to set up each end.  AND it knocks the merc down and doesn't kill/poison him.  Sounds pretty interesting.

Daybreak

IF the merc is tossing slownades to prevent a spy from going somewhere, he's using the device effectively. Using the slownade means that the spy, if he doesn't want to take the risk of going through just has to find cover until the cloud clears.

I think the idea of the slownade would be a replacement option for the standard nade, and could become a significant tool against seeking and terminating spies. Just as how the HB sensor was once considered useless, it's become an almost necessary tool.

Trip wires against mercs are useless, it's not like they move fast, or anything like that. Might as well use a cam. If anything, you give the spy rope, which could be used as a trip wire or a newly created zipline. But that's just crazy.

Digital-Maniac

I dont like this for one reason, we may see problems.
Other than this, I lthink I like it, I'm at work so just gazed through the thread, sorry if I missed something.

What if I'm hacking?
I the merc throws a "Slow nade" and I cant move fast enough... BAM he blows my head off.

Also in my opinion, a good merc can catch up to a spy... I've caught up to plenty of spies with smart manuvering.

AgentX_003

Quote from: Digital-Maniac on March 14, 2008, 04:21:51 PM
I dont like this for one reason, we may see problems.
Other than this, I lthink I like it, I'm at work so just gazed through the thread, sorry if I missed something.

What if I'm hacking?
I the merc throws a "Slow nade" and I cant move fast enough... BAM he blows my head off.

Also in my opinion, a good merc can catch up to a spy... I've caught up to plenty of spies with smart manuvering of running into walls and getting neck broken.




-Thanks Murdy for da Sig <3  xD

Digital-Maniac

Quote from: AgentX_003 on March 14, 2008, 04:26:19 PM
Quote from: Digital-Maniac on March 14, 2008, 04:21:51 PM
I dont like this for one reason, we may see problems.
Other than this, I lthink I like it, I'm at work so just gazed through the thread, sorry if I missed something.

What if I'm hacking?
I the merc throws a "Slow nade" and I cant move fast enough... BAM he blows my head off.

Also in my opinion, a good merc can catch up to a spy... I've caught up to plenty of spies with smart manuvering of running into walls and getting neck broken.


Holy crap Agent agreed with me :o


Daybreak

What if you're hacking?
The merc throws a real nade and you blow up. WOW!
If he the throws a slownade there might be a chance you escape. Sounds like a good trade off for me.

PS. I've caught up to plenty of spies with smart manuvering of running into walls and getting neck broken.
That's what Agent added.


Digital-Maniac

That is true but unless the nade is the fabled insta gets me.

I imagine Aquarius the merc on the bridge shooting his nade,  i can run and escape with minimal damage.
and can still run into the "Big tank" and escape... if i'm running slow, i can get whacked.  Though I will say I'ms lightly more convinced.

Gawain

the slowing down effect can be fine tuned quite easily, 20% may be even too low for an effective slowing down gadget. if you have problem with getting away after hacking an objective, you should probably stop hacking some seconds earlier. what you also forget is that if a merc walks through ph. dust, he would also leave footsteps and gets slowed down not using mask. i'm gonna add this to the original post.

Westfall

A huge net the merc can deploy....ftw

No to phosphorous nade showing spy in emf...thats a little much.

Gawain

Quote from: Westfall-US on March 14, 2008, 05:51:53 PM
No to phosphorous nade showing spy in emf...thats a little much.
actually it's not: if the spy is in your fov, you will see him anyways because he has the green glowing shit on him and footsteps leading directly to him. so it would only help you in aggro situations which is a good thing. there will also probably be no emf ghosting in ps so that ph nades would be a good tool to find spies in ceilings (other emf-translucent materials aren't that common anyways). think about it: it's balanced with a spytrapped spy, so why shouldn't it be balanced with a spy not on your radar?

Westfall

Quote from: Gawain on March 14, 2008, 06:25:43 PM
Quote from: Westfall-US on March 14, 2008, 05:51:53 PM
No to phosphorous nade showing spy in emf...thats a little much.
actually it's not: if the spy is in your fov, you will see him anyways because he has the green glowing shit on him and footsteps leading directly to him. so it would only help you in aggro situations which is a good thing. there will also probably be no emf ghosting in ps so that ph nades would be a good tool to find spies in ceilings (other emf-translucent materials aren't that common anyways). think about it: it's balanced with a spytrapped spy, so why shouldn't it be balanced with a spy not on your radar?

The phos nade already leaves glowing shit. That is the sense of exposure. Its not an electrically stimulated material. If hes glowing already....y do u need him to light up in emf? This doesn't even pertain to emf ghosting. Phos nade does not equal spy bullet. Its a green substance that sticks to the spy, glows, and leaves a trail. NOW it will be able to slow the spy down or possibly cause damage due to the exposure of the gas portion of the nade once its detonated. There isn't a need for it to show on emf. Itwill show well enough in regular vision. Mercs don't need the advantage of being able to see the spy through a ceiling because he got slimed.

Farley4Fan

Give the phospho nade a few more uses, and not 1 huge use that cripples the spy drastically.

- 15% slowing effect that wears off depending on how bad the spy was hit by it.
- Makes spies leave glowing footprints
- Makes the spy himself glow a greenish color for 10-15 seconds.

All those depend on how close the spy was to the nade when it went off and how long he stayed near it.  If you make it slow the spy down too much then aggro will become absolutely useless.  Even a 30% slowdown effect with a boosted tazer will cripple aggro by A LOT!

As for trip wires, I'm still sort of iffy on it.  It may be fun but I wonder how it would work out.

QuoteTrip wires against mercs are useless, it's not like they move fast, or anything like that. Might as well use a cam. If anything, you give the spy rope, which could be used as a trip wire or a newly created zipline. But that's just crazy.

Not useless.  You don't have to be controlling the trip wires for them to trip mercs.  Imagine guarding tech room with trip wires on every door.  That would buy you an extra 4-5 seconds and give you a key oppurtunity to nade the shit out of the merc.  I don't think it should matter how fast the merc is going.  No matter how slow the merc goes, he'll still lose his footing and fall over.  If you use them wisely and in good locations I'm guessing they'd be quite effective even against good mercs.

Example:  You get into pirates room and have 6-7 seconds left to hack.  You know that there is a merc camping in the hallway between greek and pirates, and one merc in tech.  So, you set up a trip wire at the beginning of the greenish hallway between pirates and greek, and 1 down below in the doorway from tech to pirates.  Note that these can be placed a few inches from the ground to decrease visibility.  You then start to hack pirates.  Naturally the merc from greek starts to come.  By that time you've already got a few seconds hacked.  The merc comes around the corner into the hallway linking pirates to greek and trips over the wire.  You get 4 more seconds hacked because of this.  By the time he gets in a position to fire a nade you are finished hacking.

I think it would add some nice situations to the game and a nice gadget for the spies that the mercs can counter if they are careful enough.

frvge

Phos grenades with slow-effect = ok
tripwire = not. Takes too much time to set-up I think. Unless you shoot something which sets itself up?
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Farley4Fan

Possibly.  Maybe it would just shoot out of your ss.  Like for example, the trip arrow in bioshock.  You shoot it in the wall and the rest of the wire deploys from the spot you shot it at. 

Here's a video of what I mean in Bioshock: http://www.youtube.com/watch?v=hQHqcAjkTPQ

Note that he's shooting it so that it faces up.  This wouldn't be how it would be used, but you get the basic idea of how it could work.